| 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 Tetris.cc | 
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| 31 |     @brief Implementation of the Tetris class. | 
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| 32 | */ | 
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| 33 |  | 
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| 34 | #include "Tetris.h" | 
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| 35 |  | 
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| 36 | #include "core/CoreIncludes.h" | 
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| 37 | #include "core/EventIncludes.h" | 
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| 38 | #include "core/command/Executor.h" | 
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| 39 |  | 
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| 40 | #include "gamestates/GSLevel.h" | 
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| 41 |  | 
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| 42 | #include "TetrisCenterpoint.h" | 
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| 43 | #include "TetrisStone.h" | 
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| 44 | #include "infos/PlayerInfo.h" | 
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| 45 |  | 
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| 46 | namespace orxonox | 
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| 47 | { | 
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| 48 |  | 
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| 49 |     CreateUnloadableFactory(Tetris); | 
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| 50 |  | 
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| 51 |     /** | 
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| 52 |     @brief | 
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| 53 |         Constructor. Registers and initializes the object. | 
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| 54 |     */ | 
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| 55 |     Tetris::Tetris(BaseObject* creator) : Deathmatch(creator) | 
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| 56 |     { | 
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| 57 |         RegisterObject(Tetris); | 
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| 58 |  | 
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| 59 |         this->activeStone_ = NULL; | 
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| 60 |  | 
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| 61 |         // Pre-set the timer, but don't start it yet. | 
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| 62 |         this->starttimer_.setTimer(1.0, false, createExecutor(createFunctor(&Tetris::startStone, this))); | 
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| 63 |         this->starttimer_.stopTimer(); | 
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| 64 |  | 
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| 65 |         this->player_ = NULL; | 
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| 66 |     } | 
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| 67 |  | 
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| 68 |     /** | 
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| 69 |     @brief | 
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| 70 |         Destructor. Cleans up, if initialized. | 
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| 71 |     */ | 
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| 72 |     Tetris::~Tetris() | 
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| 73 |     { | 
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| 74 |         if (this->isInitialized()) | 
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| 75 |             this->cleanup(); | 
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| 76 |     } | 
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| 77 |  | 
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| 78 |     /** | 
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| 79 |     @brief | 
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| 80 |         Cleans up the Gametype. | 
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| 81 |     */ | 
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| 82 |     void Tetris::cleanup() | 
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| 83 |     { | 
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| 84 |  | 
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| 85 |     } | 
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| 86 |  | 
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| 87 |     void Tetris::tick(float dt) | 
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| 88 |     { | 
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| 89 |         SUPER(Tetris, tick, dt); | 
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| 90 |  | 
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| 91 |         if(this->activeStone_ != NULL) | 
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| 92 |         { | 
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| 93 |             if(!this->isValidStonePosition(this->activeStone_, this->activeStone_->getPosition())) | 
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| 94 |             { | 
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| 95 |                 this->activeStone_->setVelocity(Vector3::ZERO); | 
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| 96 |                 this->createStone(); | 
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| 97 |                 this->startStone(); | 
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| 98 |             } | 
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| 99 |         } | 
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| 100 |     } | 
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| 101 |  | 
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| 102 |     bool Tetris::isValidMove(TetrisStone* stone, const Vector3& position) | 
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| 103 |     { | 
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| 104 |         assert(stone); | 
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| 105 |  | 
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| 106 |         if(position.x < this->center_->getStoneSize()/2.0)  //!< If the stone touches the left edge of the level | 
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| 107 |             return false; | 
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| 108 |         else if(position.x > (this->center_->getWidth()-0.5)*this->center_->getStoneSize()) //!< If the stone touches the right edge of the level | 
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| 109 |             return false; | 
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| 110 |  | 
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| 111 |         for(std::vector<TetrisStone*>::const_iterator it = this->stones_.begin(); it != this->stones_.end(); ++it) | 
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| 112 |         { | 
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| 113 |             if(stone == *it) | 
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| 114 |                 continue; | 
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| 115 |  | 
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| 116 |             const Vector3& currentStonePosition = (*it)->getPosition(); //!< Saves the position of the currentStone | 
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| 117 |  | 
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| 118 |             if((position.x == currentStonePosition.x) && abs(position.y-currentStonePosition.y) < this->center_->getStoneSize()) | 
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| 119 |                 return false; | 
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| 120 |         } | 
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| 121 |  | 
