[10131] | 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 | * Fabian 'x3n' Landau |
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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 PongBall.cc |
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| 31 | @brief Implementation of the PongBall class. |
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| 32 | */ |
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| 33 | |
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| 34 | #include "Mini4DgameBoard.h" |
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| 35 | |
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| 36 | #include "core/CoreIncludes.h" |
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| 37 | #include "core/GameMode.h" |
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| 38 | |
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| 39 | #include "gametypes/Gametype.h" |
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[10156] | 40 | #include "graphics/BlinkingBillboard.h" |
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[10131] | 41 | |
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| 42 | #include "core/XMLPort.h" |
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| 43 | |
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| 44 | #include "Mini4Dgame.h" |
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| 45 | |
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| 46 | namespace orxonox |
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| 47 | { |
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| 48 | RegisterClass(Mini4DgameBoard); |
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| 49 | |
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| 50 | /** |
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| 51 | @brief |
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| 52 | Constructor. Registers and initializes the object. |
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| 53 | */ |
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| 54 | Mini4DgameBoard::Mini4DgameBoard(Context* context) : StaticEntity(context) |
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| 55 | { |
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| 56 | RegisterObject(Mini4DgameBoard); |
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| 57 | |
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| 58 | //this->registerVariables(); |
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| 59 | |
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[10156] | 60 | //initialize board |
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[10131] | 61 | for(int i=0;i<4;i++){ |
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| 62 | for(int j=0;j<4;j++){ |
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| 63 | for(int k=0;k<4;k++){ |
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| 64 | for(int l=0;l<4;l++){ |
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| 65 | this->board[i][j][k][l]=mini4DgamePlayerColor::none; |
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| 66 | } |
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| 67 | } |
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| 68 | } |
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| 69 | } |
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[10156] | 70 | |
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| 71 | this->checkGametype(); |
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[10131] | 72 | } |
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| 73 | |
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| 74 | /** |
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| 75 | @brief |
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| 76 | Destructor. |
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| 77 | */ |
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| 78 | Mini4DgameBoard::~Mini4DgameBoard() |
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| 79 | { |
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| 80 | if (this->isInitialized()) |
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| 81 | { |
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| 82 | |
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| 83 | } |
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| 84 | } |
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| 85 | |
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| 86 | //xml port for loading sounds |
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| 87 | void Mini4DgameBoard::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 88 | { |
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| 89 | SUPER(Mini4DgameBoard, XMLPort, xmlelement, mode); |
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| 90 | } |
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| 91 | |
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| 92 | /** |
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| 93 | @brief |
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| 94 | Register variables to synchronize over the network. |
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| 95 | |
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| 96 | void Mini4DgameBoard::registerVariables() |
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| 97 | { |
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| 98 | registerVariable( this->fieldWidth_ ); |
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| 99 | registerVariable( this->fieldHeight_ ); |
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| 100 | registerVariable( this->batlength_ ); |
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| 101 | registerVariable( this->speed_ ); |
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| 102 | registerVariable( this->relMercyOffset_ ); |
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| 103 | registerVariable( this->batID_[0] ); |
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| 104 | registerVariable( this->batID_[1], VariableDirection::ToClient, new NetworkCallback<PongBall>( this, &PongBall::applyBats) ); |
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| 105 | } |
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| 106 | */ |
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| 107 | |
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| 108 | /** |
