git repos / blockattack-game

blame: source/code/BlockGame.hpp

normal view · raw

89c4a3a6 sago007 2008-08-29 14:32 1
/*
c53e6443 sago007 2012-04-17 11:04 2
===========================================================================
c53e6443 sago007 2012-04-17 11:04 3
blockattack - Block Attack - Rise of the Blocks
c53e6443 sago007 2012-04-17 11:04 4
Copyright (C) 2005-2012 Poul Sander
c53e6443 sago007 2012-04-17 11:04 5
c53e6443 sago007 2012-04-17 11:04 6
This program is free software: you can redistribute it and/or modify
c53e6443 sago007 2012-04-17 11:04 7
it under the terms of the GNU General Public License as published by
c53e6443 sago007 2012-04-17 11:04 8
the Free Software Foundation, either version 2 of the License, or
c53e6443 sago007 2012-04-17 11:04 9
(at your option) any later version.
c53e6443 sago007 2012-04-17 11:04 10
c53e6443 sago007 2012-04-17 11:04 11
This program is distributed in the hope that it will be useful,
c53e6443 sago007 2012-04-17 11:04 12
but WITHOUT ANY WARRANTY; without even the implied warranty of
c53e6443 sago007 2012-04-17 11:04 13
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
c53e6443 sago007 2012-04-17 11:04 14
GNU General Public License for more details.
c53e6443 sago007 2012-04-17 11:04 15
c53e6443 sago007 2012-04-17 11:04 16
You should have received a copy of the GNU General Public License
c53e6443 sago007 2012-04-17 11:04 17
along with this program.  If not, see http://www.gnu.org/licenses/
c53e6443 sago007 2012-04-17 11:04 18
c53e6443 sago007 2012-04-17 11:04 19
Source information and contacts persons can be found at
c53e6443 sago007 2012-04-17 11:04 20
http://blockattack.sf.net
c53e6443 sago007 2012-04-17 11:04 21
===========================================================================
c53e6443 sago007 2012-04-17 11:04 22
*/
89c4a3a6 sago007 2008-08-29 14:32 23
17916a2e sago007 2010-11-07 11:26 24
#ifndef BLOCKGAME_HPP
17916a2e sago007 2010-11-07 11:26 25
#define BLOCKGAME_HPP 1
17916a2e sago007 2010-11-07 11:26 26
32c9b349 sago007 2008-11-20 18:14 27
#include "stats.h"
32c9b349 sago007 2008-11-20 18:14 28
#include "common.h"
17916a2e sago007 2010-11-07 11:26 29
#include "SDL.h"
17916a2e sago007 2010-11-07 11:26 30
#include "replay.h"
17916a2e sago007 2010-11-07 11:26 31
17916a2e sago007 2010-11-07 11:26 32
17916a2e sago007 2010-11-07 11:26 33
//Some definitions
17916a2e sago007 2010-11-07 11:26 34
//The game is divided in frames. FALLTIME means the blocks will fall one block every FRAMELENGTH*FALLTIME millisecond
17916a2e sago007 2010-11-07 11:26 35
#define FRAMELENGTH 50
17916a2e sago007 2010-11-07 11:26 36
#define HANGTIME 40
17916a2e sago007 2010-11-07 11:26 37
#define FALLTIME 20
17916a2e sago007 2010-11-07 11:26 38
//Don't change the following, they are fundamental and later some functions are hardcoded
17916a2e sago007 2010-11-07 11:26 39
