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/*
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===========================================================================
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blockattack - Block Attack - Rise of the Blocks
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Copyright (C) 2005-2012 Poul Sander
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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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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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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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Source information and contacts persons can be found at
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http://www.blockattack.net
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===========================================================================
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*/
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#ifndef BLOCKGAME_HPP
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#define BLOCKGAME_HPP 1
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#include "stats.h"
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#include "common.h"
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#define NUMBEROFCHAINS 100
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#define BLOCKWAIT 100000
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#define BLOCKHANG 1000
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enum stageButton {SBdontShow, SBstageClear, SBpuzzleMode};
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extern stageButton stageButtonStatus;
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//This is the size of the blocks. They are always 50. The internal logic calculates it that way
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const int bsize = 50;
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/**
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 * This struct defines the start conditions of the game
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 */
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struct BlockGameStartInfo {
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	unsigned int ticks = 0;
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	bool timeTrial = false;
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	///True means a stage clear game will be started. level must be set too.
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	bool stageClear = false;
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	///True if puzzle mode. level must be set too.
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	bool puzzleMode = false;
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	///Single puzzle is used for the editor only.
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	bool singlePuzzle = false;
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	int level = 0;
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	bool AI = false;
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	/**
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	 * True means that stats will be recorded.
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	 * If AI is true then this will be overruled to false 
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	 */
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	bool recordStats = true;
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	bool vsMode = false;
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	/**
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	 * Set to true if we are fighting an AI. level should be the AI level we are fighting
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	 */
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	bool vsAI = false;
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	int startBlocks = -1;
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	int handicap = 0;
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	int gameSpeed = 0;
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};
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struct GarbageStruct {
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	bool greyGarbage = false;
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	int width = 0;
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	int height = 0;
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	void setGarbage(int w, int h, bool g = false) {
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		greyGarbage = g;
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		width = w;
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		height = h;
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	}
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};
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struct BlockGameAction {
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	enum class Action {NONE, UPDATE, SET_DRAW, SET_WON, SET_GAME_OVER, MOVE, SWITCH, PUSH, PUSH_GARBAGE, MOUSE_DOWN, MOUSE_UP, MOUSE_MOVE};
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	Action action = Action::NONE;
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	unsigned int tick = 0;  //< Used for update
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	char way = '\0';  //< The direction to move the cursor: 'N', 'E', 'S' or 'W'
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	int x = 0;
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	int y = 0;
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	std::vector<GarbageStruct> garbage;
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};
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////////////////////////////////////////////////////////////////////////////////
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//The BloackGame class represents a board, score, time etc. for a single player/
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////////////////////////////////////////////////////////////////////////////////
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class BlockGame
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{
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private:
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	int prevTowerHeight = 0;
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	bool bGarbageFallLeft = false;
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	bool singlePuzzle = false;
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	int nextGarbageNumber = 0;
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	int pushedPixelAt = 0;
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	int nrPushedPixel = 0;
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	int nrFellDown = 0;
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	unsigned int nrStops = 0;
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	bool garbageToBeCleared[7][30];
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	unsigned int lastAImove = 0;
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	int AI_LineOffset = 0; //how many lines have changed since command
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	int hangTicks = 0;    //How many times have hang been decreased?
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	//int the two following index 0 may NOT be used (what the fuck did I meen?)
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	int chainSize[NUMBEROFCHAINS]{}; //Contains the chains
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	bool chainUsed[NUMBEROFCHAINS]{};   //True if the chain is used
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	unsigned int nextRandomNumber = 0;
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	int Level = 0; //Only used in stageClear and puzzle (not implemented)
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	int rand2();
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	int firstUnusedChain();
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//public:
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protected:
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	int lastCounter = 0;
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	std::string strHolder;
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	bool bDraw = false;
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	unsigned int ticks = 0;
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	unsigned int gameStartedAt = 0;
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	unsigned int gameEndedAfter = 0;		//How long did the game last?
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	int linesCleared = 0;
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	int TowerHeight = 0;
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	int board[7][30];
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	int stop = 0;
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	int speedLevel = 0;
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	int pixels = 0;
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	int MovesLeft = 0;
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	bool timetrial = false;
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	bool stageClear = false;
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	bool vsMode = false;
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	bool puzzleMode = false;
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	int stageClearLimit = 0; //stores number of lines user must clear to win
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	int combo = 0;
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	int chain = 0;
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	int cursorx = 2; //stores cursor position
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	int cursory = 3; // -||-
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	int mouse_cursorx = -1;  //Stores the mouse hold cursor. -1 if nothing is selected.
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	int mouse_cursory = -1;
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	double speed = 0.0;
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	double baseSpeed = 0.0; //factor for speed. Lower value = faster gameplay
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	int score = 0;
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	bool bGameOver = false;
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	bool hasWonTheGame = false;
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	int AI_MoveSpeed = 0;   //How often will the computer move? milliseconds
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	bool AI_Enabled = false;
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	bool recordStats = true;
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	bool vsAI = false;  //Set to true for single player vs
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	int handicap = 0;
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	std::vector<GarbageStruct> garbageSendQueue;
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	int AIlineToClear = 0;
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	short AIstatus = 0;   //Status flags:
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	//0: nothing, 2: clear tower, 3: clear horisontal, 4: clear vertical
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	//1: make more lines, 5: make 2 lines, 6: make 1 line
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public:
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	std::string name;
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public:
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	BlockGame();
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	virtual ~BlockGame() = default;
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	int getAIlevel()  const;
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	virtual void AddText(int x, int y, const std::string& text, int time) const  {}
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	virtual void AddBall(int x, int y, bool right, int color) const  {}
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	virtual void AddExplosion(int x, int y) const  {}
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	virtual void PlayerWonEvent() const  {}
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	virtual void DrawEvent() const {}
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	virtual void BlockPopEvent() const  {}
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	virtual void LongChainDoneEvent() const  {}
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	virtual void TimeTrialEndEvent() const  {}
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	virtual void EndlessHighscoreEvent() const  {}
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	void NewGame(const BlockGameStartInfo &s);
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	void DoAction (const BlockGameAction& action);
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	/**
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	 * This function returns all the garbage.
