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tetromino.cpp
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tetromino.cpp
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#include <tetromino.h>
#include <board.h>
#include <stdlib.h>
#include <time.h>
#include <stdio.h>
#include <windows.h>
enum { ISHAPE, LSHAPE, JSHAPE, SSHAPE, ZSHAPE, TSHAPE, OSHAPE};
// create a new random Tetromino piece
Tetromino::Tetromino()
{
Sleep(50); // to ensure that no two beginning tetrominos are the same
srand(GetTickCount());
// choose a random shape
int shape = (int)((double)rand() / ((double)RAND_MAX + 1) * 7);
//int shape = rand() % 7;
// TODO: future considerations if the gameboard size can change. Find the "center" of the board and make block[1] be placed there, and adjust the other blocks accordingly
if(shape == ISHAPE)
{
type = ISHAPE;
// CYAN
float red = 0;
float green = 1;
float blue = 1;
this->blocks[0].x = 0;
this->blocks[0].y = 2;
this->blocks[0].z = 19;
this->blocks[0].red = red;
this->blocks[0].green = green;
this->blocks[0].blue = blue;
this->blocks[1].x = 1;
this->blocks[1].y = 2;
this->blocks[1].z = 19;
this->blocks[1].red = red;
this->blocks[1].green = green;
this->blocks[1].blue = blue;
this->blocks[2].x = 2;
this->blocks[2].y = 2;
this->blocks[2].z = 19;
this->blocks[2].red = red;
this->blocks[2].green = green;
this->blocks[2].blue = blue;
this->blocks[3].x = 3;
this->blocks[3].y = 2;
this->blocks[3].z = 19;
this->blocks[3].red = red;
this->blocks[3].green = green;
this->blocks[3].blue = blue;
}
else if(shape == LSHAPE)
{
type = LSHAPE;
//ORANGE
float red = 1;
float green = 0.65;
float blue = 0;
this->blocks[0].x = 2;
this->blocks[0].y = 0;
this->blocks[0].z = 19;
this->blocks[0].red = red;
this->blocks[0].green = green;
this->blocks[0].blue = blue;
this->blocks[1].x = 2;
this->blocks[1].y = 1;
this->blocks[1].z = 19;
this->blocks[1].red = red;
this->blocks[1].green = green;
this->blocks[1].blue = blue;
this->blocks[2].x = 2;
this->blocks[2].y = 2;
this->blocks[2].z = 19;
this->blocks[2].red = red;
this->blocks[2].green = green;
this->blocks[2].blue = blue;
this->blocks[3].x = 1;
this->blocks[3].y = 2;
this->blocks[3].z = 19;
this->blocks[3].red = red;
this->blocks[3].green = green;
this->blocks[3].blue = blue;
}
else if(shape == JSHAPE)
{
type = JSHAPE;
//blue
float red = 0;
float green = 0;
float blue = 1;
this->blocks[0].x = 1;
this->blocks[0].y = 0;
this->blocks[0].z = 19;
this->blocks[0].red = red;
this->blocks[0].green = green;
this->blocks[0].blue = blue;
this->blocks[1].x = 1;
this->blocks[1].y = 1;
this->blocks[1].z = 19;
this->blocks[1].red = red;
this->blocks[1].green = green;
this->blocks[1].blue = blue;
this->blocks[2].x = 1;
this->blocks[2].y = 2;
this->blocks[2].z = 19;
this->blocks[2].red = red;
this->blocks[2].green = green;
this->blocks[2].blue = blue;
this->blocks[3].x = 2;
this->blocks[3].y = 2;
this->blocks[3].z = 19;
this->blocks[3].red = red;
this->blocks[3].green = green;
this->blocks[3].blue = blue;
}
else if(shape == SSHAPE)
{
type = SSHAPE;
//green
float red = 0;
float green = 1;
float blue = 0;
this->blocks[0].x = 2;
this->blocks[0].y = 1;
this->blocks[0].z = 19;
this->blocks[0].red = red;
this->blocks[0].green = green;
this->blocks[0].blue = blue;
this->blocks[1].x = 1;
this->blocks[1].y = 1;
this->blocks[1].z = 19;
this->blocks[1].red = red;
this->blocks[1].green = green;
this->blocks[1].blue = blue;
this->blocks[2].x = 1;
this->blocks[2].y = 2;
this->blocks[2].z = 19;
this->blocks[2].red = red;
