| 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 Tetris class. | 
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| 38 | */ | 
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| 39 |  | 
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| 40 | #include "Tetris.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 |  | 
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| 46 | #include "gamestates/GSLevel.h" | 
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| 47 |  | 
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| 48 | #include "TetrisCenterpoint.h" | 
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| 49 | #include "TetrisStone.h" | 
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| 50 | #include "TetrisBrick.h" | 
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| 51 | #include "infos/PlayerInfo.h" | 
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| 52 |  | 
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| 53 | namespace orxonox | 
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| 54 | { | 
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| 55 |  | 
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| 56 | RegisterUnloadableClass(Tetris); | 
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| 57 |  | 
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| 58 | /** | 
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| 59 | @brief | 
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| 60 | Constructor. Registers and initializes the object. | 
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| 61 | @ingroup Tetris | 
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| 62 | */ | 
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| 63 | Tetris::Tetris(Context* context) : Deathmatch(context) | 
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| 64 | { | 
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| 65 | RegisterObject(Tetris); | 
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| 66 |  | 
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| 67 | this->activeBrick_ = 0; | 
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| 68 |  | 
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| 69 | // Pre-set the timer, but don't start it yet. | 
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| 70 | this->starttimer_.setTimer(1.0, false, createExecutor(createFunctor(&Tetris::startBrick, this))); | 
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| 71 | this->starttimer_.stopTimer(); | 
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| 72 |  | 
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| 73 | this->player_ = NULL; | 
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| 74 | this->setHUDTemplate("TetrisHUD"); | 
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| 75 | this->futureBrick_ = 0; | 
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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 | Destructor. Cleans up, if initialized. | 
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| 81 | */ | 
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| 82 | Tetris::~Tetris() | 
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| 83 | { | 
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| 84 | if (this->isInitialized()) | 
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| 85 | this->cleanup(); | 
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| 86 | } | 
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| 87 |  | 
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| 88 | /** | 
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| 89 | @brief | 
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| 90 | Cleans up the Gametype. | 
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| 91 | */ | 
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| 92 | void Tetris::cleanup() | 
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| 93 | { | 
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| 94 | if (this->activeBrick_) | 
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| 95 | { | 
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| 96 | this->activeBrick_->destroy(); | 
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| 97 | this->activeBrick_ = 0; | 
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| 98 | } | 
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| 99 | if (this->futureBrick_) | 
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| 100 | { | 
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| 101 | this->futureBrick_->destroy(); | 
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| 102 | this->futureBrick_ = 0; | 
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| 103 | } | 
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| 104 |  | 
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| 105 | for (std::list<SmartPtr<TetrisStone> >::iterator it = this->stones_.begin(); it != this->stones_.end(); ++it) | 
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| 106 | (*it)->destroy(); | 
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| 107 | this->stones_.clear(); | 
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| 108 | } | 
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| 109 |  | 
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| 110 | void Tetris::tick(float dt) | 
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| 111 | { | 
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| 112 | SUPER(Tetris, tick, dt); | 
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| 113 |  | 
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| 114 | if((this->activeBrick_ != NULL)&&(!this->hasEnded())) | 
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| 115 | { | 
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| 116 | if(!this->isValidBrickPosition(this->activeBrick_)) | 
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| 117 | { | 
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| 118 | for (unsigned int i = 0; i < this->activeBrick_->getNumberOfStones(); i++) | 
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| 119 | this->stones_.push_back(this->activeBrick_->getStone(i)); | 
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| 120 | this->activeBrick_->setVelocity(Vector3::ZERO); | 
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| 121 | this->activeBrick_->releaseStones(this->center_); | 
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| 122 | this->findFullRows(); | 
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| 123 | this->startBrick(); | 
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| 124 | } | 
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| 125 | } | 
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| 126 | } | 
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| 127 |  | 
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| 128 | bool Tetris::isValidMove(TetrisStone* stone, const Vector3& position) | 
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| 129 | { | 
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| 130 | assert(stone); | 
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| 131 |  | 
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| 132 | if(position.x < this->center_->getStoneSize()/2.0)  //!< If the stone touches the left edge of the level | 
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| 133 | return false; | 
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| 134 | 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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| 135 | return false; | 
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| 136 |  | 
