source/code/main.cpp
browsing at commit = 826cf1768f8e6e369cf64447c99e1903d43a8695
/*
===========================================================================
blockattack - Block Attack - Rise of the Blocks
Copyright (C) 2005-2012 Poul Sander
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see http://www.gnu.org/licenses/
Source information and contacts persons can be found at
http://www.blockattack.net
===========================================================================
*/
#include "common.h"
#include "global.hpp"
#include "scopeHelpers.hpp"
#include "icon.hpp"
#include "os.hpp"
#include <string.h>
#ifndef VERSION_NUMBER
#define VERSION_NUMBER "2.0.0-SNAPSHOT"
#endif
//If DEBUG is defined: AI info and FPS will be written to screen
#ifndef DEBUG
#define DEBUG 1
#endif
#define WITH_SDL 1
#include "sago/SagoSpriteHolder.hpp"
#include <iostream>
#include <stdlib.h>
#include <time.h> //Used for srand()
#include <sstream> //Still used by itoa2
#include <string>
#include "SDL.h" //The SDL libary, used for most things
#include <SDL_mixer.h> //Used for sound & music
#include <SDL_image.h> //To load PNG images!
#include <physfs.h> //Abstract file system. To use containers
#include "physfs_stream.hpp" //To use C++ style file streams
#include "Libs/NFont.h"
//#include "ttfont.h" //To use True Type Fonts in SDL
//#include "config.h"
#include <vector>
#include "MenuSystem.h"
#include "puzzlehandler.hpp"
#include "stageclearhandler.hpp"
#include <memory>
#include "ScoresDisplay.hpp"
//if SHAREDIR is not used we look in current directory
#ifndef SHAREDIR
#define SHAREDIR "."
#endif
#ifndef LOCALEDIR
#define LOCALEDIR SHAREDIR"/locale"
#endif
#ifndef PACKAGE
#define PACKAGE "blockattack_roftb"
#endif
#include "highscore.h" //Stores highscores
#include "ReadKeyboard.h" //Reads text from keyboard
#include "stats.h" //Saves general stats
//#include "uploadReplay.h" //Takes care of everything libcurl related
#include "common.h"
#include "gamecontroller.h"
#include <boost/program_options.hpp>
/*******************************************************************************
* All variables and constant has been moved to mainVars.inc for the overview. *
*******************************************************************************/
#include "mainVars.inc"
using namespace std;
static int InitImages(sago::SagoSpriteHolder& holder);
static void FsSearchParthMainAppend(std::vector<std::string>& paths) {
paths.push_back((string)SHAREDIR+"/blockattack.data");
paths.push_back((string)PHYSFS_getBaseDir()+"/blockattack.data");
paths.push_back((string)PHYSFS_getBaseDir()+"/data");
}
static void PhysFsSetSearchPath(const vector<string>& paths, const string& savepath) {
for (const string& path : paths) {
PHYSFS_addToSearchPath(path.c_str(),1);
}
PHYSFS_addToSearchPath(savepath.c_str(), 1);
PHYSFS_setWriteDir(savepath.c_str());
}
static void PhysFsCreateFolders() {
//We first create the folder there we will save (only on UNIX systems)
//we call the external command "mkdir"... the user might have renamed this, but we hope he hasn't
PHYSFS_mkdir("screenshots");
PHYSFS_mkdir("replays");
PHYSFS_mkdir("puzzles");
}
//Load all image files to memory
static int InitImages(sago::SagoSpriteHolder& holder) {
bricks[0] = holder.GetSprite("blue");
bricks[1] = holder.GetSprite("green");
bricks[2] = holder.GetSprite("purple");
bricks[3] = holder.GetSprite("red");
bricks[4] = holder.GetSprite("turkish");
bricks[5] = holder.GetSprite("yellow");
bricks[6] = holder.GetSprite("grey");
bomb = holder.GetSprite("block_bomb");
backgroundImage = holder.GetSprite("background");
bHighScore = holder.GetSprite("b_highscore");
bBack = holder.GetSprite("b_blank");
bForward = holder.GetSprite("b_forward");
blackLine = holder.GetSprite("black_line");
stageBobble = holder.GetSprite("i_stage_clear_limit");
crossover = holder.GetSprite("crossover");
balls[0] = holder.GetSprite("ball_blue");
balls[1] = holder.GetSprite("ball_green");
balls[2] = holder.GetSprite("ball_purple");
balls[3] = holder.GetSprite("ball_red");
balls[4] = holder.GetSprite("ball_turkish");
balls[5] = holder.GetSprite("ball_yellow");
balls[6] = holder.GetSprite("ball_gray");
cursor = holder.GetSprite("cursor");
ready = holder.GetSprite("ready");
explosion[0] = holder.GetSprite("explosion0");
explosion[1] = holder.GetSprite("explosion1");
explosion[2] = holder.GetSprite("explosion2");
explosion[3] = holder.GetSprite("explosion3");
counter[0] = holder.GetSprite("counter_1");
counter[1] = holder.GetSprite("counter_2");
counter[2] = holder.GetSprite("counter_3");
iGameOver = holder.GetSprite("i_game_over");
iWinner = holder.GetSprite("i_winner");
iDraw = holder.GetSprite("i_draw");
iLoser = holder.GetSprite("i_loser");
iChainFrame = holder.GetSprite("chain_frame");
dialogBox = holder.GetSprite("dialogbox");
iLevelCheck = holder.GetSprite("i_level_check");
iLevelCheckBox = holder.GetSprite("i_level_check_box");
iLevelCheckBoxMarked = holder.GetSprite("i_level_check_box_marked");
iCheckBoxArea = holder.GetSprite("i_check_box_area");
boardBackBack = holder.GetSprite("board_back_back");
garbageTL = holder.GetSprite("garbage_tl");
garbageT = holder.GetSprite("garbage_t");
garbageTR = holder.GetSprite("garbage_tr");
garbageR = holder.GetSprite("garbage_r");
garbageBR = holder.GetSprite("garbage_br");
garbageB = holder.GetSprite("garbage_b");
garbageBL = holder.GetSprite("garbage_bl");
garbageL = holder.GetSprite("garbage_l");
garbageFill = holder.GetSprite("garbage_fill");
garbageML = holder.GetSprite("garbage_ml");
garbageM = holder.GetSprite("garbage_m");
garbageMR = holder.GetSprite("garbage_mr");
garbageGM = holder.GetSprite("garbage_gm");
garbageGML = holder.GetSprite("garbage_gml");
garbageGMR = holder.GetSprite("garbage_gmr");
smiley[0] = holder.GetSprite("smileys0");
smiley[1] = holder.GetSprite("smileys1");
smiley[2] = holder.GetSprite("smileys2");
smiley[3] = holder.GetSprite("smileys3");
transCover = holder.GetSprite("trans_cover");
bExit = holder.GetSprite("b_exit");
bSkip = holder.GetSprite("b_blank");
bNext = holder.GetSprite("b_blank");
bRetry = holder.GetSprite("b_blank");
mouse = holder.GetSprite("mouse");
menuMarked = holder.GetSprite("menu_marked");
menuUnmarked = holder.GetSprite("menu_unmarked");
backBoard = holder.GetSprite("back_board");
SDL_Color nf_button_color, nf_standard_blue_color, nf_standard_small_color;
memset(&nf_button_color,0,sizeof(SDL_Color));
nf_button_color.b = 255;
nf_button_color.g = 255;
nf_button_color.r = 255;
nf_button_color.a = 255;
nf_standard_blue_color.b = 255;
nf_standard_blue_color.g = 0;
nf_standard_blue_color.r = 0;
nf_standard_blue_color.a = 255;
nf_standard_small_color.b = 0;
nf_standard_small_color.g = 0;
nf_standard_small_color.r = 200;
nf_standard_small_color.a = 255;
nf_button_font.load(screen, holder.GetDataHolder().getFontPtr("freeserif", 24), nf_button_color);
nf_standard_blue_font.load(screen, holder.GetDataHolder().getFontPtr("freeserif", 30), nf_standard_blue_color);
nf_standard_small_font.load(screen, holder.GetDataHolder().getFontPtr("freeserif", 16), nf_standard_small_color);
nf_scoreboard_font.load(screen, holder.GetDataHolder().getFontPtr("penguinattack", 20), nf_button_color);
//Loads the sound if sound present
if (!NoSound) {
//And here the music:
bgMusic = holder.GetDataHolder().getMusicPtr("bgmusic");
highbeatMusic = holder.GetDataHolder().getMusicPtr("highbeat");
//the music... we just hope it exists, else the user won't hear anything
//Same goes for the sounds
boing = holder.GetDataHolder().getSoundPtr("pop");
applause = holder.GetDataHolder().getSoundPtr("applause");
photoClick = holder.GetDataHolder().getSoundPtr("cameraclick");
typingChunk = holder.GetDataHolder().getSoundPtr("typing");
counterChunk = holder.GetDataHolder().getSoundPtr("counter");
counterFinalChunk = holder.GetDataHolder().getSoundPtr("counter_final");
} //All sound has been loaded or not
return 0;
} //InitImages()
/*Draws a image from on a given Surface. Takes source image, destination surface and coordinates*/
void DrawIMG(sago::SagoSprite& sprite, SDL_Renderer* target, int x, int y) {
sprite.Draw(target, SDL_GetTicks() ,x,y);
}
void DrawIMG_Bounded(sago::SagoSprite& sprite, SDL_Renderer* target, int x, int y, int minx, int miny, int maxx, int maxy) {
SDL_Rect bounds;
bounds.x = minx;
bounds.y = miny;
bounds.w = maxx-minx;
bounds.h = maxy-miny;
sprite.DrawBounded(target, SDL_GetTicks(),x,y,bounds);
}
static void NFont_Write(SDL_Renderer* target, int x, int y, const string& text) {
nf_standard_blue_font.draw(target, x, y, "%s", text.c_str());
}
static void NFont_Write(SDL_Renderer* target, int x, int y, const char* text) {
nf_standard_blue_font.draw(target, x, y, "%s", text);
}
SDL_Window* sdlWindow;
std::unique_ptr<sago::SagoDataHolder> dataHolder;
std::unique_ptr<sago::SagoSpriteHolder> spriteHolder;
void ResetFullscreen() {
Mix_HaltMusic(); //We need to reload all data in case the screen type changes. Music must be stopped before unload.
