#include <string.h>
//#include <stdio.h> // for printf()
#include "boards.h"
+#include "editorwidget.h" // for Level
GameBoard::GameBoard(int boardNumber)
boardLength = width * height;
board = new char[boardLength];
initialBoard = new char[boardLength];
-// initialX = boardToUse->x;
-// initialY = boardToUse->y;
+ name = (const char *)&(boardToUse->state[boardLength]);
for(int i=0; i<boardLength; i++)
{
initialBoard[i] = GTBoxSpot;
else if (c == '+')
initialBoard[i] = GTBox | GTBoxSpot;
- else if (c == 'o')
+ else if (c == 'o' || c == '*')
{
- initialBoard[i] = GTSpace;
+ initialBoard[i] = (c == '*' ? GTBoxSpot : GTSpace);
initialX = i % width, initialY = i / width;
}
+ else
+ initialBoard[i] = GTNull;
+ }
+
+ ResetGame();
+}
+
+
+GameBoard::GameBoard(Level * level)
+{
+ Point size, corner;
+
+ EditorWidget::GetSizeAndCorner(level, size, corner);
+
+ width = size.x;
+ height = size.y;
+ boardLength = width * height;
+ board = new char[boardLength];
+ initialBoard = new char[boardLength];
+ name = level->name;
+
+ int current = 0;
+
+ for(int y=0; y<size.y; y++)
+ {
+ for(int x=0; x<size.x; x++)
+ {
+ uint8_t tile = level->board[corner.x + x][corner.y + y];
+
+ if (tile & GTMan)
+ {
+ initialX = x;
+ initialY = y;
+ tile &= ~GTMan;
+ }
+
+ initialBoard[current++] = tile;
+ }
}
ResetGame();
{
memcpy(board, initialBoard, boardLength);
playerX = initialX, playerY = initialY;
+ numMoves = 0;
}
char cell1 = board[playerX + ((playerY - 1) * width)] & ~GTBoxSpot;
char cell2 = board[playerX + ((playerY - 2) * width)] & ~GTBoxSpot;
- return Move(playerY, -1, cell1, cell2);
+ return Move(0, -1, cell1, cell2);
}
char cell1 = board[playerX + ((playerY + 1) * width)] & ~GTBoxSpot;
char cell2 = board[playerX + ((playerY + 2) * width)] & ~GTBoxSpot;
- return Move(playerY, +1, cell1, cell2);
+ return Move(0, +1, cell1, cell2);
}
char cell1 = board[(playerX + 1) + (playerY * width)] & ~GTBoxSpot;
char cell2 = board[(playerX + 2) + (playerY * width)] & ~GTBoxSpot;
- return Move(playerX, +1, cell1, cell2);
+ return Move(+1, 0, cell1, cell2);
}
char cell1 = board[(playerX - 1) + (playerY * width)] & ~GTBoxSpot;
char cell2 = board[(playerX - 2) + (playerY * width)] & ~GTBoxSpot;
- return Move(playerX, -1, cell1, cell2);
+ return Move(-1, 0, cell1, cell2);
}
-int GameBoard::Move(int & var, int direction, char cell1, char cell2)
+int GameBoard::Move(int dx, int dy, char cell1, char cell2)
{
// Player is moving into an unoccupied space...
if (cell1 == GTSpace)
{
- var += direction;
+ playerX += dx, playerY += dy;
+ undo[numMoves].dx = dx, undo[numMoves].dy = dy, undo[numMoves].type = PMWalk;
+ numMoves++;
return PMWalk;
}
// Player is pushing a box into an unoccupied space...
else if ((cell1 == GTBox) && (cell2 == GTSpace))
{
- var += direction;
+ playerX += dx, playerY += dy;
board[playerX + (playerY * width)] &= GTBoxSpot;
- var += direction;
+ playerX += dx, playerY += dy;
board[playerX + (playerY * width)] |= GTBox;
- var -= direction;
+ playerX -= dx, playerY -= dy;
+ undo[numMoves].dx = dx, undo[numMoves].dy = dy, undo[numMoves].type = PMPush;
+ numMoves++;
return PMPush;
}
}
+bool GameBoard::UndoLastMove(int & dx, int & dy, int & type)
+{
+ if (numMoves == 0)
+ return false;
+
+ numMoves--;
+ dx = undo[numMoves].dx;
+ dy = undo[numMoves].dy;
+ type = undo[numMoves].type;
+
+ // Undo the box's move (if any)
+ if (type == PMPush)
+ {
+ int boxPosition = (playerX + dx) + ((playerY + dy) * width);
+ int newBoxPosition = playerX + (playerY * width);
+
+ board[boxPosition] &= GTBoxSpot;
+// board[newBoxPosition] &= GTBoxSpot; // This is extraneous
+ board[newBoxPosition] |= GTBox;
+ }
+
+ // Undo the player's move
+ playerX += -dx;
+ playerY += -dy;
+
+ return true;
+}
+