source/code/BlockGame.cpp
browsing at commit = f10b1d3ce4a2bc8f3e48cf86172c586396f79b0f
/*
===========================================================================
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://blockattack.net
===========================================================================
*/
//Some definitions
//The game is divided in frames. FALLTIME means the blocks will fall one block every FRAMELENGTH*FALLTIME millisecond
#define FRAMELENGTH 50
#define HANGTIME 40
#define FALLTIME 20
//Don't change the following, they are fundamental and later some functions are hardcoded
#define BLOCKFALL 10000
#define GARBAGE 1000000
#define CHAINPLACE 10000000
// The game uses a very special base-10 pack system
// int 999999999999
// YYYYYGWBHTTC
// YYYY = Chain
// G = Garbage, 1= NORMAL, 2=GRAY
// W = Waiting (A bomb is on it)
// B = 1 if the block is falling
// H = Block is hanging after garbage (Get Ready text on it)
// TT = Time (in steps) until something happens
// C = color
static bool block_isFalling(int block) {
return (block/BLOCKFALL)%10;
}
static void block_setFalling(int& block, bool value) {
if (value) {
if (!block_isFalling(block)) {
block += BLOCKFALL;
}
}
else {
if (block_isFalling(block)) {
block -= BLOCKFALL;
}
}
}
#include "BlockGame.hpp"
#include "puzzlehandler.hpp"
#include "stageclearhandler.hpp"
#include <sstream>
#include <deque>
//Function to convert numbers to string (2 diget)
static std::string itoa2(int num) {
char buffer[20];
snprintf(buffer, sizeof(buffer), "%02i", num);
return buffer;
}
/**
* This function tells how long the game may pause the rise of the blocks.
* This decreases as the game progresses.
* @param stops In out variable. If larger than the max allowed
* @param ticks Ticks since the game was started
* @param gameStartedAt Tick the game was started at.
*/
static void capMaxStops(int& stops, unsigned int ticks, unsigned int gameStartedAt) {
if (ticks < gameStartedAt || stops == 0) {
//Game not started or not stops, do nothing
return;
}
unsigned int gameTime = gameStartedAt - ticks;
int maxSeconds = 10-( (gameTime/1000) % 30 );
if (maxSeconds < 3) {
maxSeconds = 1;
}
int cappedStops = maxSeconds * 1000;
if (stops > cappedStops) {
stops = cappedStops;
}
}
stageButton stageButtonStatus;
static std::stringstream ss; //Used for internal formatting
////////////////////////////////////////////////////////////////////////////////
//The BloackGame class represents a board, score, time etc. for a single player/
////////////////////////////////////////////////////////////////////////////////
int BlockGame::rand2() {
nextRandomNumber = nextRandomNumber*1103515245 + 12345;
return ((int)(nextRandomNumber/65536)) % 32768;
}
int BlockGame::firstUnusedChain() {
bool found=false;
int i = 0;
while (!found) {
if (!chainUsed[++i]) {
found=true;
}
if (i>NUMBEROFCHAINS-2) {
found=true;
}
}
return i;
}
//Constructor
BlockGame::BlockGame() {
AI_MoveSpeed=100;
baseSpeed = 0.5; //All other speeds are relative to this
speed = baseSpeed;
speedLevel = 1;
ticks = 0;
gameStartedAt = ticks;
gameEndedAfter = 0;
pushedPixelAt = gameStartedAt;
nextGarbageNumber = 10;
handicap=0;
for (int i=0; i<7; i++) {
for (int j=0; j<30; j++) {
board[i][j] = -1;
}
}
lastCounter = -1; //To prevent the final chunk to be played when stating the program
} //Constructor
void BlockGame::setGameSpeed(int globalSpeedLevel) {
switch (globalSpeedLevel) {
case 0:
baseSpeed=0.5;
break;
case 1:
baseSpeed=0.1;
break;
case 2:
baseSpeed=0.07;
break;
case 3:
baseSpeed=0.04;
break;
case 4:
baseSpeed=0.015;
break;
default:
baseSpeed=0.005;
break;
};
}
void BlockGame::setHandicap(int globalHandicap) {
handicap=1000*((int)globalHandicap);
}
//Set the move speed of the AI based on the aiLevel parameter
//Also enables AI
void BlockGame::setAIlevel(int aiLevel) {
AI_MoveSpeed=120-(20*(aiLevel-3));
};
int BlockGame::getAIlevel() const {
return (120-AI_MoveSpeed)/20+3;
}
int BlockGame::GetScore() const {
return score;
}
int BlockGame::GetHandicap() const {
return handicap;
}
bool BlockGame::isGameOver() const {
return bGameOver;
}
int BlockGame::GetGameStartedAt() const {
return gameStartedAt;
}
int BlockGame::GetGameEndedAt() const {
return gameEndedAfter;
}
bool BlockGame::isTimeTrial() const {
return timetrial;
}
bool BlockGame::isStageClear() const {
return stageClear;
}
bool BlockGame::isVsMode() const {
return vsMode;
}
bool BlockGame::isPuzzleMode() const {
return puzzleMode;
}
int BlockGame::GetLinesCleared() const {
return linesCleared;
}
int BlockGame::GetStageClearLimit() const {
return stageClearLimit;
}
int BlockGame::GetChains() const {
return chain;
}
int BlockGame::GetPixels() const {
return pixels;
}
int BlockGame::GetSpeedLevel() const {
return speedLevel;