if (bFullscreen) {
SDL_SetWindowFullscreen(sdlWindow, SDL_WINDOW_FULLSCREEN_DESKTOP);
}
else {
SDL_SetWindowFullscreen(sdlWindow, 0);
}
dataHolder.reset(new sago::SagoDataHolder(screen));
spriteHolder.reset(new sago::SagoSpriteHolder( *(dataHolder.get()) ) );
InitImages(*(spriteHolder.get()) );
SDL_ShowCursor(SDL_DISABLE);
}
//The small things that are faaling when you clear something
class ABall {
private:
double x;
double y;
double velocityY;
double velocityX;
int color;
unsigned long int lastTime;
public:
ABall() {
}
//constructor:
ABall(int X, int Y, bool right, int coulor) {
double tal = 1.0+((double)rand()/((double)RAND_MAX));
velocityY = -tal*startVelocityY;
lastTime = currentTime;
x = (double)X;
y = (double)Y;
color = coulor;
if (right) {
velocityX = tal*VelocityX;
}
else {
velocityX = -tal*VelocityX;
}
} //constructor
void update() {
double timePassed = (((double)(currentTime-lastTime))/1000.0); //time passed in seconds
x = x+timePassed*velocityX;
y = y+timePassed*velocityY;
velocityY = velocityY + gravity*timePassed;
if (y<1.0) {
velocityY=10.0;
}
if ((velocityY>minVelocity) && (y>(double)(768-ballSize)) && (y<768.0)) {
velocityY = -0.70*velocityY;
y = 768.0-ballSize;
}
lastTime = currentTime;
}
int getX() {
return (int)x;
}
int getY() {
return (int)y;
}
int getColor() {
return color;
}
}; //aBall
static const int maxNumberOfBalls = 6*12*2*2;
class BallManager {
public:
ABall ballArray[maxNumberOfBalls];
bool ballUsed[maxNumberOfBalls];
BallManager() {
for (int i=0; i<maxNumberOfBalls; i++) {
ballUsed[i] = false;
}
}
//Adds a ball to the screen at given coordiantes, traveling right or not with color
int addBall(int x, int y,bool right,int color) {
int ballNumber = 0;
//Find a free ball
while ((ballUsed[ballNumber])&&(ballNumber<maxNumberOfBalls)) {
ballNumber++;
}
//Could not find a free ball, return -1
if (ballNumber==maxNumberOfBalls) {
return -1;
}
currentTime = SDL_GetTicks();
ballArray[ballNumber] = ABall(x,y,right,color);
ballUsed[ballNumber] = true;
return 1;
} //addBall
void update() {
currentTime = SDL_GetTicks();
for (int i = 0; i<maxNumberOfBalls; i++) {
if (ballUsed[i]) {
ballArray[i].update();
if (ballArray[i].getY()>800 || ballArray[i].getX()>xsize || ballArray[i].getX()<-ballSize) {
ballUsed[i] = false;
}
}
}
} //update
}; //theBallManager
static BallManager theBallManager;
//a explosions, non moving
class AnExplosion {
private:
int x;
int y;
Uint8 frameNumber;
#define frameLength 80
//How long an image in an animation should be showed
#define maxFrame 4
//How many images there are in the animation
unsigned long int placeTime; //Then the explosion occored
public:
AnExplosion() {
}
//constructor:
AnExplosion(int X, int Y) {
placeTime = currentTime;
x = X;
y = Y;
frameNumber=0;
} //constructor
//true if animation has played and object should be removed from the screen
bool removeMe() {
frameNumber = (currentTime-placeTime)/frameLength;
return (!(frameNumber<maxFrame));
}
int getX() {
return (int)x;
}
int getY() {
return (int)y;
}
int getFrame() {
return frameNumber;
}
}; //nExplosion
class ExplosionManager {
public:
AnExplosion explosionArray[maxNumberOfBalls];
bool explosionUsed[maxNumberOfBalls];
ExplosionManager() {
for (int i=0; i<maxNumberOfBalls; i++) {
explosionUsed[i] = false;
}
}
int addExplosion(int x, int y) {
int explosionNumber = 0;
while ((explosionUsed[explosionNumber])&&(explosionNumber<maxNumberOfBalls)) {
explosionNumber++;
}
if (explosionNumber==maxNumberOfBalls) {
return -1;
}
currentTime = SDL_GetTicks();
explosionArray[explosionNumber] = AnExplosion(x,y);
explosionUsed[explosionNumber] = true;
return 1;
} //addBall
void update() {
currentTime = SDL_GetTicks();
for (int i = 0; i<maxNumberOfBalls; i++) {
if (explosionUsed[i]) {
if (explosionArray[i].removeMe()) {
explosionUsed[i] = false;
}
}
}
} //update
}; //explosionManager
static ExplosionManager theExplosionManager;
//text pop-up
class TextMessage {
private:
int x;
int y;
string textt;
unsigned long int time;
unsigned long int placeTime; //Then the text was placed
public:
TextMessage() {
}
//constructor:
TextMessage(int X, int Y,const char* Text,unsigned int Time) {
placeTime = currentTime;
x = X;
y = Y;
textt = Text;
time = Time;
} //constructor
//true if the text has expired
bool removeMe() {
return currentTime-placeTime>time;
}
int getX() {
return x;
}
int getY() {
return y;
}
const char* getText() {
return textt.c_str();
}
}; //text popup
class TextManager {
public:
TextMessage textArray[maxNumberOfBalls];
bool textUsed[maxNumberOfBalls];
TextManager() {
for (int i=0; i<maxNumberOfBalls; i++) {
textUsed[i] = false;
}
}
int addText(int x, int y,string Text,unsigned int Time) {
int textNumber = 0;
while (textNumber<maxNumberOfBalls && textUsed[textNumber]) {
textNumber++;
}
if (textNumber==maxNumberOfBalls) {
return -1;
}
currentTime = SDL_GetTicks();
textArray[textNumber] = TextMessage(x,y,Text.c_str(),Time);
textUsed[textNumber] = true;
return 1;
} //addText
void update() {
currentTime = SDL_GetTicks();
for (int i = 0; i<maxNumberOfBalls; i++) {
if (textUsed[i]) {
if (textArray[i].removeMe()) {
textUsed[i] = false;
}
}
}
} //update
}; //textManager
static TextManager theTextManager;
//Here comes the Block Game object
#include "BlockGame.hpp"
#include "os.hpp"
#include "sago/SagoMiscSdl2.hpp"
#include "ScoresDisplay.hpp"
class BlockGameSdl : public BlockGame {
public:
BlockGameSdl(int tx, int ty) {
topx = tx;
topy = ty;
}
void DrawImgBoard(sago::SagoSprite& img, int x, int y) const {
DrawIMG(img, screen, x+topx, y+topy);
}
void DrawImgBoardBounded(sago::SagoSprite& img, int x, int y) const {
DrawIMG_Bounded(img, screen, x+topx, y+topy, topx, topy, topx + backBoard.GetWidth(), topy + backBoard.GetHeight());
}
void PrintTextCenteredBoard(int x, int y, const char* text) {
nf_button_font.draw(screen, x+topx+60, y+topy+10, NFont::CENTER, "%s", text);
}
int GetTopX() const {
return topx;
}
int GetTopY() const {
return topy;
}
void AddText(int x, int y, const std::string& text, int time) const override {
theTextManager.addText(topx-10+x*bsize, topy+12*bsize-y*bsize, text, time);
}
void AddBall(int x, int y, bool right, int color) const override {
theBallManager.addBall(topx+40+x*bsize, topy+bsize*12-y*bsize, right, color);
}
void AddExplosion(int x, int y) const override {
theExplosionManager.addExplosion(topx-10+x*bsize, topy+bsize*12-10-y*bsize);
}
void PlayerWonEvent() const override {
if (!SoundEnabled) {
return;
}
Mix_PlayChannel(1, applause, 0);
}
void DrawEvent() const override {
Mix_HaltChannel(1);
}
void BlockPopEvent() const override {
if (!SoundEnabled) {
return;
}
Mix_PlayChannel(0, boing, 0);
}
void LongChainDoneEvent() const override {
if (!SoundEnabled) {
return;
}
Mix_PlayChannel(1, applause, 0);
}
void TimeTrialEndEvent() const override {
if (!NoSound && SoundEnabled) {
Mix_PlayChannel(1,counterFinalChunk,0);
}
}
void EndlessHighscoreEvent() const override {
if (!SoundEnabled) {
return;
}
Mix_PlayChannel(1, applause, 0);
}
private:
//Draws all the bricks to the board (including garbage)
void PaintBricks() const {
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)) {
DrawImgBoardBounded(bricks[board[j][i]%10], j*bsize, bsize*12-i*bsize-pixels);
