1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * ... |
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24 | * Co-authors: |
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25 | * Johannes Ritz |
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26 | * |
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27 | * |
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28 | *BUG c) destroying the old stones causes segfault -> WeakPointer as solution ? |
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29 | *BUG d) wrong collision detection: sometimes stones "bounce off" |
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30 | * |
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31 | * |
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32 | *TASK c) end the game in a nicer way |
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33 | *TASK d) save the highscore |
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34 | *TASK e) eye candy |
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35 | */ |
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36 | |
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37 | /** |
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38 | @file Tetris.cc |
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39 | @brief Implementation of the Tetris class. |
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40 | */ |
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41 | |
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42 | #include "Tetris.h" |
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43 | |
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44 | #include "core/CoreIncludes.h" |
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45 | #include "core/EventIncludes.h" |
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46 | #include "core/command/Executor.h" |
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47 | |
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48 | #include "gamestates/GSLevel.h" |
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49 | |
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50 | #include "TetrisCenterpoint.h" |
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51 | #include "TetrisStone.h" |
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52 | #include "TetrisBrick.h" |
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53 | #include "infos/PlayerInfo.h" |
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54 | |
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55 | namespace orxonox |
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56 | { |
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57 | |
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58 | CreateUnloadableFactory(Tetris); |
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59 | |
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60 | /** |
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61 | @brief |
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62 | Constructor. Registers and initializes the object. |
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63 | @ingroup Tetris |
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64 | */ |
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65 | Tetris::Tetris(BaseObject* creator) : Deathmatch(creator) |
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66 | { |
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67 | RegisterObject(Tetris); |
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68 | |
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69 | this->activeBrick_ = NULL; |
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70 | |
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71 | // Pre-set the timer, but don't start it yet. |
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72 | this->starttimer_.setTimer(1.0, false, createExecutor(createFunctor(&Tetris::startBrick, this))); |
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73 | this->starttimer_.stopTimer(); |
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74 | |
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75 | this->player_ = NULL; |
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76 | this->endGameCriteria_ = 0.0f; |
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77 | this->setHUDTemplate("TetrisHUD"); |
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78 | this->futureBrick_ = NULL; |
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79 | } |
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80 | |
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81 | /** |
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82 | @brief |
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83 | Destructor. Cleans up, if initialized. |
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84 | */ |
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85 | Tetris::~Tetris() |
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86 | { |
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87 | if (this->isInitialized()) |
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88 | this->cleanup(); |
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89 | } |
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90 | |
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91 | /** |
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92 | @brief |
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93 | Cleans up the Gametype. |
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94 | */ |
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95 | void Tetris::cleanup() |
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96 | { |
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97 | /*for(int i = 0;i < this->stones_.size(); i++) //TODO: Why isn't there any code like this |
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98 | { // compensating the 'new' statement? |
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99 | delete this->stones_[i]; |
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100 | }//*/ |
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101 | |
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102 | } |
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103 | |
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104 | void Tetris::tick(float dt) |
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105 | { |
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106 | SUPER(Tetris, tick, dt); |
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107 | |
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108 | if((this->activeBrick_ != NULL)&&(!this->hasEnded())) |
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109 | { |
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110 | this->endGameCriteria_ += dt; |
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111 | if(!this->isValidBrickPosition(this->activeBrick_, this->activeBrick_->getPosition())) |
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112 | { |
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113 | this->activeBrick_->setVelocity(Vector3::ZERO); |
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114 | this->activeBrick_->releaseStones(this->center_); |
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115 | //delete this->activeBrick_; //releasing the memory |
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116 | this->findFullRows(); |
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117 | if(this->endGameCriteria_ < 0.1f) //end game if two bricks are created within a 0.1s interval. |
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118 | this->end(); |
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119 | this->createBrick(); |
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120 | this->startBrick(); |
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121 | this->endGameCriteria_ = 0.0f; |
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122 | } |
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123 | } |
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124 | } |
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125 | |
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126 | bool Tetris::isValidMove(TetrisStone* stone, const Vector3& position) |
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127 | { |
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128 | assert(stone); |
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129 | |
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130 | if(position.x < this->center_->getStoneSize()/2.0) //!< If the stone touches the left edge of the level |
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131 | return false; |
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132 | 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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133 | return false; |
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134 | |
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135 | for(std::vector<TetrisStone*>::const_iterator it = this->stones_.begin(); it != this->stones_.end(); ++it) |
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136 | { |
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137 | if(stone == *it) |
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138 | continue; |
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139 | |