}
int BlockGame::GetTowerHeight() const {
return TowerHeight;
}
int BlockGame::GetCursorX() const {
return cursorx;
}
int BlockGame::GetCursorY() const {
return cursory;
}
void BlockGame::MoveCursorTo(int x, int y) {
cursorx = x;
cursory = y;
}
bool BlockGame::GetIsWinner() const {
return hasWonTheGame;
}
void BlockGame::NewGame(const BlockGameStartInfo& s) {
replayInfo.startInfo = s;
replayInfo.actions.clear();
this->recordStats = s.recordStats;
if (s.AI) {
recordStats = false;
}
NewGameInternal(s.ticks);
if (s.timeTrial) {
timetrial = true;
putStartBlocks();
}
if (s.stageClear) {
if (s.level > -1) {
stageClear = true;
Level = s.level;
Stats::getInstance()->addOne("PlayedStageLevel"+itoa2(s.level));
stageClearLimit = 30+(Level%6)*10;
baseSpeed = 0.5/((double)(Level*0.5)+1.0);
speed = baseSpeed;
}
}
if (s.puzzleMode) {
if (s.level>-1) {
puzzleMode = true;
Level = s.level;
MovesLeft = PuzzleNumberOfMovesAllowed(Level);
for (int i=0; i<6; i++) {
for (int j=0; j<12; j++) {
board[i][j+1] = PuzzleGetBrick(Level,i,j);
}
}
baseSpeed = 100000;
speed = 100000;
//Now push the blines up
for (int i=19; i>0; i--) {
for (int j=0; j<6; j++) {
board[j][i] = board[j][i-1];
}
}
for (int j=0; j<6; j++) {
board[j][0] = 5;
}
}
this->singlePuzzle = s.singlePuzzle;
}
if (s.vsMode) {
vsMode = true;
AI_Enabled = s.AI;
if (recordStats) {
Stats::getInstance()->addOne("VSgamesStarted");
}
if (s.vsAI) {
setAIlevel(s.level);
vsAI = true;
}
if (AI_Enabled) {
name = "CPU";
setAIlevel(s.level);
}
putStartBlocks();
}
if (s.startBlocks >= 0) {
putStartBlocks(s.startBlocks);
}
if (s.handicap > 0) {
setHandicap(s.handicap);
}
if (s.gameSpeed > 0) {
setGameSpeed(s.gameSpeed);
speed = baseSpeed;
}
}
//Instead of creating new object new game is called, to prevent memory leaks
void BlockGame::NewGameInternal( unsigned int ticks) {
this->ticks = ticks;
stageButtonStatus = SBdontShow;
nrFellDown = 0;
nrPushedPixel = 0;
nrStops = 0;
cursorx = 2;
cursory = 3;
stop = 0;
pixels = 0;
score = 0;
bGameOver = false;
bDraw = false;
timetrial = false;
stageClear = false;
linesCleared = 0;
hasWonTheGame = false;
vsMode = false;
puzzleMode = false;
combo=0;
chain=0;
AI_Enabled = false;
baseSpeed= 0.5;
speed = baseSpeed;
speedLevel = 1;
gameStartedAt = ticks+3000;
pushedPixelAt = gameStartedAt;
nextGarbageNumber = 10;
handicap=0;
for (int i=0; i<7; i++) {
for (int j=0; j<30; j++) {
board[i][j] = -1;
}
}
for (int i=0; i<NUMBEROFCHAINS; i++) {
chainUsed[i]=false;
chainSize[i] = 0;
}
lastAImove = ticks+3000;
} //NewGame
void BlockGame::FinalizeBlockGameInfo() {
replayInfo.extra.name = name;
replayInfo.extra.score = score;
replayInfo.extra.seconds = gameEndedAfter;
}
//Prints "winner" and ends game
void BlockGame::setPlayerWon() {
if (!bGameOver || !hasWonTheGame) {
gameEndedAfter = ticks-gameStartedAt; //We game ends now!
if (recordStats) {
TimeHandler::addTime("playTime",TimeHandler::ms2ct(gameEndedAfter));
}
bGameOver = true;
PlayerWonEvent();
if (recordStats) {
Stats::getInstance()->addOne("totalWins");
if (vsAI) {
//We have defeated an AI
Stats::getInstance()->addOne("defeatedAI"+std::to_string(getAIlevel()));
}
}
if (AI_Enabled && vsAI) {
//The AI have defeated a human player
Stats::getInstance()->addOne("defeatedByAI"+std::to_string(getAIlevel()));
}
FinalizeBlockGameInfo();
}
hasWonTheGame = true;
}
//Prints "draw" and ends the game
void BlockGame::setDraw() {
bGameOver = true;
if (recordStats) {
TimeHandler::addTime("playTime",TimeHandler::ms2ct(gameEndedAfter));
}
hasWonTheGame = false;
bDraw = true;
DrawEvent();
if (recordStats) {
Stats::getInstance()->addOne("totalDraws");
}
FinalizeBlockGameInfo();
}
//Test if LineNr is an empty line, returns false otherwise.
bool BlockGame::LineEmpty(int lineNr) const {
bool empty = true;
for (int i = 0; i <7; i++) {
if (board[i][lineNr] != -1) {
empty = false;
}
}
return empty;
}
//Test if the entire board is empty (used for Puzzles)
bool BlockGame::BoardEmpty() const {
bool empty = true;
for (int i=0; i<6; i++) {
for (int j=1; j<13; j++) {
if (board[i][j] != -1) {
empty = false;
}
}
}
return empty;
}
//Anything that the user can't move? In that case Game Over cannot occur
bool BlockGame::hasStaticContent() const {
for (int i=0; i<6; i++) {
for (int j=1; j<13; j++) {
if (board[i][j] >= 10000000) { //Higher than this means combos (garbage is static, but the stack is static but nothing to do about it)
return true; //They are static
}
}
}
return false; //Return false if no static object found
}
void BlockGame::putStartBlocks() {
putStartBlocks(time(0));
}
void BlockGame::putStartBlocks(int n) {
for (int i=0; i<7; i++) {
for (int j=0; j<30; j++) {
board[i][j] = -1;
}
}
nextRandomNumber = n;
int choice = rand2()%3; //Pick a random layout
switch (choice) {
case 0:
//row 0:
board[0][0]=1;
board[1][0]=0;
board[2][0]=4;
board[3][0]=3;
board[4][0]=3;
board[5][0]=5;
//row 1:
board[0][1]=1;
board[1][1]=4;
board[2][1]=2;
board[3][1]=0;
board[4][1]=4;
board[5][1]=5;
//row 2:
board[0][2]=2;
board[1][2]=3;
board[2][2]=0;
board[3][2]=4;
board[4][2]=1;
board[5][2]=1;
//row 3:
board[0][3]=3;
board[1][3]=2;
board[2][3]=3;
board[3][3]=1;
board[4][3]=0;
board[5][3]=4;
//row 4:
board[0][4]=2;
board[1][4]=3;
board[2][4]=3;
board[3][4]=1;
board[4][4]=4;
board[5][4]=0;
//row 5:
board[0][5]=-1;
board[1][5]=5;
board[2][5]=5;
board[3][5]=-1;
board[4][5]=1;
board[5][5]=-1;
break;
case 1:
//row 0:
board[0][0]=3;
board[1][0]=5;
board[2][0]=0;
board[3][0]=0;
board[4][0]=4;
board[5][0]=2;
//row 1:
board[0][1]=3;
board[1][1]=5;
board[2][1]=-1;
board[3][1]=5;
board[4][1]=4;
board[5][1]=2;
//row 2:
board[0][2]=2;
board[1][2]=-1;
board[2][2]=-1;
board[3][2]=4;
board[4][2]=0;
board[5][2]=3;
//row 3:
board[0][3]=2;
board[5][3]=3;
break;
default:
//row 0:
board[0][0]=4;
board[1][0]=5;
board[2][0]=2;
board[3][0]=0;
board[4][0]=1;
board[5][0]=5;
//row 1:
board[0][1]=4;
board[1][1]=5;
board[2][1]=2;
board[3][1]=1;
board[4][1]=0;
board[5][1]=2;
//row 2:
board[0][2]=2;
board[1][2]=4;
board[2][2]=-1;
board[3][2]=0;
board[4][2]=1;
board[5][2]=5;
//row 3:
board[0][3]=4;
board[1][3]=2;
board[2][3]=-1;
board[3][3]=1;
board[4][3]=0;
board[5][3]=2;
//row 4:
board[0][4]=4;
board[1][4]=2;
board[2][4]=-1;
board[3][4]=0;
board[4][4]=1;
board[5][4]=-1;
break;
};
}
//decreases hang for all hanging blocks and wait for waiting blocks
void BlockGame::ReduceStuff() {
int howMuchHang = (ticks - FRAMELENGTH*hangTicks)/FRAMELENGTH;
if (howMuchHang>0) {
for (int i=0; i<7; i++) {
for (int j=0; j<30; j++) {
if ((board[i][j]/BLOCKHANG)%10==1) {
int hangNumber = (board[i][j]/10)%100;
if (hangNumber<=howMuchHang) {
board[i][j]-=BLOCKHANG;
board[i][j]-=hangNumber*10;
}
else {
board[i][j]-=10*howMuchHang;
}
}
if ((board[i][j]/BLOCKWAIT)%10==1) {
int hangNumber = (board[i][j]/10)%100;
if (hangNumber<=howMuchHang) {
//The blocks must be cleared
board[i][j]-=hangNumber*10;
}
else {
board[i][j]-=10*howMuchHang;
}
}
}
}
}
hangTicks+=howMuchHang;
}
//Creates garbage using a given wide and height
bool BlockGame::CreateGarbage(int wide, int height) {
{
if (wide>6) {
wide = 6;
}
if (height>12) {
height = 12;
}
int startPosition = 12;
while ( startPosition <= 29 && !LineEmpty(startPosition)) {
startPosition++;
}
if (startPosition >= 29) {
return false; //failed to place blocks
}
if (29-startPosition<height) {
return false; //not enough space
}
int start = 0;
int end = 6;
if (bGarbageFallLeft) {
start=0;
end=start+wide;
bGarbageFallLeft = false;
}
else {
start=6-wide;
end = 6;
bGarbageFallLeft = true;
}
for (int i = startPosition; i <startPosition+height; i++) {
for (int j = start; j < end; j++) {
board[j][i] = 1000000+nextGarbageNumber;
}
}
nextGarbageNumber++;
if (nextGarbageNumber>999999) {
nextGarbageNumber = 10;
}
return true;
}
return false;
}
//Creates garbage using a given wide and height
bool BlockGame::CreateGreyGarbage() {
int startPosition = 12;
while ( startPosition <= 29 && !LineEmpty(startPosition) ) {
startPosition++;
}
if (startPosition >= 29) {
return false; //failed to place blocks
}
int start = 0;
int end = 6;
for (int i = startPosition; i <startPosition+1; i++) {
for (int j = start; j < end; j++) {
board[j][i] = 2*1000000+nextGarbageNumber;
}
}
nextGarbageNumber++;
if (nextGarbageNumber>999999) {
nextGarbageNumber = 10;
}
return true;
}
//Clears garbage, must take one the lower left corner!
int BlockGame::GarbageClearer(int x, int y, int number, bool aLineToClear, int chain) {
if ((board[x][y])%1000000 != number) {
return -1;
}
if (aLineToClear) {
board[x][y] = this->rand2() % 6;
board[x][y] += 10*HANGTIME+BLOCKHANG+CHAINPLACE*chain;
}
garbageToBeCleared[x][y] = false;
GarbageClearer(x+1, y, number, aLineToClear, chain);
GarbageClearer(x, y+1, number, false, chain);
return 1;
}
//Marks garbage that must be cleared
int BlockGame::GarbageMarker(int x, int y) {
if ((x>6)||(x<0)||(y<0)||(y>29)) {
return -1;
}
if (((board[x][y])/1000000 == 1)&&(garbageToBeCleared[x][y] == false)) {
garbageToBeCleared[x][y] = true;
//Float fill
GarbageMarker(x-1, y);
GarbageMarker(x+1, y);
GarbageMarker(x, y-1);
GarbageMarker(x, y+1);
}
return 1;
}
int BlockGame::FirstGarbageMarker(int x, int y) {
if ((x>6)||(x<0)||(y<0)||(y>29)) {
return -1;
}
if (((board[x][y])/1000000 == 2)&&(garbageToBeCleared[x][y] == false)) {
for (int i=0; i<6; i++) {
garbageToBeCleared[i][y] = true;
}
}
else if (((board[x][y])/1000000 == 1)&&(garbageToBeCleared[x][y] == false)) {
garbageToBeCleared[x][y] = true;
//Float fill
GarbageMarker(x-1, y);
GarbageMarker(x+1, y);
GarbageMarker(x, y-1);
GarbageMarker(x, y+1);
