git repos / blockattack-game

source/code/main.cpp

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/*
===========================================================================
blockattack - Block Attack - Rise of the Blocks
Copyright (C) 2005-2012 Poul Sander

This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program.  If not, see http://www.gnu.org/licenses/

Source information and contacts persons can be found at
http://blockattack.net
===========================================================================
*/

#include "common.h"
#include "global.hpp"
#include "scopeHelpers.hpp"
#include "icon.hpp"
#include "os.hpp"

#include <string.h>


#ifndef VERSION_NUMBER
#define VERSION_NUMBER "version 2.0.0 BETA"
#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>

//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 "joypad.h"         //Used for joypads
#include "listFiles.h"      //Used to show files on screen
#include "stats.h"          //Saves general stats 
//#include "uploadReplay.h"   //Takes care of everything libcurl related

#include "common.h"

/*******************************************************************************
* All variables and constant has been moved to mainVars.hpp for the overview.  *
*******************************************************************************/
#include "mainVars.hpp"

using namespace std;


static int InitImages(sago::SagoSpriteHolder& holder);

static string oldThemePath = "default";

void loadTheme(sago::SagoSpriteHolder& holder, const string& themeName) {
	string home = getPathToSaveFiles();
	//Remove old theme
	PHYSFS_removeFromSearchPath(oldThemePath.c_str());
	//Look in blockattack.data
	PHYSFS_addToSearchPath(((string)SHAREDIR+"/blockattack.data").c_str(), 1);
	PHYSFS_addToSearchPath(((string)PHYSFS_getBaseDir()+"/blockattack.data").c_str(), 1);
	//Look in folder
	PHYSFS_addToSearchPath( ((string) PHYSFS_getBaseDir()+"/data").c_str(), 1);
	//Look in home folder
	PHYSFS_addToSearchPath(home.c_str(), 1);
	if (themeName == Config::getInstance()->getString("themename")) {
		//If this is a theme different from the saved one. Remember it!
		Config::getInstance()->setString("themename", themeName);
	}
	if (themeName.compare("default")==0 || (themeName.compare("start")==0)) {
		InitImages(holder);
		return; //Nothing more to do
	}
	oldThemePath = "themes/"+themeName;
	PHYSFS_addToSearchPath(oldThemePath.c_str(),0);
	PHYSFS_addToSearchPath((home+(string)"/"+oldThemePath).c_str(), 0);
	InitImages(holder);
}


//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");
	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()


static stringstream converter;

//Function to convert numbers to string (2 diget)
static string itoa2(int num) {
	converter.str(std::string());
	converter.clear();
	if (num<10) {
		converter << "0";
	}
	converter << num;
	return converter.str();
}

/*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);
}


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());
}

SDL_Window* sdlWindow;

void ResetFullscreen() {
#if defined(_WIN32)
/*	if (bFullscreen) {
		screen=SDL_SetVideoMode(xsize,ysize,32,SDL_SWSURFACE|SDL_FULLSCREEN|SDL_ANYFORMAT);
	}
	else {
		screen=SDL_SetVideoMode(xsize,ysize,32,SDL_SWSURFACE|SDL_ANYFORMAT);
	}
	DrawIMG(background, screen, 0, 0);
*/
#else
	//TODO: Find SDL2 alternative
	//SDL_WM_ToggleFullScreen(screen); //Will only work in Linux
#endif
	if (bFullscreen) {
		SDL_SetWindowFullscreen(sdlWindow, SDL_WINDOW_FULLSCREEN_DESKTOP);
	} 
	else {
		SDL_SetWindowFullscreen(sdlWindow, 0);
	}
	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 ballManeger {
public:
	aBall ballArray[maxNumberOfBalls];
	bool ballUsed[maxNumberOfBalls];

	ballManeger() {
		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


}; //theBallManeger

static ballManeger theBallManeger;

//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 explosionManeger {
public:
	anExplosion explosionArray[maxNumberOfBalls];
	bool explosionUsed[maxNumberOfBalls];

	explosionManeger() {
		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


}; //explosionManeger

static explosionManeger theExplosionManeger;

//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 textManeger {
public:
	textMessage textArray[maxNumberOfBalls];
	bool textUsed[maxNumberOfBalls];

	textManeger() {
		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


}; //textManeger

static textManeger theTextManeger;

