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author | toma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2009-11-25 17:56:58 +0000 |
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committer | toma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2009-11-25 17:56:58 +0000 |
commit | c90c389a8a8d9d8661e9772ec4144c5cf2039f23 (patch) | |
tree | 6d8391395bce9eaea4ad78958617edb20c6a7573 /libksirtet/base/gtetris.h | |
download | tdegames-c90c389a8a8d9d8661e9772ec4144c5cf2039f23.tar.gz tdegames-c90c389a8a8d9d8661e9772ec4144c5cf2039f23.zip |
Copy the KDE 3.5 branch to branches/trinity for new KDE 3.5 features.
BUG:215923
git-svn-id: svn://anonsvn.kde.org/home/kde/branches/trinity/kdegames@1054174 283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Diffstat (limited to 'libksirtet/base/gtetris.h')
-rw-r--r-- | libksirtet/base/gtetris.h | 178 |
1 files changed, 178 insertions, 0 deletions
diff --git a/libksirtet/base/gtetris.h b/libksirtet/base/gtetris.h new file mode 100644 index 00000000..48aefb9d --- /dev/null +++ b/libksirtet/base/gtetris.h @@ -0,0 +1,178 @@ +/**************************************************************************** +** +** Definition of GenericTetris, a generic class for implementing Tetris. +** +** Author : Eirik Eng +** Created : 940126 +** Modified by Nicolas Hadacek +** +** Copyright (C) 1994 by Eirik Eng. All rights reserved. +** +**--------------------------------------------------------------------------- +** +** The GenericTetris class is an abstract class that can be used to implement +** the well known game of Tetris. It is totally independent of any hardware +** platform or user interface mechanism. It has no notion of time, so you +** have to supply the timer ticks (or heartbeat) of the game. Apart from +** that this is a complete Tetris implementation. +** +** In the following it is assumed that the reader is familiar with the game +** of Tetris. +** +** The class operates on a grid of squares (referred to as the "board" below), +** where each of the different types of pieces in Tetris covers 4 squares. The +** width and height of the board can be specified in the constructor (default +** is 10x22). The coordinate (0,0) is at the TOP LEFT corner. The class +** assumes that it has total control over the board and uses this to optimize +** drawing of the board. If you need to update parts of the board +** (e.g. if you are using a window system), use the updateBoard() function. +** +** An implementation of the game must subclass from TetrisBoard and must +** implement these abstract functions: +** +** virtual void drawSquare(int x,int y,int value) +** +** This function is called when a square needs to be drawn +** on the Tetris board. A value of 0 means that the square +** should be erased. Values of 1 to 7 indicate the different +** types of pieces. (Thus a minimal implementation can +** draw 0 in one way and 1-7 in a second way). The x and y +** values are coordinates on the Tetris board (see above). +** +** virtual void gameOver() +** +** This function is called when it is impossible to put a new +** piece at the top of the board. +** +** To get a working minimal implementation of Tetris the following functions +** must be called from the user interface: +** +** void startGame() +** +** Clears the board and starts a new game. +** +** void moveLeft() +** void moveRight() +** void rotateLeft() +** void rotateRight() +** +** The standard Tetris controls for moving and rotating the +** falling pieces. +** +** void dropDown(); +** +** Another Tetris control, drops the falling piece and calls the +** virtual function pieceDropped(), whose default implementation is +** to create a new block which appears at the top of the board. +** +** void oneLineDown(); +** +** This is where you supply the timer ticks, or heartbeat, of the +** game. This function moves the current falling piece one line down +** on the board, or, if that cannot be done, calls the virtual +** function pieceDropped() (see dropDown() above). The time between +** each call to this function directly affects the difficulty of the +** game. If you want to pause the game, simply block calls to the +** user control functions above and stop calling this function (you +** might want to call hideBoard() also). +** +** And that's it! There are several other public functions you can call +** and virtual functions you can overload to modify or extend the game. +** +** Do whatever you want with this code (i.e. the files gtetris.h, +** gtetris.cpp, tpiece.h and tpiece.cpp). It is basically a weekend hack +** and it would bring joy to my heart if anyone in any way would find +** it useful. +** +** Nostalgia, comments and/or praise can be sent to: Eirik.Eng@troll.no +** +****************************************************************************/ + +#ifndef GTETRIS_H +#define GTETRIS_H + +#include <qpoint.h> + +#include <krandomsequence.h> +#include <kgrid2d.h> + +#include <kdemacros.h> + +class Piece; +class BlockInfo; +class Block; + +struct GTInitData { + int seed; + uint initLevel; +}; + +class KDE_EXPORT GenericTetris +{ + public: + GenericTetris(uint width, uint height, bool withPieces, bool graphic); + virtual ~GenericTetris(); + virtual void copy(const GenericTetris &); + + void setBlockInfo(BlockInfo *main, BlockInfo *next); + virtual void start(const GTInitData &); + + uint moveLeft(int steps = 1) { return moveTo(KGrid2D::Coord(-steps, 0)); } + uint moveRight(int steps = 1) { return moveTo(KGrid2D::Coord(steps, 0)); } + bool rotateLeft() { return rotate(true); } + bool rotateRight() { return rotate(false); } + virtual void oneLineDown(); + virtual void dropDown(); + + KRandomSequence &randomSequence() { return _random; } + uint score() const { return _score; } + uint level() const { return _level; } + uint nbClearLines() const { return _nbClearLines; } + uint nbRemoved() const { return _nbRemoved; } + bool graphic() const { return _graphic; } + uint firstClearLine() const { return _matrix.height() - _nbClearLines; } + const KGrid2D::Coord ¤tPos() const { return _currentPos; } + const Piece *nextPiece() const { return _nextPiece; } + const Piece *currentPiece() const { return _currentPiece; } + const KGrid2D::Square<Block *> &matrix() const { return _matrix; } + + protected: + Piece *_nextPiece, *_currentPiece; + + virtual void pieceDropped(uint /*dropHeight*/) {} + virtual bool newPiece(); // return false if cannot place new piece + virtual void gluePiece(); + virtual void computeInfos(); + + virtual void updateRemoved(uint newNbRemoved) { _nbRemoved = newNbRemoved;} + virtual void updateScore(uint newScore) { _score = newScore; } + virtual void updateLevel(uint newLevel) { _level = newLevel; } + + void setBlock(const KGrid2D::Coord &, Block *); + virtual void removeBlock(const KGrid2D::Coord &); + void moveBlock(const KGrid2D::Coord &src, const KGrid2D::Coord &dest); + + virtual void updateNextPiece() {} + virtual void updatePieceConfig() {} + void bumpCurrentPiece(int dec); + void partialMoveBlock(const KGrid2D::Coord &, const QPoint &dec); + + private: + QPoint toPoint(const KGrid2D::Coord &) const; + uint moveTo(const KGrid2D::Coord &dec); + bool rotate(bool left); + void clear(); + bool canPosition(const KGrid2D::Coord &newPos, const Piece *newPiece) const; + + GenericTetris(const GenericTetris &); // disabled + + uint _score, _level, _nbRemoved; + uint _nbClearLines, _initLevel; + KGrid2D::Coord _currentPos; + BlockInfo *_main; + bool _graphic; + KGrid2D::Square<Block *> _matrix; + KRandomSequence _random; +}; + +#endif |