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Main.CC
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// Greg Kaiser
//
// CS290 with Prof. Francis
// MATH198 with Prof. Francis
// 4D Tetris
//
// Main.C
// modified: April 30, 2001 by Benjamin Bernard
//
// (C) 1996-2005 Board of Trustees University of Illinois
// modified: 13jan04 S Levy, Pelsmajer and Francis
#define DEADZONE 40 //no use, doesn't propagate to Rotor.C
#define SQUARE 0.4
#include <iostream>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#ifndef _WIN32
#include <sys/time.h>
#endif
// #include <device.h> from Irix
//#include <GL/glut.h>
//#include <GL/gl.h>
// #include <gl.h>
#include <glut.h>
#ifndef _WIN32
#include <strings.h>
#endif
#include <math.h>
#include "Board.h"
#include "Shared.h"
#include "GenPiece.h"
#include "Pieces.h"
#include "Rotor.h"
#include "DList.h" // unnecessary?
#include "Hyper.h" // unnecessary?
#define SOAK(K) while(getbutton(K))
// How do we instantiate a template? Just name one?
#include "DList.CC" // ugh
template class DList<Hyper>;
int *DIM;
float *LEN;
Board *board;
float *botcorner;
int SHADEUNDER;
int gameon;
Rotor **quadrant;
int AUTOFALL;
int *dims;
int ONE_TURN_AT_A_TIME;
int fallsec;
int fallusec;
int numpieces;
int *mypieces;
int numremoved;
GenPiece *dude;
void InitGlobals()
{
gameon = 1;
quadrant = new Rotor*[4];
for (int i = 0; i < 4; i++)
quadrant[i] = new Rotor();
AUTOFALL = 1;
dims = new int[4];
dims[VX] = dims[VY] = dims[VZ] = 4;
dims[VW] = 10;
ONE_TURN_AT_A_TIME = 1;
fallsec = 4;
fallusec = 0;
mypieces = NULL;
SHADEUNDER = 0;
numremoved =0;
DIM = new int[4];
for (int i = 0; i < 4; i++)
DIM[i] = dims[i];
LEN = new float[4];
LEN[VX] = LEN[VY] = LEN[VZ] = LEN[VW] = 4.5 / (float)(DIM[VW]);
botcorner = new float[4];
for (int i = 0; i < 4; i++)
botcorner[i] = -2.0 + ((4.0 - LEN[i] * DIM[i]) / 2);
board = new Board();
}
GenPiece *NewPiece(int numpieces, int *mypieces)
{
#ifndef _WIN32
int piecenum = mypieces[(random() % numpieces)];
#else
srand(time(NULL));
int piecenum = mypieces[(rand() % numpieces)];
#endif
//cout << piecenum << endl;
GenPiece *ans;
switch (piecenum) {
case 1:
ans = new CubePiece();
break;
case 2:
ans = new LPiece();
break;
case 3:
ans = new SPiece();
break;
case 4:
ans = new StraightPiece();
break;
case 5:
ans = new TPiece();
break;
case 6:
ans = new CornerPiece();
break;
case 7:
ans = new TwistyPiece();
break;
case 8:
ans = new ZPiece();
break;
case 9:
ans = new ThreeLinePiece();
break;
case 10:
ans = new TriPiece();
break;
case 11:
ans = new TwoPiece();
break;
case 12:
ans = new SimplePiece();
break;
}
return ans;
}
void EndGame(int endState)
{
if (gameon == 0)
std::cout << "Game Over, Man!" << std::endl;
else
std::cout << "Thanks for playing" << std::endl;
