source/code/BlockGame.hpp
browsing at commit = cd12e0fe78df622cfc3af738f3c5c232a37b836f
/*
* BlockGame.hpp (this was cut from main.cpp for the overview)
* Copyright (C) 2005 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* Poul Sander
* R�veh�jvej 36, V. 1111
* 2800 Kgs. Lyngby
* DENMARK
* blockattack@poulsander.com
*/
#include "stats.h"
#include "common.h"
////////////////////////////////////////////////////////////////////////////////
//The BloackGame class represents a board, score, time etc. for a single player/
////////////////////////////////////////////////////////////////////////////////
class BlockGame {
private:
int prevTowerHeight;
bool bGarbageFallLeft;
bool bDraw;
bool bReplaying; //true if we are watching a replay
#if NETWORK
bool bNetworkPlayer; //must recieve packages from the net
bool bDisconnected; //The player has disconnected
#endif
Uint32 nextGarbageNumber;
Uint32 pushedPixelAt;
Uint32 nrPushedPixel, nrFellDown, nrStops;
bool garbageToBeCleared[7][30];
Uint32 lastAImove;
Sint16 AI_LineOffset; //how many lines have changed since command
string strHolder;
Uint32 hangTicks; //How many times have hang been decreased?
//int the two following index 0 may NOT be used (what the fuck did I meen?)
Uint8 chainSize[NUMBEROFCHAINS]; //Contains the chains
bool chainUsed[NUMBEROFCHAINS]; //True if the chain is used
Uint32 nextRandomNumber;
Uint16 rand2() {
nextRandomNumber = nextRandomNumber*1103515245 + 12345;
return ((Uint16)(nextRandomNumber/65536)) % 32768;
}
int firstUnusedChain() {
bool found=false;
int i = 0;
while (!found) {
if (!chainUsed[++i])
found=true;
if (i>NUMBEROFCHAINS-2)
found=true;
}
return i;
}
public:
char name[30];
Uint32 gameStartedAt;
Uint32 gameEndedAfter; //How long did the game last?
int linesCleared;
SDL_Surface* sBoard;
int TowerHeight;
BlockGame *garbageTarget;
Sint32 board[7][30];
int stop;
int speedLevel;
int pixels;
int MovesLeft;
bool timetrial, stageClear, vsMode, puzzleMode;
int Level; //Only used in stageClear and puzzle (not implemented)
int stageClearLimit; //stores number of lines user must clear to win
int topx, topy;
int combo;
int chain;
int cursorx; //stores cursor position
int cursory; // -||-
double speed, baseSpeed; //factor for speed. Lower value = faster gameplay
Uint32 score;
bool bGameOver;
bool hasWonTheGame;
int AI_MoveSpeed; //How often will the computer move? milliseconds
bool AI_Enabled;
Replay theReplay; //Stores the replay
Uint32 handicap;
//Constructor
BlockGame(int tx, int ty) {
tmp = IMG_Load2((char*)"gfx/BackBoard.png");
sBoard = SDL_DisplayFormat(tmp);
SDL_FreeSurface(tmp);
srand((int)time(NULL));
nrFellDown = 0;
nrPushedPixel = 0;
garbageTarget = this;
nrStops=0;
topx = tx;
topy = ty;
cursorx = 2;
cursory = 3;
stop = 0;
pixels = 0;
score = 0;
bGameOver = false;
bDraw = false;
bReplaying=false; //No replay by default
#if NETWORK
bDisconnected=false;
bNetworkPlayer = false;
#endif
timetrial = false;
stageClear = false;
vsMode = false;
puzzleMode = false;
linesCleared = 0;
AI_Enabled = false;
AI_MoveSpeed=100;
hasWonTheGame = false;
combo=0; //counts
chain=0;
hangTicks = 0;
baseSpeed = 0.5; //All other speeds are relative to this
speed = baseSpeed;
speedLevel = 1;
gameStartedAt = SDL_GetTicks();
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;
}
for (int i=0;i<NUMBEROFCHAINS;i++) {
chainUsed[i]=false;
chainSize[i] = 0;
}
theReplay = Replay();
showGame = true; //The game is now active
} //Constructor
//Deconstructor, never really used... game used to crash when called, cause of the way sBoard was created
//It should work now and can be used if we want to assign more players in network games that we need to free later
~BlockGame() {
SDL_FreeSurface(sBoard);
}
void setGameSpeed(Uint8 globalSpeedLevel) {
switch (globalSpeedLevel) {
case 0:
baseSpeed=0.5;
break;
case 1:
baseSpeed=0.4;
break;
case 2:
baseSpeed=0.3;
break;
case 3:
baseSpeed=0.25;
break;
case 4:
baseSpeed=0.2;
break;
default:
baseSpeed=0.15;
break;
};
}
void setHandicap(Uint8 globalHandicap) {
handicap=1000*((Uint32)globalHandicap);
}
//Set the move speed of the AI based on the aiLevel parameter
void setAIlevel(Uint8 aiLevel) {
AI_MoveSpeed=120-(20*(aiLevel-3));
};
Uint8 getAIlevel() {
return (120-AI_MoveSpeed)/20+3;
}
#if NETWORK
#define garbageStackSize 10
Uint8 garbageStack[garbageStackSize][3]; //A garbage stack with space for 10 garbage blocks. 0=x,1=y,2=type
int garbageStackUsed;
void emptyGarbageStack() {
for (int i=0;i<10;i++)
for (int j=0;j<3;j++)
garbageStack[i][j] = 0;
garbageStackUsed = 0;
}
bool pushGarbage(Uint8 width, Uint8 height, Uint8 type) {
if (garbageStackUsed>=garbageStackSize)
return false;
garbageStack[garbageStackUsed][0]=width;
garbageStack[garbageStackUsed][1]=height;
garbageStack[garbageStackUsed][2]=type;
garbageStackUsed++;
return true;
}
bool popGarbage(Uint8 *width, Uint8 *height, Uint8 *type) {
if (garbageStackUsed<1)
return false;
garbageStackUsed--;
*width=garbageStack[garbageStackUsed][0];
*height=garbageStack[garbageStackUsed][1];
*type=garbageStack[garbageStackUsed][2];
return true;
}
#endif
//Loads BackBoard again if surface format has changed
void convertSurface() {
SDL_FreeSurface(sBoard);
cout << "2.1" << endl;
sBoard = SDL_DisplayFormat(backBoard);
cout << "2.2" << endl;
}
//Instead of creating new object new game is called, to prevent memory leaks
void NewGame(int tx, int ty) {
stageButtonStatus = SBdontShow;
bReplaying = false;
#if NETWORK
bNetworkPlayer=false;
bDisconnected =false;
#endif
nrFellDown = 0;
lastNrOfPlayers = 1; //At least one player :-)
nrPushedPixel = 0;
nrStops = 0;
topx = tx;
topy = ty;
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 = SDL_GetTicks()+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 = SDL_GetTicks()+3000;
showGame = true;
theReplay = Replay();
} //NewGame
//Starts a new stage game, takes level as input!
