[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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[9286] | 25 | * Johannes Ritz |
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[8249] | 26 | * |
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[9286] | 27 | * |
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| 28 | *BUG c) destroying the old stones causes segfault -> WeakPointer as solution ? |
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| 29 | *BUG d) wrong collision detection: sometimes stones "bounce off" |
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| 30 | * |
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| 31 | * |
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| 32 | *TASK c) end the game in a nicer way |
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| 33 | *TASK d) save the highscore |
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| 34 | *TASK e) eye candy |
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[8249] | 35 | */ |
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| 36 | |
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| 37 | /** |
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| 38 | @file Tetris.cc |
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| 39 | @brief Implementation of the Tetris class. |
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| 40 | */ |
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| 41 | |
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| 42 | #include "Tetris.h" |
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| 43 | |
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| 44 | #include "core/CoreIncludes.h" |
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| 45 | #include "core/EventIncludes.h" |
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| 46 | #include "core/command/Executor.h" |
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| 47 | |
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| 48 | #include "gamestates/GSLevel.h" |
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| 49 | |
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| 50 | #include "TetrisCenterpoint.h" |
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| 51 | #include "TetrisStone.h" |
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[9286] | 52 | #include "TetrisBrick.h" |
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[8249] | 53 | #include "infos/PlayerInfo.h" |
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| 54 | |
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| 55 | namespace orxonox |
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| 56 | { |
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| 57 | |
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| 58 | CreateUnloadableFactory(Tetris); |
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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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[9286] | 63 | @ingroup Tetris |
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[8249] | 64 | */ |
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| 65 | Tetris::Tetris(BaseObject* creator) : Deathmatch(creator) |
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| 66 | { |
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| 67 | RegisterObject(Tetris); |
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| 68 | |
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[9328] | 69 | this->activeBrick_ = 0; |
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[8249] | 70 | |
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| 71 | // Pre-set the timer, but don't start it yet. |
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[9286] | 72 | this->starttimer_.setTimer(1.0, false, createExecutor(createFunctor(&Tetris::startBrick, this))); |
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[8249] | 73 | this->starttimer_.stopTimer(); |
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[8564] | 74 | |
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| 75 | this->player_ = NULL; |
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[9286] | 76 | this->setHUDTemplate("TetrisHUD"); |
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[9328] | 77 | this->futureBrick_ = 0; |
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[8249] | 78 | } |
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| 79 | |
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| 80 | /** |
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| 81 | @brief |
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| 82 | Destructor. Cleans up, if initialized. |
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| 83 | */ |
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| 84 | Tetris::~Tetris() |
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| 85 | { |
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| 86 | if (this->isInitialized()) |
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| 87 | this->cleanup(); |
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| 88 | } |
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| 89 | |
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| 90 | /** |
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| 91 | @brief |
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| 92 | Cleans up the Gametype. |
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| 93 | */ |
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| 94 | void Tetris::cleanup() |
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| 95 | { |
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[9328] | 96 | if (this->activeBrick_) |
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[9326] | 97 | { |
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[9328] | 98 | this->activeBrick_->destroy(); |
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| 99 | this->activeBrick_ = 0; |
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| 100 | } |
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| 101 | if (this->futureBrick_) |
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| 102 | { |
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| 103 | this->futureBrick_->destroy(); |
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| 104 | this->futureBrick_ = 0; |
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| 105 | } |
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[8564] | 106 | |
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[9328] | 107 | for (std::list<SmartPtr<TetrisStone> >::iterator it = this->stones_.begin(); it != this->stones_.end(); ++it) |
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| 108 | (*it)->destroy(); |
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| 109 | this->stones_.clear(); |
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[8249] | 110 | } |
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[8537] | 111 | |
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[8249] | 112 | void Tetris::tick(float dt) |
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| 113 | { |
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| 114 | SUPER(Tetris, tick, dt); |
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[8537] | 115 | |
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[9286] | 116 | if((this->activeBrick_ != NULL)&&(!this->hasEnded())) |
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[8537] | 117 | { |
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[9329] | 118 | if(!this->isValidBrickPosition(this->activeBrick_)) |
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[8563] | 119 | { |
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[9326] | 120 | for (unsigned int i = 0; i < this->activeBrick_->getNumberOfStones(); i++) |
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| 121 | this->stones_.push_back(this->activeBrick_->getStone(i)); |
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[9286] | 122 | this->activeBrick_->setVelocity(Vector3::ZERO); |