if ((board[j][i]/BLOCKWAIT)%10==1) {
DrawImgBoard(bomb, j*bsize, bsize*12-i*bsize-pixels);
}
if ((board[j][i]/BLOCKHANG)%10==1) {
DrawImgBoardBounded(ready, j*bsize, bsize*12-i*bsize-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)) {
DrawImgBoardBounded(garbageFill, j*bsize, bsize*12-i*bsize-pixels);
}
if ((left != number)&&(right == number)&&(over == number)&&(under == number)) {
DrawImgBoardBounded(garbageL, j*bsize, bsize*12-i*bsize-pixels);
}
if ((left == number)&&(right != number)&&(over == number)&&(under == number)) {
DrawImgBoardBounded(garbageR, j*bsize, bsize*12-i*bsize-pixels);
}
if ((left == number)&&(right == number)&&(over != number)&&(under == number)) {
DrawImgBoardBounded(garbageT, j*bsize, bsize*12-i*bsize-pixels);
}
if ((left == number)&&(right == number)&&(over == number)&&(under != number)) {
DrawImgBoardBounded(garbageB, j*bsize, bsize*12-i*bsize-pixels);
}
if ((left != number)&&(right == number)&&(over != number)&&(under == number)) {
DrawImgBoardBounded(garbageTL, j*bsize, bsize*12-i*bsize-pixels);
}
if ((left != number)&&(right == number)&&(over == number)&&(under != number)) {
DrawImgBoardBounded(garbageBL, j*bsize, bsize*12-i*bsize-pixels);
}
if ((left == number)&&(right != number)&&(over != number)&&(under == number)) {
DrawImgBoardBounded(garbageTR, j*bsize, bsize*12-i*bsize-pixels);
}
if ((left == number)&&(right != number)&&(over == number)&&(under != number)) {
DrawImgBoardBounded(garbageBR, j*bsize, bsize*12-i*bsize-pixels);
}
if ((left == number)&&(right != number)&&(over != number)&&(under != number)) {
DrawImgBoardBounded(garbageMR, j*bsize, bsize*12-i*bsize-pixels);
}
if ((left == number)&&(right == number)&&(over != number)&&(under != number)) {
DrawImgBoardBounded(garbageM, j*bsize, bsize*12-i*bsize-pixels);
}
if ((left != number)&&(right == number)&&(over != number)&&(under != number)) {
DrawImgBoardBounded(garbageML, j*bsize, bsize*12-i*bsize-pixels);
}
}
if ((board[j][i]/1000000)%10==2) {
if (j==0) {
DrawImgBoardBounded(garbageGML, j*bsize, bsize*12-i*bsize-pixels);
}
else if (j==5) {
DrawImgBoardBounded(garbageGMR, j*bsize, bsize*12-i*bsize-pixels);
}
else {
DrawImgBoardBounded(garbageGM, j*bsize, bsize*12-i*bsize-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)) {
DrawImgBoardBounded(smiley[board[j][i]%4], 2*bsize, 12*bsize-i*bsize-pixels+(bsize/2)*garbageSize);
}
if (!((left != number)&&(right == number)&&(over == number)&&(under == number))) { //not in garbage
garbageSize=0;
}
else {
garbageSize++;
}
}
}
for (int i=0; i<6; i++) {
if (board[i][0]!=-1) {
DrawImgBoardBounded(transCover, i*bsize, 12*bsize-pixels); //Make the appering blocks transperant
}
}
}
public:
//Draws everything
void DoPaintJob() {
DrawIMG(boardBackBack,screen,this->GetTopX()-60,this->GetTopY()-68);
nf_scoreboard_font.draw(screen, this->GetTopX()+310,this->GetTopY()-68+148,_("Score:") );
nf_scoreboard_font.draw(screen, this->GetTopX()+310,this->GetTopY()-68+197,_("Time:") );
nf_scoreboard_font.draw(screen, this->GetTopX()+310,this->GetTopY()-68+246,_("Chain:") );
nf_scoreboard_font.draw(screen, this->GetTopX()+310,this->GetTopY()-68+295,_("Speed:") );
DrawImgBoard(backBoard, 0, 0);
PaintBricks();
if (stageClear) {
DrawImgBoard(blackLine, 0, bsize*(12+2)+bsize*(stageClearLimit-linesCleared)-pixels-1);
}
if (puzzleMode&&(!bGameOver)) {
//We need to write nr. of moves left!
strHolder = _("Moves left: ") + itoa(MovesLeft);
nf_standard_blue_font.draw(screen, topx+5, topy+5, "%s",strHolder.c_str());
}
if (puzzleMode && stageButtonStatus == SBpuzzleMode) {
DrawImgBoard(bRetry, cordRetryButton.x, cordRetryButton.y);
PrintTextCenteredBoard(cordRetryButton.x, cordRetryButton.y, _("Retry"));
if (getLevel()<PuzzleGetNumberOfPuzzles()-1) {
if (hasWonTheGame) {
DrawImgBoard(bNext,cordNextButton.x, cordNextButton.y);
PrintTextCenteredBoard(cordNextButton.x, cordNextButton.y, _("Next"));
}
else {
DrawImgBoard(bSkip,cordNextButton.x, cordNextButton.y);
PrintTextCenteredBoard(cordNextButton.x, cordNextButton.y, _("Skip"));
}
}
else {
strHolder = "Last puzzle";
nf_standard_blue_font.draw(screen, topx+5, topy+5, "%s",strHolder.c_str());
}
}
if (stageClear && stageButtonStatus == SBstageClear) {
DrawImgBoard(bRetry, cordRetryButton.x, cordRetryButton.y);
PrintTextCenteredBoard(cordRetryButton.x, cordRetryButton.y, _("Retry"));
if (getLevel()<50-1) {
if (hasWonTheGame) {
DrawImgBoard(bNext,cordNextButton.x, cordNextButton.y);
PrintTextCenteredBoard(cordNextButton.x, cordNextButton.y, _("Next"));
}
else {
DrawImgBoard(bSkip,cordNextButton.x, cordNextButton.y);
PrintTextCenteredBoard(cordNextButton.x, cordNextButton.y, _("Skip"));
}
}
else {
strHolder = "Last stage";
nf_standard_blue_font.draw(screen, topx+5, topy+5, "%s",strHolder.c_str());
}
}
#if DEBUG
if (AI_Enabled&&(!bGameOver)) {
strHolder = "AI_status: " + itoa(AIstatus)+ ", "+ itoa(AIlineToClear);
//NFont_Write( 5, 5, strHolder.c_str());
nf_standard_blue_font.draw(screen, topx+5, topy+5, "%s",strHolder.c_str());
}
#endif
if (!bGameOver) {
DrawImgBoard(cursor,cursorx*bsize-4,11*bsize-cursory*bsize-pixels-4);
}
if (ticks<gameStartedAt) {
int currentCounter = abs((int)ticks-(int)gameStartedAt)/1000;
if ( (currentCounter!=lastCounter) && (SoundEnabled)&&(!NoSound)) {
Mix_PlayChannel(1,counterChunk,0);
}
lastCounter = currentCounter;
switch (currentCounter) {
case 2:
DrawImgBoard(counter[2], 2*bsize, 5*bsize);
break;
case 1:
DrawImgBoard(counter[1], 2*bsize, 5*bsize);
break;
case 0:
DrawImgBoard(counter[0], 2*bsize, 5*bsize);
break;
default:
break;
}
}
else {
if (SoundEnabled&&(!NoSound)&&(timetrial)&&(ticks>gameStartedAt+10000)&&(!bGameOver)) {
int currentCounter = (ticks-(int)gameStartedAt)/1000;
if (currentCounter!=lastCounter) {
if (currentCounter>115 && currentCounter<120) {
Mix_PlayChannel(1,counterChunk,0);
}
}
lastCounter = currentCounter;
}
else {
if ( (0==lastCounter) && (SoundEnabled)&&(!NoSound)) {
Mix_PlayChannel(1,counterFinalChunk,0);
}
lastCounter = -1;
}
}
if ((bGameOver)&&(!editorMode)) {
if (hasWonTheGame) {
DrawImgBoard(iWinner, 0, 5*bsize);
}
else {
if (bDraw) {
DrawImgBoard(iDraw, 0, 5*bsize);
}
else {
DrawImgBoard(iGameOver, 0, 5*bsize);
}
}
}
}
void Update(int newtick) {
BlockGame::Update(newtick);
}
private:
int topx, topy;
};
//writeScreenShot saves the screen as a bmp file, it uses the time to get a unique filename
void writeScreenShot() {
if (verboseLevel) {
cout << "Saving screenshot" << endl;
}
int rightNow = (int)time(nullptr);
string buf = getPathToSaveFiles() + "/screenshots/screenshot"+itoa(rightNow)+".bmp";
SDL_Surface* sreenshotSurface = SDL_CreateRGBSurface(0, 1024, 768, 32, 0x00ff0000, 0x0000ff00, 0x000000ff, 0xff000000);
SDL_RenderReadPixels(screen, NULL, SDL_PIXELFORMAT_ARGB8888, sreenshotSurface->pixels, sreenshotSurface->pitch);
SDL_SaveBMP(sreenshotSurface, buf.c_str());
SDL_FreeSurface(sreenshotSurface);
if (!NoSound) {
if (SoundEnabled) {
Mix_PlayChannel(1,photoClick,0);
}
}
}
//Function to return the name of a key, to be displayed...
static string getKeyName(SDL_Keycode key) {
string keyname(SDL_GetKeyName(key));
return keyname;
}
void RunGameState(sago::GameStateInterface& state ) {
int mousex,mousey;
bool done = false; //We are done!