this->blocks[2].green = green;
this->blocks[2].blue = blue;
this->blocks[3].x = 0;
this->blocks[3].y = 2;
this->blocks[3].z = 19;
this->blocks[3].red = red;
this->blocks[3].green = green;
this->blocks[3].blue = blue;
}
else if(shape == ZSHAPE)
{
type = ZSHAPE;
//red
float red = 1;
float green = 0;
float blue = 0;
this->blocks[0].x = 1;
this->blocks[0].y = 1;
this->blocks[0].z = 19;
this->blocks[0].red = red;
this->blocks[0].green = green;
this->blocks[0].blue = blue;
this->blocks[1].x = 2;
this->blocks[1].y = 1;
this->blocks[1].z = 19;
this->blocks[1].red = red;
this->blocks[1].green = green;
this->blocks[1].blue = blue;
this->blocks[2].x = 2;
this->blocks[2].y = 2;
this->blocks[2].z = 19;
this->blocks[2].red = red;
this->blocks[2].green = green;
this->blocks[2].blue = blue;
this->blocks[3].x = 3;
this->blocks[3].y = 2;
this->blocks[3].z = 19;
this->blocks[3].red = red;
this->blocks[3].green = green;
this->blocks[3].blue = blue;
}
else if(shape == TSHAPE)
{
type = TSHAPE;
//purple
float red = 0.63;
float green = 0.13;
float blue = 0.94;
this->blocks[0].x = 1;
this->blocks[0].y = 0;
this->blocks[0].z = 19;
this->blocks[0].red = red;
this->blocks[0].green = green;
this->blocks[0].blue = blue;
this->blocks[1].x = 1;
this->blocks[1].y = 1;
this->blocks[1].z = 19;
this->blocks[1].red = red;
this->blocks[1].green = green;
this->blocks[1].blue = blue;
this->blocks[2].x = 1;
this->blocks[2].y = 2;
this->blocks[2].z = 19;
this->blocks[2].red = red;
this->blocks[2].green = green;
this->blocks[2].blue = blue;
this->blocks[3].x = 2;
this->blocks[3].y = 1;
this->blocks[3].z = 19;
this->blocks[3].red = red;
this->blocks[3].green = green;
this->blocks[3].blue = blue;
}
else if(shape == OSHAPE)
{
type = OSHAPE;
float red = 1;
float green = 1;
float blue = 0;
this->blocks[0].x = 1;
this->blocks[0].y = 1;
this->blocks[0].z = 19;
this->blocks[0].red = red;
this->blocks[0].green = green;
this->blocks[0].blue = blue;
this->blocks[1].x = 2;
this->blocks[1].y = 1;
this->blocks[1].z = 19;
this->blocks[1].red = red;
this->blocks[1].green = green;
this->blocks[1].blue = blue;
this->blocks[2].x = 2;
this->blocks[2].y = 2;
this->blocks[2].z = 19;
this->blocks[2].red = red;
this->blocks[2].green = green;
this->blocks[2].blue = blue;
this->blocks[3].x = 1;
this->blocks[3].y = 2;
this->blocks[3].z = 19;
this->blocks[3].red = red;
this->blocks[3].green = green;
this->blocks[3].blue = blue;
}
}
// check if the block is directly above the bottom of the board or a part of the board
bool Tetromino::DetectBoardCollision()
{
for(int i = 0; i < 4; i++)
{
//check if it is one above the bottom of the board
if(blocks[i].z == 0)
return true;
//check if it is one above a block attached to the board
if(TetrisBoard.gameBoard[blocks[i].x][blocks[i].y][blocks[i].z-1].exists == true)
return true;
}
return false;
}
// checks if rotation either: 1) goes outside of the board or 2) rotation ends on a block attached to the board
// returns true if either collision happens
// returns false if neither collision happens
bool Tetromino::RotateCollision(Block pieces[])
{
for(int i = 0; i < 4; i++)
{
if(pieces[i].x < 0 | pieces[i].x > TetrisBoard.width-1 | pieces[i].y < 0 | pieces[i].y > TetrisBoard.height-1 | (TetrisBoard.gameBoard[pieces[i].x][pieces[i].y][pieces[i].z].exists == true))
{
return true;
}
}
return false;
}
void Tetromino::RotateXCW()
{
// copy all of the blocks
Block tempBlocks[4];
for(int i = 0; i < 4; i++)
{
tempBlocks[i] = blocks[i];
// block[1] is center, translate it to 0,0, and move all other blocks too.
