]> Shamusworld >> Repos - warehouse-man-deluxe/blob - src/gameboard.cpp
Added rudimentary animation.
[warehouse-man-deluxe] / src / gameboard.cpp
1 //
2 // gameboard.cpp: Game board class implementation
3 //
4 // by James Hammons
5 // © 2014 Underground Software
6 //
7 // JLH = James Hammons <jlhamm@acm.org>
8 //
9 // Who  When        What
10 // ---  ----------  ------------------------------------------------------------
11 // JLH  03/01/2014  Created this file
12 //
13
14 #include "gameboard.h"
15 #include <string.h>
16 //#include <stdio.h>    // for printf()
17 #include "boards.h"
18
19
20 GameBoard::GameBoard(int boardNumber)
21 {
22         // Sanity check
23         if (boardNumber > NUMBER_OF_BOARDS)
24                 boardNumber = NUMBER_OF_BOARDS;
25
26         // boardNumber is 1-based
27         Board * boardToUse = (Board *)boards[boardNumber - 1];
28
29         width = boardToUse->width;
30         height = boardToUse->height;
31         boardLength = width * height;
32         board = new char[boardLength];
33         initialBoard = new char[boardLength];
34 //      initialX = boardToUse->x;
35 //      initialY = boardToUse->y;
36
37         for(int i=0; i<boardLength; i++)
38         {
39                 char c = boardToUse->state[i];
40
41                 if (c == '@')
42                         initialBoard[i] = GTWall;
43                 else if (c == ' ')
44                         initialBoard[i] = GTSpace;
45                 else if (c == 'X')
46                         initialBoard[i] = GTBox;
47                 else if (c == '.')
48                         initialBoard[i] = GTBoxSpot;
49                 else if (c == '+')
50                         initialBoard[i] = GTBox | GTBoxSpot;
51                 else if (c == 'o')
52                 {
53                         initialBoard[i] = GTSpace;
54                         initialX = i % width, initialY = i / width;
55                 }
56         }
57
58         ResetGame();
59 }
60
61
62 GameBoard::~GameBoard()
63 {
64         if (board)
65                 delete[] board;
66
67         if (initialBoard)
68                 delete[] initialBoard;
69 }
70
71
72 bool GameBoard::GameHasBeenWon(void)
73 {
74         // Check to see if all boxes are on their spots
75         for(int i=0; i<boardLength; i++)
76         {
77                 char cell = board[i] & ~GTBoxSpot;
78
79                 if ((cell == GTBox) && !(board[i] & GTBoxSpot))
80                         return false;
81         }
82
83         return true;
84 }
85
86
87 void GameBoard::ResetGame(void)
88 {
89         memcpy(board, initialBoard, boardLength);
90         playerX = initialX, playerY = initialY;
91 }
92
93
94 int GameBoard::MovePlayerN(void)
95 {
96         // Sanity check (player trying to move into wall)
97         if (playerY == 1)
98                 return PMInvalid;
99
100         char cell1 = board[playerX + ((playerY - 1) * width)] & ~GTBoxSpot;
101         char cell2 = board[playerX + ((playerY - 2) * width)] & ~GTBoxSpot;
102
103         return Move(playerY, -1, cell1, cell2);
104 }
105
106
107 int GameBoard::MovePlayerS(void)
108 {
109         // Sanity check (player trying to move into wall)
110         if (playerY == (height - 2))
111                 return PMInvalid;
112
113         char cell1 = board[playerX + ((playerY + 1) * width)] & ~GTBoxSpot;
114         char cell2 = board[playerX + ((playerY + 2) * width)] & ~GTBoxSpot;
115
116         return Move(playerY, +1, cell1, cell2);
117 }
118
119
120 int GameBoard::MovePlayerE(void)
121 {
122         // Sanity check (player trying to move into wall)
123         if (playerX == (width - 2))
124                 return PMInvalid;
125
126         char cell1 = board[(playerX + 1) + (playerY * width)] & ~GTBoxSpot;
127         char cell2 = board[(playerX + 2) + (playerY * width)] & ~GTBoxSpot;
128
129         return Move(playerX, +1, cell1, cell2);
130 }
131
132
133 int GameBoard::MovePlayerW(void)
134 {
135         // Sanity check (player trying to move into wall)
136         if (playerX == 1)
137                 return PMInvalid;
138
139         char cell1 = board[(playerX - 1) + (playerY * width)] & ~GTBoxSpot;
140         char cell2 = board[(playerX - 2) + (playerY * width)] & ~GTBoxSpot;
141
142         return Move(playerX, -1, cell1, cell2);
143 }
144
145
146 int GameBoard::Move(int & var, int direction, char cell1, char cell2)
147 {
148         // Player is moving into an unoccupied space...
149         if (cell1 == GTSpace)
150         {
151                 var += direction;
152                 return PMWalk;
153         }
154         // Player is pushing a box into an unoccupied space...
155         else if ((cell1 == GTBox) && (cell2 == GTSpace))
156         {
157                 var += direction;
158                 board[playerX + (playerY * width)] &= GTBoxSpot;
159                 var += direction;
160                 board[playerX + (playerY * width)] |= GTBox;
161                 var -= direction;
162                 return PMPush;
163         }
164
165         // All other combinations are no good
166         return PMInvalid;
167 }
168
169
170 bool GameBoard::IsBoxNOfPlayer(void)
171 {
172         if ((board[playerX + ((playerY - 1) * width)] & ~GTBoxSpot) == GTBox)
173                 return true;
174
175         return false;
176 }
177
178
179 bool GameBoard::IsBoxSOfPlayer(void)
180 {
181         if ((board[playerX + ((playerY + 1) * width)] & ~GTBoxSpot) == GTBox)
182                 return true;
183
184         return false;
185 }
186
187
188 bool GameBoard::IsBoxEOfPlayer(void)
189 {
190         if ((board[(playerX + 1) + (playerY * width)] & ~GTBoxSpot) == GTBox)
191                 return true;
192
193         return false;
194 }
195
196
197 bool GameBoard::IsBoxWOfPlayer(void)
198 {
199         if ((board[(playerX - 1) + (playerY * width)] & ~GTBoxSpot) == GTBox)
200                 return true;
201
202         return false;
203 }
204
205