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140 | const Vector3& currentStonePosition = (*it)->getPosition(); //!< Saves the position of the currentStone |
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141 | |
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142 | if((position.x == currentStonePosition.x) && abs(position.y-currentStonePosition.y) < this->center_->getStoneSize()) |
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143 | return false; |
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144 | } |
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145 | |
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146 | return true; |
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147 | } |
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148 | |
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149 | /** |
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150 | @brief |
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151 | Check for each stone in a brick if it is moved the right way. |
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152 | */ |
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153 | bool Tetris::isValidMove(TetrisBrick* brick, const Vector3& position, bool isRotation = false) |
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154 | { |
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155 | assert(brick); |
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156 | |
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157 | for (unsigned int i = 0; i < brick->getNumberOfStones(); i++ ) |
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158 | { |
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159 | TetrisStone* stone = brick->getStone(i); |
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160 | Vector3 stonePosition; //the current stone's offset to position |
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161 | if(isRotation) |
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162 | stonePosition = rotateVector(stone->getPosition(), brick->getRotationCount()+1); |
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163 | else |
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164 | stonePosition = rotateVector(stone->getPosition(), brick->getRotationCount()); |
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165 | |
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166 | if(! this->isValidMove(stone, position + stonePosition )) |
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167 | { |
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168 | return false; |
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169 | } |
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170 | |
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171 | //catch illegal rotation (such that collisions with ground are not permitted) |
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172 | if(isRotation) |
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173 | { |
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174 | if((position + stonePosition).y < this->center_->getStoneSize()/2.0f) //!< If the stone has reached the bottom of the level |
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175 | { |
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176 | return false; |
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177 | } |
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178 | } |
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179 | } |
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180 | return true; |
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181 | |
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182 | } |
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183 | |
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184 | |
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185 | |
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186 | bool Tetris::isValidStonePosition(TetrisStone* stone, const Vector3& position) |
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187 | { |
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188 | assert(stone); |
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189 | |
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190 | // we use a reverse iterator because we have to check for collisions with the topmost stones first |
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191 | for(std::vector<TetrisStone*>::const_reverse_iterator it = this->stones_.rbegin(); it != this->stones_.rend(); ++it) |
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192 | { |
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193 | if(this->activeBrick_->contains(*it))//skip the moving brick' stones |
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194 | continue; |
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195 | //Vector3 currentStonePosition = rotateVector((*it)->getPosition(), this->activeBrick_->getRotationCount()); |
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196 | const Vector3& currentStonePosition = (*it)->getPosition(); //!< Saves the position of the currentStone |
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197 | //!< Saves the position of the currentStone |
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198 | |
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199 | //filter out cases where the falling stone is already below a steady stone |
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200 | if(position.y < currentStonePosition.y - this->center_->getStoneSize()/2.0f) |
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201 | continue; |
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202 | if((position.x == currentStonePosition.x) && (position.y < currentStonePosition.y + this->center_->getStoneSize())) |
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203 | { |
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204 | int y_offset = static_cast<int>((this->activeBrick_->getPosition().y-currentStonePosition.y+10)/10)*10 + currentStonePosition.y; |
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205 | if(y_offset < 0) //filter out extreme cases (very rare bug) |
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206 | y_offset = 0; |
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207 | this->activeBrick_->setPosition(Vector3(this->activeBrick_->getPosition().x, y_offset, this->activeBrick_->getPosition().z)); |
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208 | return false; |
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209 | }// This case applies if the stones overlap partially vertically |
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210 | } |
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211 | |
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212 | // after we checked for collision with all stones, we also check for collision with the bottom |
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213 | if(position.y < this->center_->getStoneSize()/2.0f) //!< If the stone has reached the bottom of the level |
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214 | { |
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215 | int yOffset = stone->getPosition().y + this->center_->getStoneSize()/2.0f;//calculate offset |
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216 | if(yOffset < 0) //catch brake-throughs |
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217 | yOffset = 0; |
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218 | this->activeBrick_->setPosition(Vector3(this->activeBrick_->getPosition().x, yOffset, this->activeBrick_->getPosition().z)); |
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219 | return false; |
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220 | } |
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221 | |
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222 | return true; |
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223 | } |
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224 | /** |
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225 | * @brief This function determines wether a brick touches another brick or the ground. |
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226 | * |
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227 | */ |
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228 | bool Tetris::isValidBrickPosition(TetrisBrick* brick, const Vector3& position) |
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229 | { |
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230 | assert(brick); |
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231 | |
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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 | Vector3 stonePosition = rotateVector(stone->getPosition(), brick->getRotationCount()); |
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236 | if(! this->isValidStonePosition(stone, position + stonePosition) ) |
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237 | return false; |
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238 | } |
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239 | return true; |
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240 | } |
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241 | |
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242 | /** |
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243 | @brief |
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244 | A Vector3 is rolled 90 * degrees * amount (anticlockwise rotation) |