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| 109 | @brief checks if the move is valid |
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| 110 | @param the position where to put the stone plus the player who makes the move |
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| 111 | */ |
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| 112 | bool Mini4DgameBoard::isValidMove(const Vector4 move) |
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| 113 | { |
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| 114 | return (this->board[(int)move.x][(int)move.y][(int)move.z][(int)move.w] == mini4DgamePlayerColor::none); |
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| 115 | } |
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| 116 | |
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| 117 | |
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| 118 | |
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| 119 | /** |
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| 120 | @brief makes a move on the logic playboard |
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| 121 | @param the position where to put the stone plus the player who makes the move |
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| 122 | */ |
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| 123 | void Mini4DgameBoard::makeMove(const Vector4 move, const int playerColor) |
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| 124 | { |
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| 125 | if(this->isValidMove(move)) |
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| 126 | { |
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| 127 | this->board[(int)move.x][(int)move.y][(int)move.z][(int)move.w] = (mini4DgamePlayerColor::color) playerColor; |
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[10156] | 128 | BlinkingBillboard* bb = new BlinkingBillboard(this->getContext()); |
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| 129 | orxout(user_status) << "Mini4Dgame: move.x " << move.x << endl; |
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| 130 | |
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| 131 | bb->setPosition(60*(int)move.x-90,60*(int)move.y-90,60*(int)move.z-90); |
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| 132 | bb->setFrequency(0.6); |
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| 133 | bb->setAmplitude(0.1); |
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| 134 | //bb->setMaterial("Flares/lensflare"); |
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| 135 | bb->setMaterial("Numbers/One"); |
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| 136 | bb->setColour(ColourValue(0,1,0)); |
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| 137 | |
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| 138 | this->attach(bb); |
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| 139 | |
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| 140 | |
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[10131] | 141 | Mini4DgameWinner winner = this->getWinner(); |
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| 142 | if(winner.color_ != mini4DgamePlayerColor::none) |
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| 143 | { |
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[10156] | 144 | orxout(user_status) << "Mini4Dgame: win!!!!!!!" << endl; |
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[10131] | 145 | //win(winner); |
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| 146 | } |
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| 147 | } |
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| 148 | } |
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| 149 | |
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| 150 | Mini4DgameWinner Mini4DgameBoard::getWinner() |
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| 151 | { |
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| 152 | Mini4DgameWinner winner; |
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| 153 | winner.color_ = mini4DgamePlayerColor::none; |
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| 154 | |
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| 155 | //check diagonals rows-columns-height-numbers |
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| 156 | for(int i=1; i<4; i++) |
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| 157 | { |
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| 158 | if(this->board[i][i][i][i]==mini4DgamePlayerColor::none || this->board[0][0][0][0] != this->board[i][i][i][i]) |
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| 159 | break; |
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| 160 | if(i==3) |
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| 161 | { |
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| 162 | winner.color_ = this->board[0][0][0][0]; |
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| 163 | for(int x=0; x<4; x++){ |
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| 164 | winner.winningRow[x] = x; |
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| 165 | winner.winningColumn[x] = x; |
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| 166 | winner.winningHeight[x] = x; |
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| 167 | winner.winningNumber[x] = x; |
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| 168 | } |
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| 169 | return winner; |
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| 170 | } |
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| 171 | } |
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| 172 | for(int i=1; i<4; i++) |
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| 173 | { |
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| 174 | if(this->board[3-i][i][i][i]==mini4DgamePlayerColor::none || this->board[3][0][0][0] != this->board[3-i][i][i][i]) |
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| 175 | break; |
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| 176 | if(i==3) |
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| 177 | { |
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| 178 | winner.color_ = this->board[3][0][0][0]; |
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| 179 | for(int x=0; x<4; x++){ |
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| 180 | winner.winningRow[x] = 3-x; |
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| 181 | winner.winningColumn[x] = x; |