#define BLOCKFALL 10000
17916a2e sago007 2010-11-07 11:26 40
#define BLOCKWAIT 100000
17916a2e sago007 2010-11-07 11:26 41
#define BLOCKHANG 1000
17916a2e sago007 2010-11-07 11:26 42
#define GARBAGE 1000000
17916a2e sago007 2010-11-07 11:26 43
#define CHAINPLACE 10000000
17916a2e sago007 2010-11-07 11:26 44
#define NUMBEROFCHAINS 100
32c9b349 sago007 2008-11-20 18:14 45
6c9b4cd7 sago007 2012-05-01 19:34 46
#define ACTION_UPDATE 0
6c9b4cd7 sago007 2012-05-01 19:34 47
#define ACTION_MOVECURSOR 1
6c9b4cd7 sago007 2012-05-01 19:34 48
#define ACTION_MOVECURSORTO 2
6c9b4cd7 sago007 2012-05-01 19:34 49
#define ACTION_SWITCH 3
6c9b4cd7 sago007 2012-05-01 19:34 50
#define ACTION_PUSH 4
6c9b4cd7 sago007 2012-05-01 19:34 51
#define ACTION_CREATEGARBAGE 5
6c9b4cd7 sago007 2012-05-01 19:34 52
#define ACTION_CREATEGRAYGARBAGE 6
6c9b4cd7 sago007 2012-05-01 19:34 53
#define ACTION_GAMEOVER 7
6c9b4cd7 sago007 2012-05-01 19:34 54
#define ACTION_WIN 8
6c9b4cd7 sago007 2012-05-01 19:34 55
#define ACTION_DRAW 9
6c9b4cd7 sago007 2012-05-01 19:34 56
#define ACTION_GAMESPEED 10
6c9b4cd7 sago007 2012-05-01 19:34 57
#define ACTION_HANDICAP 11
6c9b4cd7 sago007 2012-05-01 19:34 58
#define ACTION_NEW 12
6c9b4cd7 sago007 2012-05-01 19:34 59
#define ACTION_NEWTT 13
6c9b4cd7 sago007 2012-05-01 19:34 60
#define ACTION_NEWVS 14
6c9b4cd7 sago007 2012-05-01 19:34 61
#define ACTION_STARTBLOCKS 15
6c9b4cd7 sago007 2012-05-01 19:34 62
#define ACTION_NOP 16
6c9b4cd7 sago007 2012-05-01 19:34 63
89c4a3a6 sago007 2008-08-29 14:32 64
////////////////////////////////////////////////////////////////////////////////
89c4a3a6 sago007 2008-08-29 14:32 65
//The BloackGame class represents a board, score, time etc. for a single player/
89c4a3a6 sago007 2008-08-29 14:32 66
////////////////////////////////////////////////////////////////////////////////
c53e6443 sago007 2012-04-17 11:04 67
class BlockGame
c53e6443 sago007 2012-04-17 11:04 68
{
89c4a3a6 sago007 2008-08-29 14:32 69
private:
c53e6443 sago007 2012-04-17 11:04 70
	int prevTowerHeight;
c53e6443 sago007 2012-04-17 11:04 71
	bool bGarbageFallLeft;
89c4a3a6 sago007 2008-08-29 14:32 72
c53e6443 sago007 2012-04-17 11:04 73
	Uint32 nextGarbageNumber;
c53e6443 sago007 2012-04-17 11:04 74
	Uint32 pushedPixelAt;
c53e6443 sago007 2012-04-17 11:04 75
	Uint32 nrPushedPixel, nrFellDown, nrStops;
c53e6443 sago007 2012-04-17 11:04 76
	bool garbageToBeCleared[7][30];
c53e6443 sago007 2012-04-17 11:04 77
	Uint32 lastAImove;
89c4a3a6 sago007 2008-08-29 14:32 78
c53e6443 sago007 2012-04-17 11:04 79
	Sint16 AI_LineOffset; //how many lines have changed since command
c53e6443 sago007 2012-04-17 11:04 80
	Uint32 hangTicks;    //How many times have hang been decreased?
c53e6443 sago007 2012-04-17 11:04 81
	//int the two following index 0 may NOT be used (what the fuck did I meen?)