tempBlocks[i].y = tempBlocks[i].y - blocks[1].y;
tempBlocks[i].z = tempBlocks[i].z - blocks[1].z;
}
// now rotate by the new origin 0,0
// CW = (y,z) = (z, -y)
for(int i = 0; i < 4; i++)
{
int newy = tempBlocks[i].z;
int newz = -tempBlocks[i].y;
tempBlocks[i].y = newy;
tempBlocks[i].z = newz;
}
// now translate all the blocks back from the origin
for(int i = 0; i < 4; i++)
{
tempBlocks[i].y = tempBlocks[i].y + blocks[1].y;
tempBlocks[i].z = tempBlocks[i].z + blocks[1].z;
}
if(RotateCollision(tempBlocks))
{
return;
}
// copy the tempBlocks to blocks
for(int i = 0; i < 4; i++)
{
blocks[i] = tempBlocks[i];
}
}
void Tetromino::RotateXCCW()
{
// copy all of the blocks
Block tempBlocks[4];
for(int i = 0; i < 4; i++)
{
tempBlocks[i] = blocks[i];
// block[1] is center, translate it to 0,0, and move all other blocks too.
tempBlocks[i].y = tempBlocks[i].y - blocks[1].y;
tempBlocks[i].z = tempBlocks[i].z - blocks[1].z;
}
// now rotate by the new origin 0,0
// CCW = (y,z) = (-z, y)
for(int i = 0; i < 4; i++)
{
int newy = -tempBlocks[i].z;
int newz = tempBlocks[i].y;
tempBlocks[i].y = newy;
tempBlocks[i].z = newz;
}
// now translate all the blocks back from the origin
for(int i = 0; i < 4; i++)
{
tempBlocks[i].y = tempBlocks[i].y + blocks[1].y;
tempBlocks[i].z = tempBlocks[i].z + blocks[1].z;
}
if(RotateCollision(tempBlocks))
{
return;
}
// copy the tempBlocks to blocks
for(int i = 0; i < 4; i++)
{
blocks[i] = tempBlocks[i];
}
}
void Tetromino::RotateYCW()
{
// copy all of the blocks
Block tempBlocks[4];
for(int i = 0; i < 4; i++)
{
tempBlocks[i] = blocks[i];
// block[1] is center, translate it to 0,0, and move all other blocks too.
