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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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|
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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, see http://www.gnu.org/licenses/ |
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|
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Source information and contacts persons can be found at |
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http://blockattack.net |
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=========================================================================== |
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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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|
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#include "stats.h" |
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#include "common.h" |
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|
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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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|
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#define ACTION_UPDATE 0 |
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#define ACTION_MOVECURSOR 1 |
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#define ACTION_MOVECURSORTO 2 |
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#define ACTION_SWITCH 3 |
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#define ACTION_PUSH 4 |
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#define ACTION_CREATEGARBAGE 5 |
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#define ACTION_CREATEGRAYGARBAGE 6 |
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#define ACTION_GAMEOVER 7 |
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#define ACTION_WIN 8 |
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#define ACTION_DRAW 9 |
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#define ACTION_GAMESPEED 10 |
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#define ACTION_HANDICAP 11 |
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#define ACTION_NEW 12 |
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#define ACTION_NEWTT 13 |
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#define ACTION_NEWVS 14 |
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#define ACTION_STARTBLOCKS 15 |
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#define ACTION_NOP 16 |
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|
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enum stageButton {SBdontShow, SBstageClear, SBpuzzleMode}; |
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|
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extern stageButton stageButtonStatus; |
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|
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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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//////////////////////////////////////////////////////////////////////////////// |
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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; |
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bool bGarbageFallLeft; |
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bool singlePuzzle = false; |
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|
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int nextGarbageNumber; |
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int pushedPixelAt; |
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int nrPushedPixel, nrFellDown; |
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unsigned int nrStops; |
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bool garbageToBeCleared[7][30]; |
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unsigned int lastAImove; |
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|
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int AI_LineOffset; //how many lines have changed since command |
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int hangTicks; //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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|
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unsigned int nextRandomNumber; |
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int Level; //Only used in stageClear and puzzle (not implemented) |
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|
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int rand2(); |
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int firstUnusedChain(); |
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|
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//public: |
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protected: |
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int lastCounter; |
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std::string strHolder; |
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bool bDraw; |
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unsigned int ticks; |
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unsigned int gameStartedAt; |
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unsigned int gameEndedAfter; //How long did the game last? |
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int linesCleared; |
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int TowerHeight; |
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BlockGame *garbageTarget; |
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int board[7][30]; |
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int stop; |
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int speedLevel; |
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int pixels; |
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int MovesLeft; |
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bool timetrial, stageClear, vsMode, puzzleMode; |
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int stageClearLimit; //stores number of lines user must clear to win |
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int combo; |
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int chain; |
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int cursorx; //stores cursor position |
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int cursory; // -||- |
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double speed, baseSpeed; //factor for speed. Lower value = faster gameplay |
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int score; |
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bool bGameOver; |
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bool hasWonTheGame; |
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int AI_MoveSpeed; //How often will the computer move? milliseconds |
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bool AI_Enabled; |
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|
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int handicap; |
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|
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|
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int AIlineToClear; |
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|
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short AIstatus; //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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|
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public: |
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|
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std::string name; |
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|
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public: |
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//Constructor |
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BlockGame(); |
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|
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//Deconstructor, never really used... game used to crash when called, cause of the way sBoard was created |
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//It should work now and can be used if we want to assign more players in network games that we need to free later |
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~BlockGame(); |
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|
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void setGameSpeed(int globalSpeedLevel); |
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void setHandicap(int globalHandicap); |
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//Set the move speed of the AI based on the aiLevel parameter |
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//Also enables AI |
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void setAIlevel(int aiLevel); |
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int getAIlevel() const; |
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|
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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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|
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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 MoveCursorTo(int x, int y); |
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bool GetIsWinner() const; |
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//Instead of creating new object new game is called, to prevent memory leaks |
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void NewGame(unsigned int ticks); |
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void NewTimeTrialGame(unsigned int ticks); |
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//Starts a new stage game, takes level as input! |
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void NewStageGame(int level, unsigned int ticks); |
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void NewPuzzleGame(int level, unsigned int ticks); |
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//Play the next level |
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void nextLevel(unsigned int ticks); |
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//Starts new Vs Game (two Player) |
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void NewVsGame(BlockGame *target,unsigned int ticks); |
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//Starts new Vs Game (two Player) |
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void NewVsGame(BlockGame *target, bool AI,unsigned int ticks); |
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void putStartBlocks(int n); |
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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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//prints "Game Over" and ends game |
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void SetGameOver(); |
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bool GetAIenabled(); |
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bool IsNearDeath(); |
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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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//Generates a new line and moves the field one block up (restart puzzle mode) |
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void PushLine(); |
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void Update(unsigned int newtick); |
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void PerformAction(unsigned int tick, int action, std::string param); |
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/** |
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* |
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* @param tick Tick of the action |
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* @param action The action |
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* @param param Params. |
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* @return 1 if an action was selected |
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*/ |
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int GotAction(unsigned int &tick, int &action, std::string ¶m); |
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//Prints "winner" and ends game |
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void setPlayerWon(); |
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//void SetGameOver(); |
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//Prints "draw" and ends the game |
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void setDraw(); |
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void setSinglePuzzle(bool singlePuzzle); |
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bool isSinglePuzzle() const; |
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int getLevel() const; |
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private: |
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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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//decreases hang for all hanging blocks and wait for waiting blocks |
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void ReduceStuff(); |
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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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/////////////////////////////////////////////////////////////////////////// |
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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; |
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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; |
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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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////////////////////////////////////////////////////////////////// |
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|
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void PushLineInternal(); |
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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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|
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//Replay the current level |
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void retryLevel(BlockGame& g, unsigned int ticks); |
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|
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#endif |
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