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| 123 | this->activeBrick_->releaseStones(this->center_); |
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| 124 | this->findFullRows(); |
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[9330] | 125 | this->startBrick(); |
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[8563] | 126 | } |
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[8537] | 127 | } |
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| 128 | } |
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| 129 | |
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[8566] | 130 | bool Tetris::isValidMove(TetrisStone* stone, const Vector3& position) |
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[8537] | 131 | { |
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| 132 | assert(stone); |
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[8563] | 133 | |
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[8537] | 134 | if(position.x < this->center_->getStoneSize()/2.0) //!< If the stone touches the left edge of the level |
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[8566] | 135 | return false; |
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[8537] | 136 | 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] | 137 | return false; |
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[8488] | 138 | |
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[9328] | 139 | for(std::list<SmartPtr<TetrisStone> >::const_iterator it = this->stones_.begin(); it != this->stones_.end(); ++it) |
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[8563] | 140 | { |
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| 141 | const Vector3& currentStonePosition = (*it)->getPosition(); //!< Saves the position of the currentStone |
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| 142 | |
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[8566] | 143 | if((position.x == currentStonePosition.x) && abs(position.y-currentStonePosition.y) < this->center_->getStoneSize()) |
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| 144 | return false; |
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[8565] | 145 | } |
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| 146 | |
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[8566] | 147 | return true; |
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[8565] | 148 | } |
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| 149 | |
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[9286] | 150 | /** |
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| 151 | @brief |
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| 152 | Check for each stone in a brick if it is moved the right way. |
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| 153 | */ |
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| 154 | bool Tetris::isValidMove(TetrisBrick* brick, const Vector3& position, bool isRotation = false) |
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| 155 | { |
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| 156 | assert(brick); |
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| 157 | |
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| 158 | for (unsigned int i = 0; i < brick->getNumberOfStones(); i++ ) |
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| 159 | { |
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| 160 | TetrisStone* stone = brick->getStone(i); |
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| 161 | Vector3 stonePosition; //the current stone's offset to position |
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| 162 | if(isRotation) |
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[9323] | 163 | stonePosition = rotateVector(stone->getPosition(), brick->getRotationCount()+1); |
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[9286] | 164 | else |
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| 165 | stonePosition = rotateVector(stone->getPosition(), brick->getRotationCount()); |
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| 166 | |
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| 167 | if(! this->isValidMove(stone, position + stonePosition )) |
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| 168 | { |
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| 169 | return false; |
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| 170 | } |
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| 171 | |
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| 172 | //catch illegal rotation (such that collisions with ground are not permitted) |
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| 173 | if(isRotation) |
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| 174 | { |
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| 175 | if((position + stonePosition).y < this->center_->getStoneSize()/2.0f) //!< If the stone has reached the bottom of the level |
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| 176 | { |
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| 177 | return false; |
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| 178 | } |
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| 179 | } |
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| 180 | } |
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| 181 | return true; |
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| 182 | |
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| 183 | } |
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| 184 | |
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| 185 | |
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| 186 | |
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[8567] | 187 | bool Tetris::isValidStonePosition(TetrisStone* stone, const Vector3& position) |
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[8565] | 188 | { |
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| 189 | assert(stone); |
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| 190 | |
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[9329] | 191 | // check for collisions with all stones |
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| 192 | for(std::list<SmartPtr<TetrisStone> >::const_iterator it = this->stones_.begin(); it != this->stones_.end(); ++it) |
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[8565] | 193 | { |
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[9286] | 194 | //Vector3 currentStonePosition = rotateVector((*it)->getPosition(), this->activeBrick_->getRotationCount()); |
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[8565] | 195 | const Vector3& currentStonePosition = (*it)->getPosition(); //!< Saves the position of the currentStone |
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[9286] | 196 | //!< Saves the position of the currentStone |
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[8565] | 197 | |
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[9286] | 198 | //filter out cases where the falling stone is already below a steady stone |
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| 199 | if(position.y < currentStonePosition.y - this->center_->getStoneSize()/2.0f) |
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| 200 | continue; |
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[8565] | 201 | if((position.x == currentStonePosition.x) && (position.y < currentStonePosition.y + this->center_->getStoneSize())) |
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[8563] | 202 | { |
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[9322] | 203 | float y_offset = static_cast<int>((this->activeBrick_->getPosition().y-currentStonePosition.y+10)/10)*10 + currentStonePosition.y; |
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[9286] | 204 | if(y_offset < 0) //filter out extreme cases (very rare bug) |
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[9323] | 205 | y_offset = 0; |
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[9286] | 206 | this->activeBrick_->setPosition(Vector3(this->activeBrick_->getPosition().x, y_offset, this->activeBrick_->getPosition().z)); |