//Here comes the Block Game object
#include "BlockGame.hpp"
#include "BlockGame.cpp"
#include "os.hpp"
#include "sago/SagoMiscSdl2.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 {
		theTextManeger.addText(topx-10+x*bsize, topy+12*bsize-y*bsize, text, time);
	}

	void AddBall(int x, int y, bool right, int color) const  override {
		theBallManeger.addBall(topx+40+x*bsize, topy+bsize*12-y*bsize, right, color);
	}

	void AddExplosion(int x, int y) const  override {
		theExplosionManeger.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 (Level<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 (Level<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;
}


//Dialogbox
bool OpenDialogbox(int x, int y, std::string& name) {
	bool done = false;     //We are done!
	bool accept = false;   //New name is accepted! (not Cancelled)
	SDL_TextInput textInputScope;
	ReadKeyboard rk = ReadKeyboard(name.c_str());
	string strHolder;
	DrawIMG(backgroundImage,screen,0,0);
	while (!done && !Config::getInstance()->isShuttingDown()) {
		DrawIMG(dialogBox,screen,x,y);
		NFont_Write(screen, x+40,y+76,rk.GetString());
		strHolder = rk.GetString();
		strHolder.erase((int)rk.CharsBeforeCursor());

		if (((SDL_GetTicks()/600)%2)==1) {
			NFont_Write(screen, x+40+nf_standard_blue_font.getWidth( "%s", strHolder.c_str()),y+76,"|");
		}

		SDL_Event event;

		while ( SDL_PollEvent(&event) ) {
			if ( event.type == SDL_QUIT ) {
				Config::getInstance()->setShuttingDown(5);
				done = true;
				accept = false;
			}

			if (event.type == SDL_TEXTINPUT) {
				if ((rk.ReadKey(event))&&(SoundEnabled)&&(!NoSound)) {
					Mix_PlayChannel(1,typingChunk,0);
				}
			}

			if ( event.type == SDL_KEYDOWN ) {
				if ( (event.key.keysym.sym == SDLK_RETURN)||(event.key.keysym.sym == SDLK_KP_ENTER) ) {
					done = true;
					accept = true;
				}
				else if ( (event.key.keysym.sym == SDLK_ESCAPE) ) {
					done = true;
					accept = false;
				}
				else {
					if ((rk.ReadKey(event))&&(SoundEnabled)&&(!NoSound)) {
						Mix_PlayChannel(1,typingChunk,0);
					}
				}
			}

		}   //while(event)

		SDL_RenderPresent(screen); //Update screen
	}   //while(!done)
	name = rk.GetString();
	bScreenLocked = false;
	showDialog = false;
	return accept;
}

//Draws the highscores
void DrawHighscores(int x, int y, bool endless) {
	DrawIMG(backgroundImage,screen,0,0);
	if (endless) {
		nf_standard_blue_font.draw(screen, x+100,y+100, "%s",_("Endless:") );
	}
	else {
		nf_standard_blue_font.draw(screen, x+100,y+100, "%s",_("Time Trial:") );
	}
	for (int i =0; i<10; i++) {
		char playerScore[32];
		char playerName[32];
		if (endless) {
			snprintf(playerScore, sizeof(playerScore), "%i", theTopScoresEndless.getScoreNumber(i));
		}
		else {
			snprintf(playerScore, sizeof(playerScore), "%i", theTopScoresTimeTrial.getScoreNumber(i));
		}
		if (endless) {
			strcpy(playerName,theTopScoresEndless.getScoreName(i));
		}
		else {
			strcpy(playerName,theTopScoresTimeTrial.getScoreName(i));
		}
		nf_standard_blue_font.draw(screen, x+420,y+150+i*35, "%s",playerScore);
		nf_standard_blue_font.draw(screen, x+60,y+150+i*35, "%s",playerName);
	}
}

void DrawStats() {
	DrawIMG(backgroundImage,screen,0,0);
	int y = 5;
	const int y_spacing = 30;
	NFont_Write(screen, 10,y,_("Stats") );
	y+=y_spacing*2;
	NFont_Write(screen, 10,y,_("Chains") );
	for (int i=2; i<13; i++) {
		y+=y_spacing;
		NFont_Write(screen, 10,y,(itoa(i)+"X").c_str());
		string numberAsString = itoa(Stats::getInstance()->getNumberOf("chainX"+itoa(i)));
		NFont_Write(screen, 300,y,numberAsString.c_str());
	}
	y+=y_spacing*2;
	NFont_Write(screen, 10,y,_("Lines Pushed: ") );
	string numberAsString = itoa(Stats::getInstance()->getNumberOf("linesPushed"));
	NFont_Write(screen, 300,y,numberAsString.c_str());