void NewStageGame(int level, int tx, int ty) {
if (level > -1) {
NewGame(tx, ty);
stageClear = true;
Level = level;
Stats::getInstance()->addOne("PlayedStageLevel"+itoa2(level));
stageClearLimit = 30+(Level%6)*10;
baseSpeed = 0.5/((double)(Level*0.5)+1.0);
speed = baseSpeed;
}
}
void NewPuzzleGame(int level, int tx, int ty) {
if (level>-1) {
NewGame(tx, ty);
puzzleMode = true;
Level = level;
MovesLeft = nrOfMovesAllowed[Level];
for (int i=0;i<6;i++)
for (int j=0;j<12;j++) {
board[i][j+1] = puzzleLevels[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] = rand() % 6;
if (j > 0) {
if (board[j][0] == board[j-1][0])
board[j][0] = rand() % 6;
}
if (board[j][0] == board[j][1])
board[j][0] = 6;
if (board[j][0] == board[j][1])
board[j][0] = 6;
}
}
}
//Replay the current level
void retryLevel()
{
if(puzzleMode)
NewPuzzleGame(Level,topx,topy);
else
if(stageClear)
NewStageGame(Level,topx,topy);
}
//Play the next level
void nextLevel()
{
if(puzzleMode)
{
if(Level<nrOfPuzzles-1)
NewPuzzleGame(Level+1,topx,topy);
}
else
if(stageClear)
{
if(Level<50-1)
NewStageGame(Level+1,topx,topy);
}
}
//Starts new Vs Game (two Player)
void NewVsGame(int tx, int ty, BlockGame *target) {
NewGame(tx, ty);
vsMode = true;
putStartBlocks();
garbageTarget = target;
Stats::getInstance()->addOne("VSgamesStarted");
}
//Starts new Vs Game (two Player)
void NewVsGame(int tx, int ty, BlockGame *target, bool AI) {
NewGame(tx, ty);
vsMode = true;
AI_Enabled = AI;
if(!AI)
Stats::getInstance()->addOne("VSgamesStarted");
putStartBlocks();
garbageTarget = target;
}
//Go in Demonstration mode, no movement
void Demonstration(bool toggle) {
speed=0;
baseSpeed = 0;
}
//We want to play the replay (must have been loaded beforehand)
void playReplay(int tx, int ty) {
NewGame(tx, ty);
gameStartedAt = SDL_GetTicks();
bReplaying = true; //We are playing, no calculations
#if NETWORK
bNetworkPlayer = false; //Take input from replay file
#endif
}
#if NETWORK
//network play
void playNetwork(int tx, int ty) {
NewGame(tx, ty);
gameStartedAt = SDL_GetTicks();
bReplaying = false; //We are playing, no calculations
bNetworkPlayer = true; //Don't Take input from replay file
emptyGarbageStack();
}
#endif
//Prints "winner" and ends game
void setPlayerWon() {
if (!bGameOver)
{
gameEndedAfter = SDL_GetTicks()-gameStartedAt; //We game ends now!
