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/*
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* ksokoban - a Sokoban game for TDE
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* Copyright (C) 1998 Anders Widell <d95-awi@nada.kth.se>
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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 2 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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*/
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#ifndef MOVE_H
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#define MOVE_H
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#include <assert.h>
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#include <tqstring.h>
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#include "Map.h"
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class LevelMap;
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/**
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* Holds information about a move
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*
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* The move can consist of several atomic steps and pushes. An atomic
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* step/push is a step/push along a straight line. The reason why these are
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* grouped together in a Move object is that they belong to the same logical
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* move in the player's point of view. An undo/redo will undo/redo all the
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* atomic moves in one step.
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*
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* @short Maintains game movement move
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* @author Anders Widell <d95-awi@nada.kth.se>
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* @version 0.1
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* @see History
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*/
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class Move {
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friend class MoveSequence;
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private:
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unsigned short *moves_;
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int moveIndex_;
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bool finished_;
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#ifndef NDEBUG
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int lastX_, lastY_;
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#endif
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public:
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Move (int _startX, int _startY);
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~Move ();
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/**
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* Add an atomic move.
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* NOTE: either (x != (previous x)) or (y != (previous y))
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* must be true (but not both).
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*
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* @see LevelMap#move
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*
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* @param x x position of destination
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* @param y y position of destination
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*/
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void step (int _x, int _y) {
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#ifndef NDEBUG
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assert (!finished_);
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assert (_x>=0 && _x<=MAX_X && _y>=0 && _y<=MAX_Y);
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assert (moveIndex_ < 400);
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assert ((_x!=lastX_ && _y==lastY_) || (_x==lastX_ && _y!=lastY_));
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lastX_ = _x;
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lastY_ = _y;
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#endif
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moves_[moveIndex_++] = _x | (_y<<8);
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}
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/**
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* Same as move above, but used when an object is pushed.
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*
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* @see LevelMap#push
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*/
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void push (int _x, int _y) {
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#ifndef NDEBUG
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assert (!finished_);
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assert (_x>=0 && _x<=MAX_X && _y>=0 && _y<=MAX_Y);
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assert (moveIndex_ < 400);
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assert ((_x!=lastX_ && _y==lastY_) || (_x==lastX_ && _y!=lastY_));
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lastX_ = _x;
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lastY_ = _y;
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#endif
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moves_[moveIndex_++] = _x | (_y<<8) | 0x80;
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}
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void finish ();
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int startX () const { return moves_[0]&0x7f; }
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int startY () const { return (moves_[0]>>8)&0x7f; }
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int finalX () const { return moves_[moveIndex_-1]&0x7f; }
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int finalY () const { return (moves_[moveIndex_-1]>>8)&0x7f; }
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void save (TQString &_str);
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const char *load (const char *_str);
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bool redo (LevelMap *map);
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bool undo (LevelMap *map);
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};
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#endif /* MOVE_H */
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