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Field.cpp
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Field.cpp
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#include "Field.h"
#include "pieces.h"
Field::Field(Painter *painter)
{
m_painter = painter;
}
void
Field::reset()
{
// clear field
for (Uint8 x=0; x<FIELD_WIDTH; x++) {
for (Uint8 y=0; y<FIELD_HEIGHT; y++) {
m_field[x][y] = BLANK;
}
}
}
void
Field::draw()
{
m_painter->drawField(
FIELD_X_PX,
FIELD_Y_PX,
FIELD_WIDTH_PX,
FIELD_HEIGHT_PX
);
drawHeap();
}
void
Field::drawHeap()
{
// from bottom to top
for (int y=FIELD_HEIGHT-1; y>=0; y--) {
bool emptyRow = true;
for (int x=0; x<FIELD_WIDTH; x++) {
if (m_field[x][y] != BLANK) {
m_painter->drawBlock(
FIELD_X_PX + BLOCK_SIZE_PX * x,
FIELD_Y_PX + BLOCK_SIZE_PX * y,
BLOCK_SIZE_PX,
BLOCK_SIZE_PX,
0x66,
0x66,
0x66
);
emptyRow = false;
}
}
// no reasons to continue if we met an empty row
if (emptyRow) {
break;
}
}
}
void
Field::drawPiece(Piece *piece, int posX, int posY)
{
int x, y;
piece->resetBlocksEnum();
while (piece->iterateBlocksEnum(&x, &y)) {
int blockX = posX + x - PIECE_SIZE/2;
int blockY = posY + y - PIECE_SIZE/2;
// siply don't draw everything behind the top edge
if (blockY < 0) {
continue;
}
m_painter->drawBlock(
FIELD_X_PX + BLOCK_SIZE_PX * blockX,
FIELD_Y_PX + BLOCK_SIZE_PX * blockY,
BLOCK_SIZE_PX,
BLOCK_SIZE_PX,
piece->getColorRed(),
piece->getColorGreen(),
piece->getColorBlue()
);
}
}
Uint8
Field::checkCollisions(
Piece *piece,
int posX,
int posY,
Uint8 what
) {
Uint8 result = 0;
int x, y;
piece->resetBlocksEnum();
while (piece->iterateBlocksEnum(&x, &y)) {
int blockX = posX + x - PIECE_SIZE/2;
int blockY = posY + y - PIECE_SIZE/2;
// check collisions
if (
what&COLLIDED_LEFT
&& blockX < 0
) {
result |= COLLIDED_LEFT;
}
if (
what&COLLIDED_RIGHT
&& blockX >= FIELD_WIDTH
) {
result |= COLLIDED_RIGHT;
}
if (
what&COLLIDED_TOP
&& blockY < 0
) {
result |= COLLIDED_TOP;
}
// reached the bottom or the heap
if (
what&COLLIDED_HEAP
&& (
blockY >= FIELD_HEIGHT
|| (
/* keep it within the field */
blockY >= 0 && blockX >= 0 && blockX < FIELD_WIDTH
&& m_field[blockX][blockY] != BLANK
)
)
) {
result |= COLLIDED_HEAP;
}
}
return result;
}
int
Field::clearRows()
{
int clearedRows = 0;
// from bottom to top
for (int y=FIELD_HEIGHT-1; y>=0; y--) {
bool completeRow = true;
bool emptyRow = true;
for (int x=0; x<FIELD_WIDTH; x++) {
if (m_field[x][y] == BLANK) {
completeRow = false;
} else {
emptyRow = false;
}
}
if (completeRow) {
clearedRows++;
// todo: memcpy
// shift down
for (int j=y-1; j>=0; j--) {
for (int x=0; x<FIELD_WIDTH; x++) {
m_field[x][j+1] = m_field[x][j];
}
}
// sempty first line
for (int x=0; x<FIELD_WIDTH; x++) {
m_field[x][0] = BLANK;
}
// check the shifted down row again
// as it also may be complete
y++;
}
// no reasons to continue if we met an empty row
if (emptyRow) {
break;
}
}
return clearedRows;
}
void
Field::copyPieceToHeap(Piece *piece, int posX, int posY)
{
int x, y;
piece->resetBlocksEnum();
while (piece->iterateBlocksEnum(&x, &y)) {
int blockX = posX + x - PIECE_SIZE/2;
int blockY = posY + y - PIECE_SIZE/2;
if (
blockX >= 0
&& blockY >= 0
&& blockX < FIELD_WIDTH
&& blockY < FIELD_HEIGHT
) {
m_field[blockX][blockY] = piece->getPiece();
}
}
}
bool
Field::checkNotBlank(int x, int y)
{
return (m_field[x][y] != BLANK);
}