author | kergoth <kergoth> | 2002-01-25 22:14:26 (UTC) |
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committer | kergoth <kergoth> | 2002-01-25 22:14:26 (UTC) |
commit | 15318cad33835e4e2dc620d033e43cd930676cdd (patch) (side-by-side diff) | |
tree | c2fa0399a2c47fda8e2cd0092c73a809d17f68eb /noncore/games/tetrix/tpiece.cpp | |
download | opie-15318cad33835e4e2dc620d033e43cd930676cdd.zip opie-15318cad33835e4e2dc620d033e43cd930676cdd.tar.gz opie-15318cad33835e4e2dc620d033e43cd930676cdd.tar.bz2 |
Initial revision
Diffstat (limited to 'noncore/games/tetrix/tpiece.cpp') (more/less context) (ignore whitespace changes)
-rw-r--r-- | noncore/games/tetrix/tpiece.cpp | 201 |
1 files changed, 201 insertions, 0 deletions
diff --git a/noncore/games/tetrix/tpiece.cpp b/noncore/games/tetrix/tpiece.cpp new file mode 100644 index 0000000..fe8b766 --- a/dev/null +++ b/noncore/games/tetrix/tpiece.cpp @@ -0,0 +1,201 @@ +/********************************************************************** +** Copyright (C) 2000 Trolltech AS. All rights reserved. +** +** This file is part of Qtopia Environment. +** +** This file may be distributed and/or modified under the terms of the +** GNU General Public License version 2 as published by the Free Software +** Foundation and appearing in the file LICENSE.GPL included in the +** packaging of this file. +** +** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE +** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. +** +** See http://www.trolltech.com/gpl/ for GPL licensing information. +** +** Contact info@trolltech.com if any conditions of this licensing are +** not clear to you. +** +**********************************************************************/ + + +#include "tpiece.h" +#include "qstring.h" +#include <stdlib.h> +#include <time.h> + +void TetrixPiece::rotateLeft() +{ + if ( pieceType == 5 ) // don't rotate square piece type + return; + int tmp; + for (int i = 0 ; i < 4 ; i++) { + tmp = getXCoord(i); + setXCoord(i,getYCoord(i)); + setYCoord(i,-tmp); + } +} + +void TetrixPiece::rotateRight() +{ + if ( pieceType == 5 ) // don't rotate square piece type + return; + int tmp; + for (int i = 0 ; i < 4 ; i++) { + tmp = getXCoord(i); + setXCoord(i,-getYCoord(i)); + setYCoord(i,tmp); + } +} + +int TetrixPiece::getMinX() +{ + int tmp = coordinates[0][0]; + for(int i = 1 ; i < 4 ; i++) + if (tmp > coordinates[i][0]) + tmp = coordinates[i][0]; + return tmp; +} + +int TetrixPiece::getMaxX() +{ + int tmp = coordinates[0][0]; + for(int i = 1 ; i < 4 ; i++) + if (tmp < coordinates[i][0]) + tmp = coordinates[i][0]; + return tmp; + +} + +int TetrixPiece::getMinY() +{ + int tmp = coordinates[0][1]; + for(int i = 1 ; i < 4 ; i++) + if (tmp > coordinates[i][1]) + tmp = coordinates[i][1]; + return tmp; +} + +int TetrixPiece::getMaxY() +{ + int tmp = coordinates[0][1]; + for(int i = 1 ; i < 4 ; i++) + if (tmp < coordinates[i][1]) + tmp = coordinates[i][1]; + return tmp; +} + +void TetrixPiece::initialize(int type) +{ + static int pieceTypes[7][4][2] = {{{ 0,-1}, + { 0, 0}, + {-1, 0}, + {-1, 1}}, + + {{ 0,-1}, + { 0, 0}, + { 1, 0}, + { 1, 1}}, + + {{ 0,-1}, + { 0, 0}, + { 0, 1}, + { 0, 2}}, + + {{-1, 0}, + { 0, 0}, + { 1, 0}, + { 0, 1}}, + + {{ 0, 0}, + { 1, 0}, + { 0, 1}, + { 1, 1}}, + + {{-1,-1}, + { 0,-1}, + { 0, 0}, + { 0, 1}}, + + {{ 1,-1}, + { 0,-1}, + { 0, 0}, + { 0, 1}}}; + if (type < 1 || type > 7) + type = 1; + pieceType = type; + for(int i = 0 ; i < 4 ; i++) { + coordinates[i][0] = pieceTypes[type - 1][i][0]; + coordinates[i][1] = pieceTypes[type - 1][i][1]; + } +} + + +/* + * Sigh, oh beautiful nostalgia! This random algorithm has + * been taken from the book "Adventures with your pocket calculator" + * and I used it in my first implemented and machine- + * run program of any size to speak of. Imagine how hungry I + * was after having programmed BASIC on paper for + * half a year?!!?!?!?!?!? The first program I typed in was a + * slot machine game and was made in BASIC on a SHARP + * PC-1211 with 1,47 KB RAM (one point four seven kilobytes) and + * a one-line LCD-display (I think it had 32 characters) in the + * year of our lord 1981. The man I had bought the machine from worked + * as a COBOL programmer and was amazed and impressed + * when I demonstrated the program 2 days after I had + * bought the machine, quote: "Gees, I have been looking so long + * for a "random" command in that BASIC, what is it called?" + * Oh, how I still get a thrill out of the thought of the + * explanation I then gave him... + */ + +/* + * Sukk, aa vakre nostalgi! Denne random algoritmen er + * tatt fra boka "Adventures with your pocket calculator" + * og den brukte jeg i mitt foerste implementerte og maskin- + * kjoerte program av nevneverdig stoerrelse. Tror du jeg var + * noe sulten etter aa ha programmert BASIC paa papir i et + * halvt aar?!!?!?!?!?!? Programmet jeg tasta inn foerst var et + * "enarmet banditt" spill og ble laget i BASIC paa en SHARP + * PC-1211 med 1,47 KB RAM (en komma foertisju kilobyte) og + * et en-linjers LCD-display (tror det hadde 32 karakterer) i det + * herrens aar 1981. Mannen jeg kjoepte maskinen av jobbet til + * daglig med COBOL programmering og var forbloeffet og imponert + * da jeg demonstrerte programmet 2 dager etter at jeg hadde + * kjoept maskinen, sitat: "Joess, jeg som har leita saa lenge + * etter en random kommando i den BASICen, hva var det den + * het?" Aa, jeg frydes ennaa ved tanken paa forklaringen jeg + * deretter ga ham... + */ + +double TetrixPiece::randomSeed = 0.33333; + +void TetrixPiece::setRandomSeed(double seed) +{ +#ifdef __MIPSEL__ + srand( clock() ); +#else + QCString buffer; + if (seed < 0) + seed = - seed; + if (seed >= 1) + seed = seed - (double) ((int) seed); + buffer.sprintf("%1.5f",(float) seed); + for (int i = 0 ; i < 5 ; i++) + if ((buffer[i + 2] - '0') % 2 == 0) + buffer[i + 2]++; + randomSeed = atof(buffer); +#endif +} + +int TetrixPiece::randomValue(int maxPlusOne) +{ +#ifdef __MIPSEL__ + return rand() % maxPlusOne; +#else + randomSeed = randomSeed*147; + randomSeed = randomSeed - (double) ((int) randomSeed); + return (int) (randomSeed*maxPlusOne); +#endif +} |