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| 137 | for(std::list<SmartPtr<TetrisStone> >::const_iterator it = this->stones_.begin(); it != this->stones_.end(); ++it) | 
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| 138 | { | 
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| 139 | const Vector3& currentStonePosition = (*it)->getPosition(); //!< Saves the position of the currentStone | 
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| 140 |  | 
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| 141 | if((position.x == currentStonePosition.x) && abs(position.y-currentStonePosition.y) < this->center_->getStoneSize()) | 
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| 142 | return false; | 
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| 143 | } | 
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| 144 |  | 
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| 145 | return true; | 
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| 146 | } | 
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| 147 |  | 
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| 148 | /** | 
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| 149 | @brief | 
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| 150 | Check for each stone in a brick if it is moved the right way. | 
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| 151 | */ | 
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| 152 | bool Tetris::isValidMove(TetrisBrick* brick, const Vector3& position, bool isRotation = false) | 
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| 153 | { | 
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| 154 | assert(brick); | 
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| 155 |  | 
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| 156 | for (unsigned int i = 0; i < brick->getNumberOfStones(); i++ ) | 
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| 157 | { | 
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| 158 | TetrisStone* stone = brick->getStone(i); | 
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| 159 | Vector3 stonePosition; //the current stone's offset to position | 
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| 160 | if(isRotation) | 
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| 161 | stonePosition = rotateVector(stone->getPosition(), brick->getRotationCount()+1); | 
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| 162 | else | 
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| 163 | stonePosition = rotateVector(stone->getPosition(), brick->getRotationCount()); | 
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| 164 |  | 
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| 165 | if(! this->isValidMove(stone, position + stonePosition )) | 
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| 166 | { | 
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| 167 | return false; | 
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| 168 | } | 
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| 169 |  | 
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| 170 | //catch illegal rotation (such that collisions with ground are not permitted) | 
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| 171 | if(isRotation) | 
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| 172 | { | 
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| 173 | if((position + stonePosition).y < this->center_->getStoneSize()/2.0f) //!< If the stone has reached the bottom of the level | 
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| 174 | { | 
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| 175 | return false; | 
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| 176 | } | 
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| 177 | } | 
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| 178 | } | 
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| 179 | return true; | 
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| 180 |  | 
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| 181 | } | 
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| 182 |  | 
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| 183 |  | 
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| 184 |  | 
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| 185 | bool Tetris::isValidStonePosition(TetrisStone* stone, const Vector3& position) | 
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| 186 | { | 
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| 187 | assert(stone); | 
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| 188 |  | 
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| 189 | // check for collisions with all stones | 
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| 190 | for(std::list<SmartPtr<TetrisStone> >::const_iterator it = this->stones_.begin(); it != this->stones_.end(); ++it) | 
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| 191 | { | 
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| 192 | //Vector3 currentStonePosition = rotateVector((*it)->getPosition(), this->activeBrick_->getRotationCount()); | 
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| 193 | const Vector3& currentStonePosition = (*it)->getPosition(); //!< Saves the position of the currentStone | 
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| 194 | //!< Saves the position of the currentStone | 
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| 195 |  | 
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| 196 | //filter out cases where the falling stone is already below a steady stone | 
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| 197 | if(position.y < currentStonePosition.y - this->center_->getStoneSize()/2.0f) | 
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| 198 | continue; | 
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| 199 | if((position.x == currentStonePosition.x) && (position.y < currentStonePosition.y + this->center_->getStoneSize())) | 
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| 200 | { | 
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| 201 | float y_offset = static_cast<int>((this->activeBrick_->getPosition().y-currentStonePosition.y+10)/10)*10 + currentStonePosition.y; | 
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| 202 | if(y_offset < 0) //filter out extreme cases (very rare bug) | 
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| 203 | y_offset = 0; | 
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| 204 | this->activeBrick_->setPosition(Vector3(this->activeBrick_->getPosition().x, y_offset, this->activeBrick_->getPosition().z)); | 
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| 205 | return false; | 
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| 206 | }// This case applies if the stones overlap partially vertically | 
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| 207 | } | 
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| 208 |  | 
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| 209 | // after we checked for collision with all stones, we also check for collision with the bottom | 
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| 210 | if(position.y < this->center_->getStoneSize()/2.0f) //!< If the stone has reached the bottom of the level | 
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| 211 | { | 
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| 212 | float yOffset = stone->getPosition().y + this->center_->getStoneSize()/2.0f;//calculate offset | 
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| 213 | if(yOffset < 0) //catch brake-throughs | 
