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idiolatrie |
/******************************************************************************
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* Tennmino Version 0.1 *
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******************************************************************************
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* Copyright (C)2011 Mathias Hörtnagl <mathias.hoertnagl@gmail.com> *
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* *
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* This program is free software: you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation, either version 3 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License for more details. *
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* *
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* You should have received a copy of the GNU General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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******************************************************************************/
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#include "stdio.h"
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#ifndef _TILES_H
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#define _TILES_H
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// #define TILE_I 0x00
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// #define TILE_J 0x01
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// #define TILE_L 0x02
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// #define TILE_O 0x03
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// #define TILE_T 0x04
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// #define TILE_S 0x05
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// #define TILE_Z 0x06
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#define CHR_FULL 0xdb
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#define CHR_EMPTY 0xff
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#define MOVE_CONTINUE 0 // Tile can move down.
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#define MOVE_BLOCKED 1 // Tile is stuck.
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#define GAME_CONTINUE 2 // Continue execution of game.
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#define GAME_NEW_TILE 3 // Current tile can not move down. Get a new one.
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#define GAME_OVER 4 // Current tile can not move. Game over.
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typedef struct _Tile {
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uchar type;
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ushort tile;
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uchar ridx;
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cursor pos;
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} Tile;
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/******************************************************************************
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* Tile Placement *
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******************************************************************************/
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/* Initialize a tile at te top of the board. */
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extern void initTile(uchar type);
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/* Draw the current tile. */
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#define drawTile() printTile(CHR_FULL);
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/* Erase the curent tile from the display. */
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#define eraseTile() printTile(CHR_EMPTY);
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/******************************************************************************
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* Tile Movement *
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******************************************************************************/
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/* Rotate the tile if its new rotation does not interfere with already present
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tiles or the game board. */
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extern void rotate();
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/* Move current tile left. */
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#define moveLeft() move(-2, 0)
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/* Move current tile right. */
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#define moveRight() move(+2, 0)
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/* Move current tile down. */
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#define moveDown() move(0, +1)
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/******************************************************************************
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* Game State *
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******************************************************************************/
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/* Return the current game state. Can be either
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GAME_CONTINUE if the game can continue without further processing.
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GAME_NEW_TILE if the current tile is stuck and a new tile needs to be
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initialized.
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GAME_OVER if the current tile can not move down from the beginning.
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*/
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extern uchar getGameState();
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/******************************************************************************
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* Deletion of Lines *
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******************************************************************************/
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/* Deletes up to four complete rows and scrolls down acordingly. Returns the
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number of deleted rows. For x deleted lines return
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1 ... 128 points
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2 ... 256 points
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3 ... 512 points
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4 ... 1024 points
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*/
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extern uint deleteCompletedRows(uchar x, uchar w);
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#endif
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