borgware-2d/games/tetris/bucket.h

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2010-08-22 03:07:46 +00:00
#ifndef BUCKET_H_
#define BUCKET_H_
#include <inttypes.h>
#include "../../autoconf.h"
#include "piece.h"
/*********
* types *
*********/
// directions to which a piece can be moved
typedef enum tetris_bucket_direction_t
{
TETRIS_BUD_LEFT,
TETRIS_BUD_RIGHT
}
tetris_bucket_direction_t;
// status of the bucket
typedef enum tetris_bucket_status_t
{
TETRIS_BUS_READY, /** ready to get next piece */
TETRIS_BUS_HOVERING, /** piece is still hovering */
TETRIS_BUS_GLIDING, /** piece is gliding on the dump */
TETRIS_BUS_DOCKED, /** piece has been docked */
TETRIS_BUS_GAMEOVER /** bucket is filled up */
}
tetris_bucket_status_t;
// tetris_bucket_t
typedef struct tetris_bucket_t
{
int8_t nWidth; /** width of bucket */
int8_t nHeight; /** height of bucket */
tetris_piece_t *pPiece; /** currently falling piece */
int8_t nColumn; /** horz. piece pos. (0 is left) */
int8_t nRow; /** vert. piece pos. (0 is top) */
uint8_t nRowMask; /** removed lines relative to nRow */
tetris_bucket_status_t status; /** status of the bucket */
int8_t nFirstMatterRow; /** top most row which has matter */
uint16_t *dump; /** bucket itself */
}
tetris_bucket_t;
// iterator for predicted dump rows
typedef struct tetris_bucket_iterator_t
{
tetris_bucket_t *pBucket; /** bucket to be examined */
tetris_piece_t *pPiece; /** piece which should be tested */
int8_t nColumn; /** column where piece should be dropped */
uint16_t nFullRow; /** value of a full row */
int8_t nCurrentRow; /** the actual row in the bucket */
int8_t nPieceHighestRow; /** the highest row index of the piece */
int8_t nPieceLowestRow; /** the lowest row index of the piece */
int8_t nStopRow; /** the last row to be examined */
uint16_t nRowBuffer; /** internal buffer for returned rows */
}
tetris_bucket_iterator_t;
/****************************
* construction/destruction *
****************************/
/**
* constructs a bucket with the given dimensions
* @param nWidth width of bucket (4 <= n <= 16)
* @param nHeight height of bucket (4 <= n <= 124)
* @return pointer to a newly created bucket
*/
tetris_bucket_t *tetris_bucket_construct(int8_t nWidth,
int8_t nHeight);
/**
* destructs a bucket
* @param pBucket pointer to the bucket to be destructed
*/
void tetris_bucket_destruct(tetris_bucket_t *pBucket);
/*******************************
* bucket related functions *
*******************************/
/**
* calculates number of lines for the given row mask
* @param nRowMask row mask from which the no. of lines will be calculated
* @return number of lines of the row mask
*/
uint8_t tetris_bucket_calculateLines(uint8_t nRowMask);
/**
* resets bucket to begin a new game
* @param pBucket bucket to perform action on
*/
void tetris_bucket_reset(tetris_bucket_t *pBucket);
/**
* inserts a new piece
* @param pBucket bucket to perform action on
* @param pPiece piece to be inserted
* @param ppOldPiece [out] indirect pointer to former piece for deallocation
*/
void tetris_bucket_insertPiece(tetris_bucket_t *pBucket,
tetris_piece_t *pPiece,
tetris_piece_t** ppOldPiece);
/**
* detects if piece collides with s.th. at a given position
* @param pBucket bucket to perform action on
* @param nColumn column where the piece should be moved
* @param nRow row where the piece should be moved
* @return 1 for collision, 0 otherwise
*/
uint8_t tetris_bucket_collision(tetris_bucket_t *pBucket,
int8_t nColumn,
int8_t nRow);
/**
* lowers piece by one row or finally docks it
* @param pBucket bucket to perform action on
*/
void tetris_bucket_advancePiece(tetris_bucket_t *pBucket);
/**
* moves piece to the given direction
* @param pBucket bucket to perform action on
* @param direction direction (see tetris_bucket_direction_t)
* @return 1 if piece could be moved, 0 otherwise
*/
uint8_t
tetris_bucket_movePiece(tetris_bucket_t *pBucket,
tetris_bucket_direction_t direction);
/**
* rotates piece to the given direction
* @param pBucket bucket to perform action on
* @param r type of rotation (see tetris_piece_rotation_t)