//delete DIM; //program crashes when this line is run, instead of ending
delete LEN;
delete board;
delete botcorner;
for(int i=0; i<4; i++)
{
delete quadrant[i];
}
delete quadrant;
delete dims;
delete mypieces;
delete dude;
exit(endState);
}
void Timer(int callValue)
{//Timer called if fallsec in seconds and fallusec in microseconds has passed
if (AUTOFALL && (gameon == 1)) {
if (!(dude->Translate(VW, -1))) { //if a new piece is necessary
gameon = dude->DonePiece();
delete dude;
dude = NewPiece(numpieces, mypieces);
if(gameon !=1)
{
EndGame(0);
}
}
//reset the callback
glutTimerFunc(((fallsec*1000) + (fallusec/1000)), Timer, 1);
}
}
void CleanUpGlobals()
{
delete DIM;
delete LEN;
delete board;
delete botcorner;
}
int MyQuad(int getx, int gety) {
int sx, sy;
sx = glutGet(GLUT_WINDOW_WIDTH);
sy = glutGet(GLUT_WINDOW_HEIGHT);
if (getx <= (int)(sx / 2))
{
if(gety <= (int)(sy /2))
return 0;
else
return 2;
}
else
{
if(gety <= (sy / 2))
return 1;
else
return 3;
}
}
int StrToInt(char *changeme) {
int ans = (int)(changeme[0]) - 48;
for (int i = 1; changeme[i] != '\0'; i++)
ans = 10*ans + (int)(changeme[i]) - 48;
return ans;
}
void Keyboard(unsigned char key, int x, int y)
{
if(gameon)
{
if(key == 'p')
{
if(AUTOFALL)
AUTOFALL=0;
else
{
AUTOFALL=1;
if(gameon)
glutTimerFunc(((fallsec*1000) + (fallusec/1000)), Timer, 1);
}
}
else if(glutGetModifiers() == GLUT_ACTIVE_ALT)
{ //test for alt true, so its a rotation, find out the axies
if(key == ('6' & '8'))
{
dude->Rotate(VX, VY, 1);
}
else if(key == ('6' & '2'))
{
dude->Rotate(VX, VY, -1);
}
else if(key == ('6' & '9'))
{
dude->Rotate(VX, VZ, 1);
}
else if(key == ('6' & '1'))
{
dude->Rotate(VX, VZ, -1);
}
else if(key == ('6' & '7'))
{
dude->Rotate(VX, VW, 1);
}
else if(key == ('6' & '3'))
{
dude->Rotate(VX, VW, -1);
}
else if(key == ('4' & '8'))
{
dude->Rotate(VX, VY, -1);
}
else if(key == ('4' & '2'))
{
dude->Rotate(VX, VY, 1);
}
else if(key == ('4' & '9'))
{
dude->Rotate(VX, VZ, -1);
}
else if(key == ('4' & '1'))
{
dude->Rotate(VX, VZ, 1);
}
else if(key == ('4' & '7'))
{
dude->Rotate(VX, VW, -1);
}
else if(key == ('4' & '3'))
{
dude->Rotate(VX, VW, 1);
}
else if(key == ('8' & '9'))
{
dude->Rotate(VY, VZ, 1);
}
else if(key == ('8' & '1'))
{
dude->Rotate(VY, VZ, -1);
}
else if(key == ('8' & '7'))
{
dude->Rotate(VY, VW, 1);
}
else if(key == ('8' & '3'))
{
dude->Rotate(VY, VW, -1);
}
else if(key == ('2' & '9'))
{
dude->Rotate(VY, VZ, -1);
}
else if(key == ('2' & '1'))
{
dude->Rotate(VY, VZ, 1);
}
else if(key == ('2' & '7'))
{
dude->Rotate(VY, VW, -1);
}
else if(key == ('2' & '3'))
{
dude->Rotate(VY, VW, 1);
}
else if(key == ('9' & '7'))
{
dude->Rotate(VZ, VW, 1);
}
else if(key == ('9' & '3'))
{
dude->Rotate(VZ, VW, -1);
}
else if(key == ('1' & '7'))
{
dude->Rotate(VZ, VW, -1);
}
else if(key == ('1' & '3'))