	y+=y_spacing;
	NFont_Write(screen, 10,y, _("Puzzles solved: ") );
	numberAsString = itoa(Stats::getInstance()->getNumberOf("puzzlesSolved"));
	NFont_Write(screen, 300,y,numberAsString.c_str());

	y+=y_spacing*2;
	NFont_Write(screen, 10,y, _("Run time: ") );
	commonTime ct = TimeHandler::peekTime("totalTime",TimeHandler::ms2ct(SDL_GetTicks()));
	y+=y_spacing;
	NFont_Write(screen, 10,y,((string)( _("Days: ")+itoa(ct.days))).c_str());
	y+=y_spacing;
	NFont_Write(screen, 10,y,((string)( _("Hours: ")+itoa(ct.hours))).c_str());
	y+=y_spacing;
	NFont_Write(screen, 10,y,((string)( _("Minutes: ")+itoa(ct.minutes))).c_str());
	y+=y_spacing;
	NFont_Write(screen, 10,y,((string)( _("Seconds: ")+itoa(ct.seconds))).c_str());

	y-=y_spacing*4; //Four rows back
	const int x_offset3 = xsize/3+10; //Ofset for three rows
	NFont_Write(screen, x_offset3,y, _("Play time: ") );
	ct = TimeHandler::getTime("playTime");
	y+=y_spacing;
	NFont_Write(screen, x_offset3,y,((string)( _("Days: ")+itoa(ct.days))).c_str());
	y+=y_spacing;
	NFont_Write(screen, x_offset3,y,((string)( _("Hours: ")+itoa(ct.hours))).c_str());
	y+=y_spacing;
	NFont_Write(screen, x_offset3,y,((string)( _("Minutes: ")+itoa(ct.minutes))).c_str());
	y+=y_spacing;
	NFont_Write(screen, x_offset3,y,((string)( _("Seconds: ")+itoa(ct.seconds))).c_str());

	const int x_offset = xsize/2+10;
	y = 5+y_spacing*2;
	NFont_Write(screen, x_offset,y, _("VS CPU (win/loss)") );
	for (int i=0; i<7; i++) {
		y += y_spacing;
		NFont_Write(screen, x_offset,y,string("AI "+itoa(i+1)).c_str());
		numberAsString = itoa(Stats::getInstance()->getNumberOf("defeatedAI"+itoa(i)));
		string numberAsString2 = itoa(Stats::getInstance()->getNumberOf("defeatedByAI"+itoa(i)));
		string toPrint = numberAsString + "/" + numberAsString2;
		NFont_Write(screen, x_offset+230,y,toPrint.c_str());
	}
}

void OpenScoresDisplay() {
	int mousex,mousey;
	bool done = false;     //We are done!
	int page = 0;
	const int numberOfPages = 3;
	//button coodinates:
	const int scoreX = buttonXsize*2;
	const int scoreY = 0;
	const int backX = 20;
	const int backY = ysize-buttonYsize-20;
	const int nextX = xsize-buttonXsize-20;
	const int nextY = backY;
	while (!done && !Config::getInstance()->isShuttingDown()) {
		switch (page) {
		case 0:
			//Highscores, endless
			DrawHighscores(100,100,true);
			break;
		case 1:
			//Highscores, Time Trial
			DrawHighscores(100,100,false);
			break;
		case 2:
		default:
			DrawStats();
		};

		//Draw buttons:
		DrawIMG(bHighScore,screen,scoreX,scoreY);
		DrawIMG(bBack,screen,backX,backY);
		nf_button_font.draw(screen, backX+60,backY+10, NFont::CENTER ,_("Back"));
		DrawIMG(bNext,screen,nextX,nextY);
		nf_button_font.draw(screen, nextX+60,nextY+10, NFont::CENTER,_("Next"));

		//Draw page number
		string pageXofY = (boost::format(_("Page %1% of %2%") )%(page+1)%numberOfPages).str();
		NFont_Write(screen, xsize/2-nf_standard_blue_font.getWidth( "%s", pageXofY.c_str())/2,ysize-60,pageXofY.c_str());