tempBlocks[i].x = tempBlocks[i].x - blocks[1].x;
tempBlocks[i].z = tempBlocks[i].z - blocks[1].z;
}
// now rotate by the new origin 0,0
// CW = (x,z) = (z, -x)
for(int i = 0; i < 4; i++)
{
int newx = tempBlocks[i].z;
int newz = -tempBlocks[i].x;
tempBlocks[i].x = newx;
tempBlocks[i].z = newz;
}
// now translate all the blocks back from the origin
for(int i = 0; i < 4; i++)
{
tempBlocks[i].x = tempBlocks[i].x + blocks[1].x;
tempBlocks[i].z = tempBlocks[i].z + blocks[1].z;
}
if(RotateCollision(tempBlocks))
{
return;
}
// copy the tempBlocks to blocks
for(int i = 0; i < 4; i++)
{
blocks[i] = tempBlocks[i];
}
}
void Tetromino::RotateYCCW()
{
// copy all of the blocks
Block tempBlocks[4];
for(int i = 0; i < 4; i++)
{
tempBlocks[i] = blocks[i];
// block[1] is center, translate it to 0,0, and move all other blocks too.
tempBlocks[i].x = tempBlocks[i].x - blocks[1].x;
tempBlocks[i].z = tempBlocks[i].z - blocks[1].z;
}
// now rotate by the new origin 0,0
// CCW = (x,z) = (-z, x)
for(int i = 0; i < 4; i++)
{
int newx = -tempBlocks[i].z;
int newz = tempBlocks[i].x;
tempBlocks[i].x = newx;
tempBlocks[i].z = newz;
}
// now translate all the blocks back from the origin
for(int i = 0; i < 4; i++)
{
tempBlocks[i].x = tempBlocks[i].x + blocks[1].x;
tempBlocks[i].z = tempBlocks[i].z + blocks[1].z;
}
if(RotateCollision(tempBlocks))
{
return;
}
// copy the tempBlocks to blocks
for(int i = 0; i < 4; i++)
{
blocks[i] = tempBlocks[i];
}
}
void Tetromino::RotateZCW()
{
// copy all of the blocks
Block tempBlocks[4];
for(int i = 0; i < 4; i++)
{
tempBlocks[i] = blocks[i];
// block[1] is center, translate it to 0,0, and move all other blocks too.
tempBlocks[i].x = tempBlocks[i].x - blocks[1].x;
tempBlocks[i].y = tempBlocks[i].y - blocks[1].y;
}
// now rotate by the new origin 0,0
// CW = (x,y) = (y, -x)
for(int i = 0; i < 4; i++)
{
int newx = tempBlocks[i].y;
int newy = -tempBlocks[i].x;
tempBlocks[i].x = newx;
tempBlocks[i].y = newy;
}
// now translate all the blocks back from the origin
for(int i = 0; i < 4; i++)
{
tempBlocks[i].x = tempBlocks[i].x + blocks[1].x;
tempBlocks[i].y = tempBlocks[i].y + blocks[1].y;
}
if(RotateCollision(tempBlocks))
{
return;
}
// copy the tempBlocks to blocks
for(int i = 0; i < 4; i++)
{
blocks[i] = tempBlocks[i];
}
}
void Tetromino::RotateZCCW()
{
// copy all of the blocks
Block tempBlocks[4];
for(int i = 0; i < 4; i++)
{
tempBlocks[i] = blocks[i];
// block[1] is center, translate it to 0,0, and move all other blocks too.
tempBlocks[i].x = tempBlocks[i].x - blocks[1].x;
tempBlocks[i].y = tempBlocks[i].y - blocks[1].y;
}
// now rotate by the new origin 0,0
// CCW = (x,y) = (-y, x)
for(int i = 0; i < 4; i++)
{
int newx = -tempBlocks[i].y;
int newy = tempBlocks[i].x;
tempBlocks[i].x = newx;
tempBlocks[i].y = newy;
}
// now translate all the blocks back from the origin
for(int i = 0; i < 4; i++)
{
tempBlocks[i].x = tempBlocks[i].x + blocks[1].x;
tempBlocks[i].y = tempBlocks[i].y + blocks[1].y;
}
if(RotateCollision(tempBlocks))
{
return;
}
// copy the tempBlocks to blocks
for(int i = 0; i < 4; i++)
{
blocks[i] = tempBlocks[i];
}
}
// "up" key
void Tetromino::MoveBack()
{
bool collision = false;
for(int i = 0; i < 4; i++)
{
// TODO: this could be consolidated into a function?