if(!AI_Enabled && !bReplaying)
{
TimeHandler::addTime("playTime",TimeHandler::ms2ct(gameEndedAfter));
}
}
theReplay.setFinalFrame(getPackage(), 1);
bGameOver = true;
hasWonTheGame = true;
showGame = false;
if (SoundEnabled)Mix_PlayChannel(1, applause, 0);
if(!AI_Enabled && !bReplaying)
{
Stats::getInstance()->addOne("totalWins");
if(garbageTarget->AI_Enabled && !(garbageTarget->bReplaying))
{
//We have defeated an AI
Stats::getInstance()->addOne("defeatedAI"+itoa(garbageTarget->getAIlevel()));
}
}
if(AI_Enabled && !(garbageTarget->AI_Enabled) && garbageTarget->bReplaying==false)
{
//The AI have defeated a human player
Stats::getInstance()->addOne("defeatedByAI"+itoa(getAIlevel()));
}
}
//void SetGameOver();
#if NETWORK
//Sets disconnected:
void setDisconnect() {
bDisconnected = true;
SetGameOver();
}
#endif
//Prints "draw" and ends the game
void setDraw() {
bGameOver = true;
if(!AI_Enabled && !bReplaying)
{
TimeHandler::addTime("playTime",TimeHandler::ms2ct(gameEndedAfter));
}
theReplay.setFinalFrame(getPackage(), 3);
hasWonTheGame = false;
bDraw = true;
showGame = false;
Mix_HaltChannel(1);
if(!AI_Enabled && !bReplaying)
Stats::getInstance()->addOne("totalDraws");
}
//Function to get a boardpackage
boardPackage getPackage() {
boardPackage bp;
if(SDL_GetTicks()<gameStartedAt)
bp.time = 0;
else
bp.time = (Uint32)(SDL_GetTicks()-gameStartedAt);
for (int i=0;i<6;i++)
for (int j=0;j<13;j++) {
if (board[i][j]%10<7)
bp.brick[i][j]=board[i][j]%10+1;
if ((board[i][j]/1000000)%10>0) {
int aInt=0; //N=1, S=2, W=4, E=8
if (i==0)
aInt+=4;
else
if ((board[i-1][j])!=(board[i][j]))
aInt+=4;
if (i==5)
aInt+=8;
else
if ((board[i+1][j])!=(board[i][j]))
aInt+=8;
if (j==0)
aInt+=2;
else
if ((board[i][j-1])!=(board[i][j]))
aInt+=2;
if ((board[i][j+1])!=(board[i][j]))
aInt+=1;
switch (aInt) {
case 8:
bp.brick[i][j]=8;
break;
case 7:
bp.brick[i][j]=10;
break;
case 11:
bp.brick[i][j]=11;
break;
case 9:
bp.brick[i][j]=12;
break;
case 5:
bp.brick[i][j]=13;
break;
case 6:
bp.brick[i][j]=14;
break;
case 10:
bp.brick[i][j]=15;
break;
case 3: //M
bp.brick[i][j]=16;
break;
case 0:
bp.brick[i][j]=17;
break;
case 1:
bp.brick[i][j]=18;
break;
case 2:
bp.brick[i][j]=19;
break;
case 4:
bp.brick[i][j]=20;
break;
default:
bp.brick[i][j]=0;
};
//cout << "garbage added to replay: " << aInt << endl;
}
if ((board[i][j]/BLOCKHANG)%10==1) //If "get ready"
bp.brick[i][j]+=30;
}
bp.cursorX = (Uint8)cursorx;
bp.cursorY = (Uint8)cursory;
bp.score = (Uint32)score;
bp.pixels = (Uint8)pixels;
bp.chain = (Uint8)chain;
bp.speed = (Uint8)speedLevel;
Uint8 result = 0;
if (bGameOver)
result+=1;
if (hasWonTheGame)
result+=2;
if (bDraw)
result+=4;
bp.result = (Uint8)result;
return bp;
}
//Takes a package and sets the board like it
void setBoard(boardPackage bp) {
//gameStartedAt = SDL_GetTicks()-bp.time;
for (int i=0;i<6;i++)
for (int j=0;j<13;j++) {
//if(bp.brick[i][j]/8==0)
board[i][j]=bp.brick[i][j]-1;
//else
// board[i][j]=-1;
}
cursorx=bp.cursorX;
cursory=bp.cursorY;
score=bp.score;
pixels=bp.pixels;
chain=bp.chain;
speedLevel=bp.speed;
Uint8 result = bp.result;
if (result%2==1) {
bGameOver=true;
result-=1;
}
if (result%4==2) {
hasWonTheGame = true;
result-=2;
}
if (result==4) {
bDraw = true;
}
}
//Test if LineNr is an empty line, returns false otherwise.
bool LineEmpty(int lineNr) {
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 BoardEmpty() {
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 hasStaticContent() {
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
}
/*
* Generates some blocks so the user don't see a board without blocks
*/
//void putStartBlocks(Uint32);
void putStartBlocks() {
putStartBlocks(time(0));
}
void putStartBlocks(Uint32 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 ReduceStuff() {
Uint32 howMuchHang = (SDL_GetTicks() - 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 CreateGarbage(int wide, int height) {
#if NETWORK
if (bNetworkPlayer) {
pushGarbage(wide, height, 0);
}
else
#endif
{
if (wide>6) wide = 6;
if (height>12) height = 12;
int startPosition = 12;
while ((!(LineEmpty(startPosition))) || (startPosition == 29))
startPosition++;
if (startPosition == 29) return false; //failed to place blocks
if (29-startPosition<height) return false; //not enough space
int start, end;
if (bGarbageFallLeft)
{
start=0;
end=start+wide;
}
else
{
start=6-wide;
end = 6;
}
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;
bGarbageFallLeft = !(bGarbageFallLeft);
return true;
}
}
//Creates garbage using a given wide and height
bool CreateGreyGarbage() {
#if NETWORK
if (bNetworkPlayer) {
pushGarbage(6, 1, 1);
}
else
#endif
{
int startPosition = 12;
while ((!(LineEmpty(startPosition))) || (startPosition == 29))
startPosition++;
if (startPosition == 29) return false; //failed to place blocks
if (29-startPosition<1) return false; //not enough space
int start, end;
{
start=0;
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 GarbageClearer(int x, int y, int number, bool aLineToClear, int chain) {
if ((board[x][y])%1000000 != number) return -1;
if (aLineToClear) {
board[x][y] = rand() % 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 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 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 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)) {
board[i][j]+=BLOCKFALL;
}
if ((!faaling)&&((board[i][j]/BLOCKFALL)%10==1))
board[i][j]-=BLOCKFALL;
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
combo = 0;
chain = 0;
for (int i=0; i<6;i++)
for (int j=0; j<30;j++) {