c53e6443 sago007 2012-04-17 11:04 82
	Uint8 chainSize[NUMBEROFCHAINS]; //Contains the chains
c53e6443 sago007 2012-04-17 11:04 83
	bool chainUsed[NUMBEROFCHAINS];   //True if the chain is used
89c4a3a6 sago007 2008-08-29 14:32 84
c53e6443 sago007 2012-04-17 11:04 85
	Uint32 nextRandomNumber;
89c4a3a6 sago007 2008-08-29 14:32 86
c53e6443 sago007 2012-04-17 11:04 87
	Uint16 rand2();
c53e6443 sago007 2012-04-17 11:04 88
	int firstUnusedChain();
89c4a3a6 sago007 2008-08-29 14:32 89
e1290bdf sago007 2010-10-25 19:56 90
//public:
6b1dc7a6 sago007 2010-11-08 21:03 91
protected:
c53e6443 sago007 2012-04-17 11:04 92
	int lastCounter;
c53e6443 sago007 2012-04-17 11:04 93
	string strHolder;
c53e6443 sago007 2012-04-17 11:04 94
	bool bDraw;
c53e6443 sago007 2012-04-17 11:04 95
	bool bReplaying; //true if we are watching a replay
c53e6443 sago007 2012-04-17 11:04 96
#if NETWORK
c53e6443 sago007 2012-04-17 11:04 97
	bool bNetworkPlayer; //must recieve packages from the net
c53e6443 sago007 2012-04-17 11:04 98
	bool bDisconnected; //The player has disconnected
c53e6443 sago007 2012-04-17 11:04 99
#endif
c53e6443 sago007 2012-04-17 11:04 100
	unsigned int ticks;
c53e6443 sago007 2012-04-17 11:04 101
	Uint32 gameStartedAt;
c53e6443 sago007 2012-04-17 11:04 102
	Uint32 gameEndedAfter;		//How long did the game last?
c53e6443 sago007 2012-04-17 11:04 103
	int linesCleared;
c53e6443 sago007 2012-04-17 11:04 104
	int TowerHeight;
c53e6443 sago007 2012-04-17 11:04 105
	BlockGame *garbageTarget;
c53e6443 sago007 2012-04-17 11:04 106
	Sint32 board[7][30];
c53e6443 sago007 2012-04-17 11:04 107
	int stop;
c53e6443 sago007 2012-04-17 11:04 108
	int speedLevel;
c53e6443 sago007 2012-04-17 11:04 109
	int pixels;
c53e6443 sago007 2012-04-17 11:04 110
	int MovesLeft;
c53e6443 sago007 2012-04-17 11:04 111
	bool timetrial, stageClear, vsMode, puzzleMode;
c53e6443 sago007 2012-04-17 11:04 112
	int Level; //Only used in stageClear and puzzle (not implemented)
c53e6443 sago007 2012-04-17 11:04 113
	int stageClearLimit; //stores number of lines user must clear to win
c53e6443 sago007 2012-04-17 11:04 114
	int topx, topy;
c53e6443 sago007 2012-04-17 11:04 115
	int combo;
c53e6443 sago007 2012-04-17 11:04 116
	int chain;
c53e6443 sago007 2012-04-17 11:04 117
	int cursorx; //stores cursor position
c53e6443 sago007 2012-04-17 11:04 118
	int cursory; // -||-
c53e6443 sago007 2012-04-17 11:04 119
	double speed, baseSpeed; //factor for speed. Lower value = faster gameplay
c53e6443 sago007 2012-04-17 11:04 120
	Uint32 score;
c53e6443 sago007 2012-04-17 11:04 121
	bool bGameOver;
c53e6443 sago007 2012-04-17 11:04 122
	bool hasWonTheGame;
c53e6443 sago007 2012-04-17 11:04 123
	int AI_MoveSpeed;   //How often will the computer move? milliseconds
c53e6443 sago007 2012-04-17 11:04 124
	bool AI_Enabled;
c53e6443 sago007 2012-04-17 11:04 125
c53e6443 sago007 2012-04-17 11:04 126
	Uint32 handicap;
c53e6443 sago007 2012-04-17 11:04 127
c53e6443 sago007 2012-04-17 11:04 128
c53e6443 sago007 2012-04-17 11:04 129
	int AIlineToClear;
c53e6443 sago007 2012-04-17 11:04 130
c53e6443 sago007 2012-04-17 11:04 131
	short AIstatus;   //Status flags:
c53e6443 sago007 2012-04-17 11:04 132