}
return 1;
}
//Clear Blocks if 3 or more is alligned (naive implemented)
void BlockGame::ClearBlocks() {
bool toBeCleared[7][30]; //true if blok must be removed
int previus=-1; //the last block checked
int combo=0;
for (int i=0; i<30; i++)
for (int j=0; j<7; j++) {
toBeCleared[j][i] = false;
garbageToBeCleared[j][i] = false;
}
for (int i=0; i<7; i++) {
bool faaling = false;
for (int j=0; j<30; j++) {
if ((faaling)&&(board[i][j]>-1)&&(board[i][j]%10000000<7)) {
block_setFalling(board[i][j], true);
}
if ((!faaling)&&((board[i][j]/BLOCKFALL)%10==1)) {
block_setFalling(board[i][j], false);
}
if (!((board[i][j]>-1)&&(board[i][j]%10000000<7))) {
faaling=true;
}
if (((board[i][j]/1000000)%10==1)||((board[i][j]/1000000)%10==2)||((board[i][j]/BLOCKHANG)%10==1)||((board[i][j]/BLOCKWAIT)%10==1)) {
faaling = false;
}
}
}
for (int j=0; j<7; j++) {
previus = -1;
combo=0;
for (int i=1; i<30; i++) {
if ((board[j][i]>-1)&&(board[j][i]%10000000<7)) {
if (board[j][i]%10000000 == previus) {
combo++;
}
else {
if (combo>2) {
for (int k = i-combo; k<i; k++) {
toBeCleared[j][k] = true;
}
}
combo=1;
previus = board[j][i]%10000000;
}
} //if board
else {
if (combo>2) {
for (int k = i-combo; k<i; k++) {
toBeCleared[j][k] = true;
}
}
combo = 0;
previus = -1;
}
} //for i
} //for j
chain = 0;
for (int i=0; i<6; i++) {
for (int j=0; j<30; j++) {
//Clears blocks marked for clearing
int temp=board[i][j];
if (1==((temp/BLOCKWAIT)%10)) {
if (((temp/10)%100)==0) {
if (chainSize[chain]<chainSize[board[i][j]/10000000]) {
chain = board[i][j]/10000000;
}
AddBall(i, j, true, board[i][j]%10);
AddBall(i, j, false, board[i][j]%10);
AddExplosion(i, j);
board[i][j]=-2;
}
}
}
}
for (int i=0; i<7; i++) {
bool setChain=false;
for (int j=0; j<30; j++) {
if (board[i][j]==-1) {
setChain=false;
}
if (board[i][j]==-2) {
board[i][j]=-1;
setChain=true;
BlockPopEvent();
}
if (board[i][j]!=-1) {
if ((setChain)&&((board[i][j]/GARBAGE)%10!=1)&&((board[i][j]/GARBAGE)%10!=2)) {
board[i][j]=((board[i][j]%CHAINPLACE)+CHAINPLACE*chain);
}
}
}
}
int startvalue;
if (pixels == 0) {
startvalue=1;
}
else {
startvalue=0;
}
for (int i=startvalue; i<30; i++) {
previus=-1;
combo=0;
for (int j=0; j<7; j++) {
if (((board[j][i]>-1)&&(board[j][i]%10000000<7))) {
if (board[j][i]%10000000 == previus) {
combo++;
}
else {
if (combo>2) {
for (int k = j-combo; k<j; k++) {
toBeCleared[k][i] = true;
}
}
combo=1;
previus = board[j][i]%10000000;
}
} //if board
else {
if (combo>2) {
for (int k = j-combo; k<j; k++) {
toBeCleared[k][i] = true;
}
}
combo = 0;
previus = -1;
}
} //for j
} //for i
combo = 0;
chain = 0;
int grey = 0;
for (int i=0; i<30; i++) {
for (int j=0; j<6; j++) {
if (toBeCleared[j][i]) {
//see if any garbage is around:
FirstGarbageMarker(j-1, i);
FirstGarbageMarker(j+1, i);
FirstGarbageMarker(j, i-1);
FirstGarbageMarker(j, i+1);
//that is checked now :-)
if (board[j][i]%10000000==6) {
grey++;
}
if ((vsMode) && (grey>2) && (board[j][i]%10000000==6)) {
GarbageStruct s;
s.setGarbage(6, 1, true);
this->garbageSendQueue.push_back(s);
}
if ((board[j][i]>-1)&&(board[j][i]%10000000<7)) {
board[j][i]+=BLOCKWAIT+10*FALLTIME;
}
if (chainSize[board[j][i]/10000000]>chainSize[chain]) {
chain=board[j][i]/10000000;
}
combo++;
stop+=140*combo;
score +=10;
if (combo>3) {
score+=3*combo; //More points if more cleared simontanously
}
}
}
}
score+=chainSize[chain]*100;
if (chain==0) {
chain=firstUnusedChain();
chainSize[chain]=0;
chainUsed[chain]=true;
}
chainSize[chain]++;
for (int i=0; i<30; i++) {
for (int j=0; j<6; j++) {
if (toBeCleared[j][i]) {
board[j][i]=(board[j][i]%10000000)+chain*10000000;
}
}
}
{
//This is here we add text to screen!
bool dead = false;
for (int i=29; i>=0; i--) {
for (int j=0; j<6; j++) {
if (toBeCleared[j][i]) {
if (!dead) {
dead=true;
if (chainSize[chain]>1) {
AddText(j, i, chainSize[chain], 1000);
}
}
}
}
}
} //This was there text was added
if (vsMode) {
GarbageStruct s;
switch (combo) {
case 0:
case 1:
case 2:
case 3:
break;
case 4:
s.setGarbage(3,1);
break;
case 5:
s.setGarbage(4,1);
break;
case 6:
s.setGarbage(5,1);
break;
case 7:
s.setGarbage(6,1);
break;
case 8:
s.setGarbage(4,1);
s.setGarbage(4,1);
break;
case 9:
s.setGarbage(5,1);
s.setGarbage(4,1);
break;
case 10:
s.setGarbage(5,1);
s.setGarbage(5,1);
break;
case 11:
s.setGarbage(6,1);
s.setGarbage(5,1);
break;
case 12:
s.setGarbage(6,1);
s.setGarbage(6,1);
break;
case 13:
s.setGarbage(5,1);
s.setGarbage(5,1);
s.setGarbage(4,1);
break;
default:
s.setGarbage(5,1);
s.setGarbage(5,1);
s.setGarbage(4,1);
break;
}
if (s.width > 0) {
garbageSendQueue.push_back(s);
}
}
for (int i=0; i<30; i++) {
for (int j=0; j<6; j++) {
if (garbageToBeCleared[j][i]) {
GarbageClearer(j, i, board[j][i]%1000000, true, chain); //Clears the blocks and all blocks connected to it.
