| 1 | /* | 
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| 2 | *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 | *                    > www.orxonox.net < | 
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| 4 | * | 
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| 5 | * | 
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| 6 | *   License notice: | 
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| 7 | * | 
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| 8 | *   This program is free software; you can redistribute it and/or | 
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| 9 | *   modify it under the terms of the GNU General Public License | 
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| 10 | *   as published by the Free Software Foundation; either version 2 | 
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| 11 | *   of the License, or (at your option) any later version. | 
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| 12 | * | 
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| 13 | *   This program is distributed in the hope that it will be useful, | 
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| 14 | *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 | *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 | *   GNU General Public License for more details. | 
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| 17 | * | 
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| 18 | *   You should have received a copy of the GNU General Public License | 
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| 19 | *   along with this program; if not, write to the Free Software | 
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| 20 | *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 | * | 
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| 22 | *   Author: | 
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| 23 | *      ... | 
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| 24 | *   Co-authors: | 
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| 25 | *      ... | 
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| 26 | * | 
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| 27 | */ | 
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| 28 |  | 
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| 29 | /** | 
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| 30 | @file TetrisBrick.cc | 
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| 31 | @brief Implementation of the TetrisBrick class. | 
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| 32 | */ | 
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| 33 |  | 
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| 34 | #include "TetrisBrick.h" | 
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| 35 |  | 
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| 36 | #include "core/CoreIncludes.h" | 
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| 37 | #include "core/XMLPort.h" | 
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| 38 |  | 
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| 39 | #include "TetrisCenterpoint.h" | 
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| 40 | #include "TetrisStone.h" | 
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| 41 | #include "Tetris.h" | 
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| 42 | #include "util/Math.h" | 
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| 43 |  | 
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| 44 | namespace orxonox | 
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| 45 | { | 
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| 46 | RegisterClass(TetrisBrick); | 
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| 47 |  | 
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| 48 | /** | 
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| 49 | @brief | 
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| 50 | Constructor. Registers and initializes the object. | 
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| 51 | @ingroup Tetris | 
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| 52 | */ | 
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| 53 | TetrisBrick::TetrisBrick(Context* context): ControllableEntity(context) | 
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| 54 | { | 
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| 55 | RegisterObject(TetrisBrick); | 
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| 56 | this->shapeIndex_ = static_cast<unsigned int>(rnd(7.0f)); //<! random number between 0 and 7 | 
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| 57 | this->stonesPerBrick_ = 4; //<! most tetris bricks is formed by 4 stones | 
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| 58 | this->delay_ = false; | 
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| 59 | this->delayTimer_.setTimer(0.2f, false, createExecutor(createFunctor(&TetrisBrick::enableMovement, this))); | 
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| 60 | this->lockRotation_ = false; | 
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| 61 | this->tetris_ = this->getTetris(); | 
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| 62 | this->size_ = 10.0f; //TODO: fix this via this->tetris_->center_->getStoneSize(); | 
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| 63 | this->rotationCount_ = 0; | 
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| 64 | this->createBrick(); //<! create a whole new Brick; | 
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| 65 | } | 
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| 66 |  | 
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| 67 | /** | 
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| 68 | @brief | 
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| 69 | This function partly initializes a TetrisBrick as an array of TetrisStones | 
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| 70 | */ | 
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| 71 | void TetrisBrick::createBrick(void) | 
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| 72 | { //Index 0 : single stone, 1 : 4 in a row; 2: 4-Block right shifted; 3: 'T' 4: 4-Block left shifted; | 
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| 73 | //Index 5 : 4-Block; 6 : 'L'; 7 : mirrored 'L'; | 
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| 74 | if(this->shapeIndex_ == 0) | 
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| 75 | this->stonesPerBrick_ = 1; | 
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| 76 | for (unsigned int i = 0; i < this->stonesPerBrick_; i++) | 
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| 77 | { | 
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| 78 | // Create a new stone and add it to the brick. | 
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| 79 | TetrisStone* stone = new TetrisStone(this->getContext()); | 
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| 80 | this->brickStones_.push_back(stone); | 
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| 81 | this->attach(stone); | 
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| 82 | this->formBrick(stone, i); | 