//Clears blocks marked for clearing
Sint32 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;
theBallManeger.addBall(topx+40+i*50, topy+600-j*50, true, board[i][j]%10);
theBallManeger.addBall(topx+i*50, topy+600-j*50, false, board[i][j]%10);
theExplosionManeger.addExplosion(topx-10+i*50, topy+590-j*50);
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;
if (SoundEnabled)Mix_PlayChannel(0, boing, 0);
}
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);
//somethingsGottaFall = true;
}
}
}
combo=0;
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
bool blockIsFalling[6][30]; //See that is falling
for (int i=0;i<30;i++)
for (int j=0;j<6;j++)
blockIsFalling[j][i] = false;
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))
garbageTarget->CreateGreyGarbage();
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(board[j][i]/10==(BLOCKWAIT+10*FALLTIME)/10)
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;
string tempS = itoa(chainSize[chain]);
if (chainSize[chain]>1)
theTextManeger.addText(topx-10+j*50, topy+600-i*50, tempS, 1000);
}
}
} //This was there text was added
if (vsMode)
switch (combo) {
case 0:
case 1:
case 2:
case 3:
break;
case 4:
garbageTarget->CreateGarbage(3, 1);
break;
case 5:
garbageTarget->CreateGarbage(4, 1);
break;
case 6:
garbageTarget->CreateGarbage(5, 1);
break;
case 7:
garbageTarget->CreateGarbage(6, 1);
break;
case 8:
garbageTarget->CreateGarbage(4, 1);
garbageTarget->CreateGarbage(4, 1);
break;
case 9:
garbageTarget->CreateGarbage(5, 1);
garbageTarget->CreateGarbage(4, 1);
break;
case 10:
garbageTarget->CreateGarbage(5, 1);
garbageTarget->CreateGarbage(5, 1);
break;
case 11:
garbageTarget->CreateGarbage(6, 1);
garbageTarget->CreateGarbage(5, 1);
break;
case 12:
garbageTarget->CreateGarbage(6, 1);
garbageTarget->CreateGarbage(6, 1);
break;
case 13:
garbageTarget->CreateGarbage(5, 1);
garbageTarget->CreateGarbage(5, 1);
garbageTarget->CreateGarbage(4, 1);
break;
default:
garbageTarget->CreateGarbage(5, 1);
garbageTarget->CreateGarbage(5, 1);
garbageTarget->CreateGarbage(4, 1);
break;
}
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)) {
board[i][j]+=BLOCKFALL;
}
if ((!faaling)&&((board[i][j]/BLOCKFALL)%10==1))
board[i][j]-=BLOCKFALL;
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;
}
}
//Create garbage as a result
//if((vsMode)&&(chainSize[chain]>1)) garbageTarget->CreateGarbage(6,chainSize[chain]-1);
//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)) garbageTarget->CreateGarbage(6, chainSize[i]-1);
if ((SoundEnabled)&&(chainSize[i]>4))Mix_PlayChannel(1, applause, 0);
if(chainSize[i]>1 && !puzzleMode && !AI_Enabled)
Stats::getInstance()->addOne((string)"chainX"+itoa(chainSize[i]));
chainUsed[i]=false;
}
} //ClearBlocks
//prints "Game Over" and ends game
void SetGameOver() {
if (!bGameOver) {
gameEndedAfter = SDL_GetTicks()-gameStartedAt; //We game ends now!
if(!AI_Enabled && !bReplaying)
{
TimeHandler::addTime("playTime",TimeHandler::ms2ct(gameEndedAfter));
}
}
theReplay.setFinalFrame(getPackage(), 0);
bGameOver = true;
showGame = false;
if(stageClear)
stageButtonStatus = SBstageClear;
}
//Moves all peaces a spot down if possible
int 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" << endl;
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 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 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 MoveCursor(char way) {
if (!bGameOver) //If game over nothing happends
{
if ((way == 'N') && ((cursory<10)||(TowerHeight>12) ||(((pixels==50)||(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 SwitchAtCursor() {
if ((board[cursorx][cursory+1]<7) && (board[cursorx+1][cursory+1]<7) && (!bGameOver) && ((!puzzleMode)||(MovesLeft>0)) && (gameStartedAt<SDL_GetTicks())) {
int temp = board[cursorx][cursory+1];
board[cursorx][cursory+1] = board[cursorx+1][cursory+1];
board[cursorx+1][cursory+1] = temp;
}
if ((puzzleMode)&&(gameStartedAt<SDL_GetTicks())&&(MovesLeft>0)) MovesLeft--;
}
//Generates a new line and moves the field one block up (restart puzzle mode)
void PushLine() {
//If not game over, not high tower and not puzzle mode
if ((!bGameOver) && TowerHeight<13 && (!puzzleMode) && (gameStartedAt<SDL_GetTicks())&&(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');
if (vsMode) {
if (rand2()%6==1)
board[rand2()%6][0]=6;
}
pixels = 0;
stop=0;
pushedPixelAt = SDL_GetTicks();
linesCleared++;
AI_LineOffset++;
nrPushedPixel=(int)((double)(pushedPixelAt-gameStartedAt)/(1000.0*speed));
if(!AI_Enabled && !bReplaying)
{
Stats::getInstance()->addOne("linesPushed");
}
} //if !bGameOver
//Restart Puzzle mode
if (puzzleMode && !bGameOver) {
//Reloads level
MovesLeft = nrOfMovesAllowed[Level];
for (int i=0;i<6;i++)
for (int j=0;j<12;j++) {
board[i][j+1] = puzzleLevels[Level][i][j];
}
score=0;
bGameOver=false;
showGame = true;
}
if ((TowerHeight>12) && (!puzzleMode)&&(!bGameOver)&&(chain==0)) {
if ((!vsMode)&&(theTopScoresEndless.isHighScore(score))&&(!AI_Enabled)) {
if (SoundEnabled)Mix_PlayChannel(1, applause, 0);
theTopScoresEndless.addScore(name, score);
cout << "New high score!" << endl;
}
SetGameOver();
}
}//PushLine
//Pushes a single pixel, so it appears to scrool
void PushPixels() {
nrPushedPixel++;
if ((pixels < 50) && TowerHeight<13) {
pixels++;
}
else
PushLine();
if (pixels>50)
pixels=0;
}
//See how high the tower is, saved in integer TowerHeight
/*void FindTowerHeight()
* {
* /*
* This function needs to be corrected, if an empty line appears towerheight become to low!