while (!done && !Config::getInstance()->isShuttingDown()) {
state.Draw(screen);
SDL_Delay(1);
SDL_Event event;
SDL_GetMouseState(&mousex,&mousey);
bool mustWriteScreenshot = false;
while ( SDL_PollEvent(&event) ) {
if ( event.type == SDL_QUIT ) {
Config::getInstance()->setShuttingDown(5);
done = true;
}
if ( event.key.keysym.sym == SDLK_F9 ) {
mustWriteScreenshot = true;
}
bool processed = false;
state.ProcessInput(event, processed);
}
state.Update();
mouse.Draw(screen, SDL_GetTicks(), mousex, mousey);
SDL_RenderPresent(screen);
if (mustWriteScreenshot) {
writeScreenShot();
}
if (!state.IsActive()) {
done = true;
}
}
}
void OpenScoresDisplay() {
ScoresDisplay d;
d.scoreX = buttonXsize*2;
d.scoreY = 0;
d.backX = 20;
d.backY = ysize-buttonYsize-20;
d.nextX = xsize-buttonXsize-20;
d.nextY = d.backY;
d.xsize = xsize;
d.ysize = ysize;
d.buttonXsize = buttonXsize;
d.buttonYsize = buttonYsize;
RunGameState(d);
}
//Draws the balls and explosions
static void DrawBalls() {
for (int i = 0; i< maxNumberOfBalls; i++) {
if (theBallManager.ballUsed[i]) {
DrawIMG(balls[theBallManager.ballArray[i].getColor()],screen,theBallManager.ballArray[i].getX(),theBallManager.ballArray[i].getY());
} //if used
if (theExplosionManager.explosionUsed[i]) {
DrawIMG(explosion[theExplosionManager.explosionArray[i].getFrame()],screen,theExplosionManager.explosionArray[i].getX(),theExplosionManager.explosionArray[i].getY());
}
if (theTextManager.textUsed[i]) {
int x = theTextManager.textArray[i].getX()-12;
int y = theTextManager.textArray[i].getY()-12;
DrawIMG(iChainFrame,screen,x,y);
nf_standard_small_font.draw(screen, x+12,y+7, NFont::CENTER, "%s",theTextManager.textArray[i].getText());
}
} //for
} //DrawBalls
//draws everything
void DrawEverything(int xsize, int ysize,BlockGameSdl* theGame, BlockGameSdl* theGame2) {
SDL_ShowCursor(SDL_DISABLE);
DrawIMG(backgroundImage,screen,0,0);
theGame->DoPaintJob();
theGame2->DoPaintJob();
string strHolder;
strHolder = itoa(theGame->GetScore()+theGame->GetHandicap());
NFont_Write(screen, theGame->GetTopX()+310,theGame->GetTopY()+100,strHolder.c_str());
if (theGame->GetAIenabled()) {
NFont_Write(screen, theGame->GetTopX()+10,theGame->GetTopY()-34,_("AI") );
}
else if (editorMode) {
NFont_Write(screen, theGame->GetTopX()+10,theGame->GetTopY()-34,_("Playing field") );
}
else if (!singlePuzzle) {
NFont_Write(screen, theGame->GetTopX()+10,theGame->GetTopY()-34,player1name);
}
if (theGame->isTimeTrial()) {
int tid = (int)SDL_GetTicks()-theGame->GetGameStartedAt();
int minutes;
int seconds;
if (tid>=0) {
minutes = (2*60*1000-(abs((int)SDL_GetTicks()-(int)theGame->GetGameStartedAt())))/60/1000;
seconds = ((2*60*1000-(abs((int)SDL_GetTicks()-(int)theGame->GetGameStartedAt())))%(60*1000))/1000;
}
else {
minutes = ((abs((int)SDL_GetTicks()-(int)theGame->GetGameStartedAt())))/60/1000;
seconds = (((abs((int)SDL_GetTicks()-(int)theGame->GetGameStartedAt())))%(60*1000))/1000;
}
if (theGame->isGameOver()) {
minutes=0;
}
if (theGame->isGameOver()) {
seconds=0;
}
if (seconds>9) {
strHolder = itoa(minutes)+":"+itoa(seconds);
}
else {
strHolder = itoa(minutes)+":0"+itoa(seconds);
}
//if ((SoundEnabled)&&(!NoSound)&&(tid>0)&&(seconds<5)&&(minutes == 0)&&(seconds>1)&&(!(Mix_Playing(6)))) Mix_PlayChannel(6,heartBeat,0);
NFont_Write(screen, theGame->GetTopX()+310,theGame->GetTopY()+150,strHolder.c_str());
}
else {
int minutes = ((abs((int)SDL_GetTicks()-(int)theGame->GetGameStartedAt())))/60/1000;
int seconds = (((abs((int)SDL_GetTicks()-(int)theGame->GetGameStartedAt())))%(60*1000))/1000;
if (theGame->isGameOver()) {
minutes=(theGame->GetGameEndedAt()/1000/60)%100;
}
if (theGame->isGameOver()) {
seconds=(theGame->GetGameEndedAt()/1000)%60;
}
if (seconds>9) {
strHolder = itoa(minutes)+":"+itoa(seconds);
}
else {
strHolder = itoa(minutes)+":0"+itoa(seconds);
}
NFont_Write(screen, theGame->GetTopX()+310,theGame->GetTopY()+150,strHolder.c_str());
}
strHolder = itoa(theGame->GetChains());
NFont_Write(screen, theGame->GetTopX()+310,theGame->GetTopY()+200,strHolder.c_str());
//drawspeedLevel:
strHolder = itoa(theGame->GetSpeedLevel());
NFont_Write(screen, theGame->GetTopX()+310,theGame->GetTopY()+250,strHolder.c_str());
if ((theGame->isStageClear()) &&(theGame->GetTopY()+700+50*(theGame->GetStageClearLimit()-theGame->GetLinesCleared())-theGame->GetPixels()-1<600+theGame->GetTopY())) {
oldBubleX = theGame->GetTopX()+280;
oldBubleY = theGame->GetTopY()+650+50*(theGame->GetStageClearLimit()-theGame->GetLinesCleared())-theGame->GetPixels()-1;
DrawIMG(stageBobble,screen,theGame->GetTopX()+280,theGame->GetTopY()+650+50*(theGame->GetStageClearLimit()-theGame->GetLinesCleared())-theGame->GetPixels()-1);
}
//player1 finnish, player2 start
//DrawIMG(boardBackBack,screen,theGame2->GetTopX()-60,theGame2->GetTopY()-68);
if (!editorMode) {
/*
*If single player mode (and not VS)
*/
if (!twoPlayers && !theGame->isGameOver()) {
//Blank player2's board:
DrawIMG(backBoard,screen,theGame2->GetTopX(),theGame2->GetTopY());
//Write a description:
string gametypeName;
string infostring;
if (theGame->isTimeTrial()) {
gametypeName = _("Time Trial");
infostring = _("Score as much as possible in 2 minutes");
}
else if (theGame->isStageClear()) {
gametypeName = _("Stage Clear");
infostring = _("You must clear a number of lines. Speed is rapidly increased.");
}
else if (theGame->isPuzzleMode()) {
gametypeName = _("Puzzle");
infostring = _("Clear the entire board with a limited number of moves.");
}
else {
gametypeName = _("Endless");
infostring = _("Score as much as possible. No time limit.");
}
if (infostring.length() > 0) {
NFont_Write(screen, theGame2->GetTopX()+7,theGame2->GetTopY()+10, gametypeName);
NFont_Write(screen, theGame2->GetTopX()+7,theGame2->GetTopY()+160, _("Objective:"));
nf_standard_blue_font.drawBox(screen, { static_cast<float>(theGame2->GetTopX()+7),static_cast<float>(theGame2->GetTopY()+160+32), 280, 200}, "%s", infostring.c_str());
}
//Write the keys that are in use
int y = theGame2->GetTopY()+400;
NFont_Write(screen, theGame2->GetTopX()+7,y,_("Movement keys:") );
NFont_Write(screen, theGame2->GetTopX()+7,y+40,(getKeyName(keySettings[0].left)+", "+getKeyName(keySettings[0].right)+"," ).c_str() );
NFont_Write(screen, theGame2->GetTopX()+7,y+76,(getKeyName(keySettings[0].up)+", "+getKeyName(keySettings[0].down)).c_str() );
NFont_Write(screen, theGame2->GetTopX()+7,y+120,( _("Switch: ")+getKeyName(keySettings[0].change) ).c_str() );
if (theGame->isPuzzleMode()) {
NFont_Write(screen, theGame2->GetTopX()+7,y+160,( _("Restart: ")+getKeyName(keySettings[0].push) ).c_str() );
}
else {
NFont_Write(screen, theGame2->GetTopX()+7,y+160,( _("Push line: ")+getKeyName(keySettings[0].push) ).c_str() );
}
}
strHolder = itoa(theGame2->GetScore()+theGame2->GetHandicap());
NFont_Write(screen, theGame2->GetTopX()+310,theGame2->GetTopY()+100,strHolder.c_str());
if (theGame2->GetAIenabled()) {
NFont_Write(screen, theGame2->GetTopX()+10,theGame2->GetTopY()-34,_("AI") );
}
else {
NFont_Write(screen, theGame2->GetTopX()+10,theGame2->GetTopY()-34,theGame2->name);
}
if (theGame2->isTimeTrial()) {
int tid = (int)SDL_GetTicks()-theGame2->GetGameStartedAt();
int minutes;
int seconds;
if (tid>=0) {
minutes = (2*60*1000-(abs((int)SDL_GetTicks()-(int)theGame2->GetGameStartedAt())))/60/1000;
seconds = ((2*60*1000-(abs((int)SDL_GetTicks()-(int)theGame2->GetGameStartedAt())))%(60*1000))/1000;
}
else {
minutes = ((abs((int)SDL_GetTicks()-(int)theGame2->GetGameStartedAt())))/60/1000;
seconds = (((abs((int)SDL_GetTicks()-(int)theGame2->GetGameStartedAt())))%(60*1000))/1000;
}
if (theGame2->isGameOver()) {
minutes=0;
}
if (theGame2->isGameOver()) {
seconds=0;
}
if (seconds>9) {
strHolder = itoa(minutes)+":"+itoa(seconds);
}
else {
strHolder = itoa(minutes)+":0"+itoa(seconds);
}
//if ((SoundEnabled)&&(!NoSound)&&(tid>0)&&(seconds<5)&&(minutes == 0)&&(seconds>1)&&(!(Mix_Playing(6)))) Mix_PlayChannel(6,heartBeat,0);
NFont_Write(screen, theGame2->GetTopX()+310,theGame2->GetTopY()+150,strHolder.c_str());
}
else {
int minutes = (abs((int)SDL_GetTicks()-(int)theGame2->GetGameStartedAt()))/60/1000;
int seconds = (abs((int)SDL_GetTicks()-(int)theGame2->GetGameStartedAt())%(60*1000))/1000;
if (theGame2->isGameOver()) {
minutes=(theGame2->GetGameEndedAt()/1000/60)%100;
}
if (theGame2->isGameOver()) {
