/* =========================================================================== blockattack - Block Attack - Rise of the Blocks Copyright (C) 2005-2012 Poul Sander This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see http://www.gnu.org/licenses/ Source information and contacts persons can be found at http://www.blockattack.net =========================================================================== */ #include "common.h" #include "global.hpp" #include "scopeHelpers.hpp" #include "icon.hpp" #include "os.hpp" #include #include "version.h" //If DEBUG is defined: AI info and FPS will be written to screen #ifndef DEBUG #define DEBUG 1 #endif #define WITH_SDL 1 #include "sago/SagoSpriteHolder.hpp" #include #include #include //Used for srand() #include //Still used by itoa2 #include #include "SDL.h" //The SDL libary, used for most things #include //Used for sound & music #include //To load PNG images! #include //Abstract file system. To use containers #include "Libs/NFont.h" //#include "ttfont.h" //To use True Type Fonts in SDL //#include "config.h" #include #include "MenuSystem.h" #include "puzzlehandler.hpp" #include "stageclearhandler.hpp" #include #include "ScoresDisplay.hpp" //if SHAREDIR is not used we look in current directory #ifndef SHAREDIR #define SHAREDIR "." #endif #ifndef LOCALEDIR #define LOCALEDIR SHAREDIR"/locale" #endif #ifndef PACKAGE #define PACKAGE "blockattack_roftb" #endif #include "highscore.h" //Stores highscores #include "ReadKeyboard.h" //Reads text from keyboard #include "stats.h" //Saves general stats //#include "uploadReplay.h" //Takes care of everything libcurl related #include "common.h" #include "gamecontroller.h" #include /******************************************************************************* * All variables and constant has been moved to mainVars.inc for the overview. * *******************************************************************************/ #include "mainVars.inc" using namespace std; static int InitImages(sago::SagoSpriteHolder& holder); static void FsSearchParthMainAppend(std::vector& paths) { paths.push_back((string)SHAREDIR+"/blockattack.data"); paths.push_back((string)PHYSFS_getBaseDir()+"/blockattack.data"); paths.push_back((string)PHYSFS_getBaseDir()+"/data"); } static void PhysFsSetSearchPath(const vector& paths, const string& savepath) { for (const string& path : paths) { PHYSFS_addToSearchPath(path.c_str(),1); } PHYSFS_addToSearchPath(savepath.c_str(), 1); PHYSFS_setWriteDir(savepath.c_str()); } static void PhysFsCreateFolders() { PHYSFS_mkdir("screenshots"); PHYSFS_mkdir("replays"); PHYSFS_mkdir("puzzles"); } //Load all image files to memory static int InitImages(sago::SagoSpriteHolder& holder) { bricks[0] = holder.GetSprite("blue"); bricks[1] = holder.GetSprite("green"); bricks[2] = holder.GetSprite("purple"); bricks[3] = holder.GetSprite("red"); bricks[4] = holder.GetSprite("turkish"); bricks[5] = holder.GetSprite("yellow"); bricks[6] = holder.GetSprite("grey"); bomb = holder.GetSprite("block_bomb"); backgroundImage = holder.GetSprite("background"); bHighScore = holder.GetSprite("b_highscore"); bBack = holder.GetSprite("b_blank"); bForward = holder.GetSprite("b_forward"); blackLine = holder.GetSprite("black_line"); stageBobble = holder.GetSprite("i_stage_clear_limit"); crossover = holder.GetSprite("crossover"); balls[0] = holder.GetSprite("ball_blue"); balls[1] = holder.GetSprite("ball_green"); balls[2] = holder.GetSprite("ball_purple"); balls[3] = holder.GetSprite("ball_red"); balls[4] = holder.GetSprite("ball_turkish"); balls[5] = holder.GetSprite("ball_yellow"); balls[6] = holder.GetSprite("ball_gray"); cursor = holder.GetSprite("cursor"); ready = holder.GetSprite("ready"); explosion[0] = holder.GetSprite("explosion0"); explosion[1] = holder.GetSprite("explosion1"); explosion[2] = holder.GetSprite("explosion2"); explosion[3] = holder.GetSprite("explosion3"); counter[0] = holder.GetSprite("counter_1"); counter[1] = holder.GetSprite("counter_2"); counter[2] = holder.GetSprite("counter_3"); iGameOver = holder.GetSprite("i_game_over"); iWinner = holder.GetSprite("i_winner"); iDraw = holder.GetSprite("i_draw"); iLoser = holder.GetSprite("i_loser"); iChainFrame = holder.GetSprite("chain_frame"); dialogBox = holder.GetSprite("dialogbox"); iLevelCheck = holder.GetSprite("i_level_check"); iLevelCheckBox = holder.GetSprite("i_level_check_box"); iLevelCheckBoxMarked = holder.GetSprite("i_level_check_box_marked"); iCheckBoxArea = holder.GetSprite("i_check_box_area"); boardBackBack = holder.GetSprite("board_back_back"); garbageTL = holder.GetSprite("garbage_tl"); garbageT = holder.GetSprite("garbage_t"); garbageTR = holder.GetSprite("garbage_tr"); garbageR = holder.GetSprite("garbage_r"); garbageBR = holder.GetSprite("garbage_br"); garbageB = holder.GetSprite("garbage_b"); garbageBL = holder.GetSprite("garbage_bl"); garbageL = holder.GetSprite("garbage_l"); garbageFill = holder.GetSprite("garbage_fill"); garbageML = holder.GetSprite("garbage_ml"); garbageM = holder.GetSprite("garbage_m"); garbageMR = holder.GetSprite("garbage_mr"); garbageGM = holder.GetSprite("garbage_gm"); garbageGML = holder.GetSprite("garbage_gml"); garbageGMR = holder.GetSprite("garbage_gmr"); smiley[0] = holder.GetSprite("smileys0"); smiley[1] = holder.GetSprite("smileys1"); smiley[2] = holder.GetSprite("smileys2"); smiley[3] = holder.GetSprite("smileys3"); transCover = holder.GetSprite("trans_cover"); bExit = holder.GetSprite("b_exit"); bSkip = holder.GetSprite("b_blank"); bNext = holder.GetSprite("b_blank"); bRetry = holder.GetSprite("b_blank"); mouse = holder.GetSprite("mouse"); menuMarked = holder.GetSprite("menu_marked"); menuUnmarked = holder.GetSprite("menu_unmarked"); backBoard = holder.GetSprite("back_board"); SDL_Color nf_button_color, nf_standard_blue_color, nf_standard_small_color; memset(&nf_button_color,0,sizeof(SDL_Color)); nf_button_color.b = 255; nf_button_color.g = 255; nf_button_color.r = 255; nf_button_color.a = 255; nf_standard_blue_color.b = 255; nf_standard_blue_color.g = 0; nf_standard_blue_color.r = 0; nf_standard_blue_color.a = 255; nf_standard_small_color.b = 0; nf_standard_small_color.g = 0; nf_standard_small_color.r = 200; nf_standard_small_color.a = 255; nf_button_font.load(screen, holder.GetDataHolder().getFontPtr("freeserif", 24), nf_button_color); nf_standard_blue_font.load(screen, holder.GetDataHolder().getFontPtr("freeserif", 30), nf_standard_blue_color); nf_standard_small_font.load(screen, holder.GetDataHolder().getFontPtr("freeserif", 16), nf_standard_small_color); nf_scoreboard_font.load(screen, holder.GetDataHolder().getFontPtr("penguinattack", 20), nf_button_color); //Loads the sound if sound present if (!NoSound) { //And here the music: bgMusic = holder.GetDataHolder().getMusicPtr("bgmusic"); highbeatMusic = holder.GetDataHolder().getMusicPtr("highbeat"); //the music... we just hope it exists, else the user won't hear anything //Same goes for the sounds boing = holder.GetDataHolder().getSoundPtr("pop"); applause = holder.GetDataHolder().getSoundPtr("applause"); photoClick = holder.GetDataHolder().getSoundPtr("cameraclick"); typingChunk = holder.GetDataHolder().getSoundPtr("typing"); counterChunk = holder.GetDataHolder().getSoundPtr("counter"); counterFinalChunk = holder.GetDataHolder().getSoundPtr("counter_final"); } //All sound has been loaded or not return 0; } //InitImages() /*Draws a image from on a given Surface. Takes source image, destination surface and coordinates*/ void DrawIMG(const sago::SagoSprite& sprite, SDL_Renderer* target, int x, int y) { sprite.Draw(target, SDL_GetTicks() ,x,y); } void DrawIMG_Bounded(const sago::SagoSprite& sprite, SDL_Renderer* target, int x, int y, int minx, int miny, int maxx, int maxy) { SDL_Rect bounds; bounds.x = minx; bounds.y = miny; bounds.w = maxx-minx; bounds.h = maxy-miny; sprite.DrawBounded(target, SDL_GetTicks(),x,y,bounds); } static void NFont_Write(SDL_Renderer* target, int x, int y, const string& text) { nf_standard_blue_font.draw(target, x, y, "%s", text.c_str()); } static void NFont_Write(SDL_Renderer* target, int x, int y, const char* text) { nf_standard_blue_font.draw(target, x, y, "%s", text); } SDL_Window* sdlWindow; std::unique_ptr dataHolder; std::unique_ptr spriteHolder; void ResetFullscreen() { Mix_HaltMusic(); //We need to reload all data in case the screen type changes. Music must be stopped before unload. if (bFullscreen) { SDL_SetWindowFullscreen(sdlWindow, SDL_WINDOW_FULLSCREEN_DESKTOP); } else { SDL_SetWindowFullscreen(sdlWindow, 0); } dataHolder.reset(new sago::SagoDataHolder(screen)); spriteHolder.reset(new sago::SagoSpriteHolder( *(dataHolder.get()) ) ); InitImages(*(spriteHolder.get()) ); SDL_ShowCursor(SDL_DISABLE); } //The small things that are faaling when you clear something class ABall { private: double x = 0.0; double y = 0.0; double velocityY = 0.0; double velocityX = 0.0; int color = 0; unsigned long int lastTime = 0; public: ABall() { } //constructor: ABall(int X, int Y, bool right, int coulor) { double tal = 1.0+((double)rand()/((double)RAND_MAX)); velocityY = -tal*startVelocityY; lastTime = currentTime; x = (double)X; y = (double)Y; color = coulor; if (right) { velocityX = tal*VelocityX; } else { velocityX = -tal*VelocityX; } } //constructor void update() { double timePassed = (((double)(currentTime-lastTime))/1000.0); //time passed in seconds x = x+timePassed*velocityX; y = y+timePassed*velocityY; velocityY = velocityY + gravity*timePassed; if (y<1.0) { velocityY=10.0; } if ((velocityY>minVelocity) && (y>(double)(768-ballSize)) && (y<768.0)) { velocityY = -0.70*velocityY; y = 768.0-ballSize; } lastTime = currentTime; } int getX() { return (int)x; } int getY() { return (int)y; } int getColor() { return color; } }; //aBall static const int maxNumberOfBalls = 6*12*2*2; class BallManager { public: ABall ballArray[maxNumberOfBalls]; bool ballUsed[maxNumberOfBalls]; BallManager() { for (int i=0; i800 || ballArray[i].getX()>xsize || ballArray[i].getX()<-ballSize) { ballUsed[i] = false; } } } } //update }; //theBallManager static BallManager theBallManager; //a explosions, non moving class AnExplosion { private: int x = 0; int y = 0; Uint8 frameNumber = 0; #define frameLength 80 //How long an image in an animation should be showed #define maxFrame 4 //How many images there are in the animation unsigned long int placeTime = 0; //Then the explosion occored public: AnExplosion() { } //constructor: AnExplosion(int X, int Y) { placeTime = currentTime; x = X; y = Y; frameNumber=0; } //constructor //true if animation has played and object should be removed from the screen bool removeMe() { frameNumber = (currentTime-placeTime)/frameLength; return (!(frameNumbertime; } int getX() { return x; } int getY() { return y; } const char* getText() { return textt.c_str(); } }; //text popup class TextManager { public: TextMessage textArray[maxNumberOfBalls]; bool textUsed[maxNumberOfBalls]; TextManager() { for (int i=0; ipixels, sreenshotSurface->pitch); SDL_SaveBMP(sreenshotSurface, buf.c_str()); SDL_FreeSurface(sreenshotSurface); if (!NoSound) { if (SoundEnabled) { Mix_PlayChannel(1,photoClick,0); } } } //Function to return the name of a key, to be displayed... static string getKeyName(SDL_Keycode key) { string keyname(SDL_GetKeyName(key)); return keyname; } void RunGameState(sago::GameStateInterface& state ) { int mousex,mousey; bool done = false; //We are done! while (!done && !Config::getInstance()->isShuttingDown()) { state.Draw(screen); SDL_Delay(1); SDL_Event event; SDL_GetMouseState(&mousex,&mousey); bool mustWriteScreenshot = false; while ( SDL_PollEvent(&event) ) { if ( event.type == SDL_QUIT ) { Config::getInstance()->setShuttingDown(5); done = true; } if ( event.key.keysym.sym == SDLK_F9 ) { mustWriteScreenshot = true; } bool processed = false; state.ProcessInput(event, processed); } state.Update(); mouse.Draw(screen, SDL_GetTicks(), mousex, mousey); SDL_RenderPresent(screen); if (mustWriteScreenshot) { writeScreenShot(); } if (!state.IsActive()) { done = true; } } } void OpenScoresDisplay() { ScoresDisplay d; d.scoreX = buttonXsize*2; d.scoreY = 0; d.backX = 20; d.backY = ysize-buttonYsize-20; d.nextX = xsize-buttonXsize-20; d.nextY = d.backY; d.xsize = xsize; d.ysize = ysize; d.buttonXsize = buttonXsize; d.buttonYsize = buttonYsize; RunGameState(d); } //Draws the balls and explosions static void DrawBalls() { for (int i = 0; i< maxNumberOfBalls; i++) { if (theBallManager.ballUsed[i]) { DrawIMG(balls[theBallManager.ballArray[i].getColor()],screen,theBallManager.ballArray[i].getX(),theBallManager.ballArray[i].getY()); } //if used if (theExplosionManager.explosionUsed[i]) { DrawIMG(explosion[theExplosionManager.explosionArray[i].getFrame()],screen,theExplosionManager.explosionArray[i].getX(),theExplosionManager.explosionArray[i].getY()); } if (theTextManager.textUsed[i]) { int x = theTextManager.textArray[i].getX()-12; int y = theTextManager.textArray[i].getY()-12; DrawIMG(iChainFrame,screen,x,y); nf_standard_small_font.draw(screen, x+12,y+7, NFont::CENTER, "%s",theTextManager.textArray[i].getText()); } } //for } //DrawBalls //draws everything void DrawEverything(int xsize, int ysize,BlockGameSdl* theGame, BlockGameSdl* theGame2) { SDL_ShowCursor(SDL_DISABLE); DrawIMG(backgroundImage,screen,0,0); theGame->DoPaintJob(); theGame2->DoPaintJob(); string strHolder; strHolder = itoa(theGame->GetScore()+theGame->GetHandicap()); NFont_Write(screen, theGame->GetTopX()+310,theGame->GetTopY()+100,strHolder.c_str()); if (theGame->GetAIenabled()) { NFont_Write(screen, theGame->GetTopX()+10,theGame->GetTopY()-34,_("AI") ); } else if (editorMode) { NFont_Write(screen, theGame->GetTopX()+10,theGame->GetTopY()-34,_("Playing field") ); } else if (!singlePuzzle) { NFont_Write(screen, theGame->GetTopX()+10,theGame->GetTopY()-34,player1name); } if (theGame->isTimeTrial()) { int tid = (int)SDL_GetTicks()-theGame->GetGameStartedAt(); int minutes; int seconds; if (tid>=0) { minutes = (2*60*1000-(abs((int)SDL_GetTicks()-(int)theGame->GetGameStartedAt())))/60/1000; seconds = ((2*60*1000-(abs((int)SDL_GetTicks()-(int)theGame->GetGameStartedAt())))%(60*1000))/1000; } else { minutes = ((abs((int)SDL_GetTicks()-(int)theGame->GetGameStartedAt())))/60/1000; seconds = (((abs((int)SDL_GetTicks()-(int)theGame->GetGameStartedAt())))%(60*1000))/1000; } if (theGame->isGameOver()) { minutes=0; } if (theGame->isGameOver()) { seconds=0; } if (seconds>9) { strHolder = itoa(minutes)+":"+itoa(seconds); } else { strHolder = itoa(minutes)+":0"+itoa(seconds); } //if ((SoundEnabled)&&(!NoSound)&&(tid>0)&&(seconds<5)&&(minutes == 0)&&(seconds>1)&&(!(Mix_Playing(6)))) Mix_PlayChannel(6,heartBeat,0); NFont_Write(screen, theGame->GetTopX()+310,theGame->GetTopY()+150,strHolder.c_str()); } else { int minutes = ((abs((int)SDL_GetTicks()-(int)theGame->GetGameStartedAt())))/60/1000; int seconds = (((abs((int)SDL_GetTicks()-(int)theGame->GetGameStartedAt())))%(60*1000))/1000; if (theGame->isGameOver()) { minutes=(theGame->GetGameEndedAt()/1000/60)%100; } if (theGame->isGameOver()) { seconds=(theGame->GetGameEndedAt()/1000)%60; } if (seconds>9) { strHolder = itoa(minutes)+":"+itoa(seconds); } else { strHolder = itoa(minutes)+":0"+itoa(seconds); } NFont_Write(screen, theGame->GetTopX()+310,theGame->GetTopY()+150,strHolder.c_str()); } strHolder = itoa(theGame->GetChains()); NFont_Write(screen, theGame->GetTopX()+310,theGame->GetTopY()+200,strHolder.c_str()); //drawspeedLevel: strHolder = itoa(theGame->GetSpeedLevel()); NFont_Write(screen, theGame->GetTopX()+310,theGame->GetTopY()+250,strHolder.c_str()); if ((theGame->isStageClear()) &&(theGame->GetTopY()+700+50*(theGame->GetStageClearLimit()-theGame->GetLinesCleared())-theGame->GetPixels()-1<600+theGame->GetTopY())) { oldBubleX = theGame->GetTopX()+280; oldBubleY = theGame->GetTopY()+650+50*(theGame->GetStageClearLimit()-theGame->GetLinesCleared())-theGame->GetPixels()-1; DrawIMG(stageBobble,screen,theGame->GetTopX()+280,theGame->GetTopY()+650+50*(theGame->GetStageClearLimit()-theGame->GetLinesCleared())-theGame->GetPixels()-1); } //player1 finnish, player2 start //DrawIMG(boardBackBack,screen,theGame2->GetTopX()-60,theGame2->GetTopY()-68); if (!editorMode) { /* *If single player mode (and not VS) */ if (!twoPlayers && !theGame->isGameOver()) { //Blank player2's board: DrawIMG(backBoard,screen,theGame2->GetTopX(),theGame2->GetTopY()); //Write a description: string gametypeName; string infostring; if (theGame->isTimeTrial()) { gametypeName = _("Time Trial"); infostring = _("Score as much as possible in 2 minutes"); } else if (theGame->isStageClear()) { gametypeName = _("Stage Clear"); infostring = _("You must clear a number of lines. Speed is rapidly increased."); } else if (theGame->isPuzzleMode()) { gametypeName = _("Puzzle"); infostring = _("Clear the entire board with a limited number of moves."); } else { gametypeName = _("Endless"); infostring = _("Score as much as possible. No time limit."); } if (infostring.length() > 0) { NFont_Write(screen, theGame2->GetTopX()+7,theGame2->GetTopY()+10, gametypeName); NFont_Write(screen, theGame2->GetTopX()+7,theGame2->GetTopY()+160, _("Objective:")); nf_standard_blue_font.drawBox(screen, { static_cast(theGame2->GetTopX()+7),static_cast(theGame2->GetTopY()+160+32), 280, 200}, "%s", infostring.c_str()); } //Write the keys that are in use int y = theGame2->GetTopY()+400; NFont_Write(screen, theGame2->GetTopX()+7,y,_("Movement keys:") ); NFont_Write(screen, theGame2->GetTopX()+7,y+40,(getKeyName(keySettings[0].left)+", "+getKeyName(keySettings[0].right)+"," ).c_str() ); NFont_Write(screen, theGame2->GetTopX()+7,y+76,(getKeyName(keySettings[0].up)+", "+getKeyName(keySettings[0].down)).c_str() ); NFont_Write(screen, theGame2->GetTopX()+7,y+120,( _("Switch: ")+getKeyName(keySettings[0].change) ).c_str() ); if (theGame->isPuzzleMode()) { NFont_Write(screen, theGame2->GetTopX()+7,y+160,( _("Restart: ")+getKeyName(keySettings[0].push) ).c_str() ); } else { NFont_Write(screen, theGame2->GetTopX()+7,y+160,( _("Push line: ")+getKeyName(keySettings[0].push) ).c_str() ); } } strHolder = itoa(theGame2->GetScore()+theGame2->GetHandicap()); NFont_Write(screen, theGame2->GetTopX()+310,theGame2->GetTopY()+100,strHolder.c_str()); if (theGame2->GetAIenabled()) { NFont_Write(screen, theGame2->GetTopX()+10,theGame2->GetTopY()-34,_("AI") ); } else { NFont_Write(screen, theGame2->GetTopX()+10,theGame2->GetTopY()-34,theGame2->name); } if (theGame2->isTimeTrial()) { int tid = (int)SDL_GetTicks()-theGame2->GetGameStartedAt(); int minutes; int seconds; if (tid>=0) { minutes = (2*60*1000-(abs((int)SDL_GetTicks()-(int)theGame2->GetGameStartedAt())))/60/1000; seconds = ((2*60*1000-(abs((int)SDL_GetTicks()-(int)theGame2->GetGameStartedAt())))%(60*1000))/1000; } else { minutes = ((abs((int)SDL_GetTicks()-(int)theGame2->GetGameStartedAt())))/60/1000; seconds = (((abs((int)SDL_GetTicks()-(int)theGame2->GetGameStartedAt())))%(60*1000))/1000; } if (theGame2->isGameOver()) { minutes=0; } if (theGame2->isGameOver()) { seconds=0; } if (seconds>9) { strHolder = itoa(minutes)+":"+itoa(seconds); } else { strHolder = itoa(minutes)+":0"+itoa(seconds); } //if ((SoundEnabled)&&(!NoSound)&&(tid>0)&&(seconds<5)&&(minutes == 0)&&(seconds>1)&&(!(Mix_Playing(6)))) Mix_PlayChannel(6,heartBeat,0); NFont_Write(screen, theGame2->GetTopX()+310,theGame2->GetTopY()+150,strHolder.c_str()); } else { int minutes = (abs((int)SDL_GetTicks()-(int)theGame2->GetGameStartedAt()))/60/1000; int seconds = (abs((int)SDL_GetTicks()-(int)theGame2->GetGameStartedAt())%(60*1000))/1000; if (theGame2->isGameOver()) { minutes=(theGame2->GetGameEndedAt()/1000/60)%100; } if (theGame2->isGameOver()) { seconds=(theGame2->GetGameEndedAt()/1000)%60; } if (seconds>9) { strHolder = itoa(minutes)+":"+itoa(seconds); } else { strHolder = itoa(minutes)+":0"+itoa(seconds); } NFont_Write(screen, theGame2->GetTopX()+310,theGame2->GetTopY()+150,strHolder.c_str()); } strHolder = itoa(theGame2->GetChains()); NFont_Write(screen, theGame2->GetTopX()+310,theGame2->GetTopY()+200,strHolder.c_str()); strHolder = itoa(theGame2->GetSpeedLevel()); NFont_Write(screen, theGame2->GetTopX()+310,theGame2->GetTopY()+250,strHolder.c_str()); //draw exit bExit.Draw(screen,SDL_GetTicks(), xsize-bExitOffset, ysize-bExitOffset); } //player2 finnish DrawBalls(); #if DEBUG Frames++; if (SDL_GetTicks() >= Ticks + 1000) { if (Frames > 999) { Frames=999; } snprintf(FPS, sizeof(FPS), "%lu fps", Frames); Frames = 0; Ticks = SDL_GetTicks(); } nf_standard_blue_font.draw(screen, 800, 4, "%s", FPS); #endif } //The function that allows the player to choose PuzzleLevel int PuzzleLevelSelect(int Type) { const int xplace = 200; const int yplace = 300; int levelNr = 0; int mousex, mousey; int oldmousex = 0; int oldmousey = 0; bool levelSelected = false; int nrOfLevels = 0; Uint32 totalScore = 0; Uint32 totalTime = 0; int selected = 0; //Loads the levels, if they havn't been loaded: if (Type == 0) { LoadPuzzleStages(); } if (Type == 0) { nrOfLevels = PuzzleGetNumberOfPuzzles(); } if (Type == 1) { LoadStageClearStages(); totalScore = GetTotalScore(); totalTime = GetTotalTime(); nrOfLevels = GetNrOfLevels(); } while (!levelSelected) { DrawIMG(backgroundImage, screen, 0, 0); DrawIMG(iCheckBoxArea,screen,xplace,yplace); if (Type == 0) { NFont_Write(screen, xplace+12,yplace+2,_("Select Puzzle") ); } if (Type == 1) { NFont_Write(screen, xplace+12,yplace+2, _("Stage Clear Level Select") ); } //Now drow the fields you click in (and a V if clicked): for (int i = 0; i < nrOfLevels; i++) { DrawIMG(iLevelCheckBox,screen,xplace+10+(i%10)*50, yplace+60+(i/10)*50); if (i==selected) { DrawIMG(iLevelCheckBoxMarked,screen,xplace+10+(i%10)*50, yplace+60+(i/10)*50); } if (Type == 0 && PuzzleIsCleared(i)) { DrawIMG(iLevelCheck,screen,xplace+10+(i%10)*50, yplace+60+(i/10)*50); } if (Type == 1 && IsStageCleared(i)) { DrawIMG(iLevelCheck,screen,xplace+10+(i%10)*50, yplace+60+(i/10)*50); } } SDL_Event event; while ( SDL_PollEvent(&event) ) { if ( event.type == SDL_QUIT ) { Config::getInstance()->setShuttingDown(5); levelNr = -1; levelSelected = true; } if (isEscapeEvent(event)) { levelNr = -1; levelSelected = true; } if (isConfirmEvent(event)) { levelNr = selected; levelSelected = true; } if (isRightEvent(event)) { ++selected; if (selected >= nrOfLevels) { selected = 0; } } if (isLeftEvent(event)) { --selected; if (selected < 0) { selected = nrOfLevels-1; } } if (isDownEvent(event)) { selected+=10; if (selected >= nrOfLevels) { selected-=10; } } if (isUpEvent(event)) { selected-=10; if (selected < 0) { selected+=10; } } } SDL_GetKeyboardState(nullptr); SDL_GetMouseState(&mousex,&mousey); if (mousex != oldmousex || mousey != oldmousey) { int tmpSelected = -1; int j; for (j = 0; (tmpSelected == -1) && ( (j0) { timeString = SPrintStringF(_("Time used: %d : %02d"), GetStageTime(selected)/1000/60, (GetStageTime(selected)/1000)%60); } NFont_Write(screen, 200,200,scoreString.c_str()); NFont_Write(screen, 200,250,timeString.c_str()); string totalString = (boost::format(_("Total score: %1% in %2%:%3%"))%totalScore%(totalTime/1000/60)%((totalTime/1000)%60)).str(); NFont_Write(screen, 200,600,totalString.c_str()); } mouse.Draw(screen, SDL_GetTicks(), mousex, mousey); SDL_RenderPresent(screen); //draws it all to the screen } DrawIMG(backgroundImage, screen, 0, 0); return levelNr; } static BlockGameSdl* player1; static BlockGameSdl* player2; static bool registerEndlessHighscore = false; static bool registerTTHighscorePlayer1 = false; static bool registerTTHighscorePlayer2 = false; static void StartSinglePlayerEndless() { //1 player - endless BlockGameStartInfo startInfo; startInfo.ticks = SDL_GetTicks(); startInfo.startBlocks = startInfo.ticks; player1->NewGame(startInfo); twoPlayers =false; player2->SetGameOver(); player1->name = player1name; player2->name = player2name; registerEndlessHighscore = true; } static void StartSinglePlayerTimeTrial() { BlockGameStartInfo startInfo; startInfo.ticks = SDL_GetTicks(); startInfo.timeTrial = true; player1->NewGame(startInfo); twoPlayers =false; player2->SetGameOver(); //vsMode = false; player1->name = player1name; player2->name = player2name; registerTTHighscorePlayer1 = true; } static int