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| 122 |         return true; | 
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| 123 |     } | 
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| 124 |  | 
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| 125 |     bool Tetris::isValidStonePosition(TetrisStone* stone, const Vector3& position) | 
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| 126 |     { | 
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| 127 |         assert(stone); | 
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| 128 |  | 
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| 129 |         // we use a reverse iterator because we have to check for collisions with the topmost stones first | 
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| 130 |         for(std::vector<TetrisStone*>::const_reverse_iterator it = this->stones_.rbegin(); it != this->stones_.rend(); ++it) | 
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| 131 |         { | 
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| 132 |             if(stone == *it) | 
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| 133 |                 continue; | 
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| 134 |  | 
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| 135 |             const Vector3& currentStonePosition = (*it)->getPosition(); //!< Saves the position of the currentStone | 
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| 136 |  | 
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| 137 |             if((position.x == currentStonePosition.x) && (position.y < currentStonePosition.y + this->center_->getStoneSize())) | 
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| 138 |             { | 
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| 139 |                 this->activeStone_->setPosition(Vector3(this->activeStone_->getPosition().x, currentStonePosition.y+this->center_->getStoneSize(), this->activeStone_->getPosition().z)); | 
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| 140 |                 return false; | 
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| 141 |             }// This case applies if the stones overlap partially vertically | 
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| 142 |         } | 
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| 143 |  | 
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| 144 |         // after we checked for collision with all stones, we also check for collision with the bottom | 
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| 145 |         if(position.y < this->center_->getStoneSize()/2.0f) //!< If the stone has reached the bottom of the level | 
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| 146 |         { | 
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| 147 |             stone->setPosition(Vector3(stone->getPosition().x, this->center_->getStoneSize()/2.0f, stone->getPosition().z)); | 
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| 148 |             return false; | 
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| 149 |         } | 
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| 150 |  | 
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| 151 |         return true; | 
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| 152 |     } | 
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| 153 |  | 
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| 154 |     /** | 
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| 155 |     @brief | 
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| 156 |         Starts the Tetris minigame. | 
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| 157 |     */ | 
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| 158 |     void Tetris::start() | 
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| 159 |     { | 
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| 160 |         if (this->center_ != NULL) // There needs to be a TetrisCenterpoint, i.e. the area the game takes place. | 
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| 161 |         { | 
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| 162 |             // Create the first stone. | 
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| 163 |             this->createStone(); | 
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| 164 |         } | 
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| 165 |         else // If no centerpoint was specified, an error is thrown and the level is exited. | 
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| 166 |         { | 
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| 167 |             orxout(internal_error) << "Tetris: No Centerpoint specified." << endl; | 
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| 168 |             GSLevel::startMainMenu(); | 
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| 169 |             return; | 
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| 170 |         } | 
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| 171 |  | 
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| 172 |         // Start the timer. After it has expired the stone is started. | 
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| 173 |         this->starttimer_.startTimer(); | 
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| 174 |  | 
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| 175 |         // Set variable to temporarily force the player to spawn. | 
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| 176 |         bool temp = this->bForceSpawn_; | 
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| 177 |         this->bForceSpawn_ = true; | 
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| 178 |  | 
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| 179 |         // Call start for the parent class. | 
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| 180 |         Deathmatch::start(); | 
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| 181 |  | 
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| 182 |         // Reset the variable. | 
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| 183 |         this->bForceSpawn_ = temp; | 
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| 184 |     } | 
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| 185 |  | 
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| 186 |     /** | 
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| 187 |     @brief | 
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| 188 |         Ends the Tetris minigame. | 
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| 189 |     */ | 
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| 190 |     void Tetris::end() | 
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| 191 |     { | 
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| 192 |         this->cleanup(); | 
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| 193 |  | 
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| 194 |         // Call end for the parent class. | 
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| 195 |         Deathmatch::end(); | 
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| 196 |     } | 
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| 197 |  | 
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| 198 |     /** | 
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| 199 |     @brief | 
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| 200 |         Spawns player. | 
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| 201 |     */ | 
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| 202 |     void Tetris::spawnPlayersIfRequested() | 
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| 203 |     { | 
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| 204 |         // Spawn a human player. | 
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| 205 |         for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) | 
