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 "TetrisBrick.h" |
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45 | #include "infos/PlayerInfo.h" |
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46 | |
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47 | namespace orxonox |
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48 | { |
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49 | |
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50 | CreateUnloadableFactory(Tetris); |
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51 | |
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52 | /** |
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53 | @brief |
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54 | Constructor. Registers and initializes the object. |
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55 | */ |
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56 | Tetris::Tetris(BaseObject* creator) : Deathmatch(creator) |
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57 | { |
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58 | RegisterObject(Tetris); |
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59 | |
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60 | this->activeBrick_ = NULL; |
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61 | |
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62 | // Pre-set the timer, but don't start it yet. |
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63 | this->starttimer_.setTimer(1.0, false, createExecutor(createFunctor(&Tetris::startBrick, this))); |
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64 | this->starttimer_.stopTimer(); |
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65 | |
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66 | this->player_ = NULL; |
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67 | } |
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68 | |
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69 | /** |
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70 | @brief |
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71 | Destructor. Cleans up, if initialized. |
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72 | */ |
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73 | Tetris::~Tetris() |
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74 | { |
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75 | if (this->isInitialized()) |
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76 | this->cleanup(); |
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77 | } |
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78 | |
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79 | /** |
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80 | @brief |
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81 | Cleans up the Gametype. |
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82 | */ |
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83 | void Tetris::cleanup() |
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84 | { |
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85 | /*for(int i = 0;i < this->stones_.size(); i++) //TODO: Why isn't there any code like this |
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86 | { // compensating the 'new' statement? |
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87 | delete this->stones_[i]; |
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88 | }//*/ |
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89 | |
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90 | } |
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91 | |
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92 | void Tetris::tick(float dt) |
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93 | { |
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94 | SUPER(Tetris, tick, dt); |
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95 | |
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96 | if(this->activeBrick_ != NULL) |
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97 | { |
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98 | if(!this->isValidBrickPosition(this->activeBrick_, this->activeBrick_->getPosition())) |
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99 | { |
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100 | this->activeBrick_->setVelocity(Vector3::ZERO); |
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101 | this->createBrick(); |
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102 | this->startBrick(); |
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103 | } |
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104 | } |
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105 | } |
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106 | |
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107 | bool Tetris::isValidMove(TetrisStone* stone, const Vector3& position) |
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108 | { |
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109 | assert(stone); |
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110 | |
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111 | if(position.x < this->center_->getStoneSize()/2.0) //!< If the stone touches the left edge of the level |
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112 | return false; |
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113 | 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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114 | return false; |
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115 | |
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116 | for(std::vector<TetrisStone*>::const_iterator it = this->stones_.begin(); it != this->stones_.end(); ++it) |
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117 | { |
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118 | if(stone == *it) |
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119 | continue; |
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120 | |
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121 | const Vector3& currentStonePosition = (*it)->getPosition(); //!< Saves the position of the currentStone |
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122 | |
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123 | if((position.x == currentStonePosition.x) && abs(position.y-currentStonePosition.y) < this->center_->getStoneSize()) |
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124 | return false; |
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125 | } |
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126 | |
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127 | return true; |
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128 | } |
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129 | |
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130 | /** |
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131 | @brief |
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132 | Check for each stone in a brick if it is moved the right way. |
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133 | */ |
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134 | bool Tetris::isValidMove(TetrisBrick* brick, const Vector3& position, bool isRotation = false) |
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135 | { |
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136 | assert(brick); |
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137 | |
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138 | for (unsigned int i = 0; i < brick->getNumberOfStones(); i++ ) |
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139 | { |
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140 | TetrisStone* stone = brick->getStone(i); |
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141 | Vector3 stonePosition; |
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142 | if(isRotation) |
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143 | stonePosition = rotateVector(stone->getPosition(), brick->getRotationCount()+1); |
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144 | else |
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145 | stonePosition = rotateVector(stone->getPosition(), brick->getRotationCount()); |
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146 | |
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147 | /*orxout()<< "stoneRelativePoistion: " << stonePosition << endl; |
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148 | orxout()<< "stoneTotalPoistion : " << position + stonePosition << endl;*/ |
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149 | |
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150 | if(! this->isValidMove(stone, position + stonePosition )) // wrong position?? |
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151 | { |
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152 | return false; |
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153 | } |
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154 | } |
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155 | return true; |
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156 | |