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| 214 | yOffset = 0; | 
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| 215 | this->activeBrick_->setPosition(Vector3(this->activeBrick_->getPosition().x, yOffset, this->activeBrick_->getPosition().z)); | 
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| 216 | return false; | 
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| 217 | } | 
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| 218 |  | 
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| 219 | return true; | 
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| 220 | } | 
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| 221 | /** | 
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| 222 | * @brief This function determines wether a brick touches another brick or the ground. | 
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| 223 | * | 
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| 224 | */ | 
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| 225 | bool Tetris::isValidBrickPosition(TetrisBrick* brick) | 
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| 226 | { | 
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| 227 | assert(brick); | 
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| 228 |  | 
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| 229 | const Vector3& brickPosition = this->activeBrick_->getPosition(); | 
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| 230 |  | 
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| 231 | // check all stones in the brick | 
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| 232 | for (unsigned int i = 0; i < brick->getNumberOfStones(); i++ ) | 
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| 233 | { | 
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| 234 | TetrisStone* stone = brick->getStone(i); | 
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| 235 | const Vector3& stonePosition = rotateVector(stone->getPosition(), brick->getRotationCount()); | 
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| 236 | if(! this->isValidStonePosition(stone, brickPosition + stonePosition) ) | 
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| 237 | { | 
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| 238 | // recurse because all stones have to checked again after the brick was re-positioned | 
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| 239 | this->isValidBrickPosition(brick); | 
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| 240 | return false; | 
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| 241 | } | 
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| 242 | } | 
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| 243 | return true; | 
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| 244 | } | 
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| 245 |  | 
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| 246 | /** | 
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| 247 | @brief | 
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| 248 | A Vector3 is rolled 90 * degrees * amount (anticlockwise rotation) | 
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| 249 | */ | 
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| 250 | Vector3 Tetris::rotateVector(Vector3 position, unsigned int amount) | 
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| 251 | { | 
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| 252 | float temp = 0; | 
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| 253 | for(unsigned int i = 0; i < amount; i++) | 
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| 254 | { | 
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| 255 | temp = position.x; | 
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| 256 | position.x = -position.y; | 
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| 257 | position.y = temp; | 
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| 258 | } | 
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| 259 | return position; | 
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| 260 | } | 
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| 261 |  | 
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| 262 | /** | 
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| 263 | @brief | 
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| 264 | Starts the Tetris minigame. | 
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| 265 | */ | 
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| 266 | void Tetris::start() | 
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| 267 | { | 
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| 268 | if (this->center_ != NULL) // There needs to be a TetrisCenterpoint, i.e. the area the game takes place. | 
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| 269 | { | 
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| 270 | // Create the first brick. | 
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| 271 | this->createBrick(); | 
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| 272 | } | 
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| 273 | else // If no centerpoint was specified, an error is thrown and the level is exited. | 
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| 274 | { | 
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| 275 | orxout(internal_error) << "Tetris: No Centerpoint specified." << endl; | 
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| 276 | GSLevel::startMainMenu(); | 
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| 277 | return; | 
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| 278 | } | 
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| 279 |  | 
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| 280 | // Start the timer. After it has expired the stone is started. | 
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| 281 | this->starttimer_.startTimer(); | 
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| 282 |  | 
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| 283 | // Set variable to temporarily force the player to spawn. | 
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| 284 | bool temp = this->bForceSpawn_; | 
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| 285 | this->bForceSpawn_ = true; | 
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| 286 |  | 
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| 287 | // Call start for the parent class. | 
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| 288 | Deathmatch::start(); | 
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| 289 |  | 
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| 290 | // Reset the variable. | 
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| 291 | this->bForceSpawn_ = temp; | 
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| 292 | } | 
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| 293 |  | 
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| 294 | /** | 
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| 295 | @brief | 
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| 296 | Ends the Tetris minigame. | 
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| 297 | */ | 
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| 298 | void Tetris::end() | 
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| 299 | { | 
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| 300 | this->activeBrick_->setVelocity(Vector3::ZERO); | 
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| 301 | if(this->activeBrick_ != NULL) | 
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| 302 | { | 
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| 303 | this->player_->stopControl(); | 
