/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ /** @file PongBall.cc @brief Implementation of the PongBall class. */ #include "Mini4DgameBoard.h" #include "core/CoreIncludes.h" #include "core/GameMode.h" #include "gametypes/Gametype.h" #include "graphics/BlinkingBillboard.h" #include "core/XMLPort.h" #include "Mini4Dgame.h" namespace orxonox { RegisterClass(Mini4DgameBoard); /** @brief Constructor. Registers and initializes the object. */ Mini4DgameBoard::Mini4DgameBoard(Context* context) : StaticEntity(context) { RegisterObject(Mini4DgameBoard); //this->registerVariables(); //initialize board for(int i=0;i<4;i++){ for(int j=0;j<4;j++){ for(int k=0;k<4;k++){ for(int l=0;l<4;l++){ this->board[i][j][k][l]=mini4DgamePlayerColor::none; } } } } this->checkGametype(); } /** @brief Destructor. */ Mini4DgameBoard::~Mini4DgameBoard() { if (this->isInitialized()) { } } //xml port for loading sounds void Mini4DgameBoard::XMLPort(Element& xmlelement, XMLPort::Mode mode) { SUPER(Mini4DgameBoard, XMLPort, xmlelement, mode); } /** @brief Register variables to synchronize over the network. void Mini4DgameBoard::registerVariables() { registerVariable( this->fieldWidth_ ); registerVariable( this->fieldHeight_ ); registerVariable( this->batlength_ ); registerVariable( this->speed_ ); registerVariable( this->relMercyOffset_ ); registerVariable( this->batID_[0] ); registerVariable( this->batID_[1], VariableDirection::ToClient, new NetworkCallback( this, &PongBall::applyBats) ); } */ /** @brief checks if the move is valid @param the position where to put the stone plus the player who makes the move */ bool Mini4DgameBoard::isValidMove(const Vector4 move) { return (this->board[(int)move.x][(int)move.y][(int)move.z][(int)move.w] == mini4DgamePlayerColor::none); } /** @brief makes a move on the logic playboard @param the position where to put the stone plus the player who makes the move */ void Mini4DgameBoard::makeMove(const Vector4 move, const int playerColor) { if(this->isValidMove(move)) { this->board[(int)move.x][(int)move.y][(int)move.z][(int)move.w] = (mini4DgamePlayerColor::color) playerColor; BlinkingBillboard* bb = new BlinkingBillboard(this->getContext()); orxout(user_status) << "Mini4Dgame: move.x " << move.x << endl; bb->setPosition(60*(int)move.x-90,60*(int)move.y-90,60*(int)move.z-90); bb->setFrequency(0.6); bb->setAmplitude(0.1); //bb->setMaterial("Flares/lensflare"); bb->setMaterial("Numbers/One"); bb->setColour(ColourValue(0,1,0)); this->attach(bb); Mini4DgameWinner winner = this->getWinner(); if(winner.color_ != mini4DgamePlayerColor::none) { orxout(user_status) << "Mini4Dgame: win!!!!!!!" << endl; //win(winner); } } } Mini4DgameWinner Mini4DgameBoard::getWinner() { Mini4DgameWinner winner; winner.color_ = mini4DgamePlayerColor::none; //check diagonals rows-columns-height-numbers for(int i=1; i<4; i++) { if(this->board[i][i][i][i]==mini4DgamePlayerColor::none || this->board[0][0][0][0] != this->board[i][i][i][i]) break; if(i==3) { winner.color_ = this->board[0][0][0][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = x; winner.winningHeight[x] = x; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { if(this->board[3-i][i][i][i]==mini4DgamePlayerColor::none || this->board[3][0][0][0] != this->board[3-i][i][i][i]) break; if(i==3) { winner.color_ = this->board[3][0][0][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = 3-x; winner.winningColumn[x] = x; winner.winningHeight[x] = x; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { if(this->board[i][3-i][i][i]==mini4DgamePlayerColor::none || this->board[0][3][0][0] != this->board[i][3-i][i][i]) break; if(i==3) { winner.color_ = this->board[0][3][0][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = 3-x; winner.winningHeight[x] = x; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { if(this->board[i][i][3-i][i]==mini4DgamePlayerColor::none || this->board[0][0][3][0] != this->board[i][i][3-i][i]) break; if(i==3) { winner.color_ = this->board[0][0][3][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = x; winner.winningHeight[x] = 3-x; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { if(this->board[i][i][i][3-i]==mini4DgamePlayerColor::none || this->board[0][0][0][3] != this->board[i][i][i][3-i]) break; if(i==3) { winner.color_ = this->board[0][0][0][3]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = x; winner.winningHeight[x] = x; winner.winningNumber[x] = 3-x; } return winner; } } for(int