294 lines
9.1 KiB
C
294 lines
9.1 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 */
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tetris_playfield_status_t status; /** status */
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int8_t nFirstMatterRow; /** first row from top which has 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; /** column where piece should be dropped */
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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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int8_t nPieceHighestRow; /** the highest row index of the piece */
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int8_t nPieceLowestRow; /** the lowest row index of the piece */
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int8_t nStopRow; /** the last row to be examined */
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uint16_t nRowBuffer; /** internal buffer for returned rows */
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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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/**
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* constructs a playfield with the given diemensions
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* @param nWidth width of playfield (4 <= n <= 16)
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* @param nHeight height of playfield (4 <= n <= 124)
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* @return 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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/**
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* destructs a playfield
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* @param pPl pointer to the playfield to be destructed
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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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/**
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* calculates number of lines for the given row mask
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* @param nRowMask row mask from which the no. of lines will be calculated
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* @return number of lines of the row mask
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*/
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uint8_t tetris_playfield_calculateLines(uint8_t nRowMask);
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/**
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* resets playfield to begin a new game
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* @param pPl playfield to perform action on
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*/
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void tetris_playfield_reset(tetris_playfield_t *pPl);
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/**
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* inserts a new piece
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* @param pPl playfield to perform action on
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* @param pPiece piece to be inserted
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* @param ppOldPiece [out] indirect pointer to former piece for deallocation
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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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/**
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* detects if piece collides with s.th. at a given position
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* @param pPl playfield to perform action on
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* @param nColumn column where the piece should be moved
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* @param nRow row where the piece should be moved
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* @return 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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/**
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* lowers piece by one row or finally docks it
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* @param pPl playfield to perform action on
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*/
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void tetris_playfield_advancePiece(tetris_playfield_t *pPl);
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/**
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* moves piece to the given direction
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* @param pPl playfield to perform action on
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* @param direction direction (see tetris_playfield_direction_t)
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* @return 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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/**
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* rotates piece to the given direction
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* @param pPl playfield to perform action on
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* @param r type of rotation (see tetris_piece_rotation_t)
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* @return 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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/**
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* removes completed lines (if any) and lowers the dump
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* @param pPl playfield to perform action on
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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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/**
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* returns the width of the playfield
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* @param pPl the playfield we want information from
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* @return 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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/**
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* returns the height of the playfield
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* @param pPl the playfield we want information from
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* @return 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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/**
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* returns the currently falling piece
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* @param pPl the playfield we want information from
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* @return 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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/**
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* returns the column of the currently falling piece
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* @param pPl the playfield we want information from
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* @return 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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/**
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* returns the row of the currently falling piece
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* @param pPl the playfield we want information from
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* @return 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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/**
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* returns the row of the currently falling piece
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* @param pPl the playfield we want information from
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* @return highest row with matter
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*/
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int8_t tetris_playfield_getFirstMatterRow(tetris_playfield_t *pPl);
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/**
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* returns the row mask relative to nRow
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* @param pPl the playfield we want information from
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* @return bit mask of removed lines (relative to current position)
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*/
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uint8_t tetris_playfield_getRowMask(tetris_playfield_t *pPl);
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/**
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* returns the status of the playfield
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* @param pPl the playfield we want information from
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* @return 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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/**
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* returns the given row of the dump (as bitmap)
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* @param pPl the playfield we want information from
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* @param nRow the number of the row (0 <= nRow <= 124)
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* @return 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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/**
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* returns the deepest possible row for a given piece
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* @param pPl the playfield on which we want to test a piece
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* @param pPiece the piece which should be tested
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* @param nColumn the column where the piece should be dropped
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* @return 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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/**
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* predicts the number of complete lines for a piece at a given column
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* @param pPl the playfield on which we want to test a piece
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* @param pPiece the piece which should be tested
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* @param nRow the row where the given piece collides
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* @param nColumn the column where the piece should be dropped
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* @return 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 nRow,
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int8_t nColumn);
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/**
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* predicts appearance of the bottom row and initializes an iterator structure
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* @param pIt a pointer to an iterator which should be initialized
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* @param pPl the playfield on which we want to test a piece
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* @param pPiece the piece which should be tested
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* @param nRow the row where the given piece collides
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* @param nColumn the column where the piece should be dropped
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* @return appearance of the predicted dump row at the bottom as bit mask
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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 nRow,
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int8_t nColumn);
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/**
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* predicts appearance of the next row of the playfield (for a given iterator)
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* @param pIt a pointer to a dump iterator
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* @return appearance of next predicted row (or NULL -> no next line)
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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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