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| 182 | winner.winningHeight[x] = x; |
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| 183 | winner.winningNumber[x] = x; |
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| 184 | } |
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| 185 | return winner; |
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| 186 | } |
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| 187 | } |
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| 188 | for(int i=1; i<4; i++) |
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| 189 | { |
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| 190 | if(this->board[i][3-i][i][i]==mini4DgamePlayerColor::none || this->board[0][3][0][0] != this->board[i][3-i][i][i]) |
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| 191 | break; |
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| 192 | if(i==3) |
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| 193 | { |
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| 194 | winner.color_ = this->board[0][3][0][0]; |
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| 195 | for(int x=0; x<4; x++){ |
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| 196 | winner.winningRow[x] = x; |
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| 197 | winner.winningColumn[x] = 3-x; |
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| 198 | winner.winningHeight[x] = x; |
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| 199 | winner.winningNumber[x] = x; |
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| 200 | } |
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| 201 | return winner; |
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| 202 | } |
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| 203 | } |
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| 204 | for(int i=1; i<4; i++) |
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| 205 | { |
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| 206 | if(this->board[i][i][3-i][i]==mini4DgamePlayerColor::none || this->board[0][0][3][0] != this->board[i][i][3-i][i]) |
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| 207 | break; |
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| 208 | if(i==3) |
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| 209 | { |
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| 210 | winner.color_ = this->board[0][0][3][0]; |
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| 211 | for(int x=0; x<4; x++){ |
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| 212 | winner.winningRow[x] = x; |
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| 213 | winner.winningColumn[x] = x; |
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| 214 | winner.winningHeight[x] = 3-x; |
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| 215 | winner.winningNumber[x] = x; |
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| 216 | } |
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| 217 | return winner; |
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| 218 | } |
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| 219 | } |
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| 220 | for(int i=1; i<4; i++) |
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| 221 | { |
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| 222 | if(this->board[i][i][i][3-i]==mini4DgamePlayerColor::none || this->board[0][0][0][3] != this->board[i][i][i][3-i]) |
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| 223 | break; |
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| 224 | if(i==3) |
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| 225 | { |
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| 226 | winner.color_ = this->board[0][0][0][3]; |
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| 227 | for(int x=0; x<4; x++){ |
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| 228 | winner.winningRow[x] = x; |
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| 229 | winner.winningColumn[x] = x; |
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| 230 | winner.winningHeight[x] = x; |
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| 231 | winner.winningNumber[x] = 3-x; |
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| 232 | } |
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| 233 | return winner; |
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| 234 | } |
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| 235 | } |
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| 236 | for(int i=1; i<4; i++) |
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| 237 | { |
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| 238 | if(this->board[3-i][3-i][i][i]==mini4DgamePlayerColor::none || this->board[3][3][0][0] != this->board[3-i][3-i][i][i]) |
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| 239 | break; |
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| 240 | if(i==3) |
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| 241 | { |
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| 242 | winner.color_ = this->board[3][3][0][0]; |
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| 243 | for(int x=0; x<4; x++){ |
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| 244 | winner.winningRow[x] = 3-x; |
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| 245 | winner.winningColumn[x] = 3-x; |
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| 246 | winner.winningHeight[x] = x; |
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| 247 | winner.winningNumber[x] = x; |
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| 248 | } |
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| 249 | return winner; |
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| 250 | } |
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| 251 | } |
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| 252 | for(int i=1; i<4; i++) |
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| 253 | { |
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| 254 | if(this->board[3-i][i][3-i][i]==mini4DgamePlayerColor::none || this->board[3][0][3][0] != this->board[3-i][i][3-i][i]) |
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| 255 | break; |
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| 256 | if(i==3) |
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| 257 | { |