{
dude->Rotate(VZ, VW, 1);
}
} //test for alt false
else
{ // key is not an alt-modified key,
// check for translation, drop or escape
switch(key)
{//if number, translate along that axis
case '6': {dude->Translate(VX, 1); break;}
case '4': {dude->Translate(VX, -1); break;}
case '8': {dude->Translate(VY, 1); break;}
case '2': {dude->Translate(VY, -1); break;}
case '9': {dude->Translate(VZ, 1); break;}
case '1': {dude->Translate(VZ, -1); break;}
case '7': {dude->Translate(VW, 1); break;}
case '3': {dude->Translate(VW, -1); break;}
case ' ': { //space pressed, so drop the piece
dude->Drop();
gameon = dude->DonePiece();
delete dude;
dude = NewPiece(numpieces, mypieces);
if(gameon != 1)
{
EndGame(0);
}
break;
}
case 27: {
EndGame(0);
break;
}
}
}
}
glutPostRedisplay();
}
void Mouse(int button, int state, int x, int y)
{
for(int i=0; i<4; i++)
{
quadrant[i]->CurrentMousePosition(x,y);
}
if(state == GLUT_UP)
{
if(button == GLUT_LEFT_BUTTON)
{
for(int i=0; i<4; i++)
{
quadrant[i]->ShiftUp();
quadrant[i]->MouseLeftUp();
}
}
else if(button == GLUT_RIGHT_BUTTON)
{
for(int i=0; i<4; i++)
{
quadrant[i]->ShiftUp();
quadrant[i]->MouseRightUp();
}
}
}
else if(glutGetModifiers() == GLUT_ACTIVE_CTRL)
{
if(button == GLUT_LEFT_BUTTON)
{//if Control-Left click, only rotate the quadrant clicked
if (ONE_TURN_AT_A_TIME)
for (int i = 0; i < 4; i++)
quadrant[i]->Deactivate();
quadrant[MyQuad(x, y)]->Activate();
}
else if(button == GLUT_RIGHT_BUTTON)
{//if Control-Right click, stop rotating all quadrants
for (int i = 0; i < 4; i++)
quadrant[i]->Deactivate();
}
else if(button == GLUT_MIDDLE_BUTTON)
{
for( int i=0; i<4; i++)
{
quadrant[i]->Activate();
}
}
}
else if(glutGetModifiers() == GLUT_ACTIVE_SHIFT && state == GLUT_DOWN)
{
if(button == GLUT_LEFT_BUTTON)
{
quadrant[MyQuad(x,y)]->MouseLeftDown();
quadrant[MyQuad(x,y)]->ShiftDown();
}
else if(button == GLUT_RIGHT_BUTTON)
{
quadrant[MyQuad(x,y)]->MouseRightDown();
quadrant[MyQuad(x,y)]->ShiftDown();
}
}
else if(button == GLUT_LEFT_BUTTON)
{
quadrant[MyQuad(x,y)]->MouseLeftDown();
}
else if(button == GLUT_RIGHT_BUTTON)
{
quadrant[MyQuad(x,y)]->MouseRightDown();
}
else if(button == GLUT_MIDDLE_BUTTON)
{//"pause" or unpause the game, i.e. no more autofall
gameon = -gameon;
if(gameon && AUTOFALL)
glutTimerFunc(((fallsec*1000) + (fallusec/1000)), Timer, 1);
}
if(glutGetModifiers() == GLUT_ACTIVE_SHIFT && state == GLUT_DOWN)
{
if(button == GLUT_LEFT_BUTTON)
{
quadrant[MyQuad(x,y)]->MouseLeftDown();
quadrant[MyQuad(x,y)]->ShiftDown();
}
else if(button == GLUT_RIGHT_BUTTON)
{
quadrant[MyQuad(x,y)]->MouseRightDown();
quadrant[MyQuad(x,y)]->ShiftDown();
}
}
glutPostRedisplay();
}
void SpecialKeyboard(int key, int x, int y)
{
if(key == GLUT_KEY_F1)
{
dude->Drop();
gameon = dude->DonePiece();
delete dude;