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	 * This is actual const in the way that it does not change the games state
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	 * Technically it is not const because it empties the queue that are stored inside the object even if not part of the game state.
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	 * @param poppedData
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	 */
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	void PopSendGarbage(std::vector<GarbageStruct>& poppedData);
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	int GetScore() const;
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	int GetHandicap() const;
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	bool isGameOver() const;
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	int GetGameStartedAt() const;
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	int GetGameEndedAt() const;
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	bool isTimeTrial() const;
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	bool isStageClear() const;
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	bool isVsMode() const;
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	bool isPuzzleMode() const;
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	int GetLinesCleared() const;
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	int GetStageClearLimit() const;
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	int GetChains() const;
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	int GetPixels() const;
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	int GetSpeedLevel() const;
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	int GetTowerHeight() const;
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	int GetCursorX() const;
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	int GetCursorY() const;
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	void GetMouseCursor(bool& pressed, int& x, int&y) const;
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	bool GetIsWinner() const;
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    bool isSinglePuzzle() const;
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    int getLevel() const;
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	bool GetAIenabled() const;
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	bool IsNearDeath() const;
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private:
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	void NewGame(unsigned int ticks);
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	//Test if LineNr is an empty line, returns false otherwise.
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	bool LineEmpty(int lineNr) const;
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	//Test if the entire board is empty (used for Puzzles)
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	bool BoardEmpty() const;
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	//Anything that the user can't move? In that case Game Over cannot occur
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	bool hasStaticContent() const;
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	void putStartBlocks();
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	void putStartBlocks(int n);
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	//decreases hang for all hanging blocks and wait for waiting blocks
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	void ReduceStuff();
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	void setGameSpeed(int globalSpeedLevel);
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	void setHandicap(int globalHandicap);
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	//Clears garbage, must take one the lower left corner!
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	int GarbageClearer(int x, int y, int number, bool aLineToClear, int chain);
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	//Marks garbage that must be cleared
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	int GarbageMarker(int x, int y);
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	int FirstGarbageMarker(int x, int y);
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	//Clear Blocks if 3 or more is alligned (naive implemented)
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	void ClearBlocks();
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	//Moves all peaces a spot down if possible
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	int FallBlock(int x, int y, int number);
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	//Makes all Garbage fall one spot
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	void GarbageFall();
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	//Makes the blocks fall (it doesn't test time, this must be done before hand)
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	void FallDown();
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	//Pushes a single pixel, so it appears to scrool
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	void PushPixels();
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	//See how high the tower is, saved in integer TowerHeight
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	void FindTowerHeight();
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	//Generates a new line and moves the field one block up (restart puzzle mode)
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	void PushLine();
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	//prints "Game Over" and ends game
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	void SetGameOver();
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	//Moves the cursor, receaves N,S,E or W as a char an moves as desired
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	void MoveCursor(char way);
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	//switches the two blocks at the cursor position, unless game over
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	void SwitchAtCursor();
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	//Creates garbage using a given wide and height
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	bool CreateGarbage(int wide, int height);
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	//Creates garbage using a given wide and height
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	bool CreateGreyGarbage();
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	void MouseDown(int x, int y);  //Send then the mouse is pressed 
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	void MouseMove(int x);  //Send then the mouse moves
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	void MouseUp();  //Send then the mouse goes up
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	void MoveCursorTo(int x, int y);
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///////////////////////////////////////////////////////////////////////////
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/////////////////////////// AI starts here! ///////////////////////////////
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///////////////////////////////////////////////////////////////////////////
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	//First the helpet functions:
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	int nrOfType(int line, int type);
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	int AIcolorToClear = 0;
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	//See if a combo can be made in this line
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	int horiInLine(int line);
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	bool horiClearPossible();
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	//the Line Has Unmoveable Objects witch might stall the AI
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	bool lineHasGarbage(int line);
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	//Types 0..6 in line
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	int nrOfRealTypes(int line);
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	//See if there is a tower
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	bool ThereIsATower();
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	double firstInLine1(int line);
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	//returns the first coordinate of the block of type
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	double firstInLine(int line, int type);
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	//There in the line shall we move
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	int closestTo(int line, int place);
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	//The AI will remove a tower
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	void AI_ClearTower();
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	//The AI will try to clear block horisontally
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	void AI_ClearHori();
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	//Test if vertical clear is possible
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	bool veriClearPossible();
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	//There in the line shall we move
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	int closestTo(int line, int type, int place);
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	//The AI will try to clear blocks vertically
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	void AI_ClearVertical();
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	bool firstLineCreated = 0;
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	void AI_Move();
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//////////////////////////////////////////////////////////////////
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///////////////////////////// AI ends here! //////////////////////
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//////////////////////////////////////////////////////////////////
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	//Set the move speed of the AI based on the aiLevel parameter
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	void setAIlevel(int aiLevel);
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	void PushLineInternal();
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	//Prints "winner" and ends game
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	void setPlayerWon();
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	//Prints "draw" and ends the game
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	void setDraw();
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	//Updates evrything, if not called nothing happends
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	void Update();
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	void UpdateInternal(unsigned int newtick);
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};
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//Play the next level
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void nextLevel(BlockGame& g, unsigned int ticks);
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//Replay the current level
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void retryLevel(BlockGame& g, unsigned int ticks);
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#endif
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