| 1 | /* | 
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| 2 | *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 | *                    > www.orxonox.net < | 
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| 4 | * | 
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| 5 | * | 
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| 6 | *   License notice: | 
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| 7 | * | 
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| 8 | *   This program is free software; you can redistribute it and/or | 
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| 9 | *   modify it under the terms of the GNU General Public License | 
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| 10 | *   as published by the Free Software Foundation; either version 2 | 
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| 11 | *   of the License, or (at your option) any later version. | 
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| 12 | * | 
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| 13 | *   This program is distributed in the hope that it will be useful, | 
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| 14 | *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 | *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 | *   GNU General Public License for more details. | 
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| 17 | * | 
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| 18 | *   You should have received a copy of the GNU General Public License | 
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| 19 | *   along with this program; if not, write to the Free Software | 
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| 20 | *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 | * | 
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| 22 | *   Author: | 
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| 23 | *      ... | 
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| 24 | *   Co-authors: | 
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| 25 | *      Johannes Ritz | 
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| 26 | * | 
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| 27 | * | 
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| 28 | * | 
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| 29 | * | 
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| 30 | *TASK c) end the game in a nicer way | 
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| 31 | *TASK d) save the highscore | 
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| 32 | *TASK e) eye candy | 
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| 33 | */ | 
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| 34 |  | 
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| 35 | /** | 
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| 36 | @file Tetris.cc | 
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| 37 | @brief Implementation of the Tetris class. | 
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| 38 | */ | 
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| 39 |  | 
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| 40 | #include "Tetris.h" | 
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| 41 | #include "Highscore.h" | 
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| 42 |  | 
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| 43 | #include "core/CoreIncludes.h" | 
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| 44 | #include "core/EventIncludes.h" | 
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| 45 | #include "core/command/Executor.h" | 
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| 46 |  | 
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| 47 | #include "gamestates/GSLevel.h" | 
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| 48 |  | 
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| 49 | #include "TetrisCenterpoint.h" | 
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| 50 | #include "TetrisStone.h" | 
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| 51 | #include "TetrisBrick.h" | 
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| 52 | #include "infos/PlayerInfo.h" | 
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| 53 | #include <cmath> | 
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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 | RegisterUnloadableClass(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(Context* context) : Deathmatch(context) | 
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| 66 | { | 
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| 67 | RegisterObject(Tetris); | 
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| 68 |  | 
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| 69 | this->activeBrick_ = nullptr; | 
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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_ = nullptr; | 
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| 76 | this->setHUDTemplate("TetrisHUD"); | 
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| 77 | this->futureBrick_ = nullptr; | 
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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_ = nullptr; | 
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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_ = nullptr; | 
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| 105 | } | 
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| 106 |  | 
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| 107 | for (TetrisStone* stone : this->stones_) | 
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| 108 | stone->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_ != nullptr)&&(!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(TetrisStone* someStone : this->stones_) | 
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| 140 | { | 
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| 141 | const Vector3& currentStonePosition = someStone->getPosition(); //!< Saves the position of the currentStone | 
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| 142 |  | 
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| 143 | if((position.x == currentStonePosition.x) && std::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 | * @brief Returns true, if NO collision was detected. | 
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| 188 | * Else returns false and the active brick is repositioned as side-effect. | 
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| 189 | */ | 
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| 190 | bool Tetris::checkStoneStoneCollision(TetrisStone* stone, const Vector3& position) | 
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| 191 | { | 
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| 192 | assert(stone); | 
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| 193 |  | 
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| 194 | // check for collisions with all stones | 
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| 195 | for(TetrisStone* someStone : this->stones_) | 
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| 196 | { | 