* @return 1 if piece could be rotated, 0 otherwise
*/
uint8_t tetris_bucket_rotatePiece(tetris_bucket_t *pBucket,
tetris_piece_rotation_t rotation);
/**
* removes completed lines (if any) and lowers the dump
* @param pBucket bucket to perform action on
*/
void tetris_bucket_removeCompleteLines(tetris_bucket_t *pBucket);
/*****************
* get functions *
*****************/
/**
* returns the width of the bucket
* @param pBucket the bucket we want information from
* @return width of the bucket
*/
int8_t tetris_bucket_getWidth(tetris_bucket_t *pBucket);
/**
* returns the height of the bucket
* @param pBucket the bucket we want information from
* @return height of the bucket
*/
int8_t tetris_bucket_getHeight(tetris_bucket_t *pBucket);
/**
* returns the currently falling piece
* @param pBucket the bucket we want information from
* @return pointer to the currently falling piece
*/
tetris_piece_t *tetris_bucket_getPiece(tetris_bucket_t *pBucket);
/**
* returns the column of the currently falling piece
* @param pBucket the bucket we want information from
* @return column of the currently falling piece
*/
int8_t tetris_bucket_getColumn(tetris_bucket_t *pBucket);
/**
* returns the row of the currently falling piece
* @param pBucket the bucket we want information from
* @return row of the currently falling piece
*/
int8_t tetris_bucket_getRow(tetris_bucket_t *pBucket);
/**
* returns the row of the currently falling piece
* @param pBucket the bucket we want information from
* @return highest row with matter
*/
int8_t tetris_bucket_getFirstMatterRow(tetris_bucket_t *pBucket);
/**
* returns the row mask relative to nRow
* @param pBucket the bucket we want information from
* @return bit mask of removed lines (relative to current position)
*/
uint8_t tetris_bucket_getRowMask(tetris_bucket_t *pBucket);
/**
* returns the status of the bucket
* @param pBucket the bucket we want information from
* @return status of the bucket (see tetris_bucket_status_t)
*/
tetris_bucket_status_t tetris_bucket_getStatus(tetris_bucket_t *pBucket);
/**
* returns the given row of the dump (as bitmap)
* @param pBucket the bucket we want information from
* @param nRow the number of the row (0 <= nRow <= 124)
* @return bitmap of the requested row (LSB is leftmost column)
*/
uint16_t tetris_bucket_getDumpRow(tetris_bucket_t *pBucket,
int8_t nRow);
#ifdef GAME_BASTET
/**
* returns the deepest possible row for a given piece
* @param pBucket the bucket on which we want to test a piece
* @param pPiece the piece which should be tested
* @param nColumn the column where the piece should be dropped
* @return the row of the piece (bucket compliant coordinates)
*/
int8_t tetris_bucket_predictDeepestRow(tetris_bucket_t *pBucket,
tetris_piece_t *pPiece,
int8_t nColumn);
/**
* predicts the number of complete lines for a piece at a given column
* @param pBucket the bucket on which we want to test a piece
* @param pPiece the piece which should be tested
* @param nRow the row where the given piece collides
* @param nColumn the column where the piece should be dropped
* @return amount of complete lines
*/
int8_t tetris_bucket_predictCompleteLines(tetris_bucket_t *pBucket,
tetris_piece_t *pPiece,
int8_t nRow,
int8_t nColumn);
/**
* predicts appearance of the bottom row and initializes an iterator structure
* @param pIt a pointer to an iterator which should be initialized
* @param pBucket the bucket on which we want to test a piece
* @param pPiece the piece which should be tested
* @param nRow the row where the given piece collides
* @param nColumn the column where the piece should be dropped
* @return appearance of the bottom row of the predicted dump (bit mask)
*/
uint16_t *tetris_bucket_predictBottomRow(tetris_bucket_iterator_t *pIt,
tetris_bucket_t *pBucket,
tetris_piece_t *pPiece,
int8_t nRow,
int8_t nColumn);
/**
* predicts appearance of the next row (via iterator) of the bucket
* @param pIt a pointer to a dump iterator
* @return appearance of next predicted row (or NULL -> no next line)
*/
uint16_t *tetris_bucket_predictNextRow(tetris_bucket_iterator_t *pIt);
#endif /* GAME_BASTET */
#endif /*BUCKET_H_*/