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| 83 | if(this->tetris_ != NULL) | 
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| 84 | { | 
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| 85 | stone->setGame(this->tetris_); | 
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| 86 | if(this->tetris_->getCenterpoint() != NULL) | 
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| 87 | stone->addTemplate(this->tetris_->getCenterpoint()->getStoneTemplate()); | 
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| 88 | else | 
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| 89 | orxout()<< "tetris_->getCenterpoint == NULL in TetrisBrick.cc"<< endl; | 
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| 90 | } | 
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| 91 | else | 
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| 92 | orxout()<< "tetris_ == NULL in TetrisBrick.cc"<< endl; | 
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| 93 | } | 
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| 94 | } | 
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| 95 |  | 
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| 96 | /** | 
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| 97 | @brief | 
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| 98 | This function creates the shape of a TetrisBrick. ! Spaghetti-Code ! | 
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| 99 | @param i | 
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| 100 | The stone's number. | 
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| 101 | @param stone | 
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| 102 | The TetrisStone that is placed relative to the brick's position. | 
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| 103 | */ | 
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| 104 | void TetrisBrick::formBrick(TetrisStone* stone, unsigned int i) | 
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| 105 | { | 
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| 106 | if(i == 0) //setting the first stone as | 
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| 107 | { | 
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| 108 | stone->setPosition(0.0f, 0.0f, 0.0f); | 
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| 109 | } | 
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| 110 | else if(i == 1) | 
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| 111 | { | 
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| 112 | stone->setPosition(0.0f, size_, 0.0f); | 
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| 113 | } | 
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| 114 | else if(i == 2) | 
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| 115 | { | 
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| 116 | if(this->shapeIndex_ == 1 || this->shapeIndex_ == 6 || this->shapeIndex_ == 7) | 
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| 117 | { | 
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| 118 | stone->setPosition(0.0f, 2*size_, 0.0f); | 
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| 119 | } | 
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| 120 | else if(this->shapeIndex_ == 3 || this->shapeIndex_ == 4|| this->shapeIndex_ == 5) | 
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| 121 | { | 
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| 122 | stone->setPosition(size_, 0, 0.0f); | 
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| 123 | } | 
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| 124 | else if(this->shapeIndex_ == 2) | 
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| 125 | { | 
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| 126 | stone->setPosition(-size_, 0, 0.0f); | 
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| 127 | } | 
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| 128 | } | 
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| 129 | else if(i == 3) | 
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| 130 | { | 
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| 131 | if(this->shapeIndex_ == 2 || this->shapeIndex_ == 5) | 
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| 132 | { | 
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| 133 | stone->setPosition(size_, size_, 0.0f); | 
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| 134 | } | 
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| 135 | else if(this->shapeIndex_ == 1) | 
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| 136 | { | 
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| 137 | stone->setPosition(0, 3*size_, 0.0f); | 
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| 138 | } | 
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| 139 | else if(this->shapeIndex_ == 3 || this->shapeIndex_ == 7) | 
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| 140 | { | 
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| 141 | stone->setPosition(-size_, 0, 0.0f); | 
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| 142 | } | 
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| 143 | else if(this->shapeIndex_ == 4) | 
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| 144 | { | 
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| 145 | stone->setPosition(-size_, size_, 0.0f); | 
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| 146 | } | 
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| 147 | else if(this->shapeIndex_ == 6) | 
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| 148 | { | 
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| 149 | stone->setPosition(size_, 0, 0.0f); | 
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| 150 | } | 
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| 151 | } | 
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| 152 | } | 
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| 153 |  | 
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| 154 | bool TetrisBrick::isValidMove(const Vector3& position, bool isRotation = false) | 
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| 155 | { | 
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| 156 | return this->tetris_->isValidMove(this,position, isRotation); | 
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| 157 | } | 
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| 158 |  | 
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| 159 | TetrisStone* TetrisBrick::getStone(unsigned int i) | 
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| 160 | { | 
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| 161 | if(i < this->brickStones_.size()) | 
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| 162 | return this->brickStones_[i]; | 
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| 163 | else return NULL; | 
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| 164 | } | 
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| 165 |  | 
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| 166 |  | 
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| 167 | Tetris* TetrisBrick::getTetris() | 