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| 197 | //Vector3 currentStonePosition = rotateVector((*it)->getPosition(), this->activeBrick_->getRotationCount()); | 
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| 198 | const Vector3& currentStonePosition = someStone->getPosition(); //!< Saves the position of the currentStone | 
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| 199 |  | 
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| 200 | //filter out cases where the falling stone is already below a steady stone | 
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| 201 | if(position.y < currentStonePosition.y - this->center_->getStoneSize()/2.0f) | 
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| 202 | continue; | 
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| 203 | if((position.x == currentStonePosition.x) && (position.y < currentStonePosition.y + this->center_->getStoneSize())) | 
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| 204 | { | 
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| 205 | float y_offset = static_cast<int>((this->activeBrick_->getPosition().y-currentStonePosition.y+10)/10)*10 + currentStonePosition.y; | 
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| 206 | if(y_offset < 0) //filter out extreme cases (very rare bug) | 
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| 207 | y_offset = 0; | 
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| 208 | this->activeBrick_->setPosition(Vector3(this->activeBrick_->getPosition().x, y_offset, this->activeBrick_->getPosition().z)); | 
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| 209 | return false; | 
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| 210 | }// This case applies if the stones overlap partially vertically | 
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| 211 | } | 
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| 212 |  | 
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| 213 | return true; | 
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| 214 | } | 
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| 215 |  | 
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| 216 | /** | 
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| 217 | * @brief Returns true, if NO collision was detected. | 
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| 218 | * Else returns false and the active brick is repositioned as side-effect. | 
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| 219 | */ | 
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| 220 | bool Tetris::checkStoneBottomCollision(TetrisStone* stone, const Vector3& position) | 
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| 221 | { | 
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| 222 | assert(stone); | 
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| 223 | if(position.y < this->center_->getStoneSize()/2.0f) //!< If the stone has reached the bottom of the level | 
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| 224 | { | 
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| 225 | float baseOffset = std::abs(stone->getPosition().y); | 
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| 226 | if (this->activeBrick_->getRotationCount() == 1 || this->activeBrick_->getRotationCount() == 3) | 
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| 227 | baseOffset = std::abs(stone->getPosition().x); | 
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| 228 | float yOffset = baseOffset + this->center_->getStoneSize()/2.0f;//calculate offset | 
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| 229 | if(yOffset < 0) //catch brake-throughs | 
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| 230 | yOffset = 0; | 
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| 231 | this->activeBrick_->setPosition(Vector3(this->activeBrick_->getPosition().x, yOffset, this->activeBrick_->getPosition().z)); | 
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| 232 | return false; | 
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| 233 | } | 
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| 234 | return true; | 
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| 235 | } | 
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| 236 |  | 
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| 237 | /** | 
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| 238 | * @brief This function determines wether a brick touches another brick or the ground. | 
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| 239 | * | 
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| 240 | */ | 
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| 241 | bool Tetris::isValidBrickPosition(TetrisBrick* brick) | 
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| 242 | { | 
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| 243 | assert(brick); | 
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| 244 |  | 
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| 245 | const Vector3& brickPosition = this->activeBrick_->getPosition(); | 
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| 246 |  | 
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| 247 | // check all stones in the brick | 
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| 248 | for (unsigned int i = 0; i < brick->getNumberOfStones(); i++ ) | 
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| 249 | { | 
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| 250 | TetrisStone* stone = brick->getStone(i); | 
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| 251 | const Vector3& stonePosition = rotateVector(stone->getPosition(), brick->getRotationCount()); | 
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| 252 | if(! this->checkStoneStoneCollision(stone, brickPosition + stonePosition) ) | 
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| 253 | { | 
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| 254 | return false; | 
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| 255 | } | 
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| 256 | } | 
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| 257 | // check all stones in the brick | 
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| 258 | for (unsigned int i = 0; i < brick->getNumberOfStones(); i++ ) | 
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| 259 | { | 
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| 260 | TetrisStone* stone = brick->getStone(i); | 
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| 261 | const Vector3& stonePosition = rotateVector(stone->getPosition(), brick->getRotationCount()); | 
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| 262 | if(! this->checkStoneBottomCollision(stone, brickPosition + stonePosition) ) | 
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| 263 | { | 
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| 264 | return false; | 
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| 265 | } | 
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| 266 | } | 
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| 267 |  | 
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| 268 | return true; | 
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| 269 | } | 