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157 | } |
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158 | |
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159 | |
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160 | |
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161 | bool Tetris::isValidStonePosition(TetrisStone* stone, const Vector3& position) |
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162 | { |
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163 | assert(stone); |
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164 | |
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165 | // we use a reverse iterator because we have to check for collisions with the topmost stones first |
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166 | for(std::vector<TetrisStone*>::const_reverse_iterator it = this->stones_.rbegin(); it != this->stones_.rend(); ++it) |
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167 | { |
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168 | if(this->activeBrick_->contains(*it)) |
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169 | continue; |
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170 | //TODO: is this rotation correct ?? |
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171 | Vector3 currentStonePosition = rotateVector((*it)->getPosition(), this->activeBrick_->getRotationCount()); |
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172 | //!< Saves the position of the currentStone |
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173 | |
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174 | if((position.x == currentStonePosition.x) && (position.y < currentStonePosition.y + this->center_->getStoneSize())) |
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175 | {//TODO: Why are such events not detected ?? |
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176 | orxout()<< "YEAY !!"<<endl; |
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177 | this->activeBrick_->setPosition(Vector3(this->activeBrick_->getPosition().x, currentStonePosition.y+this->center_->getStoneSize(), this->activeBrick_->getPosition().z)); |
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178 | return false; |
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179 | }// This case applies if the stones overlap partially vertically |
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180 | } |
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181 | |
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182 | // after we checked for collision with all stones, we also check for collision with the bottom |
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183 | if(position.y < this->center_->getStoneSize()/2.0f) //!< If the stone has reached the bottom of the level |
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184 | { |
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185 | int yOffset = stone->getPosition().y;//calculate offset |
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186 | this->activeBrick_->setPosition(Vector3(this->activeBrick_->getPosition().x, this->center_->getStoneSize()/2.0f+yOffset, this->activeBrick_->getPosition().z)); |
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187 | return false; |
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188 | } |
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189 | |
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190 | return true; |
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191 | } |
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192 | |
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193 | bool Tetris::isValidBrickPosition(TetrisBrick* brick, const Vector3& position) |
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194 | { |
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195 | assert(brick); |
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196 | |
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197 | for (unsigned int i = 0; i < brick->getNumberOfStones(); i++ ) |
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198 | { |
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199 | TetrisStone* stone = brick->getStone(i); |
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200 | Vector3 stonePosition = rotateVector(stone->getPosition(), brick->getRotationCount()); |
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201 | if(! this->isValidStonePosition(stone, position + stonePosition) ) |
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202 | return false; |
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203 | } |
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204 | return true; |
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205 | } |
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206 | |
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207 | /** |
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208 | @brief |
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209 | Nasty function that allocates memory!! it rolls a vector 90° * amount |
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210 | */ |
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211 | Vector3 Tetris::rotateVector(Vector3 position, unsigned int amount) |
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212 | { |
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213 | |
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214 | int temp = 0; |
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215 | for(unsigned int i = 0; i < amount; i++) |
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216 | { |
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217 | temp = position.x; |
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218 | position.x = -position.y; |
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219 | position.y = temp; |
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220 | } |
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221 | return position; |
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222 | } |
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223 | |
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224 | /** |
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225 | @brief |
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226 | Starts the Tetris minigame. |
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227 | */ |
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228 | void Tetris::start() |
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229 | { |
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230 | if (this->center_ != NULL) // There needs to be a TetrisCenterpoint, i.e. the area the game takes place. |
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231 | { |
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232 | // Create the first stone. |
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233 | this->createBrick(); |
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234 | } |
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235 | else // If no centerpoint was specified, an error is thrown and the level is exited. |
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236 | { |
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237 | orxout(internal_error) << "Tetris: No Centerpoint specified." << endl; |
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238 | GSLevel::startMainMenu(); |
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239 | return; |
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240 | } |
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241 | |
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242 | // Start the timer. After it has expired the stone is started. |
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243 | this->starttimer_.startTimer(); |
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244 | |
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245 | // Set variable to temporarily force the player to spawn. |
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246 | bool temp = this->bForceSpawn_; |
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247 | this->bForceSpawn_ = true; |
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248 | |
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249 | // Call start for the parent class. |
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250 | Deathmatch::start(); |
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251 | |
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252 | // Reset the variable. |
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253 | this->bForceSpawn_ = temp; |
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254 | } |
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255 | |
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256 | /** |
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257 | @brief |
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258 | Ends the Tetris minigame. |
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259 | */ |
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260 | void Tetris::end() |
