| [8249] | 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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| [8564] | 64 |  | 
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|  | 65 | this->player_ = NULL; | 
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| [8249] | 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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| [8564] | 84 |  | 
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| [8249] | 85 | } | 
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| [8537] | 86 |  | 
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| [8249] | 87 | void Tetris::tick(float dt) | 
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|  | 88 | { | 
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|  | 89 | SUPER(Tetris, tick, dt); | 
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| [8537] | 90 |  | 
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| [8563] | 91 | if(this->activeStone_ != NULL) | 
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| [8537] | 92 | { | 
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| [8567] | 93 | if(!this->isValidStonePosition(this->activeStone_, this->activeStone_->getPosition())) | 
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| [8563] | 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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| [8537] | 99 | } | 
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|  | 100 | } | 
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|  | 101 |  | 
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| [8566] | 102 | bool Tetris::isValidMove(TetrisStone* stone, const Vector3& position) | 
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| [8537] | 103 | { | 
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|  | 104 | assert(stone); | 
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| [8563] | 105 |  | 
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| [8537] | 106 | if(position.x < this->center_->getStoneSize()/2.0)  //!< If the stone touches the left edge of the level | 
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| [8566] | 107 | return false; | 
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| [8537] | 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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| [8566] | 109 | return false; | 
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| [8488] | 110 |  | 
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| [8563] | 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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| [8566] | 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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| [8565] | 120 | } | 
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|  | 121 |  | 
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| [8566] | 122 | return true; | 
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| [8565] | 123 | } | 
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|  | 124 |  | 
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| [8567] | 125 | bool Tetris::isValidStonePosition(TetrisStone* stone, const Vector3& position) | 
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| [8565] | 126 | { | 
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|  | 127 | assert(stone); | 
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|  | 128 |  | 
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| [8661] | 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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| [8565] | 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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| [8563] | 138 | { | 
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| [8567] | 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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| [8563] | 141 | }// This case applies if the stones overlap partially vertically | 
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|  | 142 | } | 
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|  | 143 |  | 
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| [8661] | 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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| [8567] | 151 | return true; | 
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| [8249] | 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 | COUT(1) << "Error: No Centerpoint specified." << std::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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| [8537] | 172 | // Start the timer. After it has expired the stone is started. | 
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| [8249] | 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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| [8564] | 220 | if(this->player_ == NULL) | 
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| [8249] | 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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| [8680] | 235 |  | 
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|  | 236 | unsigned int cameraIndex = 0; | 
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| [8249] | 237 | if(this->activeStone_ != NULL) | 
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| [8680] | 238 | { | 
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|  | 239 | // Get camera settings | 
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|  | 240 | cameraIndex = this->activeStone_->getCurrentCameraIndex(); | 
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| [8249] | 241 | this->player_->stopControl(); | 
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| [8680] | 242 | } | 
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| [8249] | 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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| [8680] | 249 | this->activeStone_->setCameraPosition(cameraIndex); | 
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| [8249] | 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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| [8586] | 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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| [8249] | 269 | stone->setPosition(xPos, yPos, 0.0f); | 
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| [8537] | 270 | stone->setGame(this); | 
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| [8249] | 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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| [8537] | 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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| [8249] | 293 | } | 
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