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| 270 |  | 
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| 271 | /** | 
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| 272 | @brief | 
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| 273 | A Vector3 is rolled 90 * degrees * amount (anticlockwise rotation) | 
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| 274 | */ | 
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| 275 | Vector3 Tetris::rotateVector(Vector3 position, unsigned int amount) | 
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| 276 | { | 
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| 277 | float temp = 0; | 
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| 278 | for(unsigned int i = 0; i < amount; i++) | 
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| 279 | { | 
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| 280 | temp = position.x; | 
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| 281 | position.x = -position.y; | 
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| 282 | position.y = temp; | 
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| 283 | } | 
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| 284 | return position; | 
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| 285 | } | 
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| 286 |  | 
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| 287 | /** | 
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| 288 | @brief | 
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| 289 | Starts the Tetris minigame. | 
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| 290 | */ | 
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| 291 | void Tetris::start() | 
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| 292 | { | 
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| 293 | if (this->center_ != nullptr) // There needs to be a TetrisCenterpoint, i.e. the area the game takes place. | 
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| 294 | { | 
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| 295 | // Create the first brick. | 
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| 296 | this->createBrick(); | 
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| 297 | } | 
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| 298 | else // If no centerpoint was specified, an error is thrown and the level is exited. | 
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| 299 | { | 
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| 300 | orxout(internal_error) << "Tetris: No Centerpoint specified." << endl; | 
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| 301 | GSLevel::startMainMenu(); | 
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| 302 | return; | 
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| 303 | } | 
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| 304 |  | 
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| 305 | // Start the timer. After it has expired the stone is started. | 
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| 306 | this->starttimer_.startTimer(); | 
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| 307 |  | 
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| 308 | // Set variable to temporarily force the player to spawn. | 
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| 309 | bool temp = this->bForceSpawn_; | 
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| 310 | this->bForceSpawn_ = true; | 
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| 311 |  | 
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| 312 | // Call start for the parent class. | 
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| 313 | Deathmatch::start(); | 
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| 314 |  | 
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| 315 | // Reset the variable. | 
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| 316 | this->bForceSpawn_ = temp; | 
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| 317 | } | 
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| 318 |  | 
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| 319 | /** | 
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| 320 | @brief | 
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| 321 | Ends the Tetris minigame. | 
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| 322 | */ | 
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| 323 | void Tetris::end() | 
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| 324 | { | 
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| 325 | this->activeBrick_->setVelocity(Vector3::ZERO); | 
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| 326 | if(this->activeBrick_ != nullptr) | 
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| 327 | { | 
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| 328 | this->player_->stopControl(); | 
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| 329 | } | 
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| 330 | if (Highscore::exists()) | 
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| 331 | { | 
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| 332 | int score = this->getScore(this->getPlayer()); | 
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| 333 | Highscore::getInstance().storeScore("Tetris", score, this->getPlayer()); | 
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| 334 | } | 
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| 335 | this->cleanup(); | 
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| 336 |  | 
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| 337 | // Call end for the parent class. | 
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| 338 | Deathmatch::end(); | 
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| 339 | } | 
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| 340 |  | 
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| 341 | /** | 
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| 342 | @brief | 
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| 343 | Spawns player. | 
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| 344 | */ | 
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| 345 | void Tetris::spawnPlayersIfRequested() | 
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| 346 | { | 
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| 347 | // Spawn a human player. | 
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| 348 | for (const auto& mapEntry : this->players_) | 
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| 349 | if (mapEntry.first->isHumanPlayer() && (mapEntry.first->isReadyToSpawn() || this->bForceSpawn_)) | 
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| 350 | this->spawnPlayer(mapEntry.first); | 
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| 351 | } | 
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| 352 |  | 
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| 353 | bool Tetris::playerLeft(PlayerInfo* player) | 
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| 354 | { | 
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| 355 | bool left = Gametype::playerLeft(player); | 