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| 258 | winner.color_ = this->board[3][0][3][0]; |
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| 259 | for(int x=0; x<4; x++){ |
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| 260 | winner.winningRow[x] = 3-x; |
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| 261 | winner.winningColumn[x] = x; |
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| 262 | winner.winningHeight[x] = 3-x; |
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| 263 | winner.winningNumber[x] = x; |
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| 264 | } |
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| 265 | return winner; |
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| 266 | } |
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| 267 | } |
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| 268 | for(int i=1; i<4; i++) |
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| 269 | { |
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| 270 | if(this->board[3-i][i][i][3-i]==mini4DgamePlayerColor::none || this->board[3][0][0][3] != this->board[3-i][i][i][3-i]) |
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| 271 | break; |
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| 272 | if(i==3) |
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| 273 | { |
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| 274 | winner.color_ = this->board[3][0][0][3]; |
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| 275 | for(int x=0; x<4; x++){ |
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| 276 | winner.winningRow[x] = 3-x; |
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| 277 | winner.winningColumn[x] = x; |
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| 278 | winner.winningHeight[x] = x; |
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| 279 | winner.winningNumber[x] = 3-x; |
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| 280 | } |
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| 281 | return winner; |
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| 282 | } |
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| 283 | } |
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| 284 | |
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| 285 | //check diagonals rows-columns-height |
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| 286 | for(int l=0; l<4; l++) |
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| 287 | { |
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| 288 | for(int i=1; i<4; i++) |
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| 289 | { |
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| 290 | if(this->board[i][i][i][l]==mini4DgamePlayerColor::none || this->board[0][0][0][l] != this->board[i][i][i][l]) |
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| 291 | break; |
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| 292 | if(i==3) |
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| 293 | { |
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| 294 | winner.color_ = this->board[0][0][0][l]; |
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| 295 | for(int x=0; x<4; x++){ |
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| 296 | winner.winningRow[x] = x; |
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| 297 | winner.winningColumn[x] = x; |
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| 298 | winner.winningHeight[x] = x; |
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| 299 | winner.winningNumber[x] = l; |
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| 300 | } |
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| 301 | return winner; |
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| 302 | } |
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| 303 | } |
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| 304 | for(int i=1; i<4; i++) |
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| 305 | { |
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| 306 | if(this->board[3-i][i][i][l]==mini4DgamePlayerColor::none || this->board[3][0][0][l] != this->board[3-i][i][i][l]) |
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| 307 | break; |
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| 308 | if(i==3) |
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| 309 | { |
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| 310 | winner.color_ = this->board[3][0][0][l]; |
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| 311 | for(int x=0; x<4; x++){ |
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| 312 | winner.winningRow[x] = 3-x; |
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| 313 | winner.winningColumn[x] = x; |
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| 314 | winner.winningHeight[x] = x; |
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| 315 | winner.winningNumber[x] = l; |
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| 316 | } |
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| 317 | return winner; |
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| 318 | } |
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| 319 | } |
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| 320 | for(int i=1; i<4; i++) |
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| 321 | { |
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| 322 | if(this->board[i][3-i][i][l]==mini4DgamePlayerColor::none || this->board[0][3][0][l] != this->board[i][3-i][i][l]) |
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| 323 | break; |
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| 324 | if(i==3) |
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| 325 | { |
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| 326 | winner.color_ = this->board[0][3][0][l]; |
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| 327 | for(int x=0; x<4; x++){ |
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| 328 | winner.winningRow[x] = x; |
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| 329 | winner.winningColumn[x] = 3-x; |
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| 330 | winner.winningHeight[x] = x; |
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| 331 | winner.winningNumber[x] = l; |
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| 332 | } |
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| 333 | return winner; |
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| 334 | } |
