| 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 |  *      Johannes Ritz | 
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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 |  *TASK c) end the game in a nicer way | 
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| 31 |  *TASK d) save the highscore | 
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| 32 |  *TASK e) eye candy | 
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| 33 |  */ | 
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| 34 |  | 
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| 35 | /** | 
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| 36 |     @file Tetris.cc | 
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| 37 |     @brief Implementation of the Mini4Dgame class. | 
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| 38 | */ | 
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| 39 |  | 
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| 40 | #include "Mini4Dgame.h" | 
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| 41 |  | 
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| 42 | #include "core/CoreIncludes.h" | 
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| 43 | #include "core/EventIncludes.h" | 
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| 44 | #include "core/command/Executor.h" | 
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| 45 | #include "core/config/ConfigValueIncludes.h" | 
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| 46 | #include "infos/PlayerInfo.h" | 
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| 47 | #include "core/command/ConsoleCommand.h" | 
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| 48 |  | 
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| 49 | #include "gamestates/GSLevel.h" | 
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| 50 | #include "chat/ChatManager.h" | 
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| 51 |  | 
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| 52 | namespace orxonox | 
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| 53 | { | 
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| 54 |  | 
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| 55 |     SetConsoleCommand("Mini4Dgame", "setStone", &Mini4Dgame::setStone).addShortcut(); | 
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| 56 |     SetConsoleCommand("Mini4Dgame", "undoStone", &Mini4Dgame::undoStone).addShortcut(); | 
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| 57 |  | 
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| 58 |     RegisterUnloadableClass(Mini4Dgame); | 
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| 59 |  | 
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| 60 |     /** | 
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| 61 |     @brief | 
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| 62 |         Constructor. Registers and initializes the object. | 
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| 63 |     */ | 
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| 64 |     Mini4Dgame::Mini4Dgame(Context* context) : Deathmatch(context) | 
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| 65 |     { | 
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| 66 |         RegisterObject(Mini4Dgame); | 
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| 67 |  | 
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| 68 |         this->board_ = 0; | 
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| 69 |  | 
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| 70 |         // Set the type of Bots for this particular Gametype. | 
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| 71 |         //this->botclass_ = Class(Mini4DgameBot); | 
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| 72 |     } | 
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| 73 |  | 
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| 74 |     /** | 
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| 75 |     @brief | 
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| 76 |         Destructor. Cleans up, if initialized. | 
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| 77 |     */ | 
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| 78 |     Mini4Dgame::~Mini4Dgame() | 
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| 79 |     { | 
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| 80 |         if (this->isInitialized()) | 
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| 81 |             this->cleanup(); | 
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| 82 |     } | 
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| 83 |  | 
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| 84 |     /** | 
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| 85 |     @brief | 
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| 86 |         Cleans up the Gametype. | 
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| 87 |     */ | 
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| 88 |     void Mini4Dgame::cleanup() | 
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| 89 |     { | 
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| 90 |         if(this->board_ != NULL)// Destroy the board, if present. | 
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| 91 |         { | 
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| 92 |             //this->board_->destroy(); | 
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| 93 |             this->board_ = 0; | 
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| 94 |         } | 
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| 95 |     } | 
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| 96 |  | 
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| 97 |     /** | 
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| 98 |     @brief | 
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| 99 |         Starts the mini4Dgame. | 
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| 100 |     */ | 
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| 101 |     void Mini4Dgame::start() | 
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| 102 |     { | 
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| 103 |         if (this->board_ != NULL) // There needs to be a Mini4DgameCenterpoint, i.e. the area the game takes place. | 
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| 104 |         { | 
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| 105 |             /* | 
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| 106 |             if (this->board_ == NULL) | 
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| 107 |             { | 
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| 108 |                 this->board_ = new Mini4DgameBoard(this->board_->getContext()); | 
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| 109 |                 // Apply the template for the ball specified by the centerpoint. | 
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| 110 |                 this->board_->addTemplate(this->center_->getBoardtemplate()); | 
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| 111 |             } | 
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| 112 |             */ | 
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| 113 |  | 
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| 114 |             // Attach the board to the centerpoint and set the parameters as specified in the centerpoint, the ball is attached to. | 
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| 115 |  | 
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| 116 |             this->board_->setPosition(0, 0, 0); | 