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245 | */ |
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246 | Vector3 Tetris::rotateVector(Vector3 position, unsigned int amount) |
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247 | { |
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248 | int temp = 0; |
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249 | for(unsigned int i = 0; i < amount; i++) |
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250 | { |
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251 | temp = position.x; |
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252 | position.x = -position.y; |
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253 | position.y = temp; |
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254 | } |
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255 | return position; |
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256 | } |
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257 | |
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258 | /** |
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259 | @brief |
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260 | Starts the Tetris minigame. |
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261 | */ |
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262 | void Tetris::start() |
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263 | { |
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264 | if (this->center_ != NULL) // There needs to be a TetrisCenterpoint, i.e. the area the game takes place. |
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265 | { |
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266 | // Create the futureBrick_ |
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267 | this->createBrick(); |
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268 | // Create the first brick. |
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269 | this->createBrick(); |
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270 | } |
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271 | else // If no centerpoint was specified, an error is thrown and the level is exited. |
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272 | { |
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273 | orxout(internal_error) << "Tetris: No Centerpoint specified." << endl; |
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274 | GSLevel::startMainMenu(); |
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275 | return; |
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276 | } |
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277 | |
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278 | // Start the timer. After it has expired the stone is started. |
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279 | this->starttimer_.startTimer(); |
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280 | |
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281 | // Set variable to temporarily force the player to spawn. |
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282 | bool temp = this->bForceSpawn_; |
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283 | this->bForceSpawn_ = true; |
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284 | |
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285 | // Call start for the parent class. |
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286 | Deathmatch::start(); |
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287 | |
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288 | // Reset the variable. |
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289 | this->bForceSpawn_ = temp; |
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290 | } |
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291 | |
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292 | /** |
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293 | @brief |
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294 | Ends the Tetris minigame. |
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295 | */ |
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296 | void Tetris::end() |
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297 | { |
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298 | this->activeBrick_->setVelocity(Vector3::ZERO); |
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299 | if(this->activeBrick_ != NULL) |
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300 | { |
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301 | this->player_->stopControl(); |
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302 | } |
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303 | |
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304 | this->cleanup(); |
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305 | |
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306 | // Call end for the parent class. |
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307 | Deathmatch::end(); |
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308 | } |
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309 | |
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310 | /** |
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311 | @brief |
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312 | Spawns player. |
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313 | */ |
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314 | void Tetris::spawnPlayersIfRequested() |
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315 | { |
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316 | // Spawn a human player. |
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317 | for (std::map<PlayerInfo*, Player>::iterator it = this->players_.begin(); it != this->players_.end(); ++it) |
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318 | if (it->first->isHumanPlayer() && (it->first->isReadyToSpawn() || this->bForceSpawn_)) |
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319 | this->spawnPlayer(it->first); |
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320 | } |
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321 | |
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322 | /** |
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323 | @brief |
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324 | Spawns the input player. |
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325 | @param player |
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326 | The player to be spawned. |
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327 | */ |
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328 | void Tetris::spawnPlayer(PlayerInfo* player) |
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329 | { |
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330 | assert(player); |
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331 | |
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332 | if(this->player_ == NULL) |
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333 | { |
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334 | this->player_ = player; |
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335 | this->players_[player].state_ = PlayerState::Alive; |
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336 | } |
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337 | } |
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338 | |
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339 | |
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340 | |
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341 | void Tetris::startBrick(void) |
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342 | { |
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343 | if(this->player_ == NULL) |
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344 | return; |
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345 | |
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346 | unsigned int cameraIndex = 0; |
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347 | if(this->activeBrick_ != NULL) |
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348 | { |
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349 | // Get camera settings |
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350 | cameraIndex = this->activeBrick_->getCurrentCameraIndex(); |
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351 | this->player_->stopControl(); |
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352 | } |
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353 | |
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354 | // Make the last brick to be created the active brick. |
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355 | this->activeBrick_ = this->bricks_.back(); |
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356 | |
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357 | this->player_->startControl(this->activeBrick_); |
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358 | this->activeBrick_->setVelocity(0.0f, -this->center_->getStoneSpeed(), 0.0f); |
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359 | this->activeBrick_->setCameraPosition(cameraIndex); |
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360 | } |
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361 | |
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362 | void Tetris::createBrick(void) //TODO: random rotation offset between 0 and 3 (times 90°) |