seconds=(theGame2->GetGameEndedAt()/1000)%60;
}
if (seconds>9) {
strHolder = itoa(minutes)+":"+itoa(seconds);
}
else {
strHolder = itoa(minutes)+":0"+itoa(seconds);
}
NFont_Write(screen, theGame2->GetTopX()+310,theGame2->GetTopY()+150,strHolder.c_str());
}
strHolder = itoa(theGame2->GetChains());
NFont_Write(screen, theGame2->GetTopX()+310,theGame2->GetTopY()+200,strHolder.c_str());
strHolder = itoa(theGame2->GetSpeedLevel());
NFont_Write(screen, theGame2->GetTopX()+310,theGame2->GetTopY()+250,strHolder.c_str());
//draw exit
bExit.Draw(screen,SDL_GetTicks(), xsize-bExitOffset, ysize-bExitOffset);
}
//player2 finnish
DrawBalls();
#if DEBUG
Frames++;
if (SDL_GetTicks() >= Ticks + 1000) {
if (Frames > 999) {
Frames=999;
}
snprintf(FPS, sizeof(FPS), "%lu fps", Frames);
Frames = 0;
Ticks = SDL_GetTicks();
}
nf_standard_blue_font.draw(screen, 800, 4, "%s", FPS);
#endif
}
//The function that allows the player to choose PuzzleLevel
int PuzzleLevelSelect(int Type) {
const int xplace = 200;
const int yplace = 300;
int levelNr = 0;
int mousex, mousey;
int oldmousex = 0;
int oldmousey = 0;
bool levelSelected = false;
int nrOfLevels = 0;
Uint32 totalScore = 0;
Uint32 totalTime = 0;
int selected = 0;
//Loads the levels, if they havn't been loaded:
if (Type == 0) {
LoadPuzzleStages();
}
//Keeps track of background;
SDL_GetTicks();
if (Type == 0) {
nrOfLevels = PuzzleGetNumberOfPuzzles();
}
if (Type == 1) {
LoadStageClearStages();
totalScore = GetTotalScore();
totalTime = GetTotalTime();
nrOfLevels = GetNrOfLevels();
}
while (!levelSelected) {
SDL_GetTicks();
DrawIMG(backgroundImage, screen, 0, 0);
DrawIMG(iCheckBoxArea,screen,xplace,yplace);
if (Type == 0) {
NFont_Write(screen, xplace+12,yplace+2,_("Select Puzzle") );
}
if (Type == 1) {
NFont_Write(screen, xplace+12,yplace+2, _("Stage Clear Level Select") );
}
//Now drow the fields you click in (and a V if clicked):
for (int i = 0; i < nrOfLevels; i++) {
DrawIMG(iLevelCheckBox,screen,xplace+10+(i%10)*50, yplace+60+(i/10)*50);
if (i==selected) {
DrawIMG(iLevelCheckBoxMarked,screen,xplace+10+(i%10)*50, yplace+60+(i/10)*50);
}
if (Type == 0 && PuzzleIsCleared(i)) {
DrawIMG(iLevelCheck,screen,xplace+10+(i%10)*50, yplace+60+(i/10)*50);
}
if (Type == 1 && IsStageCleared(i)) {
DrawIMG(iLevelCheck,screen,xplace+10+(i%10)*50, yplace+60+(i/10)*50);
}
}
SDL_Event event;
while ( SDL_PollEvent(&event) ) {
if ( event.type == SDL_QUIT ) {
Config::getInstance()->setShuttingDown(5);
levelNr = -1;
levelSelected = true;
}
if ( event.type == SDL_KEYDOWN ) {
if ( event.key.keysym.sym == SDLK_ESCAPE ) {
levelNr = -1;
levelSelected = true;
}
if ( event.key.keysym.sym == SDLK_RETURN || event.key.keysym.sym == SDLK_KP_ENTER ) {
levelNr = selected;
levelSelected = true;
}
if ( event.key.keysym.sym == SDLK_RIGHT ) {
++selected;
if (selected >= nrOfLevels) {
selected = 0;
}
}
if ( event.key.keysym.sym == SDLK_LEFT ) {
--selected;
if (selected < 0) {
selected = nrOfLevels-1;
}
}
if ( event.key.keysym.sym == SDLK_DOWN ) {
selected+=10;
if (selected >= nrOfLevels) {
selected-=10;
}
}
if ( event.key.keysym.sym == SDLK_UP ) {
selected-=10;
if (selected < 0) {
selected+=10;
}
}
}
}
SDL_GetKeyboardState(nullptr);
SDL_GetMouseState(&mousex,&mousey);
if (mousex != oldmousex || mousey != oldmousey) {
int tmpSelected = -1;
int j;
for (j = 0; (tmpSelected == -1) && ( (j<nrOfLevels/10)||((j<nrOfLevels/10+1)&&(nrOfLevels%10 != 0)) ); j++)
if ((60+j*50<mousey-yplace)&&(mousey-yplace<j*50+92)) {
tmpSelected = j*10;
}
if (tmpSelected != -1)
for (int k = 0; (( (!(nrOfLevels%10) || k<nrOfLevels-10*(j-1)) )&&(k<10)); k++)
if ((10+k*50<mousex-xplace)&&(mousex-xplace<k*50+42)) {
tmpSelected +=k;
selected = tmpSelected;
}
}
oldmousey = mousey;
oldmousex= mousex;
// If the mouse button is released, make bMouseUp equal true
if (!SDL_GetMouseState(nullptr, nullptr)&SDL_BUTTON(1)) {
bMouseUp=true;
}
if (SDL_GetMouseState(nullptr,nullptr)&SDL_BUTTON(1) && bMouseUp) {
bMouseUp = false;
int levelClicked = -1;
int i;
for (i = 0; (i<nrOfLevels/10)||((i<nrOfLevels/10+1)&&(nrOfLevels%10 != 0)); i++)
if ((60+i*50<mousey-yplace)&&(mousey-yplace<i*50+92)) {
levelClicked = i*10;
}
i++;
if (levelClicked != -1)
for (int j = 0; ((j<nrOfStageLevels%(i*10))&&(j<10)); j++)
if ((10+j*50<mousex-xplace)&&(mousex-xplace<j*50+42)) {
levelClicked +=j;
levelSelected = true;
levelNr = levelClicked;
}
}
if (Type == 1) {
string scoreString = SPrintStringF(_("Best score: %i"), GetStageScores(selected)) ;
string timeString = SPrintStringF(_("Time used: %s"),"-- : --");
if (GetStageTime(selected)>0) {
timeString = SPrintStringF(_("Time used: %d : %02d"), GetStageTime(selected)/1000/60, (GetStageTime(selected)/1000)%60);
}
NFont_Write(screen, 200,200,scoreString.c_str());
NFont_Write(screen, 200,250,timeString.c_str());
string totalString = (boost::format(_("Total score: %1% in %2%:%3%"))%totalScore%(totalTime/1000/60)%((totalTime/1000)%60)).str();
NFont_Write(screen, 200,600,totalString.c_str());
}
mouse.Draw(screen, SDL_GetTicks(), mousex, mousey);
SDL_RenderPresent(screen); //draws it all to the screen
}
DrawIMG(backgroundImage, screen, 0, 0);
return levelNr;
}
static BlockGameSdl* player1;
static BlockGameSdl* player2;
static bool registerEndlessHighscore = false;
static bool registerTTHighscorePlayer1 = false;
static bool registerTTHighscorePlayer2 = false;
static void StartSinglePlayerEndless() {
//1 player - endless
BlockGameStartInfo startInfo;
startInfo.ticks = SDL_GetTicks();
startInfo.startBlocks = startInfo.ticks;
player1->NewGame(startInfo);
twoPlayers =false;
player2->SetGameOver();
player1->name = player1name;
player2->name = player2name;
registerEndlessHighscore = true;
}
static void StartSinglePlayerTimeTrial() {
BlockGameStartInfo startInfo;
startInfo.ticks = SDL_GetTicks();
startInfo.timeTrial = true;
player1->NewGame(startInfo);
twoPlayers =false;
player2->SetGameOver();
//vsMode = false;
player1->name = player1name;
player2->name = player2name;
registerTTHighscorePlayer1 = true;
}
static int StartSinglePlayerPuzzle(int level) {
BlockGameStartInfo startInfo;
startInfo.ticks = SDL_GetTicks();
startInfo.puzzleMode = true;
startInfo.level = PuzzleLevelSelect(0);
if (startInfo.level == -1) {
return 1;
}
player1->NewGame(startInfo);
DrawIMG(backgroundImage, screen, 0, 0);
twoPlayers = false;
player2->SetGameOver();
//vsMode = true;
player1->name = player1name;
player2->name = player2name;
return 0;
}
static void StarTwoPlayerTimeTrial() {
BlockGameStartInfo startInfo;
startInfo.ticks = SDL_GetTicks();
startInfo.timeTrial = true;
BlockGameStartInfo startInfo2 = startInfo;
registerTTHighscorePlayer1 = true;
registerTTHighscorePlayer2 = true;
if (player1AI) {
startInfo.AI = true;
startInfo.level = player1AIlevel;
registerTTHighscorePlayer1 = false;
}
if (player2AI) {
startInfo2.AI = true;
startInfo2.level = player2AIlevel;
registerTTHighscorePlayer2 = false;
}
startInfo.gameSpeed = player1Speed;
startInfo2.gameSpeed = player2Speed;
startInfo.handicap = player1handicap;
startInfo2.handicap = player2handicap;
player1->NewGame(startInfo);
player2->NewGame(startInfo2);
twoPlayers = true;
player1->name = player1name;
player2->name = player2name;
}
static void StartTwoPlayerVs() {
//2 player - VsMode
BlockGameStartInfo startInfo;
startInfo.ticks = SDL_GetTicks();
startInfo.vsMode = true;
startInfo.startBlocks = startInfo.ticks;
BlockGameStartInfo startInfo2 = startInfo;
if (player1AI) {
startInfo.AI = true;
startInfo.level = player1AIlevel;
}
if (player2AI) {
startInfo2.AI = true;
startInfo2.level = player2AIlevel;
}
startInfo.gameSpeed = player1Speed;
startInfo2.gameSpeed = player2Speed;
startInfo.handicap = player1handicap;
startInfo2.handicap = player2handicap;
player1->NewGame(startInfo);
player1->setGarbageTarget(player2);
player2->NewGame(startInfo2);
player2->setGarbageTarget(player1);
//vsMode = true;
twoPlayers = true;
player1->name = player1name;
player2->name = player2name;
}
//Warning: the arguments to main must be "int argc, char* argv[]" NO CONST! or SDL_main will fail to find it
int main(int argc, char* argv[]) {
try {
//Init the file system abstraction layer
PHYSFS_init(argv[0]);
vector<string> search_paths;
FsSearchParthMainAppend(search_paths);
string savepath = getPathToSaveFiles();
highPriority = false; //if true the game will take most resources, but increase framerate.
