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/**
* \addtogroup tetris
* @{
*/
/**
* @file variant_bastet.h
* @brief Public interface of the "Bastard Tetris" module.
* @details Based on the game "Bastet" (version 0.41) by Federico Poloni. His
* code isn't used as the Borg's Tetris framework is too different from
* that of "Petris" (on which Bastet is based), but the algorithms of
* this implementation are closely modeled after his ideas.
* @author Christian Kroll
* @see Federico Poloni's homepage: http://fph.altervista.org/prog/bastet.html
*/
#ifndef VARIANT_BASTET_H_
#define VARIANT_BASTET_H_
#include <stdint.h>
#include "bearing.h"
#include "piece.h"
#include "highscore.h"
#include "bucket.h"
#include "input.h"
#include "variants.h"
/***************
* entry point *
***************/
/**
* runs the Bastet game
*/
void tetris_bastet(void);
/*********
* types *
*********/
typedef struct tetris_bastet_scorepair_s
{
tetris_piece_shape_t shape;
int16_t nScore;
}
tetris_bastet_scorepair_t;
typedef struct tetris_bastet_variant_s
{
uint16_t nScore; /**< score of the player */
uint16_t nHighscore; /**< high score */
uint16_t nHighscoreName; /**< champion's initials */
uint8_t nLevel; /**< current level */
uint16_t nLines; /**< number of completed lines */
tetris_piece_t *pPreviewPiece; /**< the piece for the preview */
tetris_bucket_t *pBucket; /**< bucket to be examined */
int16_t *pColScore; /**< score impact of each column*/
int8_t *pStartingRow; /**< starting point for
collision detection */
int8_t *pColHeights; /**< predicted column heights */
tetris_bastet_scorepair_t nPieceScore[7]; /**< score for every piece */
}
tetris_bastet_variant_t;
tetris_variant_t const tetrisBastetVariant;
/****************************
* construction/destruction *
****************************/
/**
* constructs a bastet instance for a given bucket
* @param pBucket the bucket to be observed
* @return pointer to a newly created bastet instance
*/
void* tetris_bastet_construct(tetris_bucket_t *pBucket);
/**
* destructs the given bastet instance
* @param pVariantData the bastet instance to be destroyed
*/
void tetris_bastet_destruct(void *pVariantData);
/****************************
* bastet related functions *
****************************/
/**
* chooses a new worst possible piece
* @param pVariantData the variant instance of interest
* @return a tetris piece
*/
tetris_piece_t* tetris_bastet_choosePiece(void *pBastet);
/**
* chooses a new (best possible) piece for the preview
* @param pVariantData the variant instance of interest
* @return a tetris piece
*/
tetris_piece_t* tetris_bastet_choosePreviewPiece(void *pBastet);
/**
* add points which result from single step dropping
* @param pVariantData the variant data object we want to modify
*/
void tetris_bastet_singleDrop(void *pVariantData);
/**
* add points which result from a complete drop
* @param pVariantData the variant data object we want to modify
* @param nLines the number of rows involved
*/
void tetris_bastet_completeDrop(void *pVariantData,
uint8_t nLines);
/**
* add points which result from removed rows
* @param pVariantData the variant data object we want to modify
* @param nRowMask bit mask of removed lines
*/
void tetris_bastet_removedLines(void *pVariantData,
uint8_t nRowMask);
/*********************
* get/set functions *
*********************/
/**
* returns the current score
* @param pVariantData variant data object we want information from
* @return score
*/
uint16_t tetris_bastet_getScore(void *pVariantData);
/**
* returns the current highscore
* @param pVariantData variant data object we want information from
* @return highscore
*/
uint16_t tetris_bastet_getHighscore(void *pVariantData);
/**
* set highscore
* @param pVariantData variant data object we want to modify
* @param nHighscore highscore
*/
void tetris_bastet_setHighscore(void *pVariantData,
uint16_t nHighscore);
/**
* returns the current highscore name
* @param pVariantData variant data object we want information from
* @return champion's name packed as uint16_t
*/
uint16_t tetris_bastet_getHighscoreName(void *pVariantData);
/**
* set highscore name
* @param pVariantData the variant data object we want to modify
* @param nHighscoreName champion's name packed as uint16_t
*/
void tetris_bastet_setHighscoreName(void *pVariantData,
uint16_t nHighscoreName);
/**
* returns the current level
* @param pVariantData variant data object we want information from
* @return the level as uint8_t
*/
uint8_t tetris_bastet_getLevel(void *pVariantData);
/**
* returns the number of completed lines
* @param pVariantData the variant data object we want information from
* @return number of completed lines
*/
uint16_t tetris_bastet_getLines(void *pVariantData);
/**
* returns piece which was set via tetris_std_setPreviewPiece
* @param pVariantData the variant data object we want information from
* @return the piece intended to be the next one
*/
tetris_piece_t* tetris_bastet_getPreviewPiece(void *pVariantData);
/**
* retrieves the variant's highscore index
* @param pVariantData the variant data object we want information from
*/
tetris_highscore_index_t tetris_bastet_getHighscoreIndex(void *pVariantData);
/**
* inform the Bastet instance about the player's last input
* @param pVariantData the Bastet object we want to modify
* @param inCmd the last issued command
* @param bMoveOk 1 if the last move was possible, otherwise 0
*/
void tetris_bastet_setLastInput(void *pVariantData,
tetris_input_command_t inCmd,
uint8_t bMoveOk);
/**
* returns the bearing which is requested by the Bastet instance (always 0)
* @param pVariantData the variant data object we want information from
* @return always TETRIS_BEARING_0 as we don't change the bearing in Bastet
*/
tetris_bearing_t tetris_bastet_getBearing(void *pVariantData);
#endif /*VARIANT_BASTET_H_*/
/*@}*/