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[8567] | 207 | return false; |
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[8563] | 208 | }// This case applies if the stones overlap partially vertically |
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| 209 | } |
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| 210 | |
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[8661] | 211 | // after we checked for collision with all stones, we also check for collision with the bottom |
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| 212 | if(position.y < this->center_->getStoneSize()/2.0f) //!< If the stone has reached the bottom of the level |
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| 213 | { |
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[9323] | 214 | float yOffset = stone->getPosition().y + this->center_->getStoneSize()/2.0f;//calculate offset |
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| 215 | if(yOffset < 0) //catch brake-throughs |
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| 216 | yOffset = 0; |
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| 217 | this->activeBrick_->setPosition(Vector3(this->activeBrick_->getPosition().x, yOffset, this->activeBrick_->getPosition().z)); |
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[8661] | 218 | return false; |
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| 219 | } |
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| 220 | |
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[8567] | 221 | return true; |
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[8249] | 222 | } |
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[9286] | 223 | /** |
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| 224 | * @brief This function determines wether a brick touches another brick or the ground. |
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| 225 | * |
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| 226 | */ |
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[9329] | 227 | bool Tetris::isValidBrickPosition(TetrisBrick* brick) |
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[9286] | 228 | { |
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| 229 | assert(brick); |
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[8249] | 230 | |
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[9329] | 231 | const Vector3& brickPosition = this->activeBrick_->getPosition(); |
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| 232 | |
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| 233 | // check all stones in the brick |
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[9286] | 234 | for (unsigned int i = 0; i < brick->getNumberOfStones(); i++ ) |
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| 235 | { |
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| 236 | TetrisStone* stone = brick->getStone(i); |
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[9329] | 237 | const Vector3& stonePosition = rotateVector(stone->getPosition(), brick->getRotationCount()); |
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| 238 | if(! this->isValidStonePosition(stone, brickPosition + stonePosition) ) |
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| 239 | { |
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| 240 | // recurse because all stones have to checked again after the brick was re-positioned |
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| 241 | this->isValidBrickPosition(brick); |
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[9286] | 242 | return false; |
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[9329] | 243 | } |
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[9286] | 244 | } |
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| 245 | return true; |
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| 246 | } |
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| 247 | |
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[8249] | 248 | /** |
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| 249 | @brief |
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[9286] | 250 | A Vector3 is rolled 90 * degrees * amount (anticlockwise rotation) |
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| 251 | */ |
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| 252 | Vector3 Tetris::rotateVector(Vector3 position, unsigned int amount) |
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| 253 | { |
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[9323] | 254 | float temp = 0; |
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[9286] | 255 | for(unsigned int i = 0; i < amount; i++) |
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| 256 | { |
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| 257 | temp = position.x; |
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| 258 | position.x = -position.y; |
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| 259 | position.y = temp; |
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| 260 | } |
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| 261 | return position; |
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| 262 | } |
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| 263 | |
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| 264 | /** |
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| 265 | @brief |
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[8249] | 266 | Starts the Tetris minigame. |
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| 267 | */ |
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| 268 | void Tetris::start() |
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| 269 | { |
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| 270 | if (this->center_ != NULL) // There needs to be a TetrisCenterpoint, i.e. the area the game takes place. |
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| 271 | { |
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[9286] | 272 | // Create the first brick. |
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| 273 | this->createBrick(); |
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[8249] | 274 | } |
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| 275 | else // If no centerpoint was specified, an error is thrown and the level is exited. |
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| 276 | { |
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[8858] | 277 | orxout(internal_error) << "Tetris: No Centerpoint specified." << endl; |
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[8249] | 278 | GSLevel::startMainMenu(); |
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| 279 | return; |
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| 280 | } |
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| 281 | |
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[8537] | 282 | // Start the timer. After it has expired the stone is started. |
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[8249] | 283 | this->starttimer_.startTimer(); |
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| 284 | |
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| 285 | // Set variable to temporarily force the player to spawn. |
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| 286 | bool temp = this->bForceSpawn_; |
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| 287 | this->bForceSpawn_ = true; |
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| 288 | |
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| 289 | // Call start for the parent class. |
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| 290 | Deathmatch::start(); |
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| 291 | |
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| 292 | // Reset the variable. |
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| 293 | this->bForceSpawn_ = temp; |
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| 294 | } |
