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IBlock.cpp
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IBlock.cpp
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#include <vector>
#include "IBlock.h"
#include "GridPointData.h"
using namespace std;
void IBlock::rotateBlock(vector<vector<GridPointData>>& grid)
{
switch (rotation)
{
case Rotation::BOTTOM:
if (blockPosition[0].x + 2 < grid.size() && blockPosition[0].y + 2 < grid[0].size() &&
blockPosition[1].x + 1 < grid.size() && blockPosition[1].y + 1 < grid[0].size() &&
blockPosition[3].x - 1 >= 0 && blockPosition[3].y - 1 >= 0 &&
!grid[blockPosition[0].x + 2][blockPosition[0].y + 2].occupied &&
!grid[blockPosition[1].x + 1][blockPosition[1].y + 1].occupied &&
!grid[blockPosition[3].x - 1][blockPosition[3].y - 1].occupied)
{
blockPosition[0].x += 2;
blockPosition[0].y += 2;
blockPosition[1].x += 1;
blockPosition[1].y += 1;
blockPosition[3].x -= 1;
blockPosition[3].y -= 1;
rotation = Rotation::RIGHT;
}
else
break;
break;
case Rotation::RIGHT:
if (blockPosition[0].x + 1 < grid.size() && blockPosition[0].y - 1 >= 0 &&
blockPosition[2].x - 1 >= 0 && blockPosition[2].y + 1 < grid[0].size() &&
blockPosition[3].x - 2 >= 0 && blockPosition[3].y + 2 < grid[0].size() &&
!grid[blockPosition[0].x + 1][blockPosition[0].y - 1].occupied &&
!grid[blockPosition[2].x - 1][blockPosition[2].y + 1].occupied &&
!grid[blockPosition[3].x - 2][blockPosition[3].y + 2].occupied)
{
blockPosition[0].x += 1;
blockPosition[0].y -= 1;
blockPosition[2].x -= 1;
blockPosition[2].y += 1;
blockPosition[3].x -= 2;
blockPosition[3].y += 2;
rotation = Rotation::TOP;
}
break;
case Rotation::TOP:
if (blockPosition[0].x - 2 >= 0 && blockPosition[0].y - 2 >= 0 &&
blockPosition[1].x - 1 >= 0 && blockPosition[1].y - 1 >= 0 &&
blockPosition[3].x + 1 < grid.size() && blockPosition[3].y + 1 < grid[0].size() &&
!grid[blockPosition[0].x - 2][blockPosition[0].y - 2].occupied &&
!grid[blockPosition[1].x - 1][blockPosition[1].y - 1].occupied &&
!grid[blockPosition[3].x + 1][blockPosition[3].y + 1].occupied)
{
blockPosition[0].x -= 2;
blockPosition[0].y -= 2;
blockPosition[1].x -= 1;
blockPosition[1].y -= 1;
blockPosition[3].x += 1;
blockPosition[3].y += 1;
rotation = Rotation::LEFT;
}
break;
case Rotation::LEFT:
if (blockPosition[0].x - 1 >= 0 && blockPosition[0].y + 1 < grid[0].size() &&
blockPosition[2].x + 1 < grid.size() && blockPosition[2].y - 1 >= 0 &&
blockPosition[3].x + 2 < grid.size() && blockPosition[3].y - 2 >= 0 &&
!grid[blockPosition[0].x - 1][blockPosition[0].y + 1].occupied &&
!grid[blockPosition[2].x + 1][blockPosition[2].y - 1].occupied &&
!grid[blockPosition[3].x + 2][blockPosition[3].y - 2].occupied)
{
blockPosition[0].x -= 1;
blockPosition[0].y += 1;
blockPosition[2].x += 1;
blockPosition[2].y -= 1;
blockPosition[3].x += 2;
blockPosition[3].y -= 2;
rotation = Rotation::BOTTOM;
}
break;
deafult:
break;
}
}