* /
* bool found = false;
* bool notNew = false;
* TowerHeight = 0;
* for(int i=0; i<19;i++)
* //while(!found)
* {
* found = true;
* for(int j=0;j<6;j++)
* if(board[j][i] != -1)
* found = false;
* if((!found) && (notNew))
* notNew =false;
* if((found)&&(!notNew))
* {
* TowerHeight=i;
* notNew = true;
* }
* }
* TowerHeight--;
* }*/
//See how high the tower is, saved in integer TowerHeight
void 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 nrOfType(int line, int type) {
// cout << "Start_ nrOfType" << endl;
int counter = 0;
for (int i=0; i<6; i++)
if (board[i][line]==type)counter++;
return counter;
}
int AIcolorToClear;
int AIlineToClear;
//See if a combo can be made in this line
int horiInLine(int line) {
//cout << "Start_ hori in line" << endl;
int nrOfType[7] = {0, 0, 0, 0, 0, 0, 0};
int iTemp;
int max = 0;
for (int i=0; i<6; i++) {
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 horiClearPossible() {
//cout << "Start_ horiclear possible" << endl;
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 lineHasGarbage(int line) {
for (int i=0;i<6;i++)
if (board[i][line]>1000000)
return true;
return false;
}
//Types 0..6 in line
inline int nrOfRealTypes(int line) {
//cout << "Start_ nrOfReal" << endl;
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 ThereIsATower() {
//cout << "Start_ there is a tower" << endl;
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));
//if(bThereIsATower)
//cout << "There is actually a tower" << endl;
return bThereIsATower;
}
double firstInLine1(int line) {
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 firstInLine(int line, int type) {
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 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
inline void AI_ClearTower() {
// cout << "AI: ClearTower, line: " << AIlineToClear << endl;
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
inline void AI_ClearHori() {
// cout << "AI: ClearHori";
int lowestLine = AIlineToClear;
//AIcolorToClear
bool found =true;
/*for(int i; (i<12)&&(!found);i++)
* {
* if(horiInLine(i)>2)
* {
* int lowestLine = i;
* found = true;
* }
* }*/
for (int i=0;i<7;i++) {
if (nrOfType(lowestLine, i)>2)
AIcolorToClear = i;
}
if (found) {
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) {
// cout << ", right>left";
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 {
// cout << ", left>=right";
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;
}
}
//cout << ", xplace: " << xplace;
if (cursorx<xplace)
MoveCursor('E');
else
if (cursorx>xplace)
MoveCursor('W');
else
if (cursorx==xplace)
SwitchAtCursor();
else
AIstatus = 0;
}
else
AIstatus = 0;
}
else
AIstatus = 0;
//cout << endl; //for debugging
}
//Test if vertical clear is possible
inline bool 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 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
inline void AI_ClearVertical() {
// cout << "AI: ClearVeri";
//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;
while (((board[placeToCenter][AIlineToClear]>1000000)||(board[placeToCenter][AIlineToClear+1]>1000000)||(board[placeToCenter][AIlineToClear+2]>1000000))&&(unlimitedLoop<10)) {
unlimitedLoop++;
placeToCenter++;
if (placeToCenter>5)
placeToCenter=0;
}
//cout << ", ptc: " << placeToCenter << ", line: " << AIlineToClear << ", cy: " << cursory;
if (cursory+1>AIlineToClear+2) {
// cout << ", cursory>line+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;
//cout << "status: " << toAlign[0] << " " << toAlign[1] << " " << toAlign[2];
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;
//cout << endl;
}
short AIstatus; //Status flags:
//0: nothing, 2: clear tower, 3: clear horisontal, 4: clear vertical
//1: make more lines, 5: make 2 lines, 6: make 1 line
bool firstLineCreated;