bFullscreen = false;
//Set default Config variables:
setlocale (LC_ALL, "");
bindtextdomain (PACKAGE, LOCALEDIR);
bind_textdomain_codeset(PACKAGE, "utf-8");
textdomain (PACKAGE);
boost::program_options::options_description desc("Allowed options");
desc.add_options()
("help,h", "Displays this message")
("nosound", "Disables the sound. Can be used if sound errors prevents you from starting")
("priority", "Causes the game to not sleep between frames.")
("verbose-basic", "Enables basic verbose messages")
("print-search-path", "Prints the search path and quits")
("bind-text-domain", boost::program_options::value<string>(), SPrintStringF("Overwrites the bind text domain used for finding translations. "
"Default: \"%s\"", LOCALEDIR).c_str())
("homepath", boost::program_options::value<string>(), SPrintStringF("Set the home folder where settings are saved. The directory must exsist."
" Default: \"%s\"", getPathToSaveFiles().c_str()).c_str())
;
boost::program_options::variables_map vm;
try {
boost::program_options::store(boost::program_options::parse_command_line(argc, argv, desc), vm);
boost::program_options::notify(vm);
}
catch (exception& e) {
cerr << e.what() << endl;
cerr << desc << endl;
throw;
}
if (vm.count("bind-text-domain")) {
string s = vm["bind-text-domain"].as<string>();
bindtextdomain (PACKAGE, s.c_str());
}
if (vm.count("homepath")) {
string s = vm["homepath"].as<string>();
setPathToSaveFiles(s);
savepath = getPathToSaveFiles();
}
if (vm.count("help")) {
cout << SPrintStringF("Block Attack - Rise of the blocks %s\n"
"%s\n", VERSION_NUMBER, "www.blockattack.net");
cout << desc << endl;
cout << "The game is available under the GPL, see COPYING for details." << endl;
return 1;
}
if (vm.count("nosound")) {
NoSound = true;
}
if (vm.count("priority")) {
highPriority = true;
}
if (vm.count("verbose-basic")) {
verboseLevel++;
}
if (vm.count("print-search-path")) {
for (const string& s : search_paths) {
cout << s << endl;
}
cout << savepath << endl;
return 0;
}
OsCreateSaveFolder();
PhysFsSetSearchPath(search_paths, savepath);
//Os create folders must be after the paramters because they can change the home folder
PhysFsCreateFolders();
SoundEnabled = true;
MusicEnabled = true;
twoPlayers = false; //true if two players splitscreen
theTopScoresEndless = Highscore("endless");
theTopScoresTimeTrial = Highscore("timetrial");
drawBalls = true;
puzzleLoaded = false;
theBallManager = BallManager();
theExplosionManager = ExplosionManager();
PuzzleSetName("puzzle.levels");
//Init SDL
if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) {
sago::SagoFatalErrorF("Unable to init SDL: %s", SDL_GetError());
}
if (SDL_Init(SDL_INIT_GAMECONTROLLER ) != 0) {
cerr << "Warning: Game controller failed to initialize. Reason: " << SDL_GetError() << endl;
}
InitGameControllers();
TTF_Init();
atexit(SDL_Quit); //quits SDL when the game stops for some reason (like you hit exit or Esc)
SDL_EventState(SDL_MOUSEMOTION, SDL_IGNORE);
theTextManager = TextManager();
//Open Audio
if (!NoSound) {
//If sound has not been disabled, then load the sound system
if (Mix_OpenAudio(44100, AUDIO_S16SYS, 2, 2048) < 0) {
cerr << "Warning: Couldn't set 44100 Hz 16-bit audio - Reason: " << SDL_GetError() << endl
<< "Sound will be disabled!" << endl;
NoSound = true; //Tries to stop all sound from playing/loading
}
}
if (verboseLevel) {
//Copyright notice:
cout << "Block Attack - Rise of the Blocks (" << VERSION_NUMBER << ")" << endl << "http://www.blockattack.net" << endl << "Copyright 2004-2016 Poul Sander" << endl <<
"A SDL2 based game (see www.libsdl.org)" << endl <<
"The game is availeble under the GPL, see COPYING for details." << endl;
cout << "-------------------------------------------" << endl;
}
keySettings[0].up= SDLK_UP;
keySettings[0].down = SDLK_DOWN;
keySettings[0].left = SDLK_LEFT;
keySettings[0].right = SDLK_RIGHT;
keySettings[0].change = SDLK_RCTRL;
keySettings[0].push = SDLK_RSHIFT;
keySettings[2].up= SDLK_w;
keySettings[2].down = SDLK_s;
keySettings[2].left = SDLK_a;
keySettings[2].right = SDLK_d;
keySettings[2].change = SDLK_LCTRL;
keySettings[2].push = SDLK_LSHIFT;
player1keys=0;
player2keys=2;
player1name = _("Player 1");
player2name = _("Player 2");
Config* configSettings = Config::getInstance();
//configSettings->setString("aNumber"," A string");
//configSettings->save();
if (configSettings->exists("fullscreen")) { //Test if an configFile exists
bFullscreen = (bool)configSettings->getInt("fullscreen");
MusicEnabled = (bool)configSettings->getInt("musicenabled");
SoundEnabled = (bool)configSettings->getInt("soundenabled");
mouseplay1 = (bool)configSettings->getInt("mouseplay1");
mouseplay2 = (bool)configSettings->getInt("mouseplay2");
if (configSettings->exists("sdl2_player1keyup")) {
keySettings[0].up = (SDL_Keycode)configSettings->getInt("sdl2_player1keyup");
}
if (configSettings->exists("sdl2_player1keydown")) {
keySettings[0].down = (SDL_Keycode)configSettings->getInt("sdl2_player1keydown");
}
if (configSettings->exists("sdl2_player1keyleft")) {
keySettings[0].left = (SDL_Keycode)configSettings->getInt("sdl2_player1keyleft");
}
if (configSettings->exists("sdl2_player1keyright")) {
keySettings[0].right = (SDL_Keycode)configSettings->getInt("sdl2_player1keyright");
}
if (configSettings->exists("sdl2_player1keychange")) {
keySettings[0].change = (SDL_Keycode)configSettings->getInt("sdl2_player1keychange");
}
if (configSettings->exists("sdl2_player1keypush")) {
keySettings[0].push = (SDL_Keycode)configSettings->getInt("sdl2_player1keypush");
}
if (configSettings->exists("sdl2_player2keyup")) {
keySettings[2].up = (SDL_Keycode)configSettings->getInt("sdl2_player2keyup");
}
if (configSettings->exists("sdl2_player2keydown")) {
keySettings[2].down = (SDL_Keycode)configSettings->getInt("sdl2_player2keydown");
}
if (configSettings->exists("sdl2_player2keyleft")) {
keySettings[2].left = (SDL_Keycode)configSettings->getInt("sdl2_player2keyleft");
}
if (configSettings->exists("sdl2_player2keyright")) {
keySettings[2].right = (SDL_Keycode)configSettings->getInt("sdl2_player2keyright");
}
if (configSettings->exists("sdl2_player2keychange")) {
keySettings[2].change = (SDL_Keycode)configSettings->getInt("sdl2_player2keychange");
}
if (configSettings->exists("sdl2_player2keypush")) {
keySettings[2].push = (SDL_Keycode)configSettings->getInt("sdl2_player2keypush");
}
if (configSettings->exists("player1name")) {
player1name = configSettings->getString("player1name");
}
if (configSettings->exists("player2name")) {
player2name = configSettings->getString("player2name");
}
if (verboseLevel) {
cout << "Data loaded from config file" << endl;
}
}
else {
if (verboseLevel) {
cout << "Unable to load options file, using default values" << endl;
}
}
if (singlePuzzle) {
xsize=300;
ysize=600;
}
// "Block Attack - Rise of the Blocks"
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "1");
//Open video
int createWindowParams = 0; //SDL_WINDOW_RESIZABLE;
sdlWindow = SDL_CreateWindow("Block Attack - Rise of the Blocks",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
xsize, ysize,
createWindowParams );
dieOnNullptr(sdlWindow, "Unable to create window");
SDL_Renderer* renderer = SDL_CreateRenderer(sdlWindow, -1, 0);
dieOnNullptr(renderer, "Unable to create render");
SDL_RenderSetLogicalSize(renderer, xsize, ysize);
screen = renderer;
ResetFullscreen();
