| 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 |  *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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| 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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| 52 | #include "TetrisBrick.h" | 
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| 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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| 63 |     @ingroup Tetris | 
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| 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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| 69 |         this->activeBrick_ = 0; | 
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| 70 |  | 
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| 71 |         // Pre-set the timer, but don't start it yet. | 
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| 72 |         this->starttimer_.setTimer(1.0, false, createExecutor(createFunctor(&Tetris::startBrick, this))); | 
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| 73 |         this->starttimer_.stopTimer(); | 
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| 74 |  | 
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| 75 |         this->player_ = NULL; | 
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| 76 |         this->setHUDTemplate("TetrisHUD"); | 
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| 77 |         this->futureBrick_ = 0; | 
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| 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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| 96 |         if (this->activeBrick_) | 
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| 97 |         { | 
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| 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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| 106 |  | 
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| 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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| 110 |     } | 
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| 111 |  | 
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| 112 |     void Tetris::tick(float dt) | 
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| 113 |     { | 
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| 114 |         SUPER(Tetris, tick, dt); | 
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| 115 |  | 
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| 116 |         if((this->activeBrick_ != NULL)&&(!this->hasEnded())) | 
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| 117 |         { | 
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| 118 |             if(!this->isValidBrickPosition(this->activeBrick_)) | 
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| 119 |             { | 
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| 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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| 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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| 125 |                 this->startBrick(); | 
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| 126 |             } | 
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| 127 |         } | 
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| 128 |     } | 
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| 129 |  | 
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| 130 |     bool Tetris::isValidMove(TetrisStone* stone, const Vector3& position) | 
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| 131 |     { | 
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| 132 |         assert(stone); | 
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| 133 |  | 
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| 134 |         if(position.x < this->center_->getStoneSize()/2.0)  //!< If the stone touches the left edge of the level | 
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| 135 |             return false; | 
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| 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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| 137 |             return false; | 
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| 138 |  | 
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| 139 |         for(std::list<SmartPtr<TetrisStone> >::const_iterator it = this->stones_.begin(); it != this->stones_.end(); ++it) | 
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| 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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| 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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| 145 |         } | 
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| 146 |  | 
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| 147 |         return true; | 
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| 148 |     } | 
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| 149 |  | 
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| 150 |     /** | 
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| 151 |     @brief | 
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| 152 |         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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| 163 |                 stonePosition = rotateVector(stone->getPosition(), brick->getRotationCount()+1); | 
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| 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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| 187 |     bool Tetris::isValidStonePosition(TetrisStone* stone, const Vector3& position) | 
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| 188 |     { | 
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| 189 |         assert(stone); | 
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| 190 |  | 
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| 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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| 193 |         { | 
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| 194 |             //Vector3 currentStonePosition = rotateVector((*it)->getPosition(), this->activeBrick_->getRotationCount()); | 
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| 195 |             const Vector3& currentStonePosition = (*it)->getPosition(); //!< Saves the position of the currentStone | 
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| 196 |             //!< Saves the position of the currentStone | 
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| 197 |  | 
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| 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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| 201 |             if((position.x == currentStonePosition.x) && (position.y < currentStonePosition.y + this->center_->getStoneSize())) | 
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| 202 |             { | 
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| 203 |                 float y_offset = static_cast<int>((this->activeBrick_->getPosition().y-currentStonePosition.y+10)/10)*10 + currentStonePosition.y; | 
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| 204 |                 if(y_offset < 0) //filter out extreme cases (very rare bug) | 
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| 205 |                     y_offset = 0; | 
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| 206 |                 this->activeBrick_->setPosition(Vector3(this->activeBrick_->getPosition().x, y_offset, this->activeBrick_->getPosition().z)); | 
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| 207 |                 return false; | 
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| 208 |             }// This case applies if the stones overlap partially vertically | 
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| 209 |         } | 
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| 210 |  | 
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| 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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| 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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| 218 |             return false; | 
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| 219 |         } | 
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| 220 |  | 
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| 221 |         return true; | 
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| 222 |     } | 
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| 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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| 227 |     bool Tetris::isValidBrickPosition(TetrisBrick* brick) | 
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| 228 |     { | 
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| 229 |         assert(brick); | 
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| 230 |  | 