void 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! //////////////////////////////
//////////////////////////////////////////////////////////////////////////
//Draws all the bricks to the board (including garbage)
void PaintBricks() {
for (int i=0;((i<13)&&(i<30));i++)
for (int j=0;j<6;j++) {
if ((board[j][i]%10 != -1) && (board[j][i]%10 < 7) && ((board[j][i]/1000000)%10==0)) {
DrawIMG(bricks[board[j][i]%10], sBoard, j*50, 600-i*50-pixels);
if ((board[j][i]/BLOCKWAIT)%10==1)
DrawIMG(bomb[(SDL_GetTicks()/BOMBTIME)%2], sBoard, j*50, 600-i*50-pixels);
if ((board[j][i]/BLOCKHANG)%10==1)
DrawIMG(ready[(SDL_GetTicks()/READYTIME)%2], sBoard, j*50, 600-i*50-pixels);
}
if ((board[j][i]/1000000)%10==1) {
int left, right, over, under;
int number = board[j][i];
if (j<1) left = -1;
else left = board[j-1][i];
if (j>5) right = -1;
else right = board[j+1][i];
if (i>28) over = -1;
else over = board[j][i+1];
if (i<1) under = -1;
else under = board[j][i-1];
if ((left == number)&&(right == number)&&(over == number)&&(under == number))
DrawIMG(garbageFill, sBoard, j*50, 600-i*50-pixels);
if ((left != number)&&(right == number)&&(over == number)&&(under == number))
DrawIMG(garbageL, sBoard, j*50, 600-i*50-pixels);
if ((left == number)&&(right != number)&&(over == number)&&(under == number))
DrawIMG(garbageR, sBoard, j*50, 600-i*50-pixels);
if ((left == number)&&(right == number)&&(over != number)&&(under == number))
DrawIMG(garbageT, sBoard, j*50, 600-i*50-pixels);
if ((left == number)&&(right == number)&&(over == number)&&(under != number))
DrawIMG(garbageB, sBoard, j*50, 600-i*50-pixels);
if ((left != number)&&(right == number)&&(over != number)&&(under == number))
DrawIMG(garbageTL, sBoard, j*50, 600-i*50-pixels);
if ((left != number)&&(right == number)&&(over == number)&&(under != number))
DrawIMG(garbageBL, sBoard, j*50, 600-i*50-pixels);
if ((left == number)&&(right != number)&&(over != number)&&(under == number))
DrawIMG(garbageTR, sBoard, j*50, 600-i*50-pixels);
if ((left == number)&&(right != number)&&(over == number)&&(under != number))
DrawIMG(garbageBR, sBoard, j*50, 600-i*50-pixels);
if ((left == number)&&(right != number)&&(over != number)&&(under != number))
DrawIMG(garbageMR, sBoard, j*50, 600-i*50-pixels);
if ((left == number)&&(right == number)&&(over != number)&&(under != number))
DrawIMG(garbageM, sBoard, j*50, 600-i*50-pixels);
if ((left != number)&&(right == number)&&(over != number)&&(under != number))
DrawIMG(garbageML, sBoard, j*50, 600-i*50-pixels);
}
if ((board[j][i]/1000000)%10==2) {
if (j==0)
DrawIMG(garbageGML, sBoard, j*50, 600-i*50-pixels);
else
if (j==5)
DrawIMG(garbageGMR, sBoard, j*50, 600-i*50-pixels);
else
DrawIMG(garbageGM, sBoard, j*50, 600-i*50-pixels);
}
}
const int j = 0;
int garbageSize=0;
for (int i=0;i<20;i++) {
if ((board[j][i]/1000000)%10==1) {
int left, right, over, under;
int number = board[j][i];
if (j<1) left = -1;
else left = board[j-1][i];
if (j>5) right = -1;
else right = board[j+1][i];
if (i>28) over = -1;
else over = board[j][i+1];
if (i<1) under = -1;
else under = board[j][i-1];
if (((left != number)&&(right == number)&&(over != number)&&(under == number))&&(garbageSize>0)) {
DrawIMG(smiley[board[j][i]%4], sBoard, 100, 600-i*50-pixels+25*garbageSize);
}
if (!((left != number)&&(right == number)&&(over == number)&&(under == number))) //not in garbage
{
garbageSize=0;
}
else {
//cout << "In garbage" << endl;
garbageSize++;
}
}
}
for (int i=0;i<6;i++)
if (board[i][0]!=-1)
DrawIMG(transCover, sBoard, i*50, 600-pixels); //Make the appering blocks transperant
}
//Paints the bricks gotten from a replay/net package
void SimplePaintBricks() {
/*
* We will need to mark the blocks that must have a bomb, we will here need to see, what is falling
*/
bool bbomb[6][13]; //has a bomb on it!