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| 117 |  | 
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| 118 |         } | 
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| 119 |         else // If no centerpoint was specified, an error is thrown and the level is exited. | 
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| 120 |         { | 
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| 121 |             orxout(internal_error) << "Mini4Dgame: No Centerpoint specified." << endl; | 
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| 122 |             GSLevel::startMainMenu(); | 
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| 123 |             return; | 
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| 124 |         } | 
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| 125 |  | 
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| 126 |         // Set variable to temporarily force the player to spawn. | 
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| 127 |         bool temp = this->bForceSpawn_; | 
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| 128 |         this->bForceSpawn_ = true; | 
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| 129 |  | 
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| 130 |         // Call start for the parent class. | 
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| 131 |         Deathmatch::start(); | 
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| 132 |  | 
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| 133 |         // Reset the variable. | 
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| 134 |         this->bForceSpawn_ = temp; | 
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| 135 |     } | 
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| 136 |  | 
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| 137 |     /** | 
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| 138 |     @brief | 
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| 139 |         Ends the Mini4Dgame minigame. | 
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| 140 |     */ | 
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| 141 |     void Mini4Dgame::end() | 
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| 142 |     { | 
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| 143 |         this->cleanup(); | 
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| 144 |  | 
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| 145 |         // Call end for the parent class. | 
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| 146 |         Deathmatch::end(); | 
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| 147 |     } | 
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| 148 |  | 
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| 149 |  | 
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| 150 |     /** | 
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| 151 |     @brief | 
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| 152 |         Spawns player. | 
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| 153 |     */ | 
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| 154 |     void Mini4Dgame::spawnPlayersIfRequested() | 
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| 155 |     { | 
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| 156 |         // first spawn human players to assign always the left bat to the player in singleplayer | 
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| 157 |         for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) | 
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| 158 |             if (it->first->isHumanPlayer() && (it->first->isReadyToSpawn() || this->bForceSpawn_)) | 
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| 159 |                 this->spawnPlayer(it->first); | 
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| 160 |         // now spawn bots | 
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| 161 |         for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) | 
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| 162 |             if (!it->first->isHumanPlayer() && (it->first->isReadyToSpawn() || this->bForceSpawn_)) | 
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| 163 |                 this->spawnPlayer(it->first); | 
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| 164 |     } | 
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| 165 |  | 
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| 166 |     /** | 
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| 167 |     @brief | 
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| 168 |         Spawns the input player. | 
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| 169 |     @param player | 
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| 170 |         The player to be spawned. | 
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| 171 |     */ | 
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| 172 |     void Mini4Dgame::spawnPlayer(PlayerInfo* player) | 
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| 173 |     { | 
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| 174 |         assert(player); | 
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| 175 |  | 
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| 176 |         if(false)//this->player_ == NULL) | 
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| 177 |         { | 
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| 178 |             //this->player_ = player; | 
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| 179 |             this->players_[player].state_ = PlayerState::Alive; | 
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| 180 |         } | 
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| 181 |     } | 
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| 182 |  | 
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| 183 |     void Mini4Dgame::undoStone()//Vector4 move, const int playerColor) | 
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| 184 |     { | 
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| 185 |         ObjectList<Mini4DgameBoard>::iterator it = ObjectList<Mini4DgameBoard>::begin(); | 
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| 186 |         it->undoMove(); | 
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| 187 |     } | 
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| 188 |  | 
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| 189 |     //void Mini4Dgame::setStone(Vector4 move, const int playerColor, Mini4DgameBoard* board) | 
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| 190 |     void Mini4Dgame::setStone(int x,int y,int z,int w)//Vector4 move, const int playerColor) | 
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| 191 |     { | 
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| 192 |         Mini4DgamePosition move = Mini4DgamePosition(x,y,z,w); | 
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| 193 |         ObjectList<Mini4DgameBoard>::iterator it = ObjectList<Mini4DgameBoard>::begin(); | 
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| 194 |         it->makeMove(move); | 
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| 195 |     } | 
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| 196 |  | 
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| 197 |     void Mini4Dgame::win(Mini4DgameWinner winner) | 
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| 198 |     { | 
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| 199 |  | 
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| 200 |     } | 
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| 201 | } | 
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