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363 | { |
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364 | // Use the futureBrick_ as new currentBrick by setting its position and storing it in this->bricks |
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365 | if(this->futureBrick_ != NULL) |
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366 | { |
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367 | for (unsigned int i = 0; i < this->futureBrick_->getNumberOfStones(); i++) |
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368 | { |
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369 | this->stones_.push_back(this->futureBrick_->getStone(i)); |
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370 | } |
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371 | float xPos = (this->center_->getWidth()/2 + ((this->center_->getWidth() % 2)*2-1)/2.0f)*this->center_->getStoneSize(); |
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372 | float yPos = (this->center_->getHeight()-0.5f)*this->center_->getStoneSize(); |
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373 | this->futureBrick_->setPosition(xPos, yPos, 0.0f); |
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374 | this->bricks_.push_back(this->futureBrick_); |
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375 | } |
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376 | // create new futureBrick_ |
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377 | this->futureBrick_ = new TetrisBrick(this->center_); |
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378 | |
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379 | |
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380 | // Apply the stone template to the stone. |
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381 | this->futureBrick_->addTemplate(this->center_->getBrickTemplate()); |
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382 | |
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383 | // Attach the brick to the Centerpoint and set the position of the brick to be at the left side. |
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384 | this->center_->attach(this->futureBrick_); |
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385 | float xPos = (this->center_->getWidth()*1.6 + ((this->center_->getWidth() % 2)*2-1)/2.0f)*this->center_->getStoneSize(); |
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386 | float yPos = (this->center_->getHeight()-5.1f)*this->center_->getStoneSize(); |
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387 | this->futureBrick_->setPosition(xPos, yPos, 0.0f); |
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388 | this->futureBrick_->setGame(this); |
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389 | } |
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390 | |
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391 | |
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392 | /** |
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393 | @brief |
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394 | Get the player. |
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395 | @return |
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396 | Returns a pointer to the player. If there is no player, NULL is returned. |
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397 | */ |
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398 | PlayerInfo* Tetris::getPlayer(void) const |
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399 | { |
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400 | return this->player_; |
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401 | } |
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402 | |
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403 | /*TetrisCenterpoint* Tetris::getCenterpoint(void) const |
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404 | { |
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405 | return this->center_; |
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406 | }*/ |
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407 | |
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408 | /** |
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409 | @brief Set the TetrisCenterpoint (the playing field). |
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410 | @param center A pointer to the TetrisCenterpoint to be set. |
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411 | */ |
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412 | void Tetris::setCenterpoint(TetrisCenterpoint* center) |
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413 | { |
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414 | this->center_ = center; |
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415 | } |
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416 | |
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417 | /** |
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418 | @brief Check each row if it is full. Removes all full rows. Update |
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419 | @brief Manages score. |
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420 | */ |
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421 | void Tetris::findFullRows() |
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422 | { |
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423 | unsigned int correctPosition = 0; |
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424 | unsigned int stonesPerRow = 0; |
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425 | for (unsigned int row = 0; row < this->center_->getHeight(); row++) |
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426 | { |
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427 | stonesPerRow = 0; |
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428 | for(std::vector<TetrisStone*>::iterator it = this->stones_.begin(); it != this->stones_.end(); ++it) |
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429 | { |
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430 | correctPosition = static_cast<unsigned int>(((*it)->getPosition().y - 5)/this->center_->getStoneSize()); |
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431 | if(correctPosition == row) |
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432 | { |
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433 | stonesPerRow++; |
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434 | if(stonesPerRow == this->center_->getWidth()) |
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435 | { |
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436 | clearRow(row); |
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437 | row--; //the row counter has to be decreased in order to detect multiple rows! |
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438 | this->playerScored(this->player_);// add points |
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439 | //increase the stone's speed |
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440 | this->center_->setStoneSpeed(this->center_->getStoneSpeed()+1.0f); |
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441 | } |
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442 | } |
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443 | } |
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444 | } |
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445 | } |
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446 | |
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447 | void Tetris::clearRow(unsigned int row) |
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448 | {// clear the full row |
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449 | for(std::vector<TetrisStone*>::iterator it = this->stones_.begin(); it != this->stones_.end(); ++it) |
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450 | { |
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451 | if(static_cast<unsigned int>(((*it)->getPosition().y - 5)/this->center_->getStoneSize()) == row) |
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452 | (*it)->setPosition(Vector3(-50,-50,100)); |
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453 | //{(*it)->destroy(); this->stones_.erase(it); orxout()<< "destroy row "<<endl;}//experimental |
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454 | } |
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455 | // adjust height of stones above the deleted row //TODO: check if this could be a source of a bug. |
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456 | for(std::vector<TetrisStone*>::iterator it2 = this->stones_.begin(); it2 != this->stones_.end(); ++it2) |
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457 | { |
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458 | if(static_cast<unsigned int>(((*it2)->getPosition().y - 5)/this->center_->getStoneSize()) > row) |
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459 | (*it2)->setPosition((*it2)->getPosition()-Vector3(0,10,0)); |
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460 | } |
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461 | |
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462 | } |
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463 | |
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464 | |
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465 | } |
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