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| 206 |             if (it->first->isHumanPlayer() && (it->first->isReadyToSpawn() || this->bForceSpawn_)) | 
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| 207 |                 this->spawnPlayer(it->first); | 
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| 208 |     } | 
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| 209 |  | 
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| 210 |     /** | 
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| 211 |     @brief | 
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| 212 |         Spawns the input player. | 
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| 213 |     @param player | 
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| 214 |         The player to be spawned. | 
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| 215 |     */ | 
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| 216 |     void Tetris::spawnPlayer(PlayerInfo* player) | 
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| 217 |     { | 
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| 218 |         assert(player); | 
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| 219 |  | 
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| 220 |         if(this->player_ == NULL) | 
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| 221 |         { | 
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| 222 |             this->player_ = player; | 
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| 223 |             this->players_[player].state_ = PlayerState::Alive; | 
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| 224 |         } | 
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| 225 |     } | 
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| 226 |  | 
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| 227 |     /** | 
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| 228 |     @brief | 
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| 229 |         Starts the first stone. | 
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| 230 |     */ | 
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| 231 |     void Tetris::startStone(void) | 
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| 232 |     { | 
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| 233 |         if(this->player_ == NULL) | 
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| 234 |             return; | 
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| 235 |  | 
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| 236 |         unsigned int cameraIndex = 0; | 
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| 237 |         if(this->activeStone_ != NULL) | 
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| 238 |         { | 
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| 239 |             // Get camera settings | 
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| 240 |             cameraIndex = this->activeStone_->getCurrentCameraIndex(); | 
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| 241 |             this->player_->stopControl(); | 
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| 242 |         } | 
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| 243 |          | 
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| 244 |         // Make the last stone to be created the active stone. | 
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| 245 |         this->activeStone_ = this->stones_.back(); | 
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| 246 |          | 
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| 247 |         this->player_->startControl(this->activeStone_); | 
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| 248 |         this->activeStone_->setVelocity(0.0f, -this->center_->getStoneSpeed(), 0.0f); | 
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| 249 |         this->activeStone_->setCameraPosition(cameraIndex); | 
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| 250 |     } | 
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| 251 |  | 
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| 252 |     /** | 
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| 253 |     @brief | 
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| 254 |         Creates a new stone. | 
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| 255 |     */ | 
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| 256 |     void Tetris::createStone(void) | 
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| 257 |     { | 
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| 258 |         // Create a new stone and add it to the list of stones. | 
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| 259 |         TetrisStone* stone = new TetrisStone(this->center_); | 
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| 260 |         this->stones_.push_back(stone); | 
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| 261 |          | 
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| 262 |         // Apply the stone template to the stone. | 
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| 263 |         stone->addTemplate(this->center_->getStoneTemplate()); | 
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| 264 |          | 
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| 265 |         // Attach the stone to the Centerpoint and set the position of the stone to be at the top middle. | 
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| 266 |         this->center_->attach(stone); | 
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| 267 |         float xPos = (this->center_->getWidth()/2 + ((this->center_->getWidth() % 2)*2-1)/2.0f)*this->center_->getStoneSize(); | 
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| 268 |         float yPos = (this->center_->getHeight()-0.5f)*this->center_->getStoneSize(); | 
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| 269 |         stone->setPosition(xPos, yPos, 0.0f); | 
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| 270 |         stone->setGame(this); | 
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| 271 |     } | 
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| 272 |  | 
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| 273 |     /** | 
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| 274 |     @brief | 
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| 275 |         Get the player. | 
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| 276 |     @return | 
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| 277 |         Returns a pointer to the player. If there is no player, NULL is returned. | 
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| 278 |     */ | 
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| 279 |     PlayerInfo* Tetris::getPlayer(void) const | 
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| 280 |     { | 
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| 281 |         return this->player_; | 
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| 282 |     } | 
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| 283 |  | 
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| 284 |     /** | 
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| 285 |     @brief Set the TetrisCenterpoint (the playing field). | 
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| 286 |     @param center A pointer to the TetrisCenterpoint to be set. | 
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| 287 |     */ | 
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| 288 |     void Tetris::setCenterpoint(TetrisCenterpoint* center) | 
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| 289 |     { | 
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| 290 |         this->center_ = center; | 
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| 291 |     } | 
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| 292 |  | 
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| 293 | } | 
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