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| 295 | |
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| 296 | /** |
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| 297 | @brief |
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| 298 | Ends the Tetris minigame. |
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| 299 | */ |
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| 300 | void Tetris::end() |
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| 301 | { |
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[9286] | 302 | this->activeBrick_->setVelocity(Vector3::ZERO); |
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| 303 | if(this->activeBrick_ != NULL) |
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| 304 | { |
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| 305 | this->player_->stopControl(); |
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| 306 | } |
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| 307 | |
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[8249] | 308 | this->cleanup(); |
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| 309 | |
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| 310 | // Call end for the parent class. |
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| 311 | Deathmatch::end(); |
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| 312 | } |
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| 313 | |
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| 314 | /** |
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| 315 | @brief |
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| 316 | Spawns player. |
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| 317 | */ |
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| 318 | void Tetris::spawnPlayersIfRequested() |
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| 319 | { |
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| 320 | // Spawn a human player. |
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| 321 | for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) |
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| 322 | if (it->first->isHumanPlayer() && (it->first->isReadyToSpawn() || this->bForceSpawn_)) |
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| 323 | this->spawnPlayer(it->first); |
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| 324 | } |
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| 325 | |
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| 326 | /** |
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| 327 | @brief |
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| 328 | Spawns the input player. |
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| 329 | @param player |
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| 330 | The player to be spawned. |
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| 331 | */ |
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| 332 | void Tetris::spawnPlayer(PlayerInfo* player) |
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| 333 | { |
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| 334 | assert(player); |
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| 335 | |
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[8564] | 336 | if(this->player_ == NULL) |
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[8249] | 337 | { |
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| 338 | this->player_ = player; |
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| 339 | this->players_[player].state_ = PlayerState::Alive; |
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| 340 | } |
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| 341 | } |
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| 342 | |
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[9286] | 343 | |
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| 344 | |
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| 345 | void Tetris::startBrick(void) |
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[8249] | 346 | { |
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| 347 | if(this->player_ == NULL) |
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| 348 | return; |
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[8680] | 349 | |
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| 350 | unsigned int cameraIndex = 0; |
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[9286] | 351 | if(this->activeBrick_ != NULL) |
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[8680] | 352 | { |
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| 353 | // Get camera settings |
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[9286] | 354 | cameraIndex = this->activeBrick_->getCurrentCameraIndex(); |
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[8249] | 355 | this->player_->stopControl(); |
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[9326] | 356 | // destroy old active brick |
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| 357 | this->activeBrick_->destroy(); |
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[8680] | 358 | } |
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[9286] | 359 | |
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| 360 | // Make the last brick to be created the active brick. |
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[9326] | 361 | this->activeBrick_ = this->futureBrick_; |
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[9328] | 362 | this->futureBrick_ = 0; |
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[9286] | 363 | |
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[9326] | 364 | // set its position |
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[9286] | 365 | this->player_->startControl(this->activeBrick_); |
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[9326] | 366 | float xPos = (this->center_->getWidth()/2 + ((this->center_->getWidth() % 2)*2-1)/2.0f)*this->center_->getStoneSize(); |
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| 367 | float yPos = (this->center_->getHeight()-0.5f)*this->center_->getStoneSize(); |
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| 368 | this->activeBrick_->setPosition(xPos, yPos, 0.0f); |
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[9286] | 369 | this->activeBrick_->setVelocity(0.0f, -this->center_->getStoneSpeed(), 0.0f); |
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| 370 | this->activeBrick_->setCameraPosition(cameraIndex); |
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[9326] | 371 | |
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| 372 | // create a new future brick |
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| 373 | this->createBrick(); |
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[9330] | 374 | |
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| 375 | // check if the new brick is in a valid position, otherwise end the game |
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| 376 | if (!this->isValidBrickPosition(this->activeBrick_)) |
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| 377 | this->end(); |
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[8249] | 378 | } |
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| 379 | |
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[9286] | 380 | void Tetris::createBrick(void) //TODO: random rotation offset between 0 and 3 (times 90°) |
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[8249] | 381 | { |
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[9286] | 382 | // create new futureBrick_ |
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| 383 | this->futureBrick_ = new TetrisBrick(this->center_); |
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| 384 | |
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| 385 | |
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[8249] | 386 | // Apply the stone template to the stone. |
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[9286] | 387 | this->futureBrick_->addTemplate(this->center_->getBrickTemplate()); |