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| 304 | } | 
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| 305 |  | 
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| 306 | this->cleanup(); | 
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| 307 |  | 
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| 308 | // Call end for the parent class. | 
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| 309 | Deathmatch::end(); | 
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| 310 | } | 
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| 311 |  | 
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| 312 | /** | 
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| 313 | @brief | 
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| 314 | Spawns player. | 
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| 315 | */ | 
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| 316 | void Tetris::spawnPlayersIfRequested() | 
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| 317 | { | 
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| 318 | // Spawn a human player. | 
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| 319 | for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) | 
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| 320 | if (it->first->isHumanPlayer() && (it->first->isReadyToSpawn() || this->bForceSpawn_)) | 
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| 321 | this->spawnPlayer(it->first); | 
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| 322 | } | 
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| 323 |  | 
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| 324 | /** | 
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| 325 | @brief | 
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| 326 | Spawns the input player. | 
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| 327 | @param player | 
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| 328 | The player to be spawned. | 
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| 329 | */ | 
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| 330 | void Tetris::spawnPlayer(PlayerInfo* player) | 
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| 331 | { | 
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| 332 | assert(player); | 
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| 333 |  | 
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| 334 | if(this->player_ == NULL) | 
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| 335 | { | 
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| 336 | this->player_ = player; | 
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| 337 | this->players_[player].state_ = PlayerState::Alive; | 
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| 338 | } | 
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| 339 | } | 
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| 340 |  | 
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| 341 |  | 
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| 342 |  | 
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| 343 | void Tetris::startBrick(void) | 
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| 344 | { | 
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| 345 | if(this->player_ == NULL) | 
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| 346 | return; | 
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| 347 |  | 
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| 348 | unsigned int cameraIndex = 0; | 
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| 349 | if(this->activeBrick_ != NULL) | 
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| 350 | { | 
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| 351 | // Get camera settings | 
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| 352 | cameraIndex = this->activeBrick_->getCurrentCameraIndex(); | 
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| 353 | this->player_->stopControl(); | 
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| 354 | // destroy old active brick | 
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| 355 | this->activeBrick_->destroy(); | 
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| 356 | } | 
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| 357 |  | 
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| 358 | // Make the last brick to be created the active brick. | 
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| 359 | this->activeBrick_ = this->futureBrick_; | 
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| 360 | this->futureBrick_ = 0; | 
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| 361 |  | 
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| 362 | // set its position | 
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| 363 | this->player_->startControl(this->activeBrick_); | 
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| 364 | float xPos = (this->center_->getWidth()/2 + ((this->center_->getWidth() % 2)*2-1)/2.0f)*this->center_->getStoneSize(); | 
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| 365 | float yPos = (this->center_->getHeight()-0.5f)*this->center_->getStoneSize(); | 
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| 366 | this->activeBrick_->setPosition(xPos, yPos, 0.0f); | 
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| 367 | this->activeBrick_->setVelocity(0.0f, -this->center_->getStoneSpeed(), 0.0f); | 
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| 368 | this->activeBrick_->setCameraPosition(cameraIndex); | 
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| 369 |  | 
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| 370 | // create a new future brick | 
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| 371 | this->createBrick(); | 
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| 372 |  | 
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| 373 | // check if the new brick is in a valid position, otherwise end the game | 
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| 374 | if (!this->isValidBrickPosition(this->activeBrick_)) | 
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| 375 | this->end(); | 
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| 376 | } | 
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| 377 |  | 
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| 378 | void Tetris::createBrick(void)             //TODO: random rotation offset between 0 and 3 (times 90°) | 
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| 379 | { | 
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| 380 | // create new futureBrick_ | 
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| 381 | this->futureBrick_ = new TetrisBrick(this->center_->getContext()); | 
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| 382 |  | 
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| 383 |  | 
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| 384 | // Apply the stone template to the stone. | 
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| 385 | this->futureBrick_->addTemplate(this->center_->getBrickTemplate()); | 
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| 386 |  | 
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| 387 | // Attach the brick to the Centerpoint and set the position of the brick to be at the left side. | 
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| 388 | this->center_->attach(this->futureBrick_); | 
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| 389 | float xPos = (this->center_->getWidth()*1.6f + ((this->center_->getWidth() % 2)*2-1)/2.0f)*this->center_->getStoneSize(); | 