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| 168 | { | 
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| 169 | if (this->getGametype() != NULL && this->getGametype()->isA(Class(Tetris))) | 
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| 170 | { | 
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| 171 | Tetris* tetrisGametype = orxonox_cast<Tetris*>(this->getGametype().get()); | 
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| 172 | return tetrisGametype; | 
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| 173 | } | 
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| 174 | return NULL; | 
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| 175 | } | 
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| 176 |  | 
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| 177 | /** | 
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| 178 | @brief | 
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| 179 | Overloaded the function to rotate the Brick. | 
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| 180 | @param value | 
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| 181 | A vector whose first component is the angle by which to rotate. | 
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| 182 | */ | 
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| 183 | void TetrisBrick::moveFrontBack(const Vector2& value) | 
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| 184 | { | 
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| 185 | if(value.x < 0) //speedup on key down | 
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| 186 | { | 
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| 187 | this->setVelocity(this->getVelocity()*1.1); | 
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| 188 | } | 
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| 189 | else if(!this->lockRotation_) //rotate when key up is pressed | 
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| 190 | { | 
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| 191 | if(!isValidMove(this->getPosition(), true)) //catch illegal rotations | 
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| 192 | return; | 
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| 193 | this->lockRotation_ = true; // multiple calls of this function have to be filtered out. | 
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| 194 | this->rotationTimer_.setTimer(0.1f, false, createExecutor(createFunctor(&TetrisBrick::unlockRotation, this))); | 
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| 195 | Quaternion q(Degree(90), Vector3::UNIT_Z); | 
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| 196 | this->setOrientation(this->getOrientation()*q); //rotation: roll 90° | 
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| 197 | this->rotationCount_ = (this->rotationCount_ + 1) % 4; | 
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| 198 | } | 
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| 199 | } | 
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| 200 |  | 
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| 201 | /** | 
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| 202 | @brief | 
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| 203 | Overloaded the function to steer the Brick right and left | 
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| 204 | @param value | 
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| 205 | A vector whose first component is the direction in which we want to steer the Brick. | 
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| 206 | */ | 
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| 207 | void TetrisBrick::moveRightLeft(const Vector2& value) | 
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| 208 | { | 
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| 209 | if(!this->delay_) | 
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| 210 | { | 
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| 211 | const Vector3& position = this->getPosition(); | 
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| 212 | Vector3 newPos = Vector3(position.x+value.x/abs(value.x)*this->size_, position.y, position.z); | 
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| 213 | if(!this->isValidMove(newPos)) | 
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| 214 | return; | 
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| 215 |  | 
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| 216 | this->setPosition(newPos); | 
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| 217 | this->delay_ = true; | 
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| 218 | this->delayTimer_.startTimer(); | 
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| 219 | } | 
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| 220 | } | 
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| 221 |  | 
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| 222 | /** | 
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| 223 | @brief | 
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| 224 | Is called when the player changed. | 
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| 225 | */ | 
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| 226 | void TetrisBrick::changedPlayer() | 
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| 227 | { | 
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| 228 | this->setVelocity(0.0f, 0.0f, 0.0f); | 
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| 229 | } | 
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| 230 |  | 
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| 231 | /** | 
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| 232 | @brief | 
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| 233 | Attaches stones to the Centerpoint. | 
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| 234 | */ | 
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| 235 | void TetrisBrick::releaseStones(TetrisCenterpoint* center) | 
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| 236 | { | 
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| 237 | assert(this->tetris_); | 
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| 238 | for(unsigned int i = 0; i < this->brickStones_.size(); i++) | 
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| 239 | { | 
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| 240 | this->brickStones_[i]->detachFromParent(); | 
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| 241 | this->brickStones_[i]->attachToParent(center); | 
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| 242 | this->brickStones_[i]->setPosition(this->getPosition()+this->tetris_->rotateVector(this->brickStones_[i]->getPosition(),this->rotationCount_ )); | 
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| 243 | } | 
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| 244 | this->brickStones_.clear(); | 
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| 245 | } | 
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| 246 |  | 
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| 247 | } | 
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