| [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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| [9348] | 25 |  *      Johannes Ritz | 
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| [8249] | 26 |  * | 
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| [9348] | 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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| [8249] | 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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| [9348] | 50 | #include "TetrisBrick.h" | 
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| [8249] | 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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| [9667] | 56 |     RegisterUnloadableClass(Tetris); | 
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| [8249] | 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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| [9348] | 61 |     @ingroup Tetris | 
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| [8249] | 62 |     */ | 
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| [9667] | 63 |     Tetris::Tetris(Context* context) : Deathmatch(context) | 
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| [8249] | 64 |     { | 
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 | 65 |         RegisterObject(Tetris); | 
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 | 66 |  | 
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| [9348] | 67 |         this->activeBrick_ = 0; | 
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| [8249] | 68 |  | 
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 | 69 |         // Pre-set the timer, but don't start it yet. | 
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| [9348] | 70 |         this->starttimer_.setTimer(1.0, false, createExecutor(createFunctor(&Tetris::startBrick, this))); | 
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| [8249] | 71 |         this->starttimer_.stopTimer(); | 
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| [8564] | 72 |  | 
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 | 73 |         this->player_ = NULL; | 
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| [9348] | 74 |         this->setHUDTemplate("TetrisHUD"); | 
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 | 75 |         this->futureBrick_ = 0; | 
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| [8249] | 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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| [9348] | 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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| [8564] | 104 |  | 
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| [9348] | 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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| [8249] | 108 |     } | 
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| [8537] | 109 |  | 
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| [8249] | 110 |     void Tetris::tick(float dt) | 
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 | 111 |     { | 
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 | 112 |         SUPER(Tetris, tick, dt); | 
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| [8537] | 113 |  | 
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| [9348] | 114 |         if((this->activeBrick_ != NULL)&&(!this->hasEnded())) | 
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| [8537] | 115 |         { | 
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| [9348] | 116 |             if(!this->isValidBrickPosition(this->activeBrick_)) | 
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| [8563] | 117 |             { | 
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| [9348] | 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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| [8563] | 124 |             } | 
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| [8537] | 125 |         } | 
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 | 126 |     } | 
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 | 127 |  | 
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| [8566] | 128 |     bool Tetris::isValidMove(TetrisStone* stone, const Vector3& position) | 
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| [8537] | 129 |     { | 
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 | 130 |         assert(stone); | 
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| [8563] | 131 |  | 
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| [8537] | 132 |         if(position.x < this->center_->getStoneSize()/2.0)  //!< If the stone touches the left edge of the level | 
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| [8566] | 133 |             return false; | 
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| [8537] | 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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| [8566] | 135 |             return false; | 
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| [8488] | 136 |  | 
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| [9348] | 137 |         for(std::list<SmartPtr<TetrisStone> >::const_iterator it = this->stones_.begin(); it != this->stones_.end(); ++it) | 
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| [8563] | 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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| [8566] | 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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| [8565] | 143 |         } | 
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 | 144 |  | 
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| [8566] | 145 |         return true; | 
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| [8565] | 146 |     } | 
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 | 147 |  | 
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| [9348] | 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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| [8567] | 185 |     bool Tetris::isValidStonePosition(TetrisStone* stone, const Vector3& position) | 
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| [8565] | 186 |     { | 
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 | 187 |         assert(stone); | 
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 | 188 |  | 
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| [9348] | 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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| [8565] | 191 |         { | 
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| [9348] | 192 |             //Vector3 currentStonePosition = rotateVector((*it)->getPosition(), this->activeBrick_->getRotationCount()); | 
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| [8565] | 193 |             const Vector3& currentStonePosition = (*it)->getPosition(); //!< Saves the position of the currentStone | 
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| [9348] | 194 |             //!< Saves the position of the currentStone | 
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| [8565] | 195 |  | 
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| [9348] | 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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| [8565] | 199 |             if((position.x == currentStonePosition.x) && (position.y < currentStonePosition.y + this->center_->getStoneSize())) | 
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| [8563] | 200 |             { | 
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| [9348] | 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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| [8567] | 205 |                 return false; | 
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| [8563] | 206 |             }// This case applies if the stones overlap partially vertically | 
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 | 207 |         } | 
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 | 208 |  | 
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| [8661] | 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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| [9348] | 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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| [8661] | 216 |             return false; | 
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 | 217 |         } | 
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 | 218 |  | 
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| [8567] | 219 |         return true; | 
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| [8249] | 220 |     } | 
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| [9348] | 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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| [8249] | 228 |  | 
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| [9348] | 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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| [8249] | 246 |     /** | 
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 | 247 |     @brief | 
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| [9348] | 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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| [8249] | 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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| [9348] | 270 |             // Create the first brick. | 
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 | 271 |             this->createBrick(); | 
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| [8249] | 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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| [8858] | 275 |             orxout(internal_error) << "Tetris: No Centerpoint specified." << endl; | 
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| [8249] | 276 |             GSLevel::startMainMenu(); | 
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 | 277 |             return; | 
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 | 278 |         } | 
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 | 279 |  | 
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| [8537] | 280 |         // Start the timer. After it has expired the stone is started. | 
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| [8249] | 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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| [9348] | 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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| [8249] | 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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| [8564] | 334 |         if(this->player_ == NULL) | 
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| [8249] | 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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| [9348] | 341 |  | 
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 | 342 |  | 
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 | 343 |     void Tetris::startBrick(void) | 
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| [8249] | 344 |     { | 
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 | 345 |         if(this->player_ == NULL) | 
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 | 346 |             return; | 
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| [8680] | 347 |  | 
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 | 348 |         unsigned int cameraIndex = 0; | 
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| [9348] | 349 |         if(this->activeBrick_ != NULL) | 
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| [8680] | 350 |         { | 
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 | 351 |             // Get camera settings | 
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| [9348] | 352 |             cameraIndex = this->activeBrick_->getCurrentCameraIndex(); | 
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| [8249] | 353 |             this->player_->stopControl(); | 
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| [9348] | 354 |             // destroy old active brick | 
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 | 355 |             this->activeBrick_->destroy(); | 
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| [8680] | 356 |         } | 
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| [9348] | 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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| [8249] | 376 |     } | 
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 | 377 |  | 
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| [9348] | 378 |     void Tetris::createBrick(void)             //TODO: random rotation offset between 0 and 3 (times 90°) | 
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| [8249] | 379 |     { | 
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| [9348] | 380 |         // create new futureBrick_ | 
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| [9667] | 381 |         this->futureBrick_ = new TetrisBrick(this->center_->getContext()); | 
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| [9348] | 382 |  | 
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 | 383 |  | 
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| [8249] | 384 |         // Apply the stone template to the stone. | 
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| [9348] | 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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| [8249] | 393 |     } | 
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 | 394 |  | 
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| [9348] | 395 |  | 
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| [8249] | 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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| [9348] | 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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| [8537] | 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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| [9348] | 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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| [8249] | 474 | } | 
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