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tdegames/ksokoban/Move.h

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/*
* ksokoban - a Sokoban game for TDE
* Copyright (C) 1998 Anders Widell <d95-awi@nada.kth.se>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
#ifndef MOVE_H
#define MOVE_H
#include <assert.h>
#include <tqstring.h>
#include "Map.h"
class LevelMap;
/**
* Holds information about a move
*
* The move can consist of several atomic steps and pushes. An atomic
* step/push is a step/push along a straight line. The reason why these are
* grouped together in a Move object is that they belong to the same logical
* move in the player's point of view. An undo/redo will undo/redo all the
* atomic moves in one step.
*
* @short Maintains game movement move
* @author Anders Widell <d95-awi@nada.kth.se>
* @version 0.1
* @see History
*/
class Move {
friend class MoveSequence;
private:
unsigned short *moves_;
int moveIndex_;
bool finished_;
#ifndef NDEBUG
int lastX_, lastY_;
#endif
public:
Move (int _startX, int _startY);
~Move ();
/**
* Add an atomic move.
* NOTE: either (x != (previous x)) or (y != (previous y))
* must be true (but not both).
*
* @see LevelMap#move
*
* @param x x position of destination
* @param y y position of destination
*/
void step (int _x, int _y) {
#ifndef NDEBUG
assert (!finished_);
assert (_x>=0 && _x<=MAX_X && _y>=0 && _y<=MAX_Y);
assert (moveIndex_ < 400);
assert ((_x!=lastX_ && _y==lastY_) || (_x==lastX_ && _y!=lastY_));
lastX_ = _x;
lastY_ = _y;
#endif
moves_[moveIndex_++] = _x | (_y<<8);
}
/**
* Same as move above, but used when an object is pushed.
*
* @see LevelMap#push
*/
void push (int _x, int _y) {
#ifndef NDEBUG
assert (!finished_);
assert (_x>=0 && _x<=MAX_X && _y>=0 && _y<=MAX_Y);
assert (moveIndex_ < 400);
assert ((_x!=lastX_ && _y==lastY_) || (_x==lastX_ && _y!=lastY_));
lastX_ = _x;
lastY_ = _y;
#endif
moves_[moveIndex_++] = _x | (_y<<8) | 0x80;
}
void finish ();
int startX () const { return moves_[0]&0x7f; }
int startY () const { return (moves_[0]>>8)&0x7f; }
int finalX () const { return moves_[moveIndex_-1]&0x7f; }
int finalY () const { return (moves_[moveIndex_-1]>>8)&0x7f; }
void save (TQString &_str);
const char *load (const char *_str);
bool redo (LevelMap *map);
bool undo (LevelMap *map);
};
#endif /* MOVE_H */