i=1; i<4; i++) { 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]) break; if(i==3) { winner.color_ = this->board[3][3][0][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = 3-x; winner.winningColumn[x] = 3-x; winner.winningHeight[x] = x; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { 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]) break; if(i==3) { winner.color_ = this->board[3][0][3][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = 3-x; winner.winningColumn[x] = x; winner.winningHeight[x] = 3-x; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { 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]) break; if(i==3) { winner.color_ = this->board[3][0][0][3]; for(int x=0; x<4; x++){ winner.winningRow[x] = 3-x; winner.winningColumn[x] = x; winner.winningHeight[x] = x; winner.winningNumber[x] = 3-x; } return winner; } } //check diagonals rows-columns-height for(int l=0; l<4; l++) { for(int i=1; i<4; i++) { if(this->board[i][i][i][l]==mini4DgamePlayerColor::none || this->board[0][0][0][l] != this->board[i][i][i][l]) break; if(i==3) { winner.color_ = this->board[0][0][0][l]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = x; winner.winningHeight[x] = x; winner.winningNumber[x] = l; } return winner; } } for(int i=1; i<4; i++) { if(this->board[3-i][i][i][l]==mini4DgamePlayerColor::none || this->board[3][0][0][l] != this->board[3-i][i][i][l]) break; if(i==3) { winner.color_ = this->board[3][0][0][l]; for(int x=0; x<4; x++){ winner.winningRow[x] = 3-x; winner.winningColumn[x] = x; winner.winningHeight[x] = x; winner.winningNumber[x] = l; } return winner; } } for(int i=1; i<4; i++) { if(this->board[i][3-i][i][l]==mini4DgamePlayerColor::none || this->board[0][3][0][l] != this->board[i][3-i][i][l]) break; if(i==3) { winner.color_ = this->board[0][3][0][l]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = 3-x; winner.winningHeight[x] = x; winner.winningNumber[x] = l; } return winner; } } for(int i=1; i<4; i++) { if(this->board[i][i][3-i][l]==mini4DgamePlayerColor::none || this->board[0][0][3][l] != this->board[i][i][3-i][l]) break; if(i==3) { winner.color_ = this->board[0][0][3][l]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = x; winner.winningHeight[x] = 3-x; winner.winningNumber[x] = l; } return winner; } } } //check diagonals rows-columns-numbers for(int l=0; l<4; l++) { for(int i=1; i<4; i++) { if(this->board[i][i][l][i]==mini4DgamePlayerColor::none || this->board[0][0][l][0] != this->board[i][i][l][i]) break; if(i==3) { winner.color_ = this->board[0][0][l][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = x; winner.winningHeight[x] = l; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { if(this->board[3-i][i][l][i]==mini4DgamePlayerColor::none || this->board[3][0][l][0] != this->board[3-i][i][l][i]) break; if(i==3) { winner.color_ = this->board[3][0][l][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = 3-x; winner.winningColumn[x] = x; winner.winningHeight[x] = l; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { if(this->board[i][3-i][l][i]==mini4DgamePlayerColor::none || this->board[0][3][l][0] != this->board[i][3-i][l][i]) break; if(i==3) { winner.color_ = this->board[0][3][l][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = 3-x; winner.winningHeight[x] = l; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { if(this->board[i][i][l][3-i]==mini4DgamePlayerColor::none || this->board[0][0][l][3] != this->board[i][i][l][3-i]) break; if(i==3) { winner.color_ = this->board[0][0][l][3]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = x; winner.winningHeight[x] = l; winner.winningNumber[x] = 3-x; } return winner; } } } //check diagonals rows-height-numbers for(int l=0; l<4; l++) { for(int i=1; i<4; i++) { if(this->board[i][l][i][i]==mini4DgamePlayerColor::none || this->board[0][l][0][0] != this->board[i][l][i][i]) break; if(i==3) { winner.color_ = this->board[0][l][0][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = l; winner.winningHeight[x] = x; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { if(this->board[3-i][l][i][i]==mini4DgamePlayerColor::none || this->board[3][l][0][0] != this->board[3-i][l][i][i]) break; if(i==3) { winner.color_ = this->board[3][l][0][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = 3-x; winner.winningColumn[x] = l; winner.winningHeight[x] = x; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { if(this->board[i][l][3-i][i]==mini4DgamePlayerColor::none || this->board[0][l][3][0] != this->board[i][l][3-i][i]) break; if(i==3) { winner.color_ = this->board[0][l][3][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = l; winner.winningHeight[x] = 3-x; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { if(this->board[i][l][i][3-i]==mini4DgamePlayerColor::none || this->board[0][l][0][3] != this->board[i][l][i][3-i]) break; if(i==3) { winner.color_ = this->board[0][l][0][3]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = l; winner.winningHeight[x] = x; winner.winningNumber[x] = 3-x; } return winner; } } } //check diagonals columns-height-numbers for(int l=0; l<4; l++) { for(int i=1; i<4; i++) { if(this->board[l][i][i][i]==mini4DgamePlayerColor::none || this->board[l][0][0][0] != this->board[l][i][i][i]) break; if(i==3) { winner.color_ = this->board[l][0][0][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = l; winner.winningColumn[x] = x; winner.winningHeight[x] = x; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { if(this->board[l][3-i][i][i]==mini4DgamePlayerColor::none || this->board[l][3][0][0] != this->board[l][3-i][i][i]) break; if(i==3) { winner.color_ = this->board[l][3][0][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = l; winner.winningColumn[x] = 3-x; winner.winningHeight[x] = x; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { if(this->board[l][i][3-i][i]==mini4DgamePlayerColor::none || this->board[l][0][3][0] != this->board[l][i][3-i][i]) break; if(i==3) { winner.color_ = this->board[l][0][3][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = l; winner.winningColumn[x] = x; winner.winningHeight[x] = 3-x; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { if(this->board[l][i][i][3-i]==mini4DgamePlayerColor::none || this->board[l][0][0][3] != this->board[l][i][i][3-i]) break; if(i==3) { winner.color_ = this->board[l][0][0][3]; for(int x=0; x<4; x++){ winner.winningRow[x] = l; winner.winningColumn[x] = x; winner.winningHeight[x] = x; winner.winningNumber[x] = 3-x; } return winner; } } } //check 2d diagonals for(int k=0;k<4;k++){ for(int l=0;l<4;l++){ //rows-columns for(int i=1; i<4; i++) { if(this->board[i][i][k][l]==mini4DgamePlayerColor::none || this->board[0][0][k][l] != this->board[i][i][k][l]) break; if(i==3) { winner.color_ = this->board[0][0][k][l]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = x; winner.winningHeight[x] = k; winner.winningNumber[x] = l; } return winner; } } for(int i=1; i<4; i++) { if(this->board[3-i][i][k][l]==mini4DgamePlayerColor::none || this->board[3][0][k][l] != this->board[3-i][i][k][l]) break; if(i==3) { winner.color_ = this->board[3][0][k][l]; for(int x=0; x<4; x++){ winner.winningRow[x] = 3-x; winner.winningColumn[x] = x; winner.winningHeight[x] = k; winner.winningNumber[x] = l; } return winner; } } //rows-height for(int i=1; i<4; i++) { if(this->board[i][k][i][l]==mini4DgamePlayerColor::none || this->board[0][k][0][l] != this->board[i][k][i][l]) break; if(i==3) { winner.color_ = this->board[0][k][0][l]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = k; winner.winningHeight[x] = x; winner.winningNumber[x] = l; } return winner; } } for(int i=1; i<4; i++) { if(this->board[3-i][k][i][l]==mini4DgamePlayerColor::none || this->board[3][k][0][l] != this->board[3-i][k][i][l]) break; if(i==3) { winner.color_ = this->board[3][k][0][l]; for(int x=0; x<4; x++){ winner.winningRow[x] = 3-x; winner.winningColumn[x] = k; winner.winningHeight[x] = x; winner.winningNumber[x] = l; } return winner; } } //rows-numbers for(int i=1; i<4; i++) { if(this->board[i][k][l][i]==mini4DgamePlayerColor::none || this->board[0][k][l][0] != this->board[i][k][l][i]) break; if(i==3) { winner.color_ = this->board[0][k][l][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = k; winner.winningHeight[x] = l; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { if(this->board[3-i][k][l][i]==mini4DgamePlayerColor::none || this->board[3][k][l][0] != this->board[3-i][k][l][i]) break; if(i==3) { winner.color_ = this->board[3][k][l][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = 3-x; winner.winningColumn[x] = k; winner.winningHeight[x] = l; winner.winningNumber[x] = x; } return winner; } } //column-height for(int i=1; i<4; i++) { if(this->board[k][i][i][l]==mini4DgamePlayerColor::none || this->board[k][0][0][l] != this->board[k][i][i][l]) break; if(i==3) { winner.color_ = this->board[k][0][0][l]; for(int x=0; x<4; x++){ winner.winningRow[x] = k; winner.winningColumn[x] = x; winner.winningHeight[x] = x; winner.winningNumber[x] = l; } return winner; } } for(int i=1; i<4; i++) { if(this->board[k][3-i][i][l]==mini4DgamePlayerColor::none || this->board[k][3][0][l] != this->board[k][3-i][i][l]) break; if(i==3) { winner.color_ = this->board[k][3][0][l]; for(int x=0; x<4; x++){ winner.winningRow[x] = k; winner.winningColumn[x] = 3-x; winner.winningHeight[x] = x; winner.winningNumber[x] = l; } return winner; } } //column-numbers for(int i=1; i<4; i++) { if(this->board[k][i][l][i]==mini4DgamePlayerColor::none || this->board[k][0][l][0] != this->board[k][i][l][i]) break; if(i==3) { winner.color_ = this->board[k][0][l][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = k; winner.winningColumn[x] = x; winner.winningHeight[x] = l; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { if(this->board[k][3-i][l][i]==mini4DgamePlayerColor::none || this->board[k][3][l][0] != this->board[k][3-i][l][i]) break; if(i==3) { winner.color_ = this->board[k][3][l][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = k; winner.winningColumn[x] = 3-x; winner.winningHeight[x] = l; winner.winningNumber[x] = x; } return winner; } } //height-numbers for(int i=1; i<4; i++) { if(this->board[k][l][i][i]==mini4DgamePlayerColor::none || this->board[k][l][0][0] != this->board[k][l][i][i]) break; if(i==3) { winner.color_ = this->board[k][l][0][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = k; winner.winningColumn[x] = l; winner.winningHeight[x] = x; winner.winningNumber[x] = x; } return winner; } } for(int i=1; i<4; i++) { if(this->board[k][l][3-i][i]==mini4DgamePlayerColor::none || this->board[k][l][3][0] != this->board[k][l][3-i][i]) break; if(i==3) { winner.color_ = this->board[k][l][3][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = k; winner.winningColumn[x] = l; winner.winningHeight[x] = 3-x; winner.winningNumber[x] = x; } return winner; } } } } //check rows for(int j=0;j<4;j++){ for(int k=0;k<4;k++){ for(int l=0;l<4;l++){ if(this->board[0][j][k][l]!= mini4DgamePlayerColor::none && this->board[0][j][k][l]==this->board[1][j][k][l] && this->board[1][j][k][l]==this->board[2][j][k][l] && this->board[2][j][k][l]==this->board[3][j][k][l]) { winner.color_ = this->board[0][j][k][l]; for(int x=0; x<4; x++){ winner.winningRow[x] = x; winner.winningColumn[x] = j; winner.winningHeight[x] = k; winner.winningNumber[x] = l; } return winner; } } } } //check columns for(int i=0;i<4;i++){ for(int k=0;k<4;k++){ for(int l=0;l<4;l++){ if(this->board[i][0][k][l]!= mini4DgamePlayerColor::none && this->board[i][0][k][l]==this->board[i][1][k][l] && this->board[i][1][k][l]==this->board[i][2][k][l] && this->board[i][2][k][l]==this->board[i][3][k][l]) { winner.color_ = this->board[i][0][k][l]; for(int x=0; x<4; x++){ winner.winningRow[x] = i; winner.winningColumn[x] = x; winner.winningHeight[x] = k; winner.winningNumber[x] = l; } return winner; } } } } //check height for(int i=0;i<4;i++){ for(int j=0;j<4;j++){ for(int l=0;l<4;l++){ if(this->board[i][j][0][l]!= mini4DgamePlayerColor::none && this->board[i][j][0][l]==this->board[i][j][1][l] && this->board[i][j][1][l]==this->board[i][j][2][l] && this->board[i][j][2][l]==this->board[i][j][3][l]) { winner.color_ = this->board[i][j][0][l]; for(int x=0; x<4; x++){ winner.winningRow[x] = i; winner.winningColumn[x] = j; winner.winningHeight[x] = x; winner.winningNumber[x] = l; } return winner; } } } } //check numbers for(int i=0;i<4;i++){ for(int j=0;j<4;j++){ for(int k=0;k<4;k++){ if(this->board[i][j][k][0]!= mini4DgamePlayerColor::none && this->board[i][j][k][0]==this->board[i][j][k][1] && this->board[i][j][k][1]==this->board[i][j][k][2] && this->board[i][j][k][2]==this->board[i][j][k][3]) { winner.color_ = this->board[i][j][k][0]; for(int x=0; x<4; x++){ winner.winningRow[x] = i; winner.winningColumn[x] = j; winner.winningHeight[x] = k; winner.winningNumber[x] = x; } return winner; } } } } return winner; } /** @brief Is called when the gametype has changed. */ void Mini4DgameBoard::changedGametype() { SUPER(Mini4DgameBoard, changedGametype); // Check, whether it's still Mini4Dgame. this->checkGametype(); } /** @brief Checks whether the gametype is Mini4Dgame and if it is, sets its centerpoint. */ void Mini4DgameBoard::checkGametype() { if (this->getGametype() != NULL && this->getGametype()->isA(Class(Mini4Dgame))) { Mini4Dgame* Mini4DgameGametype = orxonox_cast(this->getGametype().get()); Mini4DgameGametype->setGameboard(this); } } }