dude = new CubePiece();
}
else if(key == GLUT_KEY_F2)
{
dude->Drop();
gameon = dude->DonePiece();
delete dude;
dude = new LPiece();
}
else if(key == GLUT_KEY_F3)
{
dude->Drop();
gameon = dude->DonePiece();
delete dude;
dude = new SPiece();
}
else if(key == GLUT_KEY_F4)
{
dude->Drop();
gameon = dude->DonePiece();
delete dude;
dude = new StraightPiece();
}
else if(key == GLUT_KEY_F5)
{
dude->Drop();
gameon = dude->DonePiece();
delete dude;
dude = new TPiece();
}
else if(key == GLUT_KEY_F6)
{
dude->Drop();
gameon = dude->DonePiece();
delete dude;
dude = new CornerPiece();
}
else if(key == GLUT_KEY_F7)
{
dude->Drop();
gameon = dude->DonePiece();
delete dude;
dude = new TwistyPiece();
}
else if(key == GLUT_KEY_F8)
{
dude->Drop();
gameon = dude->DonePiece();
delete dude;
dude = new ZPiece();
}
else if(key == GLUT_KEY_F9)
{
dude->Drop();
gameon = dude->DonePiece();
delete dude;
dude = new ThreeLinePiece();
}
else if(key == GLUT_KEY_F10)
{
dude->Drop();
gameon = dude->DonePiece();
delete dude;
dude = new TriPiece();
}
else if(key == GLUT_KEY_F11)
{
dude->Drop();
gameon = dude->DonePiece();
delete dude;
dude = new TwoPiece();
}
else if(key == GLUT_KEY_F12)
{
dude->Drop();
gameon = dude->DonePiece();
delete dude;
dude = new SimplePiece();
}
else if(glutGetModifiers() == GLUT_ACTIVE_ALT)
{ //test for alt true, so its a rotation, find out the axies, w/o numlock
if(key == (GLUT_KEY_RIGHT & GLUT_KEY_RIGHT))
{
dude->Rotate(VX, VY, 1);
}
else if(key == (GLUT_KEY_RIGHT & GLUT_KEY_DOWN))
{
dude->Rotate(VX, VY, -1);
}
else if(key == (GLUT_KEY_RIGHT & GLUT_KEY_PAGE_UP))
{
dude->Rotate(VX, VZ, 1);
}
else if(key == (GLUT_KEY_RIGHT & GLUT_KEY_END))
{
dude->Rotate(VX, VZ, -1);
}
else if(key == (GLUT_KEY_RIGHT & GLUT_KEY_HOME))
{
dude->Rotate(VX, VW, 1);
}
else if(key == (GLUT_KEY_RIGHT & GLUT_KEY_PAGE_DOWN))
{
dude->Rotate(VX, VW, -1);
}
else if(key == (GLUT_KEY_LEFT & GLUT_KEY_UP))
{
dude->Rotate(VX, VY, -1);
}
else if(key == (GLUT_KEY_LEFT & GLUT_KEY_DOWN))
{
dude->Rotate(VX, VY, 1);
}
else if(key == (GLUT_KEY_LEFT & GLUT_KEY_PAGE_UP))
{
dude->Rotate(VX, VZ, -1);
}
else if(key == (GLUT_KEY_LEFT & GLUT_KEY_END))
{
dude->Rotate(VX, VZ, 1);
}
else if(key == (GLUT_KEY_LEFT & GLUT_KEY_HOME))
{
dude->Rotate(VX, VW, -1);
}
else if(key == (GLUT_KEY_LEFT & GLUT_KEY_PAGE_DOWN))
{
dude->Rotate(VX, VW, 1);
}
else if(key == (GLUT_KEY_UP & GLUT_KEY_PAGE_UP))
{
dude->Rotate(VY, VZ, 1);
}
else if(key == (GLUT_KEY_UP & GLUT_KEY_END))
{
dude->Rotate(VY, VZ, -1);
}
else if(key == (GLUT_KEY_UP & GLUT_KEY_HOME))
{
dude->Rotate(VY, VW, 1);
}
else if(key == (GLUT_KEY_UP & GLUT_KEY_PAGE_DOWN))
{
dude->Rotate(VY, VW, -1);
}
else if(key == (GLUT_KEY_DOWN & GLUT_KEY_PAGE_UP))
{
dude->Rotate(VY, VZ, -1);
}
else if(key == (GLUT_KEY_DOWN & GLUT_KEY_END))
{
dude->Rotate(VY, VZ, 1);