StartSinglePlayerPuzzle(int level) { BlockGameStartInfo startInfo; startInfo.ticks = SDL_GetTicks(); startInfo.puzzleMode = true; startInfo.level = PuzzleLevelSelect(0); if (startInfo.level == -1) { return 1; } player1->NewGame(startInfo); DrawIMG(backgroundImage, screen, 0, 0); twoPlayers = false; player2->SetGameOver(); //vsMode = true; player1->name = player1name; player2->name = player2name; return 0; } static void StarTwoPlayerTimeTrial() { BlockGameStartInfo startInfo; startInfo.ticks = SDL_GetTicks(); startInfo.timeTrial = true; BlockGameStartInfo startInfo2 = startInfo; registerTTHighscorePlayer1 = true; registerTTHighscorePlayer2 = true; if (player1AI) { startInfo.AI = true; startInfo.level = player1AIlevel; registerTTHighscorePlayer1 = false; } if (player2AI) { startInfo2.AI = true; startInfo2.level = player2AIlevel; registerTTHighscorePlayer2 = false; } startInfo.gameSpeed = player1Speed; startInfo2.gameSpeed = player2Speed; startInfo.handicap = player1handicap; startInfo2.handicap = player2handicap; player1->NewGame(startInfo); player2->NewGame(startInfo2); twoPlayers = true; player1->name = player1name; player2->name = player2name; } static void StartTwoPlayerVs() { //2 player - VsMode BlockGameStartInfo startInfo; startInfo.ticks = SDL_GetTicks(); startInfo.vsMode = true; startInfo.startBlocks = startInfo.ticks; BlockGameStartInfo startInfo2 = startInfo; if (player1AI) { startInfo.AI = true; startInfo.level = player1AIlevel; } if (player2AI) { startInfo2.AI = true; startInfo2.level = player2AIlevel; } startInfo.gameSpeed = player1Speed; startInfo2.gameSpeed = player2Speed; startInfo.handicap = player1handicap; startInfo2.handicap = player2handicap; player1->NewGame(startInfo); player2->NewGame(startInfo2); //vsMode = true; twoPlayers = true; player1->name = player1name; player2->name = player2name; } //Warning: the arguments to main must be "int argc, char* argv[]" NO CONST! or SDL_main will fail to find it int main(int argc, char* argv[]) { try { //Init the file system abstraction layer PHYSFS_init(argv[0]); vector search_paths; FsSearchParthMainAppend(search_paths); string savepath = getPathToSaveFiles(); highPriority = false; //if true the game will take most resources, but increase framerate. bFullscreen = false; //Set default Config variables: setlocale (LC_ALL, ""); bindtextdomain (PACKAGE, LOCALEDIR); bind_textdomain_codeset(PACKAGE, "utf-8"); textdomain (PACKAGE); int consoleWidth = boost::program_options::options_description::m_default_line_length; const char* columnsEnv = getenv("COLUMNS"); // Allows using this: COLUMNS=300 help2man if (columnsEnv) { consoleWidth = atoi(columnsEnv); } const char* commandname = "blockattack"; if (argv[0]) { //NULL on Windows commandname = argv[0]; } boost::program_options::options_description desc("Options", consoleWidth); desc.add_options() ("help,h", "Displays this message") ("version", "Display the version information") ("nosound", "Disables the sound. Can be used if sound errors prevents you from starting") ("priority", "Causes the game to not sleep between frames.") ("verbose-basic", "Enables basic verbose messages") ("verbose-game-controller", "Enables verbose messages regarding controllers") ("print-search-path", "Prints the search path and quits") ("bind-text-domain", boost::program_options::value(), SPrintStringF("Overwrites the bind text domain used for finding translations. " "Default: \"%s\"", LOCALEDIR).c_str()) ("homepath", boost::program_options::value(), SPrintStringF("Set the home folder where settings are saved. The directory must exsist." " Default: \"%s\"", getPathToSaveFiles().c_str()).c_str()) ; boost::program_options::variables_map vm; try { boost::program_options::store(boost::program_options::parse_command_line(argc, argv, desc), vm); boost::program_options::notify(vm); } catch (exception& e) { cerr << e.what() << endl; cerr << desc << endl; throw; } if (vm.count("bind-text-domain")) { string s = vm["bind-text-domain"].as(); bindtextdomain (PACKAGE, s.c_str()); } if (vm.count("homepath")) { string s = vm["homepath"].as(); setPathToSaveFiles(s); savepath = getPathToSaveFiles(); } if (vm.count("help")) { cout << SPrintStringF("Block Attack - Rise of the blocks %s\n\n" "Block Attack - Rise of the Blocks is a puzzle/blockfall game inspired by Tetris Attack for the SNES.\n\n" "%s\n\n", VERSION_NUMBER, "www.blockattack.net"); cout << "Usage: "<< commandname << " [OPTION]..." << endl; cout << desc << endl; cout << "Examples:" << endl; cout << "\tblockattack \tStart the game normally" << endl; cout << "\tblockattack --nosound\tStart the game without sound. Can be used if sound problems prevents the game from starting" << endl; cout << endl; cout << "Report bugs to the issue tracker here: " << endl; return 0; } if (vm.count("version")) { cout << "blockattack " << VERSION_NUMBER << endl; cout << endl; cout << "Copyright (C) 2005-2016 Poul Sander" << endl; cout << "License GPLv2+: GNU GPL version 2 or later " << endl; cout << "This is free software: you are free to change and redistribute it." << endl; cout << "There is NO WARRANTY, to the extent permitted by law." << endl; return 0; } if (vm.count("nosound")) { NoSound = true; } if (vm.count("priority")) { highPriority = true; } if (vm.count("verbose-basic")) { verboseLevel++; } if (vm.count("verbose-game-controller")) { GameControllerSetVerbose(true); } if (vm.count("print-search-path")) { for (const string& s : search_paths) { cout << s << endl; } cout << savepath << endl; return 0; } OsCreateSaveFolder(); PhysFsSetSearchPath(search_paths, savepath); //Os create folders must be after the paramters because they can change the home folder PhysFsCreateFolders(); SoundEnabled = true; MusicEnabled = true; twoPlayers = false; //true if two players splitscreen theTopScoresEndless = Highscore("endless"); theTopScoresTimeTrial = Highscore("timetrial"); drawBalls = true; puzzleLoaded = false; theBallManager = BallManager(); theExplosionManager = ExplosionManager(); PuzzleSetName("puzzle.levels"); //Init SDL