}
}
}
chain=0;
//Break chains (if a block is stable it is resetted to (chain == 0)):
for (int i=0; i<7; i++) {
bool faaling = false; //In the beginning we are NOT falling
for (int j=0; j<30; j++) {
if ((faaling)&&(board[i][j]>-1)&&(board[i][j]<7)) {
block_setFalling(board[i][j], true);
}
if (!faaling) {
block_setFalling(board[i][j], false);
}
if ((!faaling)&&(board[i][j]>0)&&(board[i][j]/10000000!=0)&&((board[i][j]/BLOCKWAIT)%10!=1)&&((board[i][j]/BLOCKHANG)%10!=1)) {
if (chainSize[board[i][j]/10000000]>chainSize[chain]) {
chain=board[i][j]/10000000;
}
board[i][j]=board[i][j]%10000000;
}
if (!((board[i][j]>-1)&&(board[i][j]<7))) {
faaling=true;
}
if (((board[i][j]/1000000)%10==1)||((board[i][j]/BLOCKHANG)%10==1)||((board[i][j]/BLOCKWAIT)%10==1)) {
faaling = false;
}
}
}
//Calculate chain
chain=0;
for (int i=0; i<6; i++) {
for (int j=0; j<30; j++) {
if (chainSize[board[i][j]/10000000]>chain) {
chain=chainSize[board[i][j]/10000000];
}
}
}
//Make space in table for more things
if (chain==0) {
for (int i=0; i<NUMBEROFCHAINS; i++) {
if (chainUsed[i]==true) {
if ((vsMode)&&(chainSize[i]>1)) {
GarbageStruct s;
s.setGarbage(6,chainSize[i]-1);
this->garbageSendQueue.push_back(s);
}
if (chainSize[i]>4) {
LongChainDoneEvent();
}
if (chainSize[i]>1 && !puzzleMode && recordStats) {
Stats::getInstance()->addOne((std::string)"chainX"+std::to_string(chainSize[i]));
}
chainUsed[i]=false;
}
}
}
} //ClearBlocks
//prints "Game Over" and ends game
void BlockGame::SetGameOver() {
if (!bGameOver) {
gameEndedAfter = ticks-gameStartedAt; //We game ends now!
if (recordStats) {
TimeHandler::addTime("playTime",TimeHandler::ms2ct(gameEndedAfter));
}
FinalizeBlockGameInfo();
}
bGameOver = true;
if (stageClear) {
stageButtonStatus = SBstageClear;
}
}
bool BlockGame::GetAIenabled() const {
return AI_Enabled;
}
//Moves all peaces a spot down if possible
int BlockGame::FallBlock(int x, int y, int number) {
if (y == 0) {
return -1;
}
if (x>0) {
if (board[x-1][y] == number) {
return -1;
}
}
int i=x;
bool canFall = true;
//checks a line of a garbage block and see if something is under it
while ((board[i][y] == number)&&(canFall)&&(i<6)) {
if (board[i][y-1] != -1) {
canFall = false;
}
i++;
}
if (canFall) {
//cout << "Now falling" << "\n";
for (int j = x; j<i; j++) {
board[j][y-1] = board[j][y];
board[j][y] = -1;
}
}
return 0;
} //FallBlock
//Makes all Garbage fall one spot
void BlockGame::GarbageFall() {
for (int i=0; i<30; i++) {
for (int j=0; j<7; j++) {
if ((((board[j][i]/1000000)%10) == 1)||(((board[j][i]/1000000)%10) == 2)) {
FallBlock(j, i, board[j][i]);
}
}
}
}
//Makes the blocks fall (it doesn't test time, this must be done before hand)
void BlockGame::FallDown() {
bool falling =false; //nothing is moving unless proven otherwise
for (int i=0; i<29; i++) {
for (int j=0; j<6; j++) {
if ((board[j][i]==-1) && (board[j][i+1]!=-1) && (board[j][i+1]%BLOCKFALL<7)) {
board[j][i] = board[j][i+1];
board[j][i+1] = -1;
falling = true; //something is moving!
}
if ((board[j][i]/BLOCKWAIT)%10==1) {
falling=true;
}
}
}
if (!falling) { //If nothing is falling
if ((puzzleMode)&&(!bGameOver)&&(MovesLeft==0)&&(!(BoardEmpty()))) {
//Puzzle not won
SetGameOver();
stageButtonStatus = SBpuzzleMode;
}
}
GarbageFall(); //Makes the garbage fall
nrFellDown++; //Sets number of this fall, so we know then the next will occur
}
//Moves the cursor, receaves N,S,E or W as a char an moves as desired
void BlockGame::MoveCursor(char way) {
if (!bGameOver) { //If game over nothing happends
if ((way == 'N') && ((cursory<10)||(TowerHeight>12) ||(((pixels==bsize)||(pixels==0)) && (cursory<11)))) {
cursory++;
}
if ((way == 'S') && (cursory>0)) {
cursory--;
}
if ((way == 'W') && (cursorx>0)) {
cursorx--;
}
if ((way == 'E') && (cursorx<4)) {
cursorx++;
}
}
}
//switches the two blocks at the cursor position, unless game over
void BlockGame::SwitchAtCursor() {
if (bGameOver) {
return;
}
ClearBlocks(); //Ensure that everything that floats are marked as floating
if ((board[cursorx][cursory+1]<7) && (board[cursorx+1][cursory+1]<7) && ((!puzzleMode)||(MovesLeft>0)) && (gameStartedAt<ticks)) {
int temp = board[cursorx][cursory+1];
board[cursorx][cursory+1] = board[cursorx+1][cursory+1];
board[cursorx+1][cursory+1] = temp;
}
if ((puzzleMode)&&(gameStartedAt<ticks)&&(MovesLeft>0)) {
MovesLeft--;
}
}
void BlockGame::PushLine() {
PushLineInternal();
}
//Generates a new line and moves the field one block up (restart puzzle mode)
void BlockGame::PushLineInternal() {
//If not game over, not high tower and not puzzle mode
if ((!bGameOver) && TowerHeight<13 && (!puzzleMode) && (gameStartedAt<ticks)&&(chain==0)) {
for (int i=19; i>0; i--) {
for (int j=0; j<6; j++) {
board[j][i] = board[j][i-1];
}
}
for (int j=0; j<6; j++) {
board[j][0] = rand2() % 4;
if (j > 0) {
if (board[j][0] == board[j-1][0]) {
board[j][0] = rand2() % 6;
}
}
if (board[j][0] == board[j][1]) {
board[j][0] = rand2() % 6;
}
if (board[j][0] == board[j][1]) {
board[j][0] = rand2() % 6;
}
while ((j>0)&&(board[j][0]==board[j-1][0])) {
board[j][0] = rand2() % 6;
}
}
score+=1;
MoveCursor('N'); //Workaround for this being done registred too
if (vsMode) {
if (rand2()%6==1) {
board[rand2()%6][0]=6;
}
}
pixels = 0;
stop=0;
pushedPixelAt = ticks;
linesCleared++;
AI_LineOffset++;
nrPushedPixel=(int)((double)(pushedPixelAt-gameStartedAt)/(1000.0*speed));
if (recordStats) {
Stats::getInstance()->addOne("linesPushed");
}
} //if !bGameOver
//Restart Puzzle mode
if (puzzleMode && !bGameOver) {
//Reloads level
MovesLeft = PuzzleNumberOfMovesAllowed(Level);
for (int i=0; i<6; i++) {
for (int j=0; j<12; j++) {
board[i][j+1] = PuzzleGetBrick(Level,i,j);
}
}
score=0;
bGameOver=false;
}
if ((TowerHeight>12) && (!puzzleMode)&&(!bGameOver)&&(chain==0)) {
SetGameOver();
}
}//PushLine
//Pushes a single pixel, so it appears to scrool
void BlockGame::PushPixels() {
nrPushedPixel++;
if ((pixels < bsize) && TowerHeight<13) {
pixels++;
}
else {
PushLineInternal();
}
if (pixels>bsize) {
pixels=0;
}
}
//See how high the tower is, saved in integer TowerHeight
void BlockGame::FindTowerHeight() {
/*
* Old implementation, used until I find the bug in the other.