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| 356 | if(player && player->isHumanPlayer()) | 
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| 357 | { | 
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| 358 | if(this->activeBrick_ != nullptr) | 
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| 359 | { | 
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| 360 | this->player_->stopControl(); | 
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| 361 | } | 
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| 362 | this->cleanup(); | 
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| 363 | } | 
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| 364 | return left; | 
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| 365 | } | 
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| 366 |  | 
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| 367 | /** | 
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| 368 | @brief | 
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| 369 | Spawns the input player. | 
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| 370 | @param player | 
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| 371 | The player to be spawned. | 
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| 372 | */ | 
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| 373 | void Tetris::spawnPlayer(PlayerInfo* player) | 
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| 374 | { | 
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| 375 | assert(player); | 
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| 376 |  | 
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| 377 | if(this->player_ == nullptr) | 
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| 378 | { | 
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| 379 | this->player_ = player; | 
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| 380 | this->players_[player].state_ = PlayerState::Alive; | 
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| 381 | } | 
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| 382 | } | 
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| 383 |  | 
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| 384 |  | 
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| 385 |  | 
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| 386 | void Tetris::startBrick(void) | 
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| 387 | { | 
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| 388 | if(this->player_ == nullptr) | 
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| 389 | return; | 
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| 390 |  | 
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| 391 | unsigned int cameraIndex = 0; | 
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| 392 | if(this->activeBrick_ != nullptr) | 
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| 393 | { | 
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| 394 | // Get camera settings | 
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| 395 | cameraIndex = this->activeBrick_->getCurrentCameraIndex(); | 
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| 396 | this->player_->stopControl(); | 
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| 397 | // destroy old active brick | 
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| 398 | this->activeBrick_->destroy(); | 
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| 399 | } | 
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| 400 |  | 
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| 401 | // Make the last brick to be created the active brick. | 
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| 402 | this->activeBrick_ = this->futureBrick_; | 
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| 403 | this->futureBrick_ = nullptr; | 
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| 404 |  | 
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| 405 | // set its position | 
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| 406 | this->player_->startControl(this->activeBrick_); | 
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| 407 | float xPos = (this->center_->getWidth()/2 + ((this->center_->getWidth() % 2)*2-1)/2.0f)*this->center_->getStoneSize(); | 
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| 408 | float yPos = (this->center_->getHeight()-0.5f)*this->center_->getStoneSize(); | 
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| 409 | this->activeBrick_->setPosition(xPos, yPos, 0.0f); | 
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| 410 | this->activeBrick_->setVelocity(0.0f, -this->center_->getStoneSpeed(), 0.0f); | 
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| 411 | this->activeBrick_->setCameraPosition(cameraIndex); | 
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| 412 |  | 
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| 413 | // create a new future brick | 
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| 414 | this->createBrick(); | 
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| 415 |  | 
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| 416 | // check if the new brick is in a valid position, otherwise end the game | 
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| 417 | if (!this->isValidBrickPosition(this->activeBrick_)) | 
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| 418 | this->end(); | 
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| 419 | } | 
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| 420 |  | 
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| 421 | void Tetris::createBrick(void)             //TODO: random rotation offset between 0 and 3 (times 90°) | 
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| 422 | { | 
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| 423 | // create new futureBrick_ | 
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| 424 | this->futureBrick_ = new TetrisBrick(this->center_->getContext()); | 
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| 425 |  | 
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| 426 |  | 
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| 427 | // Apply the stone template to the stone. | 
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| 428 | this->futureBrick_->addTemplate(this->center_->getBrickTemplate()); | 
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| 429 |  | 
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| 430 | // Attach the brick to the Centerpoint and set the position of the brick to be at the left side. | 
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| 431 | this->center_->attach(this->futureBrick_); | 
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| 432 | float xPos = (this->center_->getWidth()*1.6f + ((this->center_->getWidth() % 2)*2-1)/2.0f)*this->center_->getStoneSize(); | 
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| 433 | float yPos = (this->center_->getHeight()-5.1f)*this->center_->getStoneSize(); | 
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| 434 |  | 
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| 435 | this->futureBrick_->setPosition(xPos, yPos, 0.0f); | 
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| 436 | this->futureBrick_->setGame(this); | 