		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.type == SDL_KEYDOWN ) {
				if ( (event.key.keysym.sym == SDLK_RIGHT)) {
					page++;
					if (page>=numberOfPages) {
						page = 0;
					}
				}
				else if ( (event.key.keysym.sym == SDLK_LEFT)) {
					page--;
					if (page<0) {
						page = numberOfPages-1;
					}
				}
				else {
					done = true;
				}

				if ( event.key.keysym.sym == SDLK_F9 ) {
					mustWriteScreenshot = true;
				}

				if ( (event.key.keysym.sym == SDLK_RETURN)||(event.key.keysym.sym == SDLK_KP_ENTER) ) {
					done = true;
				}
				else if ( (event.key.keysym.sym == SDLK_ESCAPE) ) {
					done = true;
				}
			}

		}   //while(event)

		// 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;

			//The Score button:
			if ((mousex>scoreX) && (mousex<scoreX+buttonXsize) && (mousey>scoreY) && (mousey<scoreY+buttonYsize)) {
				done =true;
			}

			//The back button:
			if ((mousex>backX) && (mousex<backX+buttonXsize) && (mousey>backY) && (mousey<backY+buttonYsize)) {
				page--;
				if (page<0) {
					page = numberOfPages-1;
				}
			}

			//The next button:
			if ((mousex>nextX) && (mousex<nextX+buttonXsize) && (mousey>nextY) && (mousey<nextY+buttonYsize)) {
				page++;
				if (page>=numberOfPages) {
					page = 0;
				}
			}
		}

		mouse.Draw(screen, SDL_GetTicks(), mousex, mousey);
		SDL_RenderPresent(screen);
		if (mustWriteScreenshot) {
			writeScreenShot();
		}
	}


}


//Open a puzzle file
bool OpenFileDialogbox(int x, int y, char* name) {
	bool done = false;  //We are done!
	int mousex, mousey;
	ListFiles lf = ListFiles();
	string folder = (string)SHAREDIR+(string)"/puzzles";
	if (verboseLevel) {
		cout << "Looking in " << folder << endl;
	}
	lf.setDirectory(folder.c_str());
#ifdef __unix__
	string homeFolder = (string)getenv("HOME")+(string)"/.gamesaves/blockattack/puzzles";
	lf.setDirectory2(homeFolder.c_str());
#endif
	while (!done && !Config::getInstance()->isShuttingDown()) {
		DrawIMG(backgroundImage,screen,0,0);
		DrawIMG(bForward,screen,x+460,y+420);
		nf_button_font.draw(screen, x+20+60, y+420+10, NFont::CENTER, _("Forward"));
		DrawIMG(bBack,screen,x+20,y+420);
		nf_button_font.draw(screen, x+20+60, y+420+10, NFont::CENTER, _("Back"));
		const int nrOfFiles = 10;
		for (int i=0; i<nrOfFiles; i++) {
			NFont_Write(screen, x+10,y+10+36*i,lf.getFileName(i).c_str());
		}

		SDL_Event event;

		while ( SDL_PollEvent(&event) ) {
			if ( event.type == SDL_QUIT ) {
				Config::getInstance()->setShuttingDown(5);
				done = true;
			}

			if ( event.type == SDL_KEYDOWN ) {
				if ( (event.key.keysym.sym == SDLK_ESCAPE) ) {
					done = true;
				}

				if ( (event.key.keysym.sym == SDLK_RIGHT) ) {
					lf.forward();
				}

				if ( (event.key.keysym.sym == SDLK_LEFT) ) {
					lf.back();
				}
			}

		} //while(event)

		SDL_GetMouseState(&mousex,&mousey);

		// If the mouse button is released, make bMouseUp equal true
		if (!SDL_GetMouseState(nullptr, nullptr)&SDL_BUTTON(1)) {
			bMouseUp=true;
		}

		if (SDL_GetMouseState(nullptr,nullptr)&SDL_BUTTON(1) && bMouseUp) {
			bMouseUp = false;

			//The Forward Button:
			if ( (mousex>x+460) && (mousex<x+460+buttonXsize) && (mousey>y+420) && (mousey<y+420+40) ) {
				lf.forward();
			}