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| 335 | } |
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| 336 | for(int i=1; i<4; i++) |
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| 337 | { |
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| 338 | if(this->board[i][i][3-i][l]==mini4DgamePlayerColor::none || this->board[0][0][3][l] != this->board[i][i][3-i][l]) |
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| 339 | break; |
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| 340 | if(i==3) |
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| 341 | { |
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| 342 | winner.color_ = this->board[0][0][3][l]; |
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| 343 | for(int x=0; x<4; x++){ |
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| 344 | winner.winningRow[x] = x; |
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| 345 | winner.winningColumn[x] = x; |
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| 346 | winner.winningHeight[x] = 3-x; |
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| 347 | winner.winningNumber[x] = l; |
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| 348 | } |
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| 349 | return winner; |
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| 350 | } |
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| 351 | } |
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| 352 | } |
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| 353 | |
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| 354 | //check diagonals rows-columns-numbers |
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| 355 | for(int l=0; l<4; l++) |
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| 356 | { |
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| 357 | for(int i=1; i<4; i++) |
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| 358 | { |
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| 359 | if(this->board[i][i][l][i]==mini4DgamePlayerColor::none || this->board[0][0][l][0] != this->board[i][i][l][i]) |
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| 360 | break; |
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| 361 | if(i==3) |
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| 362 | { |
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| 363 | winner.color_ = this->board[0][0][l][0]; |
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| 364 | for(int x=0; x<4; x++){ |
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| 365 | winner.winningRow[x] = x; |
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| 366 | winner.winningColumn[x] = x; |
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| 367 | winner.winningHeight[x] = l; |
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| 368 | winner.winningNumber[x] = x; |
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| 369 | } |
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| 370 | return winner; |
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| 371 | } |
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| 372 | } |
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| 373 | for(int i=1; i<4; i++) |
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| 374 | { |
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| 375 | if(this->board[3-i][i][l][i]==mini4DgamePlayerColor::none || this->board[3][0][l][0] != this->board[3-i][i][l][i]) |
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| 376 | break; |
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| 377 | if(i==3) |
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| 378 | { |
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| 379 | winner.color_ = this->board[3][0][l][0]; |
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| 380 | for(int x=0; x<4; x++){ |
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| 381 | winner.winningRow[x] = 3-x; |
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| 382 | winner.winningColumn[x] = x; |
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| 383 | winner.winningHeight[x] = l; |
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| 384 | winner.winningNumber[x] = x; |
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| 385 | } |
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| 386 | return winner; |
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| 387 | } |
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| 388 | } |
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| 389 | for(int i=1; i<4; i++) |
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| 390 | { |
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| 391 | if(this->board[i][3-i][l][i]==mini4DgamePlayerColor::none || this->board[0][3][l][0] != this->board[i][3-i][l][i]) |
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| 392 | break; |
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| 393 | if(i==3) |
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| 394 | { |
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| 395 | winner.color_ = this->board[0][3][l][0]; |
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| 396 | for(int x=0; x<4; x++){ |
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| 397 | winner.winningRow[x] = x; |
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| 398 | winner.winningColumn[x] = 3-x; |
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| 399 | winner.winningHeight[x] = l; |
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| 400 | winner.winningNumber[x] = x; |
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| 401 | } |
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| 402 | return winner; |
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| 403 | } |
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| 404 | } |
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| 405 | for(int i=1; i<4; i++) |
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| 406 | { |
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| 407 | if(this->board[i][i][l][3-i]==mini4DgamePlayerColor::none || this->board[0][0][l][3] != this->board[i][i][l][3-i]) |
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| 408 | break; |
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| 409 | if(i==3) |
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| 410 | { |