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261 | { |
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262 | this->cleanup(); |
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263 | |
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264 | // Call end for the parent class. |
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265 | Deathmatch::end(); |
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266 | } |
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267 | |
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268 | /** |
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269 | @brief |
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270 | Spawns player. |
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271 | */ |
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272 | void Tetris::spawnPlayersIfRequested() |
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273 | { |
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274 | // Spawn a human player. |
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275 | for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) |
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276 | if (it->first->isHumanPlayer() && (it->first->isReadyToSpawn() || this->bForceSpawn_)) |
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277 | this->spawnPlayer(it->first); |
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278 | } |
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279 | |
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280 | /** |
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281 | @brief |
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282 | Spawns the input player. |
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283 | @param player |
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284 | The player to be spawned. |
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285 | */ |
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286 | void Tetris::spawnPlayer(PlayerInfo* player) |
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287 | { |
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288 | assert(player); |
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289 | |
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290 | if(this->player_ == NULL) |
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291 | { |
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292 | this->player_ = player; |
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293 | this->players_[player].state_ = PlayerState::Alive; |
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294 | } |
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295 | } |
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296 | |
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297 | |
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298 | |
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299 | void Tetris::startBrick(void) |
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300 | { |
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301 | if(this->player_ == NULL) |
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302 | return; |
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303 | |
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304 | unsigned int cameraIndex = 0; |
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305 | if(this->activeBrick_ != NULL) |
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306 | { |
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307 | // Get camera settings |
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308 | cameraIndex = this->activeBrick_->getCurrentCameraIndex(); |
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309 | orxout() << "cameraIndex: " << this->activeBrick_->getCurrentCameraIndex() << endl; |
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310 | this->player_->stopControl(); |
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311 | } |
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312 | |
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313 | // Make the last brick to be created the active brick. |
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314 | this->activeBrick_ = this->bricks_.back(); |
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315 | |
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316 | this->player_->startControl(this->activeBrick_); |
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317 | this->activeBrick_->setVelocity(0.0f, -this->center_->getStoneSpeed(), 0.0f); |
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318 | orxout() << "velocity: " << this->center_->getStoneSpeed() << endl; |
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319 | this->activeBrick_->setCameraPosition(cameraIndex); |
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320 | } |
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321 | |
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322 | void Tetris::createBrick(void) //TODO: random rotation offset between 0 and 3 (times 90°) |
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323 | { |
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324 | // Create a new brick and add it to the list of bricks && to the list of stones. |
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325 | TetrisBrick* brick = new TetrisBrick(this->center_); |
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326 | this->bricks_.push_back(brick); |
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327 | for (unsigned int i = 0; i < brick->getNumberOfStones(); i++) |
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328 | { |
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329 | this->stones_.push_back(brick->getStone(i)); |
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330 | } |
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331 | |
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332 | // Apply the stone template to the stone. |
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333 | brick->addTemplate(this->center_->getStoneTemplate()); // TODO: find error concerning the cameras |
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334 | |
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335 | // Attach the brick to the Centerpoint and set the position of the brick to be at the top middle. |
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336 | this->center_->attach(brick); |
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337 | float xPos = (this->center_->getWidth()/2 + ((this->center_->getWidth() % 2)*2-1)/2.0f)*this->center_->getStoneSize(); |
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338 | float yPos = (this->center_->getHeight()-0.5f)*this->center_->getStoneSize(); |
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339 | brick->setPosition(xPos, yPos, 0.0f); |
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340 | brick->setGame(this); |
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341 | } |
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342 | |
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343 | |
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344 | /** |
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345 | @brief |
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346 | Get the player. |
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347 | @return |
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348 | Returns a pointer to the player. If there is no player, NULL is returned. |
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349 | */ |
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350 | PlayerInfo* Tetris::getPlayer(void) const |
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351 | { |
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352 | return this->player_; |
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353 | } |
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354 | |
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355 | /*TetrisCenterpoint* Tetris::getCenterpoint(void) const |
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356 | { |
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357 | return this->center_; |
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358 | }*/ |
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359 | |
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360 | /** |
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361 | @brief Set the TetrisCenterpoint (the playing field). |
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362 | @param center A pointer to the TetrisCenterpoint to be set. |
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363 | */ |
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364 | void Tetris::setCenterpoint(TetrisCenterpoint* center) |
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365 | { |
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366 | this->center_ = center; |
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367 | } |
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368 | |
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369 | } |
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