// Check if any block of the tetromino hits a map edge
if(this->blocks[i].y == 0)
collision = true;
// Check if any block hits any block attached to the board
if(TetrisBoard.gameBoard[this->blocks[i].x][this->blocks[i].y-1][this->blocks[i].z].exists == true)
collision = true;
}
// Move each block
if(collision == false)
{
for(int i = 0; i < 4; i++)
{
this->blocks[i].y = this->blocks[i].y -1;
}
}
}
// "down" key
void Tetromino::MoveForward()
{
bool collision = false;
// Check if any block of the tetromino hits a map edge
for(int i = 0; i < 4; i++)
{
if(this->blocks[i].y == TetrisBoard.height-1)
collision = true;
// Check if any block hits any block attached to the board
if(TetrisBoard.gameBoard[this->blocks[i].x][this->blocks[i].y+1][this->blocks[i].z].exists == true)
collision = true;
}
// Move each block
if(collision == false)
{
for(int i = 0; i < 4; i++)
{
this->blocks[i].y = this->blocks[i].y +1;
}
}
}
void Tetromino::MoveRight()
{
bool collision = false;
// Check if any block of the tetromino hits a map edge
for(int i = 0; i < 4; i++)
{
if(this->blocks[i].x == TetrisBoard.width-1)
collision = true;
// Check if any block hits any block attached to the board
if(TetrisBoard.gameBoard[this->blocks[i].x+1][this->blocks[i].y][this->blocks[i].z].exists == true)
collision = true;
}
// Move each block
if(collision == false)
{
for(int i = 0; i < 4; i++)
{
this->blocks[i].x = this->blocks[i].x +1;
}
}
}
void Tetromino::MoveLeft()
{
bool collision = false;
// Check if any block of the tetromino hits a map edge
for(int i = 0; i < 4; i++)
{
if(this->blocks[i].x == 0)
collision = true;
// Check if any block hits any block attached to the board
if(TetrisBoard.gameBoard[this->blocks[i].x-1][this->blocks[i].y][this->blocks[i].z].exists == true)
collision = true;
}
// Move each block
if(collision == false)
{
for(int i = 0; i < 4; i++)
{
this->blocks[i].x = this->blocks[i].x -1;
}
}
}
// returns true if the piece became attached to the board
// returns false if it doesn't
bool Tetromino::DropOne()
{
// check if the piece will attach itself to the board (bottom level or any other piece)
if(DetectBoardCollision())
{
// attach the piece to the board
for(int i = 0; i < 4; i++)
{
TetrisBoard.gameBoard[blocks[i].x][blocks[i].y][blocks[i].z].exists = true;
TetrisBoard.gameBoard[blocks[i].x][blocks[i].y][blocks[i].z].red = blocks[i].red;
TetrisBoard.gameBoard[blocks[i].x][blocks[i].y][blocks[i].z].blue = blocks[i].blue;
TetrisBoard.gameBoard[blocks[i].x][blocks[i].y][blocks[i].z].green = blocks[i].green;
}
return true;
}
else
{
// else drop the piece down by one block.
for(int i = 0; i < 4; i++)
{
this->blocks[i].z = this->blocks[i].z -1;
}
return false;
}
}
// same as above but DOES NOT attach piece to board when it reaches the bottom
// used for shadow pieces
// true if hits bottom
// false otherwise
bool Tetromino::ShadowDropOne()
{
// check if the piece will attach itself to the board (bottom level or any other piece)
if(DetectBoardCollision())
{
// DON'T attach the piece to the board
return true;
}
else
{
// else drop the piece down by one block.
for(int i = 0; i < 4; i++)
{
this->blocks[i].z = this->blocks[i].z -1;
}
return false;
}
}