* This function has a bug in stage clear! if an empty line appears.
*/
prevTowerHeight = TowerHeight;
bool found = false;
TowerHeight = 0;
while (!found) {
found = true;
for (int j=0; j<6; j++)
if (board[j][TowerHeight] != -1) {
found = false;
}
TowerHeight++;
}
TowerHeight--;
}
///////////////////////////////////////////////////////////////////////////
/////////////////////////// AI starts here! ///////////////////////////////
///////////////////////////////////////////////////////////////////////////
//First the helpet functions:
int BlockGame::nrOfType(int line, int type) {
int counter = 0;
for (int i=0; i<6; i++)
if (board[i][line]==type) {
counter++;
}
return counter;
}
//See if a combo can be made in this line
int BlockGame::horiInLine(int line) {
int nrOfType[7] = {0, 0, 0, 0, 0, 0, 0};
int max = 0;
for (int i=0; i<6; i++) {
int iTemp = board[i][line];
if ((iTemp>-1)&&(iTemp<7)) {
nrOfType[iTemp]++;
}
}
for (int j=0; j<7; j++) {
if (nrOfType[j]>max) {
max = nrOfType[j];
AIcolorToClear = j;
}
}
return max;
}
bool BlockGame::horiClearPossible() {
int i=13;
bool solutionFound = false;
do {
if (horiInLine(i)>2) {
AI_LineOffset = 0;
AIlineToClear = i;
solutionFound = true;
}
i--;
}
while ((!solutionFound)&&(i>0));
return solutionFound;
}
//the Line Has Unmoveable Objects witch might stall the AI
bool BlockGame::lineHasGarbage(int line) {
for (int i=0; i<6; i++) {
if (board[i][line]>1000000) {
return true;
}
}
return false;
}
//Types 0..6 in line
int BlockGame::nrOfRealTypes(int line) {
int counter = 0;
for (int i=0; i<6; i++) {
if ((board[i][line]>-1)&&(board[i][line]<7)) {
counter++;
}
}
return counter;
}
//See if there is a tower
bool BlockGame::ThereIsATower() {
bool bThereIsATower = false; //Unless proven otherwise!
bool topReached = false; //If we have reached the top
int lineNumber = 0;
bool emptySpacesFound = false;
do {
if ((emptySpacesFound) && (nrOfRealTypes(lineNumber)>0)&&(nrOfType(lineNumber, -1)>0)) {
AIlineToClear = lineNumber;
if (lineHasGarbage(lineNumber)) {
return false;
}
else {
bThereIsATower = true;
}
}
else {
emptySpacesFound=false;
}
if ((!emptySpacesFound)&&(nrOfType(lineNumber, -1)>0)) {
emptySpacesFound = true;
}
if (lineNumber<12) {
lineNumber++;
}
else {
topReached = true;
}
}
while ((!bThereIsATower)&&(!topReached));
return bThereIsATower;
}
double BlockGame::firstInLine1(int line) {
if (line > 20 || line < 0) {
std::cerr << "Warning: first in Line1: " << line << "\n";
return 3.0;
}
for (int i=0; i<6; i++) {
if ((board[i][line]>-1)&&(board[i][line]<7)) {
return (double)i;
}
}
return 3.0;
}
//returns the first coordinate of the block of type
double BlockGame::firstInLine(int line, int type) {
if (line > 20 || line < 0) {
std::cerr << "Warning: first in Line: " << line << "\n";
return 3.0;
}
for (int i=0; i<6; i++) {
if (board[i][line]==type) {
return (double)i;
}
}
return 3.0;
}
//There in the line shall we move
int BlockGame::closestTo(int line, int place) {
if ((int)firstInLine1(line)>place) {
return (int)firstInLine1(line)-1;
}
for (int i=place; i>=0; i--) {
if ((board[i][line]>-1)&&(board[i][line]<7)) {
return i;
}
}
AIstatus=0;
return place;
}
//The AI will remove a tower
void BlockGame::AI_ClearTower() {
int place = (int)firstInLine(AIlineToClear-1, -1); //Find an empty field to frop a brick into
int xplace = closestTo(AIlineToClear, place); //Find the brick to drop in it
if (cursory+1<AIlineToClear) {
MoveCursor('N');
}
else if (cursory+1>AIlineToClear) {
MoveCursor('S');
}
else if (cursorx<xplace) {
MoveCursor('E');
}
else if (cursorx>xplace) {
MoveCursor('W');
}
else {
SwitchAtCursor();
}
if (!ThereIsATower()) {
AIstatus = 0;
}
}
//The AI will try to clear block horisontally
void BlockGame::AI_ClearHori() {
int lowestLine = AIlineToClear;
for (int i=0; i<7; i++) {
if (nrOfType(lowestLine, i)>2) {
AIcolorToClear = i;
}
}
if (cursory>lowestLine-1) {
MoveCursor('S');
}
else if (cursory<lowestLine-1) {
MoveCursor('N');
}
else if (nrOfType(lowestLine, AIcolorToClear)>2) {
int left=0, right=0;
if (board[0][lowestLine]==AIcolorToClear) {
left++;
}
if (board[1][lowestLine]==AIcolorToClear) {
left++;
}
if (board[2][lowestLine]==AIcolorToClear) {
left++;
}
if (board[3][lowestLine]==AIcolorToClear) {
right++;
}
if (board[4][lowestLine]==AIcolorToClear) {
right++;
}
if (board[5][lowestLine]==AIcolorToClear) {
right++;
}
int xplace = 0;
if (left<right) {
int count=0;
for (int i=0; (i<4)&&(count<1); i++) {
if ((board[i][lowestLine]==AIcolorToClear)&&((i==0)||(board[i+1][lowestLine]!=AIcolorToClear))) {
count++;
xplace = i;
}
}
}
else {
int count=0;
for (int i=3; (i<=5)&&(count<1); i++) {
if ((board[i][lowestLine]==AIcolorToClear)&&(board[i-1][lowestLine]!=AIcolorToClear)) {
count++;
xplace = --i;
}
}
}
if (cursorx<xplace) {
MoveCursor('E');
}
else if (cursorx>xplace) {
