-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathPieces.cpp
144 lines (135 loc) · 4.84 KB
/
Pieces.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
#include "Pieces.h"
#include "hole.h"
#include "game.h"
void Pieces::ResetLines()
{
unsigned char i;
for(i=0;i<60;i++)
lines[i].on=false;
}
void Pieces::AddLineInWireframe(const V3D &a,const V3D &b)
{
//check if i already have it
unsigned char i;
for(i=0;i<60;i++)
if(lines[i].on)
{
if(lines[i].a==a && lines[i].b==b)
{
lines[i].on=false;
return;
}
}
for(i=0;i<60;i++)
if(!lines[i].on)
{
lines[i].a=a;
lines[i].b=b;
lines[i].on=true;
return;
}
}
void Pieces::AddBoxInWireframe(const V3D &s,const V3D &i)
{
AddLineInWireframe(V3D(s.x,s.y,s.z),V3D(i.x,s.y,s.z));
AddLineInWireframe(V3D(s.x,i.y,s.z),V3D(i.x,i.y,s.z));
AddLineInWireframe(V3D(s.x,s.y,i.z),V3D(i.x,s.y,i.z));
AddLineInWireframe(V3D(s.x,i.y,i.z),V3D(i.x,i.y,i.z));
AddLineInWireframe(V3D(s.x,s.y,s.z),V3D(s.x,i.y,s.z));
AddLineInWireframe(V3D(i.x,s.y,s.z),V3D(i.x,i.y,s.z));
AddLineInWireframe(V3D(s.x,s.y,i.z),V3D(s.x,i.y,i.z));
AddLineInWireframe(V3D(i.x,s.y,i.z),V3D(i.x,i.y,i.z));
AddLineInWireframe(V3D(s.x,s.y,s.z),V3D(s.x,s.y,i.z));
AddLineInWireframe(V3D(i.x,s.y,s.z),V3D(i.x,s.y,i.z));
AddLineInWireframe(V3D(s.x,i.y,s.z),V3D(s.x,i.y,i.z));
AddLineInWireframe(V3D(i.x,i.y,s.z),V3D(i.x,i.y,i.z));
}
void Pieces::SetupDraw(unsigned char i)
{
char j;
V3D c;
ResetLines();
AddBoxInWireframe(V3D(0.5f,0.5f,0.5f),V3D(-0.5f,-0.5f,-0.5f));
for(j=0;j<colletion[i].nPiece-1;j++)
{
c.x=colletion[i].dirs[j].x;
c.y=colletion[i].dirs[j].y;
c.z=(float)(-colletion[i].dirs[j].z);
AddBoxInWireframe(c+V3D(0.5f,0.5f,0.5f),c-V3D(0.5f,0.5f,0.5f));
}
nLines=0;
box.Reset();
for(j=0;j<60;j++)
{
if(lines[j].on)
{
box.Add(lines[j].a);
box.Add(lines[j].b);
v[nLines]=lines[j].a; nLines++;
v[nLines]=lines[j].b; nLines++;
}
}
}
void Pieces::Draw()
{
#ifndef NOGL
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3,GL_FLOAT,sizeof(V3D),v);
glDisable(GL_TEXTURE_2D);
glLineWidth(3);
glColor3f(0,0,0);
glDrawArrays(GL_LINES,0,nLines);
glLineWidth(1);
glColor3f(1,1,1);
glDrawArrays(GL_LINES,0,nLines);
#endif
}
PieceDef prova=PieceDef(1,B3D(0,0,0),B3D(0,0,0),B3D(0,0,0),B3D(0,0,0));
PieceDef colletion[N_PIECES]= {
//0
PieceDef(1,B3D(0,0,0),B3D( 0,0,0),B3D(0, 0,0),B3D(0,0,0)),
PieceDef(2,B3D(0,1,0),B3D( 0,0,0),B3D(0, 0,0),B3D(0,0,0)),
PieceDef(3,B3D(0,1,0),B3D(0,-1,0),B3D(0, 0,0),B3D(0,0,0)),
PieceDef(3,B3D(0,1,0),B3D(-1,0,0),B3D(0, 0,0),B3D(0,0,0)),
PieceDef(4,B3D(0,1,0),B3D(0,-1,0),B3D(0,-2,0),B3D(0,0,0)),
PieceDef(4,B3D(0,1,0),B3D(0,-1,0),B3D(-1,1,0),B3D(0,0,0)),
PieceDef(4,B3D(0,1,0),B3D(0,-1,0),B3D(-1,0,0),B3D(0,0,0)),
PieceDef(4,B3D(0,1,0),B3D(-1,0,0),B3D(-1,-1,0),B3D(0,0,0)),
PieceDef(4,B3D(0,1,0),B3D(-1,0,0),B3D(-1,1,0),B3D(0,0,0)),
PieceDef(4,B3D(0,1,0),B3D(-1,0,0),B3D(0,1,-1),B3D(0,0,0)),
//10
PieceDef(4,B3D(0,1,0),B3D(-1,0,0),B3D(0,0,-1),B3D(0,0,0)),
PieceDef(4,B3D(0,1,0),B3D(-1,0,0),B3D(-1,0,-1),B3D(0,0,0)),
PieceDef(5,B3D(0,1,0),B3D(0,-1,0),B3D(0,-2,0),B3D(0,2,0)),
PieceDef(5,B3D(0,1,0),B3D(0,-1,0),B3D(0,-2,0),B3D(-1,1,0)),
PieceDef(5,B3D(0,1,0),B3D(0,-1,0),B3D(0,-2,0),B3D(-1,0,0)),
PieceDef(5,B3D(-1,0,0),B3D(-1,1,0),B3D(0,-1,0),B3D(0,-2,0)),
PieceDef(5,B3D(0,1,0),B3D(-1,1,0),B3D(-2,1,0),B3D(0,-1,0)), //special case, it need to move right by 1!
