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tdegames/libksirtet/base/gtetris.h

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/****************************************************************************
**
** 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 <tqpoint.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 &currentPos() 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 TQPoint &dec);
private:
TQPoint 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