	//0: nothing, 2: clear tower, 3: clear horisontal, 4: clear vertical
c53e6443 sago007 2012-04-17 11:04 133
	//1: make more lines, 5: make 2 lines, 6: make 1 line
6b1dc7a6 sago007 2010-11-08 21:03 134
e1290bdf sago007 2010-10-25 19:56 135
public:
c53e6443 sago007 2012-04-17 11:04 136
c53e6443 sago007 2012-04-17 11:04 137
	char name[30];
c53e6443 sago007 2012-04-17 11:04 138
	Replay theReplay;   //Stores the replay
c53e6443 sago007 2012-04-17 11:04 139
0f031889 sago007 2012-05-01 19:57 140
public:
c53e6443 sago007 2012-04-17 11:04 141
	//Constructor
c53e6443 sago007 2012-04-17 11:04 142
	BlockGame();
c53e6443 sago007 2012-04-17 11:04 143
c53e6443 sago007 2012-04-17 11:04 144
	//Deconstructor, never really used... game used to crash when called, cause of the way sBoard was created
c53e6443 sago007 2012-04-17 11:04 145
	//It should work now and can be used if we want to assign more players in network games that we need to free later
c53e6443 sago007 2012-04-17 11:04 146
	~BlockGame();
c53e6443 sago007 2012-04-17 11:04 147
c53e6443 sago007 2012-04-17 11:04 148
	void setGameSpeed(Uint8 globalSpeedLevel);
c53e6443 sago007 2012-04-17 11:04 149
	void setHandicap(Uint8 globalHandicap);
c53e6443 sago007 2012-04-17 11:04 150
	//Set the move speed of the AI based on the aiLevel parameter
c53e6443 sago007 2012-04-17 11:04 151
	//Also enables AI
c53e6443 sago007 2012-04-17 11:04 152
	void setAIlevel(Uint8 aiLevel);
c53e6443 sago007 2012-04-17 11:04 153
	Uint8 getAIlevel();
c53e6443 sago007 2012-04-17 11:04 154
c53e6443 sago007 2012-04-17 11:04 155
	int GetScore();
c53e6443 sago007 2012-04-17 11:04 156
	int GetHandicap();
c53e6443 sago007 2012-04-17 11:04 157
	bool isGameOver();
c53e6443 sago007 2012-04-17 11:04 158
	int GetTopX();
c53e6443 sago007 2012-04-17 11:04 159
	int GetTopY();
c53e6443 sago007 2012-04-17 11:04 160
	unsigned int GetGameStartedAt();
c53e6443 sago007 2012-04-17 11:04 161
	unsigned int GetGameEndedAt();
c53e6443 sago007 2012-04-17 11:04 162
	bool isTimeTrial();
c53e6443 sago007 2012-04-17 11:04 163
	bool isStageClear();
c53e6443 sago007 2012-04-17 11:04 164
	bool isVsMode();
c53e6443 sago007 2012-04-17 11:04 165
	bool isPuzzleMode();
c53e6443 sago007 2012-04-17 11:04 166
	int GetLinesCleared();
c53e6443 sago007 2012-04-17 11:04 167
	int GetStageClearLimit();
c53e6443 sago007 2012-04-17 11:04 168
	int GetChains();
c53e6443 sago007 2012-04-17 11:04 169
	int GetPixels();
c53e6443 sago007 2012-04-17 11:04 170
	int GetSpeedLevel();
c53e6443 sago007 2012-04-17 11:04 171
	int GetTowerHeight();
c53e6443 sago007 2012-04-17 11:04 172
	int GetCursorX();
c53e6443 sago007 2012-04-17 11:04 173
	int GetCursorY();
c53e6443 sago007 2012-04-17 11:04 174
	void MoveCursorTo(int x, int y);
c53e6443 sago007 2012-04-17 11:04 175
	bool GetIsWinner();
c53e6443 sago007 2012-04-17 11:04 176
	//Instead of creating new object new game is called, to prevent memory leaks
c53e6443 sago007 2012-04-17 11:04 177
	void NewGame(int tx, int ty, unsigned int ticks);
c53e6443 sago007 2012-04-17 11:04 178
	void NewTimeTrialGame(int x,int y, unsigned int ticks);
c53e6443 sago007 2012-04-17 11:04 179
	//Starts a new stage game, takes level as input!