bool falling[6][13]; //this is falling
bool getReady[6][13]; //getReady
for (int i=0;i<6;i++)
for (int j=0;j<13;j++) {
bbomb[i][j]=false; //All false by default
falling[i][j]=false;
if (board[i][j]>29)
getReady[i][j]=true;
else
getReady[i][j]=false;
}
//See that is falling
for (int i=0;i<6;i++) {
bool rowFalling = false;
for (int j=0;j<13;j++) {
if (rowFalling)
falling[i][j]=true;
if ((!rowFalling)&&(board[i][j]%30==-1))
rowFalling = true;
if ((rowFalling)&&(board[i][j]%30>6))
rowFalling = false;
if (getReady[i][j]) {
falling[i][j]=true; //getReady is the same as falling
rowFalling = false;
}
}
}
//Now looking at rows:
for (int i=0;i<6;i++) {
int count = 0;
int color = -1;
for (int j=1;j<13;j++) {
if ((board[i][j]%30==color)&&(!falling[i][j]))
count++;
else
if (falling[i][j]) {
count = 0;
}
else {
color=board[i][j]%30;
count=1;
}
if ((count>2)&&(color>-1)&&(color)<7) {
bbomb[i][j]=true;
bbomb[i][j-1]=true;
bbomb[i][j-2]=true;
}
}
}
//now looking for lines
for (int i=1;i<13;i++) {
int count = 0;
int color = -1;
for (int j=0;j<6;j++) {
if ((board[j][i]%30==color)&&(!falling[j][i]))
count++;
else
if (falling[j][i]) {
count = 0;
}
else {
color=board[j][i]%30;
count=1;
}
if ((count>2)&&(color>-1)&&(color<7)) {
bbomb[j][i]=true;
bbomb[j-1][i]=true;
bbomb[j-2][i]=true;
}
}
}
for (int i=0;((i<13)&&(i<30));i++)
for (int j=0;j<6;j++) {
if ((board[j][i]%10 != -1) && (board[j][i]%30 < 7)) {
DrawIMG(bricks[board[j][i]%10], sBoard, j*50, 600-i*50-pixels);
if (bbomb[j][i])
DrawIMG(bomb[(SDL_GetTicks()/BOMBTIME)%2], sBoard, j*50, 600-i*50-pixels);
if (getReady[j][i])
DrawIMG(ready[(SDL_GetTicks()/READYTIME)%2], sBoard, j*50, 600-i*50-pixels);
}
if (board[j][i]%30>6) {
if (board[j][i]%30==7)
DrawIMG(garbageR, sBoard, j*50, 600-i*50-pixels); //good
if (board[j][i]%30==9)
DrawIMG(garbageML, sBoard, j*50, 600-i*50-pixels); //good
if (board[j][i]%30==10)
DrawIMG(garbageMR, sBoard, j*50, 600-i*50-pixels); //good
if (board[j][i]%30==11)
DrawIMG(garbageTR, sBoard, j*50, 600-i*50-pixels); //good
if (board[j][i]%30==12)
DrawIMG(garbageTL, sBoard, j*50, 600-i*50-pixels); //good
if (board[j][i]%30==13)
DrawIMG(garbageBL, sBoard, j*50, 600-i*50-pixels); //good
if (board[j][i]%30==14)
DrawIMG(garbageBR, sBoard, j*50, 600-i*50-pixels); //good
if (board[j][i]%30==15)
DrawIMG(garbageM, sBoard, j*50, 600-i*50-pixels); //good
if (board[j][i]%30==16)
DrawIMG(garbageFill, sBoard, j*50, 600-i*50-pixels); //good
if (board[j][i]%30==17)
DrawIMG(garbageT, sBoard, j*50, 600-i*50-pixels); //good
if (board[j][i]%30==18)
DrawIMG(garbageB, sBoard, j*50, 600-i*50-pixels); //good
if (board[j][i]%30==19)
DrawIMG(garbageL, sBoard, j*50, 600-i*50-pixels); //good
//cout << "IS: " << board[j][i] << endl;
}
}
int garbageSize=0;
for (int i=0;i<20;i++) {
if ((board[0][i]%30==12)&&(garbageSize>0)) {
DrawIMG(smiley[0], sBoard, 100, 600-i*50-pixels+25*garbageSize);
}
if (board[0][i]%30!=19) //not in garbage
{
garbageSize=0;
}
else {
//cout << "In garbage" << endl;
garbageSize++;
}
}
}
int lastCounter;
//Draws everything
void DoPaintJob() {
DrawIMG(backBoard, sBoard, 0, 0);
#if NETWORK
if ((!bReplaying)&&(!bNetworkPlayer))
#else
if (!bReplaying)
#endif
PaintBricks();
else
SimplePaintBricks();
if (stageClear) DrawIMG(blackLine, sBoard, 0, 700+50*(stageClearLimit-linesCleared)-pixels-1);
if (puzzleMode&&(!bGameOver)) {
//We need to write nr. of moves left!
strHolder = "Moves left: " + itoa(MovesLeft);
SFont_Write(sBoard, fBlueFont, 5, 5, strHolder.c_str());
}
if(puzzleMode && stageButtonStatus == SBpuzzleMode)
{
DrawIMG(bRetry,sBoard, cordRetryButton.x, cordRetryButton.y);
if(Level<nrOfPuzzles-1)
{
if(hasWonTheGame)
DrawIMG(bNext,sBoard,cordNextButton.x, cordNextButton.y);
else
DrawIMG(bSkip,sBoard,cordNextButton.x, cordNextButton.y);
}
else
{
strHolder = "Last puzzle";
SFont_Write(sBoard, fBlueFont, 5, 5, strHolder.c_str());
}
}
if(stageClear && stageButtonStatus == SBstageClear)
{
DrawIMG(bRetry,sBoard, cordRetryButton.x, cordRetryButton.y);
if(Level<50-1)
{
if(hasWonTheGame)
DrawIMG(bNext,sBoard,cordNextButton.x, cordNextButton.y);
else
DrawIMG(bSkip,sBoard,cordNextButton.x, cordNextButton.y);
}
else
{
strHolder = "Last stage";
SFont_Write(sBoard, fBlueFont, 5, 5, strHolder.c_str());
}
}
#if DEBUG
if (AI_Enabled&&(!bGameOver)) {
strHolder = "AI_status: " + itoa(AIstatus)+ ", "+ itoa(AIlineToClear);
SFont_Write(sBoard, fBlueFont, 5, 5, strHolder.c_str());
}
#endif
if (!bGameOver)DrawIMG(cursor[(SDL_GetTicks()/600)%2],sBoard,cursorx*50-4,550-cursory*50-pixels-4);
