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+/*
+ * ksokoban - a Sokoban game for KDE
+ * 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 <qstring.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 (QString &_str);
+ const char *load (const char *_str);
+ bool redo (LevelMap *map);
+ bool undo (LevelMap *map);
+};
+
+#endif /* MOVE_H */