c53e6443 sago007 2012-04-17 11:04 180
	void NewStageGame(int level, int tx, int ty,unsigned int ticks);
c53e6443 sago007 2012-04-17 11:04 181
	void NewPuzzleGame(int level, int tx, int ty, unsigned int ticks);
c53e6443 sago007 2012-04-17 11:04 182
	//Replay the current level
c53e6443 sago007 2012-04-17 11:04 183
	void retryLevel(unsigned int ticks);
c53e6443 sago007 2012-04-17 11:04 184
	//Play the next level
c53e6443 sago007 2012-04-17 11:04 185
	void nextLevel(unsigned int ticks);
c53e6443 sago007 2012-04-17 11:04 186
	//Starts new Vs Game (two Player)
c53e6443 sago007 2012-04-17 11:04 187
	void NewVsGame(int tx, int ty, BlockGame *target,unsigned int ticks);
c53e6443 sago007 2012-04-17 11:04 188
	//Starts new Vs Game (two Player)
c53e6443 sago007 2012-04-17 11:04 189
	void NewVsGame(int tx, int ty, BlockGame *target, bool AI,unsigned int ticks);
c53e6443 sago007 2012-04-17 11:04 190
	//We want to play the replay (must have been loaded beforehand)
c53e6443 sago007 2012-04-17 11:04 191
	void playReplay(int tx, int ty, unsigned int ticks);
0f031889 sago007 2012-05-01 19:57 192
	void putStartBlocks(Uint32 n);
0f031889 sago007 2012-05-01 19:57 193
	//Creates garbage using a given wide and height
0f031889 sago007 2012-05-01 19:57 194
	bool CreateGarbage(int wide, int height);
0f031889 sago007 2012-05-01 19:57 195
	//Creates garbage using a given wide and height
0f031889 sago007 2012-05-01 19:57 196
	bool CreateGreyGarbage();
0f031889 sago007 2012-05-01 19:57 197
	//prints "Game Over" and ends game
0f031889 sago007 2012-05-01 19:57 198
	void SetGameOver();
0f031889 sago007 2012-05-01 19:57 199
	bool GetAIenabled();
0f031889 sago007 2012-05-01 19:57 200
	//Moves the cursor, receaves N,S,E or W as a char an moves as desired
0f031889 sago007 2012-05-01 19:57 201
	void MoveCursor(char way);
0f031889 sago007 2012-05-01 19:57 202
	//switches the two blocks at the cursor position, unless game over
0f031889 sago007 2012-05-01 19:57 203
	void SwitchAtCursor();
0f031889 sago007 2012-05-01 19:57 204
	//Generates a new line and moves the field one block up (restart puzzle mode)
0f031889 sago007 2012-05-01 19:57 205
	void PushLine();
0f031889 sago007 2012-05-01 19:57 206
	void Update(int newtick);
0f031889 sago007 2012-05-01 19:57 207
	void PerformAction(int tick, int action, string param);
c53e6443 sago007 2012-04-17 11:04 208
#if NETWORK
c53e6443 sago007 2012-04-17 11:04 209
	//network play
c53e6443 sago007 2012-04-17 11:04 210
	void playNetwork(int tx, int ty,unsigned int ticks);
c53e6443 sago007 2012-04-17 11:04 211
#endif
c53e6443 sago007 2012-04-17 11:04 212
	//Prints "winner" and ends game
c53e6443 sago007 2012-04-17 11:04 213
	void setPlayerWon();
c53e6443 sago007 2012-04-17 11:04 214
	//void SetGameOver();
c53e6443 sago007 2012-04-17 11:04 215
91886cae sago007 2008-09-12 16:28 216
#if NETWORK
c53e6443 sago007 2012-04-17 11:04 217
	//Sets disconnected:
c53e6443 sago007 2012-04-17 11:04 218
	void setDisconnect();
89c4a3a6 sago007 2008-08-29 14:32 219
#endif
c53e6443 sago007 2012-04-17 11:04 220
	//Prints "draw" and ends the game
c53e6443 sago007 2012-04-17 11:04 221
	void setDraw();
c53e6443 sago007 2012-04-17 11:04 222
	//Function to get a boardpackage
c53e6443 sago007 2012-04-17 11:04 223
	boardPackage getPackage();
c53e6443 sago007 2012-04-17 11:04 224
	//Takes a package and sets the board like it
c53e6443 sago007 2012-04-17 11:04 225
