297 lines
11 KiB
C
297 lines
11 KiB
C
#ifndef TETRIS_PLAYFIELD_H_
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#define TETRIS_PLAYFIELD_H_
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#include <inttypes.h>
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#include "../../autoconf.h"
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#include "piece.h"
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/*********
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* types *
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*********/
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// directions to which a piece can be moved
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typedef enum tetris_playfield_direction_t
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{
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TETRIS_PFD_LEFT,
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TETRIS_PFD_RIGHT
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}
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tetris_playfield_direction_t;
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// status of the playfield
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typedef enum tetris_playfield_status_t
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{
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TETRIS_PFS_READY, // ready to get next piece
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TETRIS_PFS_HOVERING, // piece is still hovering
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TETRIS_PFS_GLIDING, // piece is gliding on the dump
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TETRIS_PFS_DOCKED, // piece has been docked
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TETRIS_PFS_GAMEOVER // playfield is filled up
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}
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tetris_playfield_status_t;
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// tetris_playfield_t
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typedef struct tetris_playfield_t
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{
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int8_t nWidth; // width of playfield
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int8_t nHeight; // height of playfield
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tetris_piece_t *pPiece; // currently falling piece
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int8_t nColumn; // horz. piece pos. (0 is left)
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int8_t nRow; // vert. piece pos. (0 is top)
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uint8_t nRowMask; // removed lines relative to nRow (bitmap)
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tetris_playfield_status_t status; // status
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int8_t nFirstMatterRow; // first row (from top) which contains matter
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uint16_t *dump; // playfield itself
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}
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tetris_playfield_t;
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// iterator for predicted dump rows
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typedef struct tetris_playfield_iterator_t
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{
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tetris_playfield_t *pPlayfield; // playfield to be examined
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tetris_piece_t *pPiece; // piece which should be tested
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int8_t nColumn; // the column where the piece should be dropped
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int8_t nDeepestPieceRow; // the deepest possible row for a piece
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uint16_t nFullRow; // value of a full row
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int8_t nCurrentRow; // the actual row in the playfield
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uint16_t nRowBuffer; // internal buffer for returned row values
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}
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tetris_playfield_iterator_t;
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/****************************
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* construction/destruction *
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****************************/
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/* Function: tetris_playfield_construct
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* Description: constructs a playfield with the given diemensions
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* Argument nWidth: width of playfield (4 <= n <= 16)
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* Argument nHeight: height of playfield (4 <= n <= 124)
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* Return value: pointer to a newly created playfield
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*/
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tetris_playfield_t *tetris_playfield_construct(int8_t nWidth, int8_t nHeight);
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/* Function: tetris_playfield_destruct
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* Description: destructs a playfield
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* Argument pPl: pointer to the playfield to be destructed
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* Return value: void
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*/
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void tetris_playfield_destruct(tetris_playfield_t *pPl);
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/*******************************
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* playfield related functions *
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*******************************/
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/* Function: tetris_playfield_reset
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* Description: resets playfield to begin a new game
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* Argument pPl: playfield to perform action on
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* Return value: void
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*/
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void tetris_playfield_reset(tetris_playfield_t *pPl);
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/* Function: tetris_playfield_insertPiece
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* Description: inserts a new piece
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* Argument pPl: playfield to perform action on
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* Argument pPiece: piece to be inserted
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* Argument ppOldPiece: [out] indirect pointer to former piece for deallocation
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* Return value: void
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*/
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void tetris_playfield_insertPiece(tetris_playfield_t *pPl,
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tetris_piece_t *pPiece,
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tetris_piece_t** ppOldPiece);
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/* Function: tetris_playfield_collision
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* Description: detects if piece collides with s.th. at a given position
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* Argument pPl: playfield to perform action on
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* Argument nColumn: column where the piece should be moved
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* Argument nRow: row where the piece should be moved
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* Return value: 1 for collision, 0 otherwise
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*/
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uint8_t tetris_playfield_collision(tetris_playfield_t *pPl,
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int8_t nColumn,
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int8_t nRow);
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/* Function: tetris_playfield_advancePiece
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* Description: lowers piece by one row or finally docks it
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* Argument pPl: playfield to perform action on
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* Return value: void
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*/
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void tetris_playfield_advancePiece(tetris_playfield_t *pPl);
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/* Function: tetris_playfield_movePiece
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* Description: moves piece to the given direction
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* Argument pPl: playfield to perform action on
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* Argument direction: direction (see tetris_playfield_direction_t)
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* Return value: 1 if piece could be moved, 0 otherwise
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*/
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uint8_t tetris_playfield_movePiece(tetris_playfield_t *pPl,
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tetris_playfield_direction_t direction);
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/* Function: tetris_playfield_rotatePiece
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* Description: rotates piece to the given direction
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* Argument pPl: playfield to perform action on
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* Argument r: type of rotation (see tetris_piece_rotation_t)
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* Return value: 1 if piece could be rotated, 0 otherwise
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*/
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uint8_t tetris_playfield_rotatePiece(tetris_playfield_t *pPl,
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tetris_piece_rotation_t rotation);
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/* Function: tetris_playfield_removeCompletedLines
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* Description: removes completed lines (if any) and lowers the dump
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* Argument pPl: playfield to perform action on
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* Return value: void