}
else if(key == (GLUT_KEY_DOWN & GLUT_KEY_HOME))
{
dude->Rotate(VY, VW, -1);
}
else if(key == (GLUT_KEY_DOWN & GLUT_KEY_PAGE_DOWN))
{
dude->Rotate(VY, VW, 1);
}
else if(key == (GLUT_KEY_PAGE_UP & GLUT_KEY_HOME))
{
dude->Rotate(VZ, VW, 1);
}
else if(key == (GLUT_KEY_PAGE_UP & GLUT_KEY_PAGE_DOWN))
{
dude->Rotate(VZ, VW, -1);
}
else if(key == (GLUT_KEY_END & GLUT_KEY_HOME))
{
dude->Rotate(VZ, VW, -1);
}
else if(key == (GLUT_KEY_END & GLUT_KEY_PAGE_DOWN))
{
dude->Rotate(VZ, VW, 1);
}
} //test for alt false
else
{ // key is not an alt-modified key,
// check for translation, drop or escape
switch(key)
{//if number, translate along that axis
case GLUT_KEY_RIGHT: {dude->Translate(VX, 1); break;}
case GLUT_KEY_LEFT: {dude->Translate(VX, -1); break;}
case GLUT_KEY_UP: {dude->Translate(VY, 1); break;}
case GLUT_KEY_DOWN: {dude->Translate(VY, -1); break;}
case GLUT_KEY_PAGE_UP: {dude->Translate(VZ, 1); break;}
case GLUT_KEY_END: {dude->Translate(VZ, -1); break;}
case GLUT_KEY_HOME: {dude->Translate(VW, 1); break;}
case GLUT_KEY_PAGE_DOWN: {dude->Translate(VW, -1); break;}
}
}
if(gameon ==0)
EndGame(0);
glutPostRedisplay();
}
void Idle()
{
if (gameon == 1) {
numremoved += board->CheckBoard();
if (AUTOFALL && (numremoved >= 2)) {
//this code will increase the speed at which pieces fall
int rem = fallsec % 8;
rem *= 7;
rem %= 8;
rem = (int)((float)(rem)*5000000.0/8.0);
fallsec = (int)((float)(fallsec)*7.0/8.0);
fallusec = (int)((float)(fallusec)*7.0/8.0) + rem;
numremoved = 0;
}
}
else if(gameon ==0)
{
EndGame(0);
}
glutPostRedisplay();
}
void Display()
{
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
ortho(-5.01, 5.01, -5.01, 5.01, -5.01, 5.01);
cpack(0);
//clear(); zclear(); replaced by the line below
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// put the x, y, z axes in the upper right hand corner (quad 1)
pushmatrix();
glColor3f(.5,.5,.5);
glBegin(GL_LINE_STRIP);
glVertex3f(SQUARE,SQUARE,0);
glVertex3f(SQUARE,-SQUARE,0);
glVertex3f(-SQUARE,-SQUARE,0);
glVertex3f(-SQUARE,SQUARE,0);
glVertex3f(SQUARE,SQUARE,0);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3f(-SQUARE,0,0);
glVertex3f(SQUARE,0,0);
glEnd();
glBegin(GL_LINE_STRIP);
glVertex3f(0,-SQUARE,0);
glVertex3f(0, SQUARE,0);
glEnd();
popmatrix();
pushmatrix();
translate(2.5, 2.5, 0.0);
quadrant[1]->Rotate();
dude->Drawit(7);
board->Drawit(7);
popmatrix();
// put the w, x, y axes in the upper left hand corner (quadrant 0)
pushmatrix();
translate(-2.5, 2.5, 0.0);
quadrant[0]->Rotate();
dude->Drawit(11);
board->Drawit(11);
popmatrix();
// put the z, w, x axes in the lower left corner (quadrant 2)
pushmatrix();
translate(-2.5, -2.5, 0.0);
quadrant[2]->Rotate();
dude->Drawit(13);
board->Drawit(13);
popmatrix();
// put the y, z, w axes in the lower right corner (quadrant 3)