SetSDLIcon(sdlWindow);
if (verboseLevel) {
cout << "Images loaded" << endl;
}
BlockGameSdl theGame = BlockGameSdl(50,100); //creates game objects
BlockGameSdl theGame2 = BlockGameSdl(xsize-500,100);
player1 = &theGame;
player2 = &theGame2;
/*if (singlePuzzle)
{
theGame.GetTopY()=0;
theGame.GetTopX()=0;
theGame2.GetTopY()=10000;
theGame2.GetTopX()=10000;
}*/
theGame.SetGameOver(); //sets the game over in the beginning
theGame2.SetGameOver();
//Takes names from file instead
theGame.name = player1name;
theGame2.name = player2name;
if (singlePuzzle) {
LoadPuzzleStages();
BlockGameStartInfo s;
s.puzzleMode = true;
s.level = singlePuzzleNr;
s.singlePuzzle = true;
theGame.NewGame(s);
}
SDL_RenderClear(screen);
DrawIMG(backgroundImage, screen, 0, 0);
DrawEverything(xsize,ysize,&theGame,&theGame2);
SDL_RenderPresent(screen);
//game loop
MainMenu();
//Saves options
if (!editorMode) {
configSettings->setInt("fullscreen",(int)bFullscreen);
configSettings->setInt("musicenabled",(int)MusicEnabled);
configSettings->setInt("soundenabled",(int)SoundEnabled);
configSettings->setInt("mouseplay1",(int)mouseplay1);
configSettings->setInt("mouseplay2",(int)mouseplay2);
configSettings->setInt("joypad1",(int)joyplay1);
configSettings->setInt("joypad2",(int)joyplay2);
configSettings->setInt("sdl2_player1keyup",(int)keySettings[0].up);
configSettings->setInt("sdl2_player1keydown",(int)keySettings[0].down);
configSettings->setInt("sdl2_player1keyleft",(int)keySettings[0].left);
configSettings->setInt("sdl2_player1keyright",(int)keySettings[0].right);
configSettings->setInt("sdl2_player1keychange",(int)keySettings[0].change);
configSettings->setInt("sdl2_player1keypush",(int)keySettings[0].push);
configSettings->setInt("sdl2_player2keyup",(int)keySettings[2].up);
configSettings->setInt("sdl2_player2keydown",(int)keySettings[2].down);
configSettings->setInt("sdl2_player2keyleft",(int)keySettings[2].left);
configSettings->setInt("sdl2_player2keyright",(int)keySettings[2].right);
configSettings->setInt("sdl2_player2keychange",(int)keySettings[2].change);
configSettings->setInt("sdl2_player2keypush",(int)keySettings[2].push);
configSettings->setString("player1name",player1name);
configSettings->setString("player2name",player2name);
configSettings->save();
}
//calculate uptime:
//int hours, mins, secs,
commonTime ct = TimeHandler::ms2ct(SDL_GetTicks());
if (verboseLevel) {
cout << boost::format("Block Attack - Rise of the Blocks ran for: %1% hours %2% mins and %3% secs") % ct.hours % ct.minutes % ct.seconds << endl;
}
ct = TimeHandler::addTime("totalTime",ct);
if (verboseLevel) {
cout << "Total run time is now: " << ct.days << " days " << ct.hours << " hours " << ct.minutes << " mins and " << ct.seconds << " secs" << endl;
}
Stats::getInstance()->save();
Config::getInstance()->save();
}
catch (exception& e) {
sago::SagoFatalError(e.what());
}
//Close file system Apstraction layer!
PHYSFS_deinit();
return 0;
}
int runGame(int gametype, int level) {
int mousex, mousey; //Mouse coordinates
theTopScoresEndless = Highscore("endless");
theTopScoresTimeTrial = Highscore("timetrial");
drawBalls = true;
puzzleLoaded = false;
bool bNearDeath = false; //Play music faster or louder while tru
theBallManager = BallManager();
theExplosionManager = ExplosionManager();
BlockGameSdl theGame = BlockGameSdl(50,100); //creates game objects
BlockGameSdl theGame2 = BlockGameSdl(xsize-500,100);
player1 = &theGame;
player2 = &theGame2;
theGame.DoPaintJob(); //Makes sure what there is something to paint
theGame2.DoPaintJob();
theGame.SetGameOver(); //sets the game over in the beginning
theGame2.SetGameOver();
//Takes names from file instead
theGame.name = player1name;
theGame2.name = player2name;
if (singlePuzzle) {
LoadPuzzleStages();
BlockGameStartInfo s;
s.puzzleMode = true;
s.level = singlePuzzleNr;
s.singlePuzzle = true;
theGame.NewGame(s);
}
//game loop
int done = 0;
if (verboseLevel) {
cout << "Starting game loop" << endl;
}
bool mustsetupgame = true;
while (done == 0) {
if (mustsetupgame) {
registerEndlessHighscore = false;
registerTTHighscorePlayer1 = false;
registerTTHighscorePlayer2 = false;
switch (gametype) {
case 1:
StartSinglePlayerTimeTrial();
break;
case 2: {
int myLevel = PuzzleLevelSelect(1);
if (myLevel == -1) {
return 1;
}
BlockGameStartInfo s;
s.ticks = SDL_GetTicks();
s.stageClear = true;
s.level = myLevel;
theGame.NewGame(s);
DrawIMG(backgroundImage, screen, 0, 0);
twoPlayers =false;
theGame2.SetGameOver();
theGame.name = player1name;
theGame2.name = player2name;
}
break;
case 3:
if (StartSinglePlayerPuzzle(level)) {
return 1;
}
break;
case 4: {
//1 player - Vs mode
int theAIlevel = level; //startSingleVs();
BlockGameStartInfo startInfo;
startInfo.ticks = SDL_GetTicks();
startInfo.vsMode = true;
theGame.NewGame(startInfo);
theGame.setGarbageTarget(&theGame2);
startInfo.AI = true;
startInfo.level = theAIlevel;
theGame2.NewGame(startInfo);
theGame2.setGarbageTarget(&theGame);
DrawIMG(backgroundImage, screen, 0, 0);
twoPlayers = true; //Single player, but AI plays
theGame.name = player1name;
theGame2.name = player2name;
}
break;
case 10:
StarTwoPlayerTimeTrial();
break;
case 11:
StartTwoPlayerVs();
break;
case 0:
default:
StartSinglePlayerEndless();
break;
};
mustsetupgame = false;
DrawIMG(backgroundImage, screen, 0, 0);
DrawEverything(xsize,ysize,&theGame,&theGame2);
SDL_RenderPresent(screen);
}
if (!(highPriority)) {
SDL_Delay(1);
}
SDL_RenderClear(screen);
DrawIMG(backgroundImage, screen, 0, 0);
//updates the balls and explosions:
theBallManager.update();
theExplosionManager.update();
theTextManager.update();
bool mustWriteScreenshot = false;
if (true) {
SDL_Event event;
while ( SDL_PollEvent(&event) ) {
if ( event.type == SDL_QUIT ) {
Config::getInstance()->setShuttingDown(5);
done = 1;
}
if ( event.type == SDL_KEYDOWN ) {
if ( event.key.keysym.sym == SDLK_ESCAPE || ( event.key.keysym.sym == SDLK_RETURN && theGame.isGameOver() ) ) {
done=1;
DrawIMG(backgroundImage, screen, 0, 0);
}
if ((!editorMode)&&(!editorModeTest)&&(!theGame.GetAIenabled())) {
//player1:
if ( event.key.keysym.sym == keySettings[player1keys].up ) {
theGame.MoveCursor('N');
}
if ( event.key.keysym.sym == keySettings[player1keys].down ) {
theGame.MoveCursor('S');
}
if ( (event.key.keysym.sym == keySettings[player1keys].left) ) {
theGame.MoveCursor('W');
}
if ( (event.key.keysym.sym == keySettings[player1keys].right) ) {
theGame.MoveCursor('E');
}
if ( event.key.keysym.sym == keySettings[player1keys].push ) {
theGame.PushLine();
}
if ( event.key.keysym.sym == keySettings[player1keys].change ) {
theGame.SwitchAtCursor();
}
}
if (!editorMode && !theGame2.GetAIenabled()) {
//player2:
if ( event.key.keysym.sym == keySettings[player2keys].up ) {
theGame2.MoveCursor('N');
}
if ( event.key.keysym.sym == keySettings[player2keys].down ) {
theGame2.MoveCursor('S');
}
if ( (event.key.keysym.sym == keySettings[player2keys].left) ) {
theGame2.MoveCursor('W');
}
if ( (event.key.keysym.sym == keySettings[player2keys].right) ) {
theGame2.MoveCursor('E');
}
if ( event.key.keysym.sym == keySettings[player2keys].push ) {
theGame2.PushLine();
}
if ( event.key.keysym.sym == keySettings[player2keys].change ) {
theGame2.SwitchAtCursor();
}
}
//common:
if ((!singlePuzzle)&&(!editorMode)) {
if ( event.key.keysym.sym == SDLK_F2 ) {
/*#if NETWORK
if ((!showOptions)&&(!networkActive)){
#else
if ((!showOptions)){
#endif