PieceDef(5,B3D(0,1,0),B3D(0,-1,0),B3D(-1,1,0),B3D(-1,0,0)),
PieceDef(5,B3D(0,1,0),B3D(0,-1,0),B3D(-1,1,0),B3D(-1,-1,0)),
PieceDef(5,B3D(0,1,0),B3D(0,-1,0),B3D(-1,1,0),B3D(1,-1,0)),
//20
PieceDef(5,B3D(0,1,0),B3D(0,-1,0),B3D(-1,1,0),B3D(1,0,0)),
PieceDef(5,B3D(0,1,0),B3D(0,-1,0),B3D(-1,1,0),B3D(1,1,0)),
PieceDef(5,B3D(0,1,0),B3D(0,-1,0),B3D(-1,1,0),B3D(0,1,-1)),
PieceDef(5,B3D(0,1,0),B3D(0,-1,0),B3D(-1,1,0),B3D(-1,1,-1)),
PieceDef(5,B3D(0,1,0),B3D(0,-1,0),B3D(-1,-1,0),B3D(-1,-1,-1)),
PieceDef(5,B3D(0,1,0),B3D(0,-1,0),B3D(-1, 1,0),B3D(0,0,-1)),
PieceDef(5,B3D(0,1,0),B3D(0,-1,0),B3D(-1,-1,0),B3D(0,0,-1)),
PieceDef(5,B3D(0,1,0),B3D(0,-1,0),B3D(-1, 1,0),B3D(0,-1,-1)),
PieceDef(5,B3D(0,1,0),B3D(0,-1,0),B3D(-1,-1,0),B3D(0, 1,-1)),
PieceDef(5,B3D(0,1,0),B3D(0,-1,0),B3D(-1,0,0),B3D(1,0,0)),
//30
PieceDef(5,B3D(0,1,0),B3D(0,-1,0),B3D(-1,0,0),B3D(0,0,-1)),
PieceDef(5,B3D(0,1,0),B3D(0,-1,0),B3D(-1,0,0),B3D(-1,0,-1)),
PieceDef(5,B3D(0,1,0),B3D(-1,0,0),B3D(-1,-1,0),B3D(1,1,0)),
PieceDef(5,B3D(0,1,0),B3D(-1,0,0),B3D(-1,-1,0),B3D(0,1,-1)),
PieceDef(5,B3D(0,-1,0),B3D(-1,0,0),B3D(-1,1,0),B3D(-1,1,-1)),
PieceDef(5,B3D(0,1,0),B3D(-1,0,0),B3D(-1,-1,0),B3D(0,0,-1)),
PieceDef(5,B3D(0,-1,0),B3D(-1,0,0),B3D(-1,1,0),B3D(0,0,-1)),
PieceDef(5,B3D(0,1,0),B3D(-1,0,0),B3D(-1,1,0),B3D(0,0,-1)),
PieceDef(5,B3D(0,1,0),B3D(-1,0,0),B3D(-1,0,-1),B3D(-1,-1,-1)),
PieceDef(5,B3D(0,1,0),B3D(0,1,-1),B3D(-1,0,0),B3D(-1,0,-1)),
//40
PieceDef(5,B3D(-1,0,0),B3D(-1,1,0),B3D(0,0,-1),B3D(0,-1,-1))};