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| 388 | |
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| 389 | // Attach the brick to the Centerpoint and set the position of the brick to be at the left side. |
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| 390 | this->center_->attach(this->futureBrick_); |
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[9322] | 391 | float xPos = (this->center_->getWidth()*1.6f + ((this->center_->getWidth() % 2)*2-1)/2.0f)*this->center_->getStoneSize(); |
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[9286] | 392 | float yPos = (this->center_->getHeight()-5.1f)*this->center_->getStoneSize(); |
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| 393 | this->futureBrick_->setPosition(xPos, yPos, 0.0f); |
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| 394 | this->futureBrick_->setGame(this); |
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[8249] | 395 | } |
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| 396 | |
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[9286] | 397 | |
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[8249] | 398 | /** |
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| 399 | @brief |
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| 400 | Get the player. |
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| 401 | @return |
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| 402 | Returns a pointer to the player. If there is no player, NULL is returned. |
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| 403 | */ |
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| 404 | PlayerInfo* Tetris::getPlayer(void) const |
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| 405 | { |
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| 406 | return this->player_; |
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| 407 | } |
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| 408 | |
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[9286] | 409 | /*TetrisCenterpoint* Tetris::getCenterpoint(void) const |
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| 410 | { |
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| 411 | return this->center_; |
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| 412 | }*/ |
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| 413 | |
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[8537] | 414 | /** |
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| 415 | @brief Set the TetrisCenterpoint (the playing field). |
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| 416 | @param center A pointer to the TetrisCenterpoint to be set. |
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| 417 | */ |
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| 418 | void Tetris::setCenterpoint(TetrisCenterpoint* center) |
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| 419 | { |
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| 420 | this->center_ = center; |
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| 421 | } |
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| 422 | |
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[9286] | 423 | /** |
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| 424 | @brief Check each row if it is full. Removes all full rows. Update |
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| 425 | @brief Manages score. |
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| 426 | */ |
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| 427 | void Tetris::findFullRows() |
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| 428 | { |
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[9323] | 429 | unsigned int correctPosition = 0; |
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| 430 | unsigned int stonesPerRow = 0; |
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| 431 | for (unsigned int row = 0; row < this->center_->getHeight(); row++) |
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| 432 | { |
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| 433 | stonesPerRow = 0; |
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[9328] | 434 | for(std::list<SmartPtr<TetrisStone> >::iterator it = this->stones_.begin(); it != this->stones_.end(); ) |
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[9286] | 435 | { |
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[9328] | 436 | std::list<SmartPtr<TetrisStone> >::iterator it_temp = it++; |
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[9326] | 437 | correctPosition = static_cast<unsigned int>(((*it_temp)->getPosition().y - 5)/this->center_->getStoneSize()); |
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[9286] | 438 | if(correctPosition == row) |
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| 439 | { |
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| 440 | stonesPerRow++; |
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| 441 | if(stonesPerRow == this->center_->getWidth()) |
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| 442 | { |
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| 443 | clearRow(row); |
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| 444 | row--; //the row counter has to be decreased in order to detect multiple rows! |
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| 445 | this->playerScored(this->player_);// add points |
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| 446 | //increase the stone's speed |
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| 447 | this->center_->setStoneSpeed(this->center_->getStoneSpeed()+1.0f); |
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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 | } |
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| 453 | |
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| 454 | void Tetris::clearRow(unsigned int row) |
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| 455 | {// clear the full row |
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[9328] | 456 | for(std::list<SmartPtr<TetrisStone> >::iterator it = this->stones_.begin(); it != this->stones_.end(); ) |
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[9286] | 457 | { |
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| 458 | if(static_cast<unsigned int>(((*it)->getPosition().y - 5)/this->center_->getStoneSize()) == row) |
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[9326] | 459 | { |
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| 460 | (*it)->destroy(); |
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| 461 | this->stones_.erase(it++); |
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| 462 | } |
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| 463 | else |
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| 464 | ++it; |
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[9286] | 465 | } |
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| 466 | // adjust height of stones above the deleted row //TODO: check if this could be a source of a bug. |
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[9328] | 467 | for(std::list<SmartPtr<TetrisStone> >::iterator it = this->stones_.begin(); it != this->stones_.end(); ++it) |
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[9286] | 468 | { |
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[9326] | 469 | if(static_cast<unsigned int>(((*it)->getPosition().y - 5)/this->center_->getStoneSize()) > row) |
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| 470 | (*it)->setPosition((*it)->getPosition()-Vector3(0,10,0)); |
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[9286] | 471 | } |
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| 472 | |
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| 473 | } |
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| 474 | |
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| 475 | |
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[8249] | 476 | } |
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