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| 390 | float yPos = (this->center_->getHeight()-5.1f)*this->center_->getStoneSize(); | 
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| 391 | this->futureBrick_->setPosition(xPos, yPos, 0.0f); | 
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| 392 | this->futureBrick_->setGame(this); | 
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| 393 | } | 
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| 394 |  | 
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| 395 |  | 
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| 396 | /** | 
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| 397 | @brief | 
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| 398 | Get the player. | 
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| 399 | @return | 
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| 400 | Returns a pointer to the player. If there is no player, NULL is returned. | 
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| 401 | */ | 
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| 402 | PlayerInfo* Tetris::getPlayer(void) const | 
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| 403 | { | 
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| 404 | return this->player_; | 
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| 405 | } | 
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| 406 |  | 
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| 407 | /*TetrisCenterpoint* Tetris::getCenterpoint(void) const | 
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| 408 | { | 
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| 409 | return this->center_; | 
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| 410 | }*/ | 
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| 411 |  | 
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| 412 | /** | 
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| 413 | @brief Set the TetrisCenterpoint (the playing field). | 
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| 414 | @param center A pointer to the TetrisCenterpoint to be set. | 
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| 415 | */ | 
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| 416 | void Tetris::setCenterpoint(TetrisCenterpoint* center) | 
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| 417 | { | 
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| 418 | this->center_ = center; | 
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| 419 | } | 
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| 420 |  | 
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| 421 | /** | 
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| 422 | @brief Check each row if it is full. Removes all full rows. Update | 
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| 423 | @brief Manages score. | 
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| 424 | */ | 
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| 425 | void Tetris::findFullRows() | 
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| 426 | { | 
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| 427 | unsigned int correctPosition = 0; | 
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| 428 | unsigned int stonesPerRow = 0; | 
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| 429 | for (unsigned int row = 0; row < this->center_->getHeight(); row++) | 
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| 430 | { | 
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| 431 | stonesPerRow = 0; | 
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| 432 | for(std::list<SmartPtr<TetrisStone> >::iterator it = this->stones_.begin(); it != this->stones_.end(); ) | 
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| 433 | { | 
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| 434 | std::list<SmartPtr<TetrisStone> >::iterator it_temp = it++; | 
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| 435 | correctPosition = static_cast<unsigned int>(((*it_temp)->getPosition().y - 5)/this->center_->getStoneSize()); | 
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| 436 | if(correctPosition == row) | 
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| 437 | { | 
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| 438 | stonesPerRow++; | 
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| 439 | if(stonesPerRow == this->center_->getWidth()) | 
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| 440 | { | 
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| 441 | clearRow(row); | 
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| 442 | row--; //the row counter has to be decreased in order to detect multiple rows! | 
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| 443 | this->playerScored(this->player_);// add points | 
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| 444 | //increase the stone's speed | 
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| 445 | this->center_->setStoneSpeed(this->center_->getStoneSpeed()+1.0f); | 
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| 446 | } | 
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| 447 | } | 
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| 448 | } | 
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| 449 | } | 
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| 450 | } | 
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| 451 |  | 
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| 452 | void Tetris::clearRow(unsigned int row) | 
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| 453 | {// clear the full row | 
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| 454 | for(std::list<SmartPtr<TetrisStone> >::iterator it = this->stones_.begin(); it != this->stones_.end(); ) | 
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| 455 | { | 
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| 456 | if(static_cast<unsigned int>(((*it)->getPosition().y - 5)/this->center_->getStoneSize()) == row) | 
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| 457 | { | 
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| 458 | (*it)->destroy(); | 
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| 459 | this->stones_.erase(it++); | 
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| 460 | } | 
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| 461 | else | 
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| 462 | ++it; | 
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| 463 | } | 
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| 464 | // adjust height of stones above the deleted row //TODO: check if this could be a source of a bug. | 
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| 465 | for(std::list<SmartPtr<TetrisStone> >::iterator it = this->stones_.begin(); it != this->stones_.end(); ++it) | 
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| 466 | { | 
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| 467 | if(static_cast<unsigned int>(((*it)->getPosition().y - 5)/this->center_->getStoneSize()) > row) | 
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| 468 | (*it)->setPosition((*it)->getPosition()-Vector3(0,10,0)); | 
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| 469 | } | 
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| 470 |  | 
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| 471 | } | 
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| 472 |  | 
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| 473 |  | 
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| 474 | } | 
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