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*/
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void tetris_playfield_removeCompleteLines(tetris_playfield_t *pPl);
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/*****************
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* get functions *
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*****************/
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/* Function: tetris_playfield_getWidth
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* Description: returns the width of the playfield
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* Argument pPl: the playfield we want information from
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* Return value: width of the playfield
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*/
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int8_t tetris_playfield_getWidth(tetris_playfield_t *pPl);
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/* Function: tetris_playfield_getHeight
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* Description: returns the height of the playfield
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* Argument pPl: the playfield we want information from
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* Return value: height of the playfield
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*/
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int8_t tetris_playfield_getHeight(tetris_playfield_t *pPl);
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/* Function: tetris_playfield_getPiece
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* Description: returns the currently falling piece
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* Argument pPl: the playfield we want information from
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* Return value: pointer to the currently falling piece
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*/
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tetris_piece_t *tetris_playfield_getPiece(tetris_playfield_t *pPl);
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/* Function: tetris_playfield_getColumn
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* Description: returns the column of the currently falling piece
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* Argument pPl: the playfield we want information from
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* Return value: column of the currently falling piece
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*/
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int8_t tetris_playfield_getColumn(tetris_playfield_t *pPl);
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/* Function: tetris_playfield_getRow
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* Description: returns the row of the currently falling piece
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* Argument pPl: the playfield we want information from
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* Return value: row of the currently falling piece
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*/
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int8_t tetris_playfield_getRow(tetris_playfield_t *pPl);
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/* Function: tetris_playfield_getRowMask
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* Description: returns the row mask relative to nRow
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* Argument pPl: the playfield we want information from
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* Return value: the first 4 bits indicate which lines (relative to nRow)
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* have been removed if we are in status TETRIS_PFS_READY
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*/
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uint8_t tetris_playfield_getRowMask(tetris_playfield_t *pPl);
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/* Function: tetris_playfield_getStatus
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* Description: returns the status of the playfield
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* Argument pPl: the playfield we want information from
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* Return value: status of the playfield (see tetris_playfield_status_t)
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*/
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tetris_playfield_status_t tetris_playfield_getStatus(tetris_playfield_t *pPl);
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/* Function: tetris_playfield_getDumpRow
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* Description: returns the given row of the dump (as bitmap)
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* Argument pPl: the playfield we want information from
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* Argument nRow: the number of the row (0 <= nRow <= 124)
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* Return value: bitmap of the requested row (LSB is leftmost column)
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*/
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uint16_t tetris_playfield_getDumpRow(tetris_playfield_t *pPl,
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int8_t nRow);
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#ifdef GAME_BASTET
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/* Function: tetris_playfield_predictDeepestRow
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* Description: returns the deepest possible row of a given piece
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* Argument pPl: the playfield on which we want to test a piece
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* Argument pPiece: the piece which should be tested
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* Argument nColumn: the column where the piece should be dropped
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* Return value: the row of the piece (playfield compliant coordinates)
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*/
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int8_t tetris_playfield_predictDeepestRow(tetris_playfield_t *pPl,
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tetris_piece_t *pPiece,
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int8_t nColumn);
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/* Function: tetris_playfield_predictCompleteLines
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* Description: predicts the number of complete lines for a piece at
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* a given column
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* Argument pPl: the playfield on which we want to test a piece
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* Argument pPiece: the piece which should be tested
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* Argument nColumn: the column where the piece should be dropped
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* Return value: amount of complete lines
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*/
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int8_t tetris_playfield_predictCompleteLines(tetris_playfield_t *pPl,
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tetris_piece_t *pPiece,
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int8_t nColumn);
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/* Function: tetris_playfield_predictDumpRow
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* Description: predicts the appearance of a playfield row for a piece
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* at a given column
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* Argument pPl: the playfield on which we want to test a piece
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* Argument pPiece: the piece which should be tested
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* Argument nColumn: the column where the piece should be dropped
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* Argument nRow: the row of interest
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* Return value: appearance of the predicted dump row
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*/
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uint16_t tetris_playfield_predictDumpRow(tetris_playfield_t *pPl,
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tetris_piece_t *pPiece,
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int8_t nColumn,
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int8_t nRow);
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/* Function: tetris_playfield_predictBottomRow
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* Description: predicts the appearance of the bottom row of the
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* playfield (for a piece at a given column) and
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* initializes an iterator structure
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* Argument pIt: a pointer to an iterator which should be initialized
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* Argument pPl: the playfield on which we want to test a piece
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* Argument pPiece: the piece which should be tested
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* Argument nColumn: the column where the piece should be dropped
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* Return value: appearance of the predicted dump row at the bottom
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*/
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uint16_t* tetris_playfield_predictBottomRow(tetris_playfield_iterator_t *pIt,
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tetris_playfield_t *pPl,
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tetris_piece_t *pPiece,
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int8_t nColumn);
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/* Function: tetris_playfield_predictNextRow
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* Description: predicts the appearance of the next row of the playfield
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* (for a given iterator)
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* Argument pIt: a pointer to a dump iterator
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* Return value: appearance of the next predicted dump row
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*/
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uint16_t* tetris_playfield_predictNextRow(tetris_playfield_iterator_t *pIt);
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#endif /* GAME_BASTET */
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#endif /*TETRIS_PLAYFIELD_H_*/
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