StartSinglePlayerEndless();
}
*/
mustsetupgame = true;
}
if ( event.key.keysym.sym == SDLK_F10 ) {
//StartReplay("/home/poul/.gamesaves/blockattack/quicksave");
}
if ( event.key.keysym.sym == SDLK_F9 ) {
mustWriteScreenshot = true;
}
if ( event.key.keysym.sym == SDLK_F5 ) {
}
if ( event.key.keysym.sym == SDLK_F11 ) {
} //F11
}
if ( event.key.keysym.sym == SDLK_F12 ) {
done=1;
}
}
} //while event PollEvent - read keys
SDL_GetMouseState(&mousex,&mousey);
/********************************************************************
**************** Here comes mouse play ******************************
********************************************************************/
if ((mouseplay1)&&( ( (!editorMode)&&(!theGame.GetAIenabled()) ) ||(editorModeTest))) //player 1
if ((mousex > 50)&&(mousey>100)&&(mousex<50+300)&&(mousey<100+600)) {
int yLine, xLine;
yLine = ((100+600)-(mousey-100+theGame.GetPixels()))/50;
xLine = (mousex-50+25)/50;
yLine-=2;
xLine-=1;
if ((yLine>10)&&(theGame.GetTowerHeight()<12)) {
yLine=10;
}
if (((theGame.GetPixels()==50)||(theGame.GetPixels()==0)) && (yLine>11)) {
yLine=11;
}
if (yLine<0) {
yLine=0;
}
if (xLine<0) {
xLine=0;
}
if (xLine>4) {
xLine=4;
}
theGame.MoveCursorTo(xLine,yLine);
}
if ((mouseplay2)&&(!editorMode)&&(!theGame2.GetAIenabled())) //player 2
if ((mousex > xsize-500)&&(mousey>100)&&(mousex<xsize-500+300)&&(mousey<100+600)) {
int yLine, xLine;
yLine = ((100+600)-(mousey-100+theGame2.GetPixels()))/50;
xLine = (mousex-(xsize-500)+25)/50;
yLine-=2;
xLine-=1;
if ((yLine>10)&&(theGame2.GetTowerHeight()<12)) {
yLine=10;
}
if (((theGame2.GetPixels()==50)||(theGame2.GetPixels()==0)) && (yLine>11)) {
yLine=11;
}
if (yLine<0) {
yLine=0;
}
if (xLine<0) {
xLine=0;
}
if (xLine>4) {
xLine=4;
}
theGame2.MoveCursorTo(xLine,yLine);
}
/********************************************************************
**************** Here ends mouse play *******************************
********************************************************************/
// If the mouse button is released, make bMouseUp equal true
if (!SDL_GetMouseState(nullptr, nullptr)&SDL_BUTTON(1)) {
bMouseUp=true;
}
// If the mouse button 2 is released, make bMouseUp2 equal true
if ((SDL_GetMouseState(nullptr, nullptr)&SDL_BUTTON(3))!=SDL_BUTTON(3)) {
bMouseUp2=true;
}
if ((!singlePuzzle)&&(!editorMode)) {
//read mouse events
if (SDL_GetMouseState(nullptr,nullptr)&SDL_BUTTON(1) && bMouseUp) {
//This is the mouse events
bMouseUp = false;
DrawIMG(backgroundImage, screen, 0, 0);
/********************************************************************
**************** Here comes mouse play ******************************
********************************************************************/
{
if (mouseplay1 && !theGame.GetAIenabled()) //player 1
if ((mousex > 50)&&(mousey>100)&&(mousex<50+300)&&(mousey<100+600)) {
theGame.SwitchAtCursor();
}
if (mouseplay2 && !theGame2.GetAIenabled()) //player 2
if ((mousex > xsize-500)&&(mousey>100)&&(mousex<xsize-500+300)&&(mousey<100+600)) {
theGame2.SwitchAtCursor();
}
}
/********************************************************************
**************** Here ends mouse play *******************************
********************************************************************/
if (stageButtonStatus != SBdontShow && (mousex > theGame.GetTopX()+cordNextButton.x)
&&(mousex < theGame.GetTopX()+cordNextButton.x+cordNextButton.xsize)
&&(mousey > theGame.GetTopY()+cordNextButton.y)&&(mousey < theGame.GetTopY()+cordNextButton.y+cordNextButton.ysize)) {
//Clicked the next button after a stage clear or puzzle
nextLevel(theGame, SDL_GetTicks());
}
if (stageButtonStatus != SBdontShow && (mousex > theGame.GetTopX()+cordRetryButton .x)
&&(mousex < theGame.GetTopX()+cordRetryButton.x+cordRetryButton.xsize)
&&(mousey > theGame.GetTopY()+cordRetryButton.y)&&(mousey < theGame.GetTopY()+cordRetryButton.y+cordRetryButton.ysize)) {
//Clicked the retry button
retryLevel(theGame, SDL_GetTicks());
}
if (mousex > xsize-bExitOffset && mousex < xsize-bExitOffset+bExitSize &&
mousey > ysize-bExitOffset && mousey < ysize-bExitOffset+bExitSize) {
done = 1;
}
//cout << "Mouse x: " << mousex << ", mouse y: " << mousey << endl;
}
//Mouse button 2:
if ((SDL_GetMouseState(nullptr,nullptr)&SDL_BUTTON(3))==SDL_BUTTON(3) && bMouseUp2) {
bMouseUp2=false; //The button is pressed
/********************************************************************
**************** Here comes mouse play ******************************
********************************************************************/
if (mouseplay1 && !theGame.GetAIenabled()) {
//player 1
if ((mousex > 50)&&(mousey>100)&&(mousex<50+300)&&(mousey<100+600)) {
theGame.PushLine();
}
}
if (mouseplay2 && !theGame2.GetAIenabled()) {
//player 2
if ((mousex > xsize-500)&&(mousey>100)&&(mousex<xsize-500+300)&&(mousey<100+600)) {
theGame2.PushLine();
}
}
/********************************************************************
**************** Here ends mouse play *******************************
********************************************************************/
}
} //if !singlePuzzle
else {
}
} //if !bScreenBocked;
//Sees if music is stopped and if music is enabled
if ((!NoSound)&&(!Mix_PlayingMusic())&&(MusicEnabled)&&(!bNearDeath)) {
// then starts playing it.
Mix_VolumeMusic(MIX_MAX_VOLUME);
Mix_PlayMusic(bgMusic, -1); //music loop
}
if (bNearDeath!=bNearDeathPrev) {
if (bNearDeath) {
if (!NoSound &&(MusicEnabled)) {
Mix_VolumeMusic(MIX_MAX_VOLUME);
Mix_PlayMusic(highbeatMusic, 1);
}
}
else {
if (!NoSound &&(MusicEnabled)) {
Mix_VolumeMusic(MIX_MAX_VOLUME);
Mix_PlayMusic(bgMusic, -1);
}
}
}
bNearDeathPrev = bNearDeath;
//set bNearDeath to false theGame*.Update() will change to true as needed
bNearDeath = theGame.IsNearDeath() || theGame2.IsNearDeath();
//Updates the objects
theGame.Update(SDL_GetTicks());
theGame2.Update(SDL_GetTicks());
//see if anyone has won (two players only)
#if NETWORK
if (!networkPlay)
#endif
if (twoPlayers) {
if ((theGame.isGameOver()) && (theGame2.isGameOver())) {
if (theGame.GetScore()+theGame.GetHandicap()>theGame2.GetScore()+theGame2.GetHandicap()) {
theGame.setPlayerWon();
}
else if (theGame.GetScore()+theGame.GetHandicap()<theGame2.GetScore()+theGame2.GetHandicap()) {
theGame2.setPlayerWon();
}
else {
theGame.setDraw();
theGame2.setDraw();
}
//twoPlayers = false;
}
if ((theGame.isGameOver()) && (!theGame2.isGameOver())) {
theGame2.setPlayerWon();
//twoPlayers = false;
}
if ((!theGame.isGameOver()) && (theGame2.isGameOver())) {
theGame.setPlayerWon();
//twoPlayers = false;
}
}
if (theGame.isGameOver() && registerTTHighscorePlayer1) {
registerTTHighscorePlayer1 = false;
theTopScoresTimeTrial.addScore(theGame.name, theGame.GetScore());
}
if (theGame2.isGameOver() && registerTTHighscorePlayer2) {
registerTTHighscorePlayer2 = false;
theTopScoresTimeTrial.addScore(theGame2.name, theGame2.GetScore());
}
if (theGame.isGameOver() && registerEndlessHighscore) {
registerEndlessHighscore = false;
theTopScoresEndless.addScore(theGame.name, theGame.GetScore());
theGame.EndlessHighscoreEvent();
}
//Once evrything has been checked, update graphics
DrawEverything(xsize,ysize,&theGame,&theGame2);
SDL_GetMouseState(&mousex,&mousey);
//Draw the mouse:
mouse.Draw(screen, SDL_GetTicks(), mousex, mousey);
SDL_RenderPresent(screen);
if (mustWriteScreenshot) {
writeScreenShot();
}
} //game loop
return 0;
}