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| 437 | } | 
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| 438 |  | 
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| 439 |  | 
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| 440 | /** | 
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| 441 | @brief | 
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| 442 | Get the player. | 
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| 443 | @return | 
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| 444 | Returns a pointer to the player. If there is no player, nullptr is returned. | 
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| 445 | */ | 
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| 446 | PlayerInfo* Tetris::getPlayer(void) const | 
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| 447 | { | 
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| 448 | return this->player_; | 
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| 449 | } | 
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| 450 |  | 
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| 451 | /*TetrisCenterpoint* Tetris::getCenterpoint(void) const | 
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| 452 | { | 
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| 453 | return this->center_; | 
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| 454 | }*/ | 
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| 455 |  | 
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| 456 | /** | 
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| 457 | @brief Set the TetrisCenterpoint (the playing field). | 
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| 458 | @param center A pointer to the TetrisCenterpoint to be set. | 
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| 459 | */ | 
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| 460 | void Tetris::setCenterpoint(TetrisCenterpoint* center) | 
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| 461 | { | 
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| 462 | this->center_ = center; | 
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| 463 | } | 
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| 464 |  | 
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| 465 | /** | 
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| 466 | @brief Check each row if it is full. Removes all full rows. Update | 
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| 467 | @brief Manages score. | 
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| 468 | */ | 
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| 469 | void Tetris::findFullRows() | 
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| 470 | { | 
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| 471 | unsigned int correctPosition = 0; | 
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| 472 | unsigned int stonesPerRow = 0; | 
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| 473 | for (unsigned int row = 0; row < this->center_->getHeight(); row++) | 
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| 474 | { | 
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| 475 | stonesPerRow = 0; | 
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| 476 | for(std::list<StrongPtr<TetrisStone>>::iterator it = this->stones_.begin(); it != this->stones_.end(); ) | 
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| 477 | { | 
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| 478 | std::list<StrongPtr<TetrisStone>>::iterator it_temp = it++; | 
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| 479 | correctPosition = static_cast<unsigned int>(((*it_temp)->getPosition().y - 5)/this->center_->getStoneSize()); | 
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| 480 | if(correctPosition == row) | 
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| 481 | { | 
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| 482 | stonesPerRow++; | 
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| 483 | if(stonesPerRow == this->center_->getWidth()) | 
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| 484 | { | 
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| 485 | clearRow(row); | 
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| 486 | row--; //the row counter has to be decreased in order to detect multiple rows! | 
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| 487 | this->playerScored(this->player_);// add points | 
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| 488 | //increase the stone's speed | 
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| 489 | this->center_->setStoneSpeed(this->center_->getStoneSpeed()+1.0f); | 
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| 490 | } | 
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| 491 | } | 
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| 492 | } | 
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| 493 | } | 
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| 494 | } | 
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| 495 |  | 
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| 496 | void Tetris::clearRow(unsigned int row) | 
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| 497 | {// clear the full row | 
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| 498 | for(std::list<StrongPtr<TetrisStone>>::iterator it = this->stones_.begin(); it != this->stones_.end(); ) | 
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| 499 | { | 
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| 500 | if(static_cast<unsigned int>(((*it)->getPosition().y - 5)/this->center_->getStoneSize()) == row) | 
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| 501 | { | 
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| 502 | (*it)->destroy(); | 
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| 503 | this->stones_.erase(it++); | 
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| 504 | } | 
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| 505 | else | 
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| 506 | ++it; | 
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| 507 | } | 
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| 508 | // adjust height of stones above the deleted row //TODO: check if this could be a source of a bug. | 
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| 509 | for(TetrisStone* stone : this->stones_) | 
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| 510 | { | 
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| 511 | if(static_cast<unsigned int>((stone->getPosition().y - 5)/this->center_->getStoneSize()) > row) | 
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| 512 | stone->setPosition(stone->getPosition()-Vector3(0,10,0)); | 
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| 513 | } | 
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| 514 |  | 
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| 515 | } | 
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| 516 |  | 
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| 517 |  | 
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| 518 | } | 
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