pushmatrix();
translate(2.5, -2.5, 0.0);
quadrant[3]->Rotate();
dude->Drawit(14);
board->Drawit(14);
popmatrix();
swapbuffers();
}
void MouseMotion(int x, int y)
{
for(int i=0; i<4; i++)
{
quadrant[i]->CurrentMousePosition(x,y);
}
}
void Reshape(int width, int height)
{
glutPostRedisplay();
glViewport(0,0,width,height);
}
int main(int argc, char **argv)
{
std::cout << "\n\nHyperTetris\n by\nGreg Kaiser\n" << std::endl;
std::cout << "(C) 1996 Board of Trustees University of Illinois\n" << std::endl;
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_DOUBLE | GLUT_DEPTH | GLUT_RGB);
glutInitWindowPosition(300,0);
glutInitWindowSize(985,985);
//keepaspect(1,1); Not sure what this translates to
glutCreateWindow("4-D Tetris");
// make sure you open the window BEFORE initializing
// any data structures. Otherwise, you'll dump core
//winconstraints(); // should allow window to be resized not necessary?
InitGlobals();
int i = 1;
while (i < argc) {
if (!(strcmp(argv[i], "-NOFALL")))
AUTOFALL = 0;
else if (!(strcmp(argv[i], "-DIM")))
for (int j = 0; j < 4; j++) {
i++;
dims[j] = StrToInt(argv[i]);
}
else if (!(strcmp(argv[i], "-MULTITURN")))
ONE_TURN_AT_A_TIME = 0;
else if (!(strcmp(argv[i], "-FALLTIME"))) {
i++;
fallsec = StrToInt(argv[i++]);
fallusec = StrToInt(argv[i]);
} else if (!(strcmp(argv[i], "-MYPIECES"))) {
i++;
numpieces = StrToInt(argv[i]);
mypieces = new int[numpieces];
for (int j = 0; j < numpieces; j++) {
i++;
mypieces[j] = StrToInt(argv[i]);
}
} else if (!(strcmp(argv[i], "-SHADEUNDER")))
SHADEUNDER = 1;
else {
std::cout << std::endl;
std::cout << "The command line argument " << argv[i] << " isn't recognized.";
std::cout << std::endl << "Please see the README file for acceptable arguments.";
std::cout << std::endl << "Thank you. Have a nice day!" << std::endl;
}
i++;
}
if (mypieces == NULL) {
numpieces = 11;
mypieces = new int[numpieces];
for (int i = 0; i < numpieces; i++) {
mypieces[i] = i + ((i < 7) ? 1 : 2);
}
}
dude = NewPiece(numpieces, mypieces);
//GenPiece *dude = new CubePiece();
//GenPiece *dude = new LPiece();
//GenPiece *dude = new SPiece();
//GenPiece *dude = new StraightPiece();
//GenPiece *dude = new TPiece();
//GenPiece *dude = new CornerPiece();
//GenPiece *dude = new TwistyPiece();
//GenPiece *dude = new ZPiece();
//GenPiece *dude = new ThreeLinePiece();
//GenPiece *dude = new TriPiece();
//GenPiece *dude = new TwoPiece();
//GenPiece *dude = new SimplePiece();
if(AUTOFALL)
{
glutTimerFunc(((fallsec*1000) + (fallusec/1000)), Timer, 1);
}
glutDisplayFunc(Display);
glutKeyboardFunc(Keyboard);
glutSpecialFunc(SpecialKeyboard);
glutMouseFunc(Mouse);
glutPassiveMotionFunc(MouseMotion);
glutMotionFunc(MouseMotion);
glutIdleFunc(Idle);
glutReshapeFunc(Reshape);
glutMainLoop();
}