if (SDL_GetTicks()<gameStartedAt)
{
int currentCounter = abs((int)SDL_GetTicks()-(int)gameStartedAt)/1000;
if( (currentCounter!=lastCounter) && (SoundEnabled)&&(!NoSound))
Mix_PlayChannel(1,counterChunk,0);
lastCounter = currentCounter;
switch (currentCounter) {
case 2:
DrawIMG(counter[2], sBoard, 100, 250);
break;
case 1:
DrawIMG(counter[1], sBoard, 100, 250);
break;
case 0:
DrawIMG(counter[0], sBoard, 100, 250);
break;
default:
break;
}
}
else
{
if( (0==lastCounter) && (SoundEnabled)&&(!NoSound))
Mix_PlayChannel(1,counterFinalChunk,0);
lastCounter = -1;
}
if ((bGameOver)&&(!editorMode))
if (hasWonTheGame)DrawIMG(iWinner, sBoard, 0, 250);
else if (bDraw) DrawIMG(iDraw, sBoard, 0, 250);
else
DrawIMG(iGameOver, sBoard, 0, 250);
}
//Updates evrything, if not called nothing happends
void Update() {
Uint32 tempUInt32;
Uint32 nowTime = SDL_GetTicks(); //We remember the time, so it doesn't change during this call
if (bReplaying) {
setBoard(theReplay.getFrameSec((Uint32)(nowTime-gameStartedAt)));
if (theReplay.isFinnished((Uint32)(nowTime-gameStartedAt)))
switch (theReplay.getFinalStatus()) {
case 1: //Winner
bGameOver = true;
hasWonTheGame = true;
break;
case 2: //Looser
case 4: //GameOver
bGameOver = true;
break;
case 3: //draw
bGameOver =true;
bDraw = true;
break;
default:
bGameOver = true;
//Nothing
break;
};
}
#if NETWORK
if ((!bReplaying)&&(!bNetworkPlayer)) {
#else
if (!bReplaying) {
#endif
FindTowerHeight();
if ((linesCleared-TowerHeight>stageClearLimit) && (stageClear) && (!bGameOver)) {
stageCleared[Level] = true;
if(stageScores[Level]<score)
{
gameEndedAfter = nowTime-gameStartedAt;
stageScores[Level] = score;
stageTimes[Level] = gameEndedAfter;
}
ofstream outfile;
outfile.open(stageClearSavePath.c_str(), ios::binary |ios::trunc);
if (!outfile) {
cout << "Error writing to file: " << stageClearSavePath << endl;
}
else {
for (int i=0;i<nrOfStageLevels;i++) {
bool tempBool = stageCleared[i];
outfile.write(reinterpret_cast<char*>(&tempBool), sizeof(bool));
}
for (int i=0;i<nrOfStageLevels;i++) {
tempUInt32 = stageScores[i];
outfile.write(reinterpret_cast<char*>(&tempUInt32), sizeof(Uint32));
}
for (int i=0;i<nrOfStageLevels;i++) {
tempUInt32 = stageTimes[i];
outfile.write(reinterpret_cast<char*>(&tempUInt32), sizeof(Uint32));
}
outfile.close();
}
setPlayerWon();
stageButtonStatus = SBstageClear;
}
if ((TowerHeight>12)&&(prevTowerHeight<13)&&(!puzzleMode)) {
if (SoundEnabled) Mix_PlayChannel(1, heartBeat, 0);
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 (!singlePuzzle) {
if(puzzleCleared[Level]==false)
Stats::getInstance()->addOne("puzzlesSolved");
puzzleCleared[Level] = true;
ofstream outfile;
stageButtonStatus = SBpuzzleMode;
outfile.open(puzzleSavePath.c_str(), ios::binary |ios::trunc);
if (!outfile) {
cout << "Error writing to file: " << puzzleSavePath << endl;
}
else {
for (int i=0;i<nrOfPuzzles;i++) {
bool tempBool = puzzleCleared[i];
outfile.write(reinterpret_cast<char*>(&tempBool), sizeof(bool));
}
outfile.close();
}
}
setPlayerWon();
}
//increse speed:
if ((nowTime>gameStartedAt+20000*speedLevel)&&(speedLevel <99)&&(!bGameOver))
{
speed = (baseSpeed*0.9)/((double)speedLevel*0.5);
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<SDL_GetTicks()) {
AI_Move();
lastAImove=SDL_GetTicks();
}
/*************************************************************
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)) {
if (SoundEnabled) Mix_PlayChannel(1, timesUp, 0);
SetGameOver();
if ((theTopScoresTimeTrial.isHighScore(score))&&(!AI_Enabled)) {
theTopScoresTimeTrial.addScore(name, score);
//new highscore
//Also check if it is better than the best result so far.
string checkFilename = getPathToSaveFiles() + "/bestTTresult";
ifstream inFile(checkFilename.c_str());
Uint32 bestResult = 3000; //Never accept a best result under 3000
if(inFile)
{
inFile >> bestResult;
inFile.close();
}
if(score>bestResult)
{
string bestFile = getPathToSaveFiles() + "/bestTT";
theReplay.saveReplay(bestFile);
ofstream outFile(checkFilename.c_str(),ios::trunc);
if(outFile)
outFile << score;
}
}
}
}
if ((!bGameOver)&&(!bReplaying)&&(nowTime>gameStartedAt))
{
//cout << nowTime << " bigger than " << gameStartedAt << endl;
theReplay.setFrameSecTo(nowTime-gameStartedAt, getPackage());
}
DoPaintJob();
}
}; //class BlockGame
////////////////////////////////////////////////////////////////////////////////
///////////////////////// BlockAttack class end ////////////////////////////////
////////////////////////////////////////////////////////////////////////////////