usg/src/movement.zig

147 lines
4.4 KiB
Zig

const std = @import("std");
const Grid = @import("grid.zig");
const Piece = @import("piece.zig");
pub fn moveRight(grid: Grid, piece: Piece) Piece {
var new_piece = piece;
new_piece.col += 1;
if (checkCollision(grid, new_piece)) {
return piece;
} else {
return new_piece;
}
}
pub fn moveLeft(grid: Grid, piece: Piece) Piece {
var new_piece = piece;
new_piece.col -= 1;
if (checkCollision(grid, new_piece)) {
return piece;
} else {
return new_piece;
}
}
pub fn moveDown(grid: Grid, piece: Piece) Piece {
var new_piece = piece;
new_piece.row += 1;
if (checkCollision(grid, new_piece)) {
new_piece.row -= 1;
new_piece.dropped = true;
return new_piece;
} else {
return new_piece;
}
}
pub fn hardDrop(grid: Grid, piece: Piece) Piece {
var new_piece = piece;
while (!new_piece.dropped) {
new_piece = moveDown(grid, new_piece);
}
return new_piece;
}
pub fn drop(grid: Grid, piece: Piece) Grid {
var new_grid = grid;
for (piece.structure) |_, y| {
for (piece.structure[y]) |_, x| {
if (piece.structure[y][x]) {
new_grid.cells[@intCast(usize, piece.row + @intCast(i32, y))][@intCast(usize, piece.col + @intCast(i32, x))].free = false;
new_grid.cells[@intCast(usize, piece.row + @intCast(i32, y))][@intCast(usize, piece.col + @intCast(i32, x))].color = piece.color;
}
}
}
return new_grid;
}
pub fn shadow(grid: Grid, piece: Piece) Piece {
var new_shadow = hardDrop(grid, piece);
return new_shadow;
}
fn checkCollision(grid: Grid, piece: Piece) bool {
for (piece.structure) |_, y| {
for (piece.structure[y]) |_, x| {
if (piece.structure[y][x]
and ((@intCast(i32, x) + piece.col > Grid.ncolumns - 1)
or (@intCast(i32, x) + piece.col < 0)
or (@intCast(i32, y) + piece.row > Grid.nrows - 1)
or (@intCast(i32, y) + piece.row < 0)
or (!grid.cells[@intCast(usize, piece.row + @intCast(i32, y))][@intCast(usize, piece.col + @intCast(i32, x))].free)))
{
return true;
}
}
}
return false;
}
pub fn rotateLeft(grid: Grid, piece: Piece) Piece {
var new_piece = piece.rotate(Piece.Rot.left);
new_piece = kick(grid, new_piece, piece);
std.debug.print("{}\n",.{new_piece.rot_stage});
return new_piece;
}
pub fn rotateRight(grid: Grid, piece: Piece) Piece {
var new_piece = piece.rotate(Piece.Rot.right);
new_piece = kick(grid, new_piece, piece);
std.debug.print("{}\n",.{new_piece.rot_stage});
return new_piece;
}
pub fn kick(grid: Grid, piece: Piece, prev_piece: Piece) Piece {
if (piece.piece_type == Piece.Type.o) return piece;
const prev_stage = prev_piece.rot_stage;
const next_stage = piece.rot_stage;
var new_piece = piece;
if (piece.piece_type == Piece.Type.i) {
if (!checkCollision(grid, new_piece)) return new_piece;
} //TODO
if (
(prev_stage == Piece.RotStage.init and next_stage == Piece.RotStage.right)
or (prev_stage == Piece.RotStage.flip and next_stage == Piece.RotStage.right)
or (prev_stage == Piece.RotStage.left and next_stage == Piece.RotStage.flip)
or (prev_stage == Piece.RotStage.left and next_stage == Piece.RotStage.init)
) {
// Test Positions
if (!checkCollision(grid, new_piece)) return new_piece;
new_piece.col -= 1;
if (!checkCollision(grid, new_piece)) return new_piece;
new_piece.row -= 1;
if (!checkCollision(grid, new_piece)) return new_piece;
new_piece.col += 1;
new_piece.row += 3;
if (!checkCollision(grid, new_piece)) return new_piece;
new_piece.col -= 1;
if (!checkCollision(grid, new_piece)) return new_piece;
} else {
if (!checkCollision(grid, new_piece)) return new_piece;
new_piece.col += 1;
if (!checkCollision(grid, new_piece)) return new_piece;
new_piece.row += 1;
if (!checkCollision(grid, new_piece)) return new_piece;
new_piece.col -= 1;
new_piece.row -= 3;
if (!checkCollision(grid, new_piece)) return new_piece;
new_piece.col += 1;
if (!checkCollision(grid, new_piece)) return new_piece;
}
return prev_piece;
}