MoveCursor('W');
}
else if (cursorx==xplace) {
SwitchAtCursor();
}
else {
AIstatus = 0;
}
}
else {
AIstatus = 0;
}
}
//Test if vertical clear is possible
bool BlockGame::veriClearPossible() {
bool found=false;
int colors[7] = {0, 0, 0, 0, 0, 0, 0};
for (int i=12; (i>0)&&(!found); i--) {
for (int j=0; j<7; j++) {
if (nrOfType(i, j)==0) {
colors[j]=0;
}
else if (++colors[j]>2) {
AIcolorToClear = j;
AIlineToClear = i;
found=true;
}
}
}
return found;
}
//There in the line shall we move
int BlockGame::closestTo(int line, int type, int place) {
if ((int)firstInLine(line, type)>place) {
return (int)firstInLine(line, type)-1;
}
for (int i=place; i>=0; i--) {
if (board[i][line]==type) {
return i;
}
}
AIstatus=0;
return place;
}
//The AI will try to clear blocks vertically
void BlockGame::AI_ClearVertical() {
//First we find the place there we will align the bricks
int placeToCenter = (int)(firstInLine(AIlineToClear, AIcolorToClear)/3.0+firstInLine(AIlineToClear+1, AIcolorToClear)/3.0+firstInLine(AIlineToClear+2, AIcolorToClear)/3.0);
int unlimitedLoop=0;
if (AIlineToClear < 0 || AIlineToClear > 20) {
std::cerr << "AIlineToClear out of range: " << AIlineToClear << "\n";
return;
}
if (placeToCenter<0 || placeToCenter > 5) {
std::cerr << "placeToCenter out of range: " << placeToCenter << "\n";
return;
}
while (((board[placeToCenter][AIlineToClear]>1000000)||(board[placeToCenter][AIlineToClear+1]>1000000)||(board[placeToCenter][AIlineToClear+2]>1000000))&&(unlimitedLoop<10)) {
unlimitedLoop++;
placeToCenter++;
if (placeToCenter>5) {
placeToCenter=0;
}
}
if (unlimitedLoop>9) {
AIstatus = 0;
return;
}
if (cursory+1>AIlineToClear+2) {
MoveCursor('S');
}
if (cursory+1<AIlineToClear) {
MoveCursor('N');
}
bool toAlign[3]= {true, true, true};
if (board[placeToCenter][AIlineToClear+0]==AIcolorToClear) {
toAlign[0]=false;
}
if (board[placeToCenter][AIlineToClear+1]==AIcolorToClear) {
toAlign[1]=false;
}
if (board[placeToCenter][AIlineToClear+2]==AIcolorToClear) {
toAlign[2]=false;
}
if (cursory+1==AIlineToClear) {
if (toAlign[0]==false) {
MoveCursor('N');
}
else {
if (cursorx>closestTo(AIlineToClear, AIcolorToClear, placeToCenter)) {
MoveCursor('W');
}
else if (cursorx<closestTo(AIlineToClear, AIcolorToClear, placeToCenter)) {
MoveCursor('E');
}
else {
SwitchAtCursor();
}
}
}
else if (cursory+1==AIlineToClear+1) {
if (toAlign[1]==false) {
if (toAlign[2]) {
MoveCursor('N');
}
else {
MoveCursor('S');
}
}
else {
if (cursorx>closestTo(AIlineToClear+1, AIcolorToClear, placeToCenter)) {
MoveCursor('W');
}
else if (cursorx<closestTo(AIlineToClear+1, AIcolorToClear, placeToCenter)) {
MoveCursor('E');
}
else {
SwitchAtCursor();
}
}
}
else if (cursory+1==AIlineToClear+2) {
if (toAlign[2]==false) {
MoveCursor('S');
}
else {
if (cursorx>closestTo(AIlineToClear+2, AIcolorToClear, placeToCenter)) {
MoveCursor('W');
}
else if (cursorx<closestTo(AIlineToClear+2, AIcolorToClear, placeToCenter)) {
MoveCursor('E');
}
else {
SwitchAtCursor();
}
}
}
if ((!toAlign[0])&&(!toAlign[1])&&(!toAlign[2])) {
AIstatus = 0;
}
if ((nrOfType(AIlineToClear, AIcolorToClear)==0)||(nrOfType(AIlineToClear+1, AIcolorToClear)==0)||(nrOfType(AIlineToClear+2, AIcolorToClear)==0)) {
AIstatus = 0;
}
}
void BlockGame::AI_Move() {
switch (AIstatus) {
case 1:
if (TowerHeight<8) {
PushLine();
}
else {
AIstatus = 0;
}
break;
case 2:
AI_ClearTower();
break;
case 3:
AI_ClearHori();
break;
case 4:
AI_ClearVertical();
break;
case 5:
if (!firstLineCreated) {
PushLine();
firstLineCreated = true;
}
else {
PushLine();
AIstatus = 0;
}
break;
case 6:
PushLine();
AIstatus = 0;
break;
default:
if (TowerHeight<6) {
AIstatus = 1;
}
else if (horiClearPossible()) {
AIstatus = 3;
}
else if (veriClearPossible()) {
AIstatus = 4;
}
else if (ThereIsATower()) {
AIstatus = 2;
}
else {
AIstatus = 5;
}
break;
}
}
//////////////////////////////////////////////////////////////////////////
///////////////////////////// AI ends here! //////////////////////////////
//////////////////////////////////////////////////////////////////////////
//Updates evrything, if not called nothing happends
void BlockGame::Update() {
unsigned int nowTime = ticks; //We remember the time, so it doesn't change during this call
capMaxStops(stop, nowTime, gameStartedAt);
{
FindTowerHeight();
if ((linesCleared-TowerHeight>stageClearLimit) && (stageClear) && (!bGameOver)) {
StageClearSetClear(Level, score, nowTime-gameStartedAt);
setPlayerWon();
stageButtonStatus = SBstageClear;
}
if ((TowerHeight>12)&&(prevTowerHeight<13)&&(!puzzleMode)) {
stop+=1000;
}
while ( nowTime> nrStops*40+gameStartedAt) { //Increase stops, till we reach nowTime
if (stop>0) {
stop = stop-20;
if (stop<=0) {
nrPushedPixel=(int)((nowTime-gameStartedAt)/(1000.0*speed));
}
}
if (stop<0) {
stop = 0;
}
nrStops++;
}
//If we have static content, we don't raise at all!