	void setBoard(boardPackage bp);
e1290bdf sago007 2010-10-25 19:56 226
private:
0f031889 sago007 2012-05-01 19:57 227
#if NETWORK
0f031889 sago007 2012-05-01 19:57 228
#define garbageStackSize 10
0f031889 sago007 2012-05-01 19:57 229
	Uint8 garbageStack[garbageStackSize][3]; //A garbage stack with space for 10 garbage blocks. 0=x,1=y,2=type
0f031889 sago007 2012-05-01 19:57 230
	int garbageStackUsed;
0f031889 sago007 2012-05-01 19:57 231
0f031889 sago007 2012-05-01 19:57 232
	void emptyGarbageStack();
0f031889 sago007 2012-05-01 19:57 233
	bool pushGarbage(Uint8 width, Uint8 height, Uint8 type);
0f031889 sago007 2012-05-01 19:57 234
public:
0f031889 sago007 2012-05-01 19:57 235
	bool popGarbage(Uint8 *width, Uint8 *height, Uint8 *type);
0f031889 sago007 2012-05-01 19:57 236
private:
0f031889 sago007 2012-05-01 19:57 237
0f031889 sago007 2012-05-01 19:57 238
#endif
0f031889 sago007 2012-05-01 19:57 239
	//Go in Demonstration mode, no movement
0f031889 sago007 2012-05-01 19:57 240
	void Demonstration(bool toggle);
c53e6443 sago007 2012-04-17 11:04 241
	//Test if LineNr is an empty line, returns false otherwise.
c53e6443 sago007 2012-04-17 11:04 242
	bool LineEmpty(int lineNr);
c53e6443 sago007 2012-04-17 11:04 243
	//Test if the entire board is empty (used for Puzzles)
c53e6443 sago007 2012-04-17 11:04 244
	bool BoardEmpty();
c53e6443 sago007 2012-04-17 11:04 245
	//Anything that the user can't move? In that case Game Over cannot occur
c53e6443 sago007 2012-04-17 11:04 246
	bool hasStaticContent();
c53e6443 sago007 2012-04-17 11:04 247
	void putStartBlocks();
c53e6443 sago007 2012-04-17 11:04 248
	//decreases hang for all hanging blocks and wait for waiting blocks
c53e6443 sago007 2012-04-17 11:04 249
	void ReduceStuff();
c53e6443 sago007 2012-04-17 11:04 250
	//Clears garbage, must take one the lower left corner!
c53e6443 sago007 2012-04-17 11:04 251
	int GarbageClearer(int x, int y, int number, bool aLineToClear, int chain);
c53e6443 sago007 2012-04-17 11:04 252
	//Marks garbage that must be cleared
c53e6443 sago007 2012-04-17 11:04 253
	int GarbageMarker(int x, int y);
c53e6443 sago007 2012-04-17 11:04 254
	int FirstGarbageMarker(int x, int y);
c53e6443 sago007 2012-04-17 11:04 255
	//Clear Blocks if 3 or more is alligned (naive implemented)
c53e6443 sago007 2012-04-17 11:04 256
	void ClearBlocks();
c53e6443 sago007 2012-04-17 11:04 257
	//Moves all peaces a spot down if possible
c53e6443 sago007 2012-04-17 11:04 258
	int FallBlock(int x, int y, int number);
c53e6443 sago007 2012-04-17 11:04 259
	//Makes all Garbage fall one spot
c53e6443 sago007 2012-04-17 11:04 260
	void GarbageFall();
c53e6443 sago007 2012-04-17 11:04 261
	//Makes the blocks fall (it doesn't test time, this must be done before hand)
c53e6443 sago007 2012-04-17 11:04 262
	void FallDown();
c53e6443 sago007 2012-04-17 11:04 263
	//Pushes a single pixel, so it appears to scrool
c53e6443 sago007 2012-04-17 11:04 264
	void PushPixels();
c53e6443 sago007 2012-04-17 11:04 265
	//See how high the tower is, saved in integer TowerHeight
c53e6443 sago007 2012-04-17 11:04 266
	void FindTowerHeight();
89c4a3a6 sago007 2008-08-29 14:32 267
///////////////////////////////////////////////////////////////////////////
89c4a3a6 sago007 2008-08-29 14:32 268
/////////////////////////// AI starts here! ///////////////////////////////
89c4a3a6 sago007 2008-08-29 14:32 269