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| 411 | winner.color_ = this->board[0][0][l][3]; |
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| 412 | for(int x=0; x<4; x++){ |
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| 413 | winner.winningRow[x] = x; |
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| 414 | winner.winningColumn[x] = x; |
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| 415 | winner.winningHeight[x] = l; |
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| 416 | winner.winningNumber[x] = 3-x; |
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| 417 | } |
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| 418 | return winner; |
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| 419 | } |
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| 420 | } |
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| 421 | } |
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| 422 | |
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| 423 | //check diagonals rows-height-numbers |
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| 424 | for(int l=0; l<4; l++) |
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| 425 | { |
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| 426 | for(int i=1; i<4; i++) |
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| 427 | { |
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| 428 | if(this->board[i][l][i][i]==mini4DgamePlayerColor::none || this->board[0][l][0][0] != this->board[i][l][i][i]) |
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| 429 | break; |
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| 430 | if(i==3) |
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| 431 | { |
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| 432 | winner.color_ = this->board[0][l][0][0]; |
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| 433 | for(int x=0; x<4; x++){ |
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| 434 | winner.winningRow[x] = x; |
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| 435 | winner.winningColumn[x] = l; |
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| 436 | winner.winningHeight[x] = x; |
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| 437 | winner.winningNumber[x] = x; |
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| 438 | } |
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| 439 | return winner; |
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| 440 | } |
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| 441 | } |
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| 442 | for(int i=1; i<4; i++) |
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| 443 | { |
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| 444 | if(this->board[3-i][l][i][i]==mini4DgamePlayerColor::none || this->board[3][l][0][0] != this->board[3-i][l][i][i]) |
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| 445 | break; |
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| 446 | if(i==3) |
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| 447 | { |
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| 448 | winner.color_ = this->board[3][l][0][0]; |
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| 449 | for(int x=0; x<4; x++){ |
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| 450 | winner.winningRow[x] = 3-x; |
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| 451 | winner.winningColumn[x] = l; |
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| 452 | winner.winningHeight[x] = x; |
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| 453 | winner.winningNumber[x] = x; |
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| 454 | } |
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| 455 | return winner; |
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| 456 | } |
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| 457 | } |
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| 458 | for(int i=1; i<4; i++) |
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| 459 | { |
---|
| 460 | if(this->board[i][l][3-i][i]==mini4DgamePlayerColor::none || this->board[0][l][3][0] != this->board[i][l][3-i][i]) |
---|
| 461 | break; |
---|
| 462 | if(i==3) |
---|
| 463 | { |
---|
| 464 | winner.color_ = this->board[0][l][3][0]; |
---|
| 465 | for(int x=0; x<4; x++){ |
---|
| 466 | winner.winningRow[x] = x; |
---|
| 467 | winner.winningColumn[x] = l; |
---|
| 468 | winner.winningHeight[x] = 3-x; |
---|
| 469 | winner.winningNumber[x] = x; |
---|
| 470 | } |
---|
| 471 | return winner; |
---|
| 472 | } |
---|
| 473 | } |
---|
| 474 | for(int i=1; i<4; i++) |
---|
| 475 | { |
---|
| 476 | if(this->board[i][l][i][3-i]==mini4DgamePlayerColor::none || this->board[0][l][0][3] != this->board[i][l][i][3-i]) |
---|
| 477 | break; |
---|
| 478 | if(i==3) |
---|
| 479 | { |
---|
| 480 | winner.color_ = this->board[0][l][0][3]; |
---|
| 481 | for(int x=0; x<4; x++){ |
---|
| 482 | winner.winningRow[x] = x; |
---|
| 483 | winner.winningColumn[x] = l; |
---|
| 484 | winner.winningHeight[x] = x; |
---|
| 485 | winner.winningNumber[x] = 3-x; |
---|
| 486 | } |
---|
| 487 | return winner; |
---|
| 488 | } |
---|
| 489 | } |
---|
| 490 | } |
---|
| 491 | |
---|
| 492 | //check diagonals columns-height-numbers |
---|
| 493 | for(int l=0; l<4; l++) |
---|
| 494 | { |
---|
| 495 | for(int i=1; i<4; i++) |
---|
| 496 | { |
---|
| 497 | if(this->board[l][i][i][i]==mini4DgamePlayerColor::none || this->board[l][0][0][0] != this->board[l][i][i][i]) |
---|
| 498 | break; |
---|
| 499 | if(i==3) |
---|
| 500 | { |
---|
| 501 | winner.color_ = this->board[l][0][0][0]; |
---|
| 502 | for(int x=0; x<4; x++){ |
---|
| 503 | winner.winningRow[x] = l; |
---|
| 504 | winner.winningColumn[x] = x; |
---|
| 505 | winner.winningHeight[x] = x; |
---|
| 506 | winner.winningNumber[x] = x; |
---|
| 507 | } |
---|
| 508 | return winner; |
---|
| 509 | } |
---|
| 510 | } |
---|
| 511 | for(int i=1; i<4; i++) |
---|
| 512 | { |
---|
| 513 | if(this->board[l][3-i][i][i]==mini4DgamePlayerColor::none || this->board[l][3][0][0] != this->board[l][3-i][i][i]) |
---|
| 514 | break; |
---|
| 515 | if(i==3) |
---|
| 516 | { |
---|
| 517 | winner.color_ = this->board[l][3][0][0]; |
---|
| 518 | for(int x=0; x<4; x++){ |
---|
| 519 | winner.winningRow[x] = l; |
---|
| 520 | winner.winningColumn[x] = 3-x; |
---|
| 521 | winner.winningHeight[x] = x; |
---|
| 522 | winner.winningNumber[x] = x; |
---|
| 523 | } |
---|
| 524 | return winner; |
---|
| 525 | } |
---|
| 526 | } |