if (hasStaticContent()) {
stop++;
}
if ((puzzleMode)&&(!bGameOver)&&BoardEmpty()) {
if (!this->singlePuzzle) {
PuzzleSetClear(Level);
stageButtonStatus = SBpuzzleMode;
}
setPlayerWon();
}
//increse speed:
if ((nowTime>gameStartedAt+20000*speedLevel)&&(speedLevel <99)&&(!bGameOver)) {
speed = (baseSpeed*0.9)/((double)speedLevel*0.8);
speedLevel++;
nrPushedPixel=(int)((double)(nowTime-gameStartedAt)/(1000.0*speed));
}
//To prevent the stack from raising a lot then we stop a chain (doesn't work anymore)
if (chain>0) {
stop+=1;
}
//Raises the stack
if ((nowTime>gameStartedAt+nrPushedPixel*1000*speed) && (!bGameOver)&&(!stop))
while ((nowTime>gameStartedAt+nrPushedPixel*1000*speed)&&(!(puzzleMode))) {
PushPixels();
}
if (!bGameOver) {
ClearBlocks();
}
/*************************************************************
Ai stuff
**************************************************************/
if (bGameOver) {
AIstatus = 0; //Enusres that AI is resetted
}
else if (AI_Enabled) {
if (lastAImove+AI_MoveSpeed<ticks) {
AI_Move();
lastAImove=ticks;
}
}
/*************************************************************
Ai stuff ended
**************************************************************/
if ((nowTime>gameStartedAt+nrFellDown*140) && (!bGameOver)) {
FallDown();
}
if ((nowTime<gameStartedAt)&&(puzzleMode)) {
FallDown();
nrFellDown--;
}
ReduceStuff();
if ((timetrial) && (!bGameOver) && (nowTime>gameStartedAt+2*60*1000)) {
SetGameOver();
TimeTrialEndEvent();
}
}
}
bool BlockGame::IsNearDeath() const {
if ((TowerHeight>12)&&(!puzzleMode)&&(!bGameOver)) {
return true;
}
else {
return false;
}
}
void BlockGame::UpdateInternal(unsigned int newtick) {
while (newtick >= ticks+10) {
ticks+=10;
Update();
}
}
void BlockGame::DoAction (const BlockGameAction& action) {
if (action.action == BlockGameAction::Action::UPDATE && action.tick < ticks+10) {
return; //Ignore if this is an update and not high enough
}
if (action.action == BlockGameAction::Action::UPDATE && replayInfo.actions.size() > 0 && replayInfo.actions.back().action == action.action) {
replayInfo.actions.back() = action;
}
else {
replayInfo.actions.push_back(action);
}
if (action.action == BlockGameAction::Action::UPDATE) {
UpdateInternal(action.tick);
}
if (action.action == BlockGameAction::Action::SET_DRAW) {
setDraw();
}
if (action.action == BlockGameAction::Action::SET_WON) {
setPlayerWon();
}
if (action.action == BlockGameAction::Action::SET_GAME_OVER) {
SetGameOver();
}
if (action.action == BlockGameAction::Action::PUSH) {
PushLine();
}
if (action.action == BlockGameAction::Action::MOVE) {
char direction = action.way;
MoveCursor(direction);
}
if (action.action == BlockGameAction::Action::SWITCH) {
SwitchAtCursor();
}
if (action.action == BlockGameAction::Action::PUSH_GARBAGE) {
for (const GarbageStruct& i : action.garbage) {
if (i.greyGarbage) {
CreateGreyGarbage();
}
else {
CreateGarbage(i.width, i.height);
}
}
}
if (action.action == BlockGameAction::Action::MOUSE_DOWN) {
MouseDown(action.x, action.y);
}
if (action.action == BlockGameAction::Action::MOUSE_UP) {
MouseUp();
}
if (action.action == BlockGameAction::Action::MOUSE_MOVE) {
MouseMove(action.x);
}
}
bool BlockGame::isSinglePuzzle() const {
return singlePuzzle;
}
int BlockGame::getLevel() const {
return Level;
}
void BlockGame::PopSendGarbage(std::vector<GarbageStruct>& poppedData) {
for (const GarbageStruct& g : this->garbageSendQueue) {
poppedData.push_back(g);
}
this->garbageSendQueue.clear();
}
void BlockGame::GetMouseCursor(bool& pressed, int& x, int& y) const {
if (mouse_cursorx < 0 || mouse_cursory < 0 || mouse_cursorx >=6 || mouse_cursory > 13) {
pressed = false;
x = 0;
y = 0;
return;
}
pressed = true;
x = mouse_cursorx;
y = mouse_cursory;
}
void BlockGame::MouseDown(int x, int y) {
if (AI_Enabled) {
//AI may not use mouse move. It must use the controller
return;
}
mouse_cursorx = x;
mouse_cursory = y;
}
void BlockGame::MouseMove(int x) {
if (AI_Enabled) {
//AI may not use mouse move. It must use the controller
return;
}
if (mouse_cursorx < 0) {
return;
}
if (x < 0 || x >= 6) {
return;
}
if (x > mouse_cursorx) {
MoveCursorTo(mouse_cursorx, mouse_cursory);
++mouse_cursorx;
SwitchAtCursor();
}
if (x < mouse_cursorx) {
--mouse_cursorx;
MoveCursorTo(mouse_cursorx, mouse_cursory);
SwitchAtCursor();
}
}
void BlockGame::MouseUp() {
mouse_cursorx = -1;
mouse_cursory = -1;
}
//Play the next level
void nextLevel(BlockGame& g, unsigned int ticks) {
BlockGameStartInfo s;
s.ticks = ticks;
s.level = g.getLevel()+1;
if (g.isPuzzleMode()) {
if (g.getLevel()<PuzzleGetNumberOfPuzzles()-1) {
s.puzzleMode = true;
g.NewGame(s);
}
}
else if (g.isStageClear()) {
if (g.getLevel() < 50-1) {
s.stageClear = true;
g.NewGame(s);
}
}
}
void retryLevel(BlockGame& g, unsigned int ticks) {
BlockGameStartInfo s;
s.ticks = ticks;
s.level = g.getLevel();
if (g.isPuzzleMode()) {
s.puzzleMode = true;
g.NewGame(s);
}
else if (g.isStageClear()) {
s.stageClear = true;
g.NewGame(s);
}
}