///////////////////////////////////////////////////////////////////////////
c53e6443 sago007 2012-04-17 11:04 270
	//First the helpet functions:
c53e6443 sago007 2012-04-17 11:04 271
	int nrOfType(int line, int type);
c53e6443 sago007 2012-04-17 11:04 272
	int AIcolorToClear;
c53e6443 sago007 2012-04-17 11:04 273
	//See if a combo can be made in this line
c53e6443 sago007 2012-04-17 11:04 274
	int horiInLine(int line);
c53e6443 sago007 2012-04-17 11:04 275
	bool horiClearPossible();
c53e6443 sago007 2012-04-17 11:04 276
	//the Line Has Unmoveable Objects witch might stall the AI
c53e6443 sago007 2012-04-17 11:04 277
	bool lineHasGarbage(int line);
c53e6443 sago007 2012-04-17 11:04 278
	//Types 0..6 in line
c53e6443 sago007 2012-04-17 11:04 279
	int nrOfRealTypes(int line);
c53e6443 sago007 2012-04-17 11:04 280
	//See if there is a tower
c53e6443 sago007 2012-04-17 11:04 281
	bool ThereIsATower();
c53e6443 sago007 2012-04-17 11:04 282
	double firstInLine1(int line);
c53e6443 sago007 2012-04-17 11:04 283
	//returns the first coordinate of the block of type
c53e6443 sago007 2012-04-17 11:04 284
	double firstInLine(int line, int type);
c53e6443 sago007 2012-04-17 11:04 285
	//There in the line shall we move
c53e6443 sago007 2012-04-17 11:04 286
	int closestTo(int line, int place);
c53e6443 sago007 2012-04-17 11:04 287
	//The AI will remove a tower
c53e6443 sago007 2012-04-17 11:04 288
	void AI_ClearTower();
c53e6443 sago007 2012-04-17 11:04 289
	//The AI will try to clear block horisontally
c53e6443 sago007 2012-04-17 11:04 290
	void AI_ClearHori();
c53e6443 sago007 2012-04-17 11:04 291
	//Test if vertical clear is possible
c53e6443 sago007 2012-04-17 11:04 292
	bool veriClearPossible();
c53e6443 sago007 2012-04-17 11:04 293
	//There in the line shall we move
c53e6443 sago007 2012-04-17 11:04 294
	int closestTo(int line, int type, int place);
c53e6443 sago007 2012-04-17 11:04 295
	//The AI will try to clear blocks vertically
c53e6443 sago007 2012-04-17 11:04 296
	void AI_ClearVertical();
c53e6443 sago007 2012-04-17 11:04 297
	bool firstLineCreated;
c53e6443 sago007 2012-04-17 11:04 298
	void AI_Move();
89c4a3a6 sago007 2008-08-29 14:32 299
//////////////////////////////////////////////////////////////////////////
89c4a3a6 sago007 2008-08-29 14:32 300
///////////////////////////// AI ends here! //////////////////////////////
89c4a3a6 sago007 2008-08-29 14:32 301
//////////////////////////////////////////////////////////////////////////
89c4a3a6 sago007 2008-08-29 14:32 302
6c9b4cd7 sago007 2012-05-01 19:34 303
	void ActionPerformed(int action, string param);
d12916ab sago007 2012-04-19 23:30 304
	
c53e6443 sago007 2012-04-17 11:04 305
	//Updates evrything, if not called nothing happends
c53e6443 sago007 2012-04-17 11:04 306
	void Update();
6c9b4cd7 sago007 2012-05-01 19:34 307
	void UpdateInternal(int newtick);
17916a2e sago007 2010-11-07 11:26 308
};
89c4a3a6 sago007 2008-08-29 14:32 309
////////////////////////////////////////////////////////////////////////////////
89c4a3a6 sago007 2008-08-29 14:32 310
///////////////////////// BlockAttack class end ////////////////////////////////
89c4a3a6 sago007 2008-08-29 14:32 311
////////////////////////////////////////////////////////////////////////////////
17916a2e sago007 2010-11-07 11:26 312
17916a2e sago007 2010-11-07 11:26 313
#endif
1970-01-01 00:00 314