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model.cpp
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#include "model.h"
#include <cstdlib>
#include <ctime>
using namespace std;
// Constructor initializes the object
Model::Model(int h, int w) {
ended = false;
height = h;
width = w;
rowCount = 0;
multiplier = 0;
score = 0;
dontmove = false;
// initialize random seed
srand(time(NULL));
shape = (Tetrominoe)(rand()%7);
nextShape = (Tetrominoe)(rand()%7);
// for later checks
blockLocation.x=0;
blockLocation.y=0;
// making a boolean grid to check where blocks are
for (int i=0; i<=height; i++) {
for (int j=0; j<width; j++) {
if (i==height) {
grid[i][j] = true;
} else {
grid[i][j] = false;
colorGrid[i][j] = D;
}
}
}
spawn();
}
// Destructor deletes dynamically allocated memory
Model::~Model() {
}
bool Model::gameOver() {
for (int j=0; j<10; j++) {
if (grid[0][j]) {
return true;
}
}
return false;
}
void Model::checkRows() {
bool complete=true;
for (int i = 0; i<height; i++) {
for (int j=0; j<width; j++) {
if (!grid[i][j]) {
complete=false;
break;
}
}
if (!complete) {
complete = true;
} else {
deleteRow(i);
multiplier++;
}
}
}
void Model::deleteRow(int row) {
for (int j=0; j<width; j++) {
colorGrid[row][j] = D;
}
for (int i=row; i>=1; i--) {
for (int j=0; j<width; j++) {
colorGrid[i][j] = colorGrid[i-1][j];
grid[i][j] = grid[i-1][j];
}
}
for (int j=0; j<width; j++) {
colorGrid[0][j] = D;
grid[0][j] = false;
}
rowCount++;
}
void Model::spawn() {
if (gameOver()) {
return;
}
// Create a new piece
shape = nextShape;
nextShape = (Tetrominoe)(rand()%7);
orientation = UP;
location.x = 3;
location.y = 0;
}
Coordinate * Model::block(Tetrominoe inputShape) {
// All blocks by orientation and shape
// block[orientation][shape]
// Treat as a constant
static Coordinate blocks[4][7][4] = {
{ // UP { x-coordinate, y-coordinate }
{ {1, 0}, {1, 1}, {1, 2}, {1, 3} }, // I
{ {0, 0}, {1, 0}, {0, 1}, {1, 1} }, // O
{ {1, 1}, {2, 1}, {3, 1}, {2, 0} }, // T
{ {1, 1}, {2, 1}, {2, 0}, {3, 0} }, // S
{ {1, 0}, {2, 0}, {2, 1}, {3, 1} }, // Z
{ {2, 2}, {3, 2}, {3, 1}, {3, 0} }, // J
{ {1, 0}, {1, 1}, {1, 2}, {2, 2} }, // L
},
{ // LEFT
{ {0, 2}, {1, 2}, {2, 2}, {3, 2} }, // I
{ {0, 0}, {1, 0}, {0, 1}, {1, 1} }, // O
{ {2, 0}, {2, 1}, {2, 2}, {3, 1} }, // T
{ {2, 0}, {2, 1}, {3, 1}, {3, 2} }, // S
{ {3, 1}, {3, 2}, {2, 2}, {2, 3} }, // Z
{ {2, 0}, {2, 1}, {3, 1}, {4, 1} }, // J
{ {2, 2}, {1, 2}, {0, 2}, {0, 3} }, // L
},
{ // DOWN
{ {1, 1}, {1, 2}, {1, 3}, {1, 4} }, // I
{ {0, 0}, {1, 0}, {0, 1}, {1, 1} }, // O
{ {1, 1}, {2, 1}, {3, 1}, {2, 2} }, // T
{ {1, 1}, {2, 1}, {2, 0}, {3, 0} }, // S
{ {1, 1}, {2, 1}, {2, 2}, {3, 2} }, // Z
{ {4, 0}, {3, 0}, {3, 1}, {3, 2} }, // J
{ {1, 3}, {1, 2}, {1, 1}, {0, 1} }, // L
},
{ // RIGHT
{ {0, 2}, {1, 2}, {2, 2}, {3, 2} }, // I
{ {0, 0}, {1, 0}, {0, 1}, {1, 1} }, // O
{ {2, 0}, {2, 1}, {2, 2}, {1, 1} }, // T
{ {2, 0}, {2, 1}, {3, 1}, {3, 2} }, // S
{ {3, 1}, {3, 2}, {2, 2}, {2, 3} }, // Z