if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) { sago::SagoFatalErrorF("Unable to init SDL: %s", SDL_GetError()); } if (SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER ) != 0) { cerr << "Warning: Game controller failed to initialize. Reason: " << SDL_GetError() << endl; } InitGameControllers(); TTF_Init(); atexit(SDL_Quit); //quits SDL when the game stops for some reason (like you hit exit or Esc) //SDL_EventState(SDL_MOUSEMOTION, SDL_IGNORE); theTextManager = TextManager(); //Open Audio if (!NoSound) { //If sound has not been disabled, then load the sound system if (Mix_OpenAudio(44100, AUDIO_S16SYS, 2, 2048) < 0) { cerr << "Warning: Couldn't set 44100 Hz 16-bit audio - Reason: " << SDL_GetError() << endl << "Sound will be disabled!" << endl; NoSound = true; //Tries to stop all sound from playing/loading } } if (verboseLevel) { //Copyright notice: cout << "Block Attack - Rise of the Blocks (" << VERSION_NUMBER << ")" << endl << "http://www.blockattack.net" << endl << "Copyright 2004-2016 Poul Sander" << endl << "A SDL2 based game (see www.libsdl.org)" << endl << "The game is availeble under the GPL, see COPYING for details." << endl; cout << "-------------------------------------------" << endl; } keySettings[0].up= SDLK_UP; keySettings[0].down = SDLK_DOWN; keySettings[0].left = SDLK_LEFT; keySettings[0].right = SDLK_RIGHT; keySettings[0].change = SDLK_RCTRL; keySettings[0].push = SDLK_RSHIFT; keySettings[2].up= SDLK_w; keySettings[2].down = SDLK_s; keySettings[2].left = SDLK_a; keySettings[2].right = SDLK_d; keySettings[2].change = SDLK_LCTRL; keySettings[2].push = SDLK_LSHIFT; player1keys=0; player2keys=2; player1name = _("Player 1"); player2name = _("Player 2"); Config* configSettings = Config::getInstance(); //configSettings->setString("aNumber"," A string"); //configSettings->save(); if (configSettings->exists("fullscreen")) { //Test if an configFile exists bFullscreen = (bool)configSettings->getInt("fullscreen"); MusicEnabled = (bool)configSettings->getInt("musicenabled"); SoundEnabled = (bool)configSettings->getInt("soundenabled"); mouseplay1 = (bool)configSettings->getInt("mouseplay1"); mouseplay2 = (bool)configSettings->getInt("mouseplay2"); if (configSettings->exists("sdl2_player1keyup")) { keySettings[0].up = (SDL_Keycode)configSettings->getInt("sdl2_player1keyup"); } if (configSettings->exists("sdl2_player1keydown")) { keySettings[0].down = (SDL_Keycode)configSettings->getInt("sdl2_player1keydown"); } if (configSettings->exists("sdl2_player1keyleft")) { keySettings[0].left = (SDL_Keycode)configSettings->getInt("sdl2_player1keyleft"); } if (configSettings->exists("sdl2_player1keyright")) { keySettings[0].right = (SDL_Keycode)configSettings->getInt("sdl2_player1keyright"); } if (configSettings->exists("sdl2_player1keychange")) { keySettings[0].change = (SDL_Keycode)configSettings->getInt("sdl2_player1keychange"); } if (configSettings->exists("sdl2_player1keypush")) { keySettings[0].push = (SDL_Keycode)configSettings->getInt("sdl2_player1keypush"); } if (configSettings->exists("sdl2_player2keyup")) { keySettings[2].up = (SDL_Keycode)configSettings->getInt("sdl2_player2keyup"); } if (configSettings->exists("sdl2_player2keydown")) { keySettings[2].down = (SDL_Keycode)configSettings->getInt("sdl2_player2keydown"); } if (configSettings->exists("sdl2_player2keyleft")) { keySettings[2].left = (SDL_Keycode)configSettings->getInt("sdl2_player2keyleft"); } if (configSettings->exists("sdl2_player2keyright")) { keySettings[2].right = (SDL_Keycode)configSettings->getInt("sdl2_player2keyright"); } if (configSettings->exists("sdl2_player2keychange")) { keySettings[2].change = (SDL_Keycode)configSettings->getInt("sdl2_player2keychange"); } if (configSettings->exists("sdl2_player2keypush")) { keySettings[2].push = (SDL_Keycode)configSettings->getInt("sdl2_player2keypush"); } if (configSettings->exists("player1name")) { player1name = configSettings->getString("player1name"); } if (configSettings->exists("player2name")) { player2name = configSettings->getString("player2name"); } if (verboseLevel) { cout << "Data loaded from config file" << endl; } } else { if (verboseLevel) { cout << "Unable to load options file, using default values" << endl; } } if (singlePuzzle) { xsize=300; ysize=600; } // "Block Attack - Rise of the Blocks" SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "1"); //Open video int createWindowParams = 0; //SDL_WINDOW_RESIZABLE; sdlWindow = SDL_CreateWindow("Block Attack - Rise of the Blocks " VERSION_NUMBER, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, xsize, ysize, createWindowParams ); dieOnNullptr(sdlWindow, "Unable to create window"); SDL_Renderer* renderer = SDL_CreateRenderer(sdlWindow, -1, 0); dieOnNullptr(renderer, "Unable to create render"); SDL_RenderSetLogicalSize(renderer, xsize, ysize); screen = renderer; ResetFullscreen(); SetSDLIcon(sdlWindow); if (verboseLevel) { cout << "Images loaded" << endl; } BlockGameSdl theGame = BlockGameSdl(50,100); //creates game objects BlockGameSdl theGame2 = BlockGameSdl(xsize-500,100); player1 = &theGame; player2 = &theGame2; /*if (singlePuzzle) { theGame.GetTopY()=0; theGame.GetTopX()=0; theGame2.GetTopY()=10000; theGame2.GetTopX()=10000; }*/ theGame.SetGameOver(); //sets the game over in the beginning theGame2.SetGameOver(); //Takes names from file instead theGame.name = player1name; theGame2.name = player2name; if (singlePuzzle) { LoadPuzzleStages(); BlockGameStartInfo s; s.puzzleMode = true; s.level = singlePuzzleNr; s.singlePuzzle = true; theGame.NewGame(s); } SDL_RenderClear(screen); DrawIMG(backgroundImage, screen, 0, 0); DrawEverything(xsize,ysize,&theGame,&theGame2); SDL_RenderPresent(screen); //game loop MainMenu(); //Saves options if (!editorMode) { configSettings->setInt("fullscreen",(int)bFullscreen); configSettings->setInt("musicenabled",(int)MusicEnabled); configSettings->setInt("soundenabled",(int)SoundEnabled); configSettings->setInt("mouseplay1",(int)mouseplay1); configSettings->setInt("mouseplay2",(int)mouseplay2); configSettings->setInt("joypad1",(int)joyplay1); configSettings->setInt("joypad2",(int)joyplay2); configSettings->setInt("sdl2_player1keyup",(int)keySettings[0].up); configSettings->setInt("sdl2_player1keydown",(int)keySettings[0].down); configSettings->setInt("sdl2_player1keyleft",(int)keySettings[0].left); configSettings->setInt("sdl2_player1keyright",(int)keySettings[0].right); configSettings->setInt("sdl2_player1keychange",(int)keySettings[0].change); configSettings->setInt("sdl2_player1keypush",(int)keySettings[0].push); configSettings->setInt("sdl2_player2keyup",(int)keySettings[2].up); configSettings->setInt("sdl2_player2keydown",(int)keySettings[2].down); configSettings->setInt("sdl2_player2keyleft",(int)keySettings[2].left); configSettings->setInt("sdl2_player2keyright",(int)keySettings[2].right); configSettings->setInt("sdl2_player2keychange",(int)keySettings[2].change); configSettings->setInt("sdl2_player2keypush",(int)keySettings[2].push); configSettings->setString("player1name",player1name); configSettings->setString("player2name",player2name); configSettings->save(); } //calculate uptime: //int hours, mins, secs, commonTime ct = TimeHandler::ms2ct(SDL_GetTicks()); if (verboseLevel) { cout << boost::format("Block Attack - Rise of the Blocks ran for: %1% hours %2% mins and %3% secs") % ct.hours % ct.minutes % ct.seconds << endl; } ct = TimeHandler::addTime("totalTime",ct); if (verboseLevel) { cout << "Total run time is now: " << ct.days << " days " << ct.hours << " hours " << ct.minutes << " mins and " << ct.seconds << " secs" << endl; } Stats::getInstance()->save(); Config::getInstance()->save(); } catch (exception& e) { sago::SagoFatalError(e.what()); } //Close file system Apstraction layer! PHYSFS_deinit(); return 0; } int runGame(int gametype, int level) { int mousex, mousey; //Mouse coordinates theTopScoresEndless = Highscore("endless"); theTopScoresTimeTrial = Highscore("timetrial"); drawBalls = true; puzzleLoaded = false; bool bNearDeath = false; //Play music faster or louder while tru theBallManager = BallManager(); theExplosionManager = ExplosionManager(); BlockGameSdl theGame = BlockGameSdl(50,100); //creates game objects BlockGameSdl theGame2 = BlockGameSdl(xsize-500,100); player1 = &theGame; player2 = &theGame2; theGame.DoPaintJob(); //Makes sure what there is something to paint theGame2.DoPaintJob(); theGame.SetGameOver(); //sets the game over in the beginning theGame2.SetGameOver(); //Takes names from file instead theGame.name = player1name; theGame2.name = player2name; if (singlePuzzle) { LoadPuzzleStages(); BlockGameStartInfo s; s.puzzleMode = true; s.level = singlePuzzleNr; s.singlePuzzle = true; theGame.NewGame(s); } //game loop int done = 0; if (verboseLevel) { cout << "Starting game loop" << endl; } bool mustsetupgame = true; while (done == 0) { if (mustsetupgame) { registerEndlessHighscore = false; registerTTHighscorePlayer1 = false; registerTTHighscorePlayer2 = false; switch (gametype) { case 1: StartSinglePlayerTimeTrial(); break; case 2: { int myLevel = PuzzleLevelSelect(1); if (myLevel == -1) { return 1; } BlockGameStartInfo s; s.ticks = SDL_GetTicks(); s.stageClear = true; s.level = myLevel; theGame.NewGame(s); DrawIMG(backgroundImage, screen, 0, 0); twoPlayers =false; theGame2.SetGameOver(); theGame.name = player1name; theGame2.name = player2name; } break; case 3: if (StartSinglePlayerPuzzle(level)) { return 1; } break; case 4: { //1 player - Vs mode int theAIlevel = level; //startSingleVs(); BlockGameStartInfo startInfo; startInfo.ticks = SDL_GetTicks(); startInfo.vsMode = true; startInfo.vsAI = true; startInfo.level = theAIlevel; theGame.NewGame(startInfo); startInfo.AI = true; theGame2.NewGame(startInfo); DrawIMG(backgroundImage, screen, 0, 0); twoPlayers = true; //Single player, but AI plays theGame.name = player1name; theGame2.name = player2name; } break; case 10: StarTwoPlayerTimeTrial(); break; case 11: StartTwoPlayerVs(); break; case 0: default: StartSinglePlayerEndless(); break; }; mustsetupgame = false; DrawIMG(backgroundImage, screen, 0, 0); DrawEverything(xsize,ysize,&theGame,&theGame2); SDL_RenderPresent(screen); } if (!(highPriority)) { SDL_Delay(1); } SDL_RenderClear(screen); DrawIMG(backgroundImage, screen, 0, 0); //updates the balls and explosions: theBallManager.update(); theExplosionManager.update(); theTextManager.update(); bool mustWriteScreenshot = false; if (true) { SDL_Event event; while ( SDL_PollEvent(&event) ) { if ( event.type == SDL_QUIT ) { Config::getInstance()->setShuttingDown(5); done = 1; } if (theGame.isGameOver() && isEscapeEvent(event)) { done = 1; } if ( event.type == SDL_KEYDOWN ) { if ( event.key.keysym.sym == SDLK_ESCAPE || ( event.key.keysym.sym == SDLK_RETURN && theGame.isGameOver() ) ) { done=1; DrawIMG(backgroundImage, screen, 0, 0); } if ((!editorMode)&&(!editorModeTest)&&(!theGame.GetAIenabled())) { //player1: if ( event.key.keysym.sym == keySettings[player1keys].up ) { theGame.MoveCursor('N'); } if ( event.key.keysym.sym == keySettings[player1keys].down ) { theGame.MoveCursor('S'); } if ( (event.key.keysym.sym == keySettings[player1keys].left) ) { theGame.MoveCursor('W'); } if ( (event.key.keysym.sym == keySettings[player1keys].right) ) { theGame.MoveCursor('E'); } if ( event.key.keysym.sym == keySettings[player1keys].push ) { theGame.PushLine(); } if ( event.key.keysym.sym == keySettings[player1keys].change ) { theGame.SwitchAtCursor(); } } if (!editorMode && !theGame2.GetAIenabled()) { //player2: if ( event.key.keysym.sym == keySettings[player2keys].up ) { theGame2.MoveCursor('N'); } if ( event.key.keysym.sym == keySettings[player2keys].down ) { theGame2.MoveCursor('S'); } if ( (event.key.keysym.sym == keySettings[player2keys].left) ) { theGame2.MoveCursor('W'); } if ( (event.key.keysym.sym == keySettings[player2keys].right) ) { theGame2.MoveCursor('E'); } if ( event.key.keysym.sym == keySettings[player2keys].push ) { theGame2.PushLine(); } if ( event.key.keysym.sym == keySettings[player2keys].change ) { theGame2.SwitchAtCursor(); } } //common: if ((!singlePuzzle)&&(!editorMode)) { if ( event.key.keysym.sym == SDLK_F2 ) { /*#if NETWORK if ((!showOptions)&&(!networkActive)){ #else if ((!showOptions)){ #endif StartSinglePlayerEndless(); } */ mustsetupgame = true; } if ( event.key.keysym.sym == SDLK_F10 ) { //StartReplay("/home/poul/.gamesaves/blockattack/quicksave"); } if ( event.key.keysym.sym == SDLK_F9 ) { mustWriteScreenshot = true; } if ( event.key.keysym.sym == SDLK_F5 ) { } if ( event.key.keysym.sym == SDLK_F11 ) { } //F11 } if ( event.key.keysym.sym == SDLK_F12 ) { done=1; } } if (isPlayerUpEvent(1, event)) { theGame.MoveCursor('N'); } if (isPlayerDownEvent(1, event)) { theGame.MoveCursor('S'); } if (isPlayerLeftEvent(1, event)) { theGame.MoveCursor('W'); } if (isPlayerRightEvent (1, event)) { theGame.MoveCursor('E'); } if (isPlayerSwitchEvent(1, event)) { theGame.SwitchAtCursor(); } if (isPlayerPushEvent(1, event)) { theGame.PushLine(); } if (event.type == SDL_MOUSEBUTTONDOWN) { cout << "Mouse button down event" << endl; if (event.button.button == SDL_BUTTON_LEFT) { cout << "Pressed at " << event.button.x << "," << event.button.y << endl; bool pressed = false; int x = 0; int y = 0; theGame.GetBrickCoordinateFromMouse(pressed, event.button.x, event.button.y, x, y); if (pressed) { theGame.MouseDown(x, y); } theGame2.GetBrickCoordinateFromMouse(pressed, event.button.x, event.button.y, x, y); if (pressed) { theGame2.MouseDown(x, y); } } } if (event.type == SDL_MOUSEBUTTONUP) { if (event.button.button == SDL_BUTTON_LEFT) { cout << "Button released" << endl; theGame.MouseUp(); theGame2.MouseUp(); } } if (event.type == SDL_MOUSEMOTION) { //cout << "Moved" << endl; bool pressed = false; int x = 0; int y = 0; theGame.GetMouseCursor(pressed, x, y); if (pressed) { int mx = 0; int my = 0; theGame.GetBrickCoordinateFromMouse(pressed, event.motion.x, event.motion.y, mx, my); if (pressed) { if (mx != x) { theGame.MouseMove(mx); } } } theGame2.GetMouseCursor(pressed, x, y); if (pressed) { int mx = 0; int my = 0; theGame2.GetBrickCoordinateFromMouse(pressed, event.motion.x, event.motion.y, mx, my); if (pressed) { if (mx != x) { theGame2.MouseMove(mx); } } } } } //while event PollEvent - read keys SDL_GetMouseState(&mousex,&mousey); // If the mouse button is released, make bMouseUp equal true if (!SDL_GetMouseState(nullptr, nullptr)&SDL_BUTTON(1)) { bMouseUp=true; } // If the mouse button 2 is released, make bMouseUp2 equal true if ((SDL_GetMouseState(nullptr, nullptr)&SDL_BUTTON(3))!=SDL_BUTTON(3)) { bMouseUp2=true; } if ((!singlePuzzle)&&(!editorMode)) { //read mouse events if (SDL_GetMouseState(nullptr,nullptr)&SDL_BUTTON(1) && bMouseUp) { //This is the mouse events bMouseUp = false; DrawIMG(backgroundImage, screen, 0, 0); if (stageButtonStatus != SBdontShow && (mousex > theGame.GetTopX()+cordNextButton.x) &&(mousex < theGame.GetTopX()+cordNextButton.x+cordNextButton.xsize) &&(mousey > theGame.GetTopY()+cordNextButton.y)&&(mousey < theGame.GetTopY()+cordNextButton.y+cordNextButton.ysize)) { //Clicked the next button after a stage clear or puzzle nextLevel(theGame, SDL_GetTicks()); } if (stageButtonStatus != SBdontShow && (mousex > theGame.GetTopX()+cordRetryButton .x) &&(mousex < theGame.GetTopX()+cordRetryButton.x+cordRetryButton.xsize) &&(mousey > theGame.GetTopY()+cordRetryButton.y)&&(mousey < theGame.GetTopY()+cordRetryButton.y+cordRetryButton.ysize)) { //Clicked the retry button retryLevel(theGame, SDL_GetTicks()); } if (mousex > xsize-bExitOffset && mousex < xsize-bExitOffset+bExitSize && mousey > ysize-bExitOffset && mousey < ysize-bExitOffset+bExitSize) { done = 1; } //cout << "Mouse x: " << mousex << ", mouse y: " << mousey << endl; } //Mouse button 2: if ((SDL_GetMouseState(nullptr,nullptr)&SDL_BUTTON(3))==SDL_BUTTON(3) && bMouseUp2) { bMouseUp2=false; //The button is pressed } } //if !singlePuzzle else { } } //if !bScreenBocked; //Sees if music is stopped and if music is enabled if ((!NoSound)&&(!Mix_PlayingMusic())&&(MusicEnabled)&&(!bNearDeath)) { // then starts playing it. Mix_VolumeMusic(MIX_MAX_VOLUME); Mix_PlayMusic(bgMusic, -1); //music loop } if (bNearDeath!=bNearDeathPrev) { if (bNearDeath) { if (!NoSound &&(MusicEnabled)) { Mix_VolumeMusic(MIX_MAX_VOLUME); Mix_PlayMusic(highbeatMusic, 1); } } else { if (!NoSound &&(MusicEnabled)) { Mix_VolumeMusic(MIX_MAX_VOLUME); Mix_PlayMusic(bgMusic, -1); } } } bNearDeathPrev = bNearDeath; //set bNearDeath to false theGame*.Update() will change to true as needed bNearDeath = theGame.IsNearDeath() || theGame2.IsNearDeath(); //Updates the objects theGame.Update(SDL_GetTicks()); theGame2.Update(SDL_GetTicks()); //see if anyone has won (two players only) #if NETWORK if (!networkPlay) #endif if (twoPlayers) { if ((theGame.isGameOver()) && (theGame2.isGameOver())) { if (theGame.GetScore()+theGame.GetHandicap()>theGame2.GetScore()+theGame2.GetHandicap()) { theGame.setPlayerWon(); } else if (theGame.GetScore()+theGame.GetHandicap() gs; theGame.PopSendGarbage(gs); for (const GarbageStruct& g : gs ) { if (g.greyGarbage) { theGame2.CreateGreyGarbage(); } else { theGame2.CreateGarbage(g.width, g.height); } } gs.clear(); theGame2.PopSendGarbage(gs); for (const GarbageStruct& g : gs ) { if (g.greyGarbage) { theGame.CreateGreyGarbage(); } else { theGame.CreateGarbage(g.width, g.height); } } } if (theGame.isGameOver() && registerTTHighscorePlayer1) { registerTTHighscorePlayer1 = false; theTopScoresTimeTrial.addScore(theGame.name, theGame.GetScore()); } if (theGame2.isGameOver() && registerTTHighscorePlayer2) { registerTTHighscorePlayer2 = false; theTopScoresTimeTrial.addScore(theGame2.name, theGame2.GetScore()); } if (theGame.isGameOver() && registerEndlessHighscore) { registerEndlessHighscore = false; theTopScoresEndless.addScore(theGame.name, theGame.GetScore()); theGame.EndlessHighscoreEvent(); } //Once evrything has been checked, update graphics DrawEverything(xsize,ysize,&theGame,&theGame2); SDL_GetMouseState(&mousex,&mousey); //Draw the mouse: mouse.Draw(screen, SDL_GetTicks(), mousex, mousey); SDL_RenderPresent(screen); if (mustWriteScreenshot) { writeScreenShot(); } } //game loop return 0; }