---|
| 527 | for(int i=1; i<4; i++) |
---|
| 528 | { |
---|
| 529 | if(this->board[l][i][3-i][i]==mini4DgamePlayerColor::none || this->board[l][0][3][0] != this->board[l][i][3-i][i]) |
---|
| 530 | break; |
---|
| 531 | if(i==3) |
---|
| 532 | { |
---|
| 533 | winner.color_ = this->board[l][0][3][0]; |
---|
| 534 | for(int x=0; x<4; x++){ |
---|
| 535 | winner.winningRow[x] = l; |
---|
| 536 | winner.winningColumn[x] = x; |
---|
| 537 | winner.winningHeight[x] = 3-x; |
---|
| 538 | winner.winningNumber[x] = x; |
---|
| 539 | } |
---|
| 540 | return winner; |
---|
| 541 | } |
---|
| 542 | } |
---|
| 543 | for(int i=1; i<4; i++) |
---|
| 544 | { |
---|
| 545 | if(this->board[l][i][i][3-i]==mini4DgamePlayerColor::none || this->board[l][0][0][3] != this->board[l][i][i][3-i]) |
---|
| 546 | break; |
---|
| 547 | if(i==3) |
---|
| 548 | { |
---|
| 549 | winner.color_ = this->board[l][0][0][3]; |
---|
| 550 | for(int x=0; x<4; x++){ |
---|
| 551 | winner.winningRow[x] = l; |
---|
| 552 | winner.winningColumn[x] = x; |
---|
| 553 | winner.winningHeight[x] = x; |
---|
| 554 | winner.winningNumber[x] = 3-x; |
---|
| 555 | } |
---|
| 556 | return winner; |
---|
| 557 | } |
---|
| 558 | } |
---|
| 559 | } |
---|
| 560 | |
---|
| 561 | //check 2d diagonals |
---|
| 562 | for(int k=0;k<4;k++){ |
---|
| 563 | for(int l=0;l<4;l++){ |
---|
| 564 | //rows-columns |
---|
| 565 | for(int i=1; i<4; i++) |
---|
| 566 | { |
---|
| 567 | if(this->board[i][i][k][l]==mini4DgamePlayerColor::none || this->board[0][0][k][l] != this->board[i][i][k][l]) |
---|
| 568 | break; |
---|
| 569 | if(i==3) |
---|
| 570 | { |
---|
| 571 | winner.color_ = this->board[0][0][k][l]; |
---|
| 572 | for(int x=0; x<4; x++){ |
---|
| 573 | winner.winningRow[x] = x; |
---|
| 574 | winner.winningColumn[x] = x; |
---|
| 575 | winner.winningHeight[x] = k; |
---|
| 576 | winner.winningNumber[x] = l; |
---|
| 577 | } |
---|
| 578 | return winner; |
---|
| 579 | } |
---|
| 580 | } |
---|
| 581 | for(int i=1; i<4; i++) |
---|
| 582 | { |
---|
| 583 | if(this->board[3-i][i][k][l]==mini4DgamePlayerColor::none || this->board[3][0][k][l] != this->board[3-i][i][k][l]) |
---|
| 584 | break; |
---|
| 585 | if(i==3) |
---|
| 586 | { |
---|
| 587 | winner.color_ = this->board[3][0][k][l]; |
---|
| 588 | for(int x=0; x<4; x++){ |
---|
| 589 | winner.winningRow[x] = 3-x; |
---|
| 590 | winner.winningColumn[x] = x; |
---|
| 591 | winner.winningHeight[x] = k; |
---|
| 592 | winner.winningNumber[x] = l; |
---|
| 593 | } |
---|
| 594 | return winner; |
---|
| 595 | } |
---|
| 596 | } |
---|
| 597 | //rows-height |
---|
| 598 | for(int i=1; i<4; i++) |
---|
| 599 | { |
---|
| 600 | if(this->board[i][k][i][l]==mini4DgamePlayerColor::none || this->board[0][k][0][l] != this->board[i][k][i][l]) |
---|
| 601 | break; |
---|
| 602 | if(i==3) |
---|
| 603 | { |
---|
| 604 | winner.color_ = this->board[0][k][0][l]; |
---|
| 605 | for(int x=0; x<4; x++){ |
---|
| 606 | winner.winningRow[x] = x; |
---|
| 607 | winner.winningColumn[x] = k; |
---|
| 608 | winner.winningHeight[x] = x; |
---|
| 609 | winner.winningNumber[x] = l; |
---|
| 610 | } |
---|
| 611 | return winner; |
---|
| 612 | } |
---|
| 613 | } |
---|
| 614 | for(int i=1; i<4; i++) |
---|
| 615 | { |
---|
| 616 | if(this->board[3-i][k][i][l]==mini4DgamePlayerColor::none || this->board[3][k][0][l] != this->board[3-i][k][i][l]) |
---|
| 617 | break; |
---|
| 618 | if(i==3) |
---|
| 619 | { |
---|
| 620 | winner.color_ = this->board[3][k][0][l]; |
---|
| 621 | for(int x=0; x<4; x++){ |
---|
| 622 | winner.winningRow[x] = 3-x; |
---|
| 623 | winner.winningColumn[x] = k; |
---|
| 624 | winner.winningHeight[x] = x; |
---|
| 625 | winner.winningNumber[x] = l; |
---|
| 626 | } |
---|
| 627 | return winner; |
---|
| 628 | } |
---|
| 629 | } |
---|
| 630 | //rows-numbers |
---|
| 631 | for(int i=1; i<4; i++) |
---|
| 632 | { |
---|
| 633 | if(this->board[i][k][l][i]==mini4DgamePlayerColor::none || this->board[0][k][l][0] != this->board[i][k][l][i]) |
---|
| 634 | break; |
---|
| 635 | if(i==3) |
---|
| 636 | { |
---|
| 637 | winner.color_ = this->board[0][k][l][0]; |
---|
| 638 | for(int x=0; x<4; x++){ |
---|
| 639 | winner.winningRow[x] = x; |
---|
| 640 | winner.winningColumn[x] = k; |
---|
| 641 | winner.winningHeight[x] = l; |
---|
| 642 | winner.winningNumber[x] = x; |
---|
| 643 | } |
---|
| 644 | return winner; |
---|
| 645 | } |
---|
| 646 | } |
---|
| 647 | for(int i=1; i<4; i++) |
---|
| 648 | { |
---|
| 649 | if(this->board[3-i][k][l][i]==mini4DgamePlayerColor::none || this->board[3][k][l][0] != this->board[3-i][k][l][i]) |
---|
| 650 | break; |
---|
| 651 | if(i==3) |
---|
| 652 | { |
---|
| 653 | winner.color_ = this->board[3][k][l][0]; |
---|
| 654 | for(int x=0; x<4; x++){ |
---|
| 655 | winner.winningRow[x] = 3-x; |
---|
| 656 | winner.winningColumn[x] = k; |
---|
| 657 | winner.winningHeight[x] = l; |
---|
| 658 | winner.winningNumber[x] = x; |
---|
| 659 | } |
---|
| 660 | return winner; |
---|
| 661 | } |
---|
| 662 | } |
---|
| 663 | //column-height |
---|
| 664 | for(int i=1; i<4; i++) |
---|
| 665 | { |
---|
| 666 | if(this->board[k][i][i][l]==mini4DgamePlayerColor::none || this->board[k][0][0][l] != this->board[k][i][i][l]) |
---|
| 667 | break; |
---|
| 668 | if(i==3) |
---|
| 669 | { |
---|
| 670 | winner.color_ = this->board[k][0][0][l]; |
---|
| 671 | for(int x=0; x<4; x++){ |
---|
| 672 | winner.winningRow[x] = k; |
---|
| 673 | winner.winningColumn[x] = x; |
---|
| 674 | winner.winningHeight[x] = x; |
---|
| 675 | winner.winningNumber[x] = l; |
---|
| 676 | } |
---|
| 677 | return winner; |
---|
| 678 | } |
---|
| 679 | } |
---|
| 680 | for(int i=1; i<4; i++) |
---|
| 681 | { |
---|
| 682 | if(this->board[k][3-i][i][l]==mini4DgamePlayerColor::none || this->board[k][3][0][l] != this->board[k][3-i][i][l]) |
---|
| 683 | break; |
---|
| 684 | if(i==3) |
---|
| 685 | { |
---|
| 686 | winner.color_ = this->board[k][3][0][l]; |
---|
| 687 | for(int x=0; x<4; x++){ |
---|
| 688 | winner.winningRow[x] = k; |
---|
| 689 | winner.winningColumn[x] = 3-x; |
---|
| 690 | winner.winningHeight[x] = x; |
---|
| 691 | winner.winningNumber[x] = l; |
---|
| 692 | } |
---|
| 693 | return winner; |
---|
| 694 | } |
---|
| 695 | } |
---|
| 696 | //column-numbers |
---|
| 697 | for(int i=1; i<4; i++) |
---|
| 698 | { |
---|
| 699 | if(this->board[k][i][l][i]==mini4DgamePlayerColor::none || this->board[k][0][l][0] != this->board[k][i][l][i]) |
---|
| 700 | break; |
---|
| 701 | if(i==3) |
---|
| 702 | { |
---|