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| 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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| 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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| 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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| 242 |                 return false; | 
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| 243 |             } | 
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| 244 |         } | 
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| 245 |         return true; | 
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| 246 |     } | 
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| 247 |  | 
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| 248 |     /** | 
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| 249 |     @brief | 
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| 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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| 254 |         float temp = 0; | 
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| 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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| 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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| 272 |             // Create the first brick. | 
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| 273 |             this->createBrick(); | 
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| 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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| 277 |             orxout(internal_error) << "Tetris: No Centerpoint specified." << endl; | 
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| 278 |             GSLevel::startMainMenu(); | 
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| 279 |             return; | 
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| 280 |         } | 
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| 281 |  | 
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| 282 |         // Start the timer. After it has expired the stone is started. | 
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| 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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| 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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| 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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| 336 |         if(this->player_ == NULL) | 
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| 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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| 343 |  | 
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| 344 |  | 
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| 345 |     void Tetris::startBrick(void) | 
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| 346 |     { | 
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| 347 |         if(this->player_ == NULL) | 
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| 348 |             return; | 
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| 349 |  | 
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| 350 |         unsigned int cameraIndex = 0; | 
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| 351 |         if(this->activeBrick_ != NULL) | 
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| 352 |         { | 
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| 353 |             // Get camera settings | 
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| 354 |             cameraIndex = this->activeBrick_->getCurrentCameraIndex(); | 
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| 355 |             this->player_->stopControl(); | 
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| 356 |             // destroy old active brick | 
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| 357 |             this->activeBrick_->destroy(); | 
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| 358 |         } | 
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| 359 |  | 
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| 360 |         // Make the last brick to be created the active brick. | 
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| 361 |         this->activeBrick_ = this->futureBrick_; | 
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| 362 |         this->futureBrick_ = 0; | 
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| 363 |  | 
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| 364 |         // set its position | 
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| 365 |         this->player_->startControl(this->activeBrick_); | 
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| 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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| 369 |         this->activeBrick_->setVelocity(0.0f, -this->center_->getStoneSpeed(), 0.0f); | 
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| 370 |         this->activeBrick_->setCameraPosition(cameraIndex); | 
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| 371 |  | 
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| 372 |         // create a new future brick | 
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| 373 |         this->createBrick(); | 
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| 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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| 378 |     } | 
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| 379 |  | 
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| 380 |     void Tetris::createBrick(void)             //TODO: random rotation offset between 0 and 3 (times 90°) | 
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| 381 |     { | 
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| 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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| 386 |         // Apply the stone template to the stone. | 
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| 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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| 391 |         float xPos = (this->center_->getWidth()*1.6f + ((this->center_->getWidth() % 2)*2-1)/2.0f)*this->center_->getStoneSize(); | 
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| 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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| 395 |     } | 
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| 396 |  | 
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| 397 |  | 
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| 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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| 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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| 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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| 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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| 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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| 434 |             for(std::list<SmartPtr<TetrisStone> >::iterator it = this->stones_.begin(); it != this->stones_.end(); ) | 
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| 435 |             { | 
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| 436 |                 std::list<SmartPtr<TetrisStone> >::iterator it_temp = it++; | 
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| 437 |                 correctPosition = static_cast<unsigned int>(((*it_temp)->getPosition().y - 5)/this->center_->getStoneSize()); | 
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| 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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| 456 |         for(std::list<SmartPtr<TetrisStone> >::iterator it = this->stones_.begin(); it != this->stones_.end(); ) | 
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| 457 |         { | 
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| 458 |             if(static_cast<unsigned int>(((*it)->getPosition().y - 5)/this->center_->getStoneSize()) == row) | 
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| 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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| 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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| 467 |         for(std::list<SmartPtr<TetrisStone> >::iterator it = this->stones_.begin(); it != this->stones_.end(); ++it) | 
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| 468 |         { | 
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| 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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| 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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| 476 | } | 
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