			//The back button:
			if ( (mousex>x+20) && (mousex<x+20+buttonXsize) && (mousey>y+420) && (mousey<y+420+40) ) {
				lf.back();
			}

			for (int i=0; i<10; i++) {
				if ( (mousex>x+10) && (mousex<x+480) && (mousey>y+10+i*36) && (mousey<y+10+i*36+32) ) {
					if (lf.fileExists(i)) {
						strncpy(name,lf.getFileName(i).c_str(),28); //Problems occurs then larger than 28 (maybe 29)
						done=true; //The user have, clicked the purpose of this function is now complete
					}
				}
			}
		}

		mouse.Draw(screen, SDL_GetTicks(), mousex, mousey);
		SDL_RenderPresent(screen); //Update screen
	}
	return true;
}


//Draws the balls and explosions
static void DrawBalls() {
	for (int i = 0; i< maxNumberOfBalls; i++) {
		if (theBallManeger.ballUsed[i]) {
			DrawIMG(balls[theBallManeger.ballArray[i].getColor()],screen,theBallManeger.ballArray[i].getX(),theBallManeger.ballArray[i].getY());
		} //if used
		if (theExplosionManeger.explosionUsed[i]) {
			DrawIMG(explosion[theExplosionManeger.explosionArray[i].getFrame()],screen,theExplosionManeger.explosionArray[i].getX(),theExplosionManeger.explosionArray[i].getY());
		}
		if (theTextManeger.textUsed[i]) {
			//cout << "Printing text: " << theTextManeger.textArray[i].getText() << endl;
			int x = theTextManeger.textArray[i].getX()-12;
			int y = theTextManeger.textArray[i].getY()-12;
			DrawIMG(iChainFrame,screen,x,y);

			nf_standard_small_font.draw(screen, x+12,y+7, NFont::CENTER, "%s",theTextManeger.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:
			if (theGame->isTimeTrial()) {
				NFont_Write(screen, theGame2->GetTopX()+7,theGame2->GetTopY()+10,"Time Trial");
				NFont_Write(screen, theGame2->GetTopX()+7,theGame2->GetTopY()+160,"Objective:");
				string infostring = _("Score as much as \npossible in 2 minutes");
				NFont_Write(screen, theGame2->GetTopX()+7,theGame2->GetTopY()+160+32,infostring);
			}
			else if (theGame->isStageClear()) {
				NFont_Write(screen, theGame2->GetTopX()+7,theGame2->GetTopY()+10,"Stage Clear");
				NFont_Write(screen, theGame2->GetTopX()+7,theGame2->GetTopY()+160,"Objective:");
				string infostring = _("You must clear a \nnumber of lines.\nSpeed is rapidly \nincreased.");
				NFont_Write(screen, theGame2->GetTopX()+7,theGame2->GetTopY()+160+32,infostring);
			}
			else if (theGame->isPuzzleMode()) {
				NFont_Write(screen, theGame2->GetTopX()+7,theGame2->GetTopY()+10,"Puzzle");
				NFont_Write(screen, theGame2->GetTopX()+7,theGame2->GetTopY()+160,"Objective:");
				string infostring = _("Clear the entire board \nwith a limited number \nof moves.");
				NFont_Write(screen, theGame2->GetTopX()+7,theGame2->GetTopY()+160+32,infostring);
			}
			else {
				NFont_Write(screen, theGame2->GetTopX()+7,theGame2->GetTopY()+10,"Endless");
				NFont_Write(screen, theGame2->GetTopX()+7,theGame2->GetTopY()+160,"Objective:");
				string infostring = _("Score as much as \npossible. No time limit.");
				NFont_Write(screen, theGame2->GetTopX()+7,theGame2->GetTopY()+160+32,infostring);
			}

			//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());
	}
	//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_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 = _("Best score: 0");
			string timeString = _("Time used: -- : --");

			if (GetStageScores(selected)>0) {
				scoreString = _("Best score: ")+itoa(GetStageScores(selected));
			}
			if (GetStageTime(selected)>0) {
				timeString = _("Time used: ")+itoa(GetStageTime(selected)/1000/60)+" : "+itoa2((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(); //"Total score: " +itoa(totalScore) + " in " + itoa(totalTime/1000/60) + " : " + itoa2((totalTime/1000)%60);
			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;
}

//This function will promt for