| 703 | winner.color_ = this->board[k][0][l][0]; |
---|
| 704 | for(int x=0; x<4; x++){ |
---|
| 705 | winner.winningRow[x] = k; |
---|
| 706 | winner.winningColumn[x] = x; |
---|
| 707 | winner.winningHeight[x] = l; |
---|
| 708 | winner.winningNumber[x] = x; |
---|
| 709 | } |
---|
| 710 | return winner; |
---|
| 711 | } |
---|
| 712 | } |
---|
| 713 | for(int i=1; i<4; i++) |
---|
| 714 | { |
---|
| 715 | if(this->board[k][3-i][l][i]==mini4DgamePlayerColor::none || this->board[k][3][l][0] != this->board[k][3-i][l][i]) |
---|
| 716 | break; |
---|
| 717 | if(i==3) |
---|
| 718 | { |
---|
| 719 | winner.color_ = this->board[k][3][l][0]; |
---|
| 720 | for(int x=0; x<4; x++){ |
---|
| 721 | winner.winningRow[x] = k; |
---|
| 722 | winner.winningColumn[x] = 3-x; |
---|
| 723 | winner.winningHeight[x] = l; |
---|
| 724 | winner.winningNumber[x] = x; |
---|
| 725 | } |
---|
| 726 | return winner; |
---|
| 727 | } |
---|
| 728 | } |
---|
| 729 | //height-numbers |
---|
| 730 | for(int i=1; i<4; i++) |
---|
| 731 | { |
---|
| 732 | if(this->board[k][l][i][i]==mini4DgamePlayerColor::none || this->board[k][l][0][0] != this->board[k][l][i][i]) |
---|
| 733 | break; |
---|
| 734 | if(i==3) |
---|
| 735 | { |
---|
| 736 | winner.color_ = this->board[k][l][0][0]; |
---|
| 737 | for(int x=0; x<4; x++){ |
---|
| 738 | winner.winningRow[x] = k; |
---|
| 739 | winner.winningColumn[x] = l; |
---|
| 740 | winner.winningHeight[x] = x; |
---|
| 741 | winner.winningNumber[x] = x; |
---|
| 742 | } |
---|
| 743 | return winner; |
---|
| 744 | } |
---|
| 745 | } |
---|
| 746 | for(int i=1; i<4; i++) |
---|
| 747 | { |
---|
| 748 | if(this->board[k][l][3-i][i]==mini4DgamePlayerColor::none || this->board[k][l][3][0] != this->board[k][l][3-i][i]) |
---|
| 749 | break; |
---|
| 750 | if(i==3) |
---|
| 751 | { |
---|
| 752 | winner.color_ = this->board[k][l][3][0]; |
---|
| 753 | for(int x=0; x<4; x++){ |
---|
| 754 | winner.winningRow[x] = k; |
---|
| 755 | winner.winningColumn[x] = l; |
---|
| 756 | winner.winningHeight[x] = 3-x; |
---|
| 757 | winner.winningNumber[x] = x; |
---|
| 758 | } |
---|
| 759 | return winner; |
---|
| 760 | } |
---|
| 761 | } |
---|
| 762 | } |
---|
| 763 | } |
---|
| 764 | |
---|
| 765 | //check rows |
---|
| 766 | for(int j=0;j<4;j++){ |
---|
| 767 | for(int k=0;k<4;k++){ |
---|
| 768 | for(int l=0;l<4;l++){ |
---|
| 769 | if(this->board[0][j][k][l]!= mini4DgamePlayerColor::none |
---|
| 770 | && this->board[0][j][k][l]==this->board[1][j][k][l] |
---|
| 771 | && this->board[1][j][k][l]==this->board[2][j][k][l] |
---|
| 772 | && this->board[2][j][k][l]==this->board[3][j][k][l]) |
---|
| 773 | { |
---|
| 774 | winner.color_ = this->board[0][j][k][l]; |
---|
| 775 | for(int x=0; x<4; x++){ |
---|
| 776 | winner.winningRow[x] = x; |
---|
| 777 | winner.winningColumn[x] = j; |
---|
| 778 | winner.winningHeight[x] = k; |
---|
| 779 | winner.winningNumber[x] = l; |
---|
| 780 | } |
---|
| 781 | return winner; |
---|
| 782 | } |
---|
| 783 | } |
---|
| 784 | } |
---|
| 785 | } |
---|
| 786 | |
---|
| 787 | //check columns |
---|
| 788 | for(int i=0;i<4;i++){ |
---|
| 789 | for(int k=0;k<4;k++){ |
---|
| 790 | for(int l=0;l<4;l++){ |
---|
| 791 | if(this->board[i][0][k][l]!= mini4DgamePlayerColor::none |
---|
| 792 | && this->board[i][0][k][l]==this->board[i][1][k][l] |
---|
| 793 | && this->board[i][1][k][l]==this->board[i][2][k][l] |
---|
| 794 | && this->board[i][2][k][l]==this->board[i][3][k][l]) |
---|
| 795 | { |
---|
| 796 | winner.color_ = this->board[i][0][k][l]; |
---|
| 797 | for(int x=0; x<4; x++){ |
---|
| 798 | winner.winningRow[x] = i; |
---|
| 799 | winner.winningColumn[x] = x; |
---|
| 800 | winner.winningHeight[x] = k; |
---|
| 801 | winner.winningNumber[x] = l; |
---|
| 802 | } |
---|
| 803 | return winner; |
---|
| 804 | } |
---|
| 805 | } |
---|
| 806 | } |
---|
| 807 | } |
---|
| 808 | |
---|
| 809 | //check height |
---|
| 810 | for(int i=0;i<4;i++){ |
---|
| 811 | for(int j=0;j<4;j++){ |
---|
| 812 | for(int l=0;l<4;l++){ |
---|
| 813 | if(this->board[i][j][0][l]!= mini4DgamePlayerColor::none |
---|
| 814 | && this->board[i][j][0][l]==this->board[i][j][1][l] |
---|
| 815 | && this->board[i][j][1][l]==this->board[i][j][2][l] |
---|
| 816 | && this->board[i][j][2][l]==this->board[i][j][3][l]) |
---|
| 817 | { |
---|
| 818 | winner.color_ = this->board[i][j][0][l]; |
---|
| 819 | for(int x=0; x<4; x++){ |
---|
| 820 | winner.winningRow[x] = i; |
---|
| 821 | winner.winningColumn[x] = j; |
---|
| 822 | winner.winningHeight[x] = x; |
---|
| 823 | winner.winningNumber[x] = l; |
---|
| 824 | } |
---|
| 825 | return winner; |
---|
| 826 | } |
---|
| 827 | } |
---|
| 828 | } |
---|
| 829 | } |
---|
| 830 | |
---|
| 831 | //check numbers |
---|
| 832 | for(int i=0;i<4;i++){ |
---|
| 833 | for(int j=0;j<4;j++){ |
---|
| 834 | for(int k=0;k<4;k++){ |
---|
| 835 | if(this->board[i][j][k][0]!= mini4DgamePlayerColor::none |
---|
| 836 | && this->board[i][j][k][0]==this->board[i][j][k][1] |
---|
| 837 | && this->board[i][j][k][1]==this->board[i][j][k][2] |
---|
| 838 | && this->board[i][j][k][2]==this->board[i][j][k][3]) |
---|
| 839 | { |
---|
| 840 | winner.color_ = this->board[i][j][k][0]; |
---|
| 841 | for(int x=0; x<4; x++){ |
---|
| 842 | winner.winningRow[x] = i; |
---|
| 843 | winner.winningColumn[x] = j; |
---|
| 844 | winner.winningHeight[x] = k; |
---|
| 845 | winner.winningNumber[x] = x; |
---|
| 846 | } |
---|
| 847 | return winner; |
---|
| 848 | } |
---|
| 849 | } |
---|
| 850 | } |
---|
| 851 | } |
---|
| 852 | return winner; |
---|
| 853 | } |
---|
[10156] | 854 | |
---|
| 855 | /** |
---|
| 856 | @brief |
---|
| 857 | Is called when the gametype has changed. |
---|
| 858 | */ |
---|
| 859 | void Mini4DgameBoard::changedGametype() |
---|
| 860 | { |
---|
| 861 | SUPER(Mini4DgameBoard, changedGametype); |
---|
| 862 | |
---|
| 863 | // Check, whether it's still Mini4Dgame. |
---|
| 864 | this->checkGametype(); |
---|
| 865 | } |
---|
| 866 | |
---|
| 867 | /** |
---|
| 868 | @brief |
---|
| 869 | Checks whether the gametype is Mini4Dgame and if it is, sets its centerpoint. |
---|
| 870 | */ |
---|
| 871 | void Mini4DgameBoard::checkGametype() |
---|
| 872 | { |
---|
| 873 | if (this->getGametype() != NULL && this->getGametype()->isA(Class(Mini4Dgame))) |
---|
| 874 | { |
---|
| 875 | Mini4Dgame* Mini4DgameGametype = orxonox_cast<Mini4Dgame*>(this->getGametype().get()); |
---|
| 876 | Mini4DgameGametype->setGameboard(this); |
---|
| 877 | } |
---|
| 878 | } |
---|
[10131] | 879 | } |
---|