{ {4, 2}, {4, 1}, {3, 1}, {2, 1} }, // J
{ {0, 2}, {1, 2}, {2, 2}, {2, 1} }, // L
},
};
// Building blocks for Tetrominoes
return blocks[orientation][inputShape];
}
// This should build up the pile structure
void Model::build() {
Coordinate * blck = block(shape);
for (int i = 0; i < 4; i++) {
grid[blck[i].y+location.y][blck[i].x+location.x] = true;
colorGrid[blck[i].y+location.y][blck[i].x+location.x] = shape;
}
checkRows();
calculateScore();
multiplier = 0;
spawn();
}
void Model::calculateScore() {
switch (multiplier) {
case 1:
score = score + 100;
break;
case 2:
score = score + 300;
break;
case 3:
score = score + 600;
break;
case 4:
score = score + 1000;
break;
default:
break;
}
}
void Model::fall() { // (and do collision detection)
Coordinate * blck = block(shape);
for (int i = 0; i < 4; i++) {
if (grid[blck[i].y+location.y + 1][blck[i].x+location.x]) {
// yay collision
build();
return;
}
}
location.y++;
}
Coordinate Model::shadeLocation() {
Coordinate * blck = block(shape);
Coordinate futureLocation;
futureLocation.x = location.x;
for (futureLocation.y = location.y; futureLocation.y<20; futureLocation.y++) {
for (int i = 0; i < 4; i++) {
if (grid[blck[i].y+futureLocation.y+1][blck[i].x+location.x]) {
return futureLocation;
}
}
}
futureLocation.y = 19;
return futureLocation;
}
void Model::instantFall() {
Coordinate newLocation = shadeLocation();
location = newLocation;
}
Coordinate Model::right() {
blockLocation.x = 0;
Coordinate * blck = block(shape);
for (int i = 0; i < 4; i++) {
if (blck[i].x + location.x > blockLocation.x) {
blockLocation.x = (blck[i].x + location.x);
blockLocation.y = (blck[i].y + location.y);
}
}
return blockLocation;
}
// we still need to fix that shapes can't go left or right into an earlier shape...
Coordinate Model::left() {
blockLocation.x = 9;
Coordinate * blck = block(shape);
for (int i = 0; i < 4; i++) {
if (blck[i].x + location.x < blockLocation.x) {
blockLocation.x = (blck[i].x + location.x);
blockLocation.y = (blck[i].y + location.y);
}
}
return blockLocation;
}
void Model::go(Direction d) {
Coordinate * blck = block(shape);
if (d == LEFT) {
for (int i=0; i<4; i++) {
if (grid[blck[i].y+location.y][blck[i].x+location.x-1]) {
return;
}
}
if (left().x > 0) {
location.x--;
}
}
if (d == RIGHT) {
for (int i=0; i<4; i++) {
if (grid[blck[i].y+location.y][blck[i].x+location.x+1]) {
return;
}
}
if (right().x < 9) {
location.x++;
}
}
if (d == DOWN) {
fall();
fall();
}
if (d == UP) {
for (int i=0; i<4; i++) {
if (grid[blck[i].y+location.y][blck[i].x+location.x+1]) {
return;
}
}
for (int i=0; i<4; i++) {
if (grid[blck[i].y+location.y][blck[i].x+location.x-1]) {
return;
}
}
for (int i = 0; i < 4; i++) {
if (grid[blck[i].y+location.y + 1][blck[i].x+location.x]) {
return;
}
}
orientation = (Direction)((((int)orientation) + 1) % 4);
Coordinate l = left();
if (l.x < 0) {
location.x -= l.x; // location.x = location.x - l.x;
}
Coordinate r = right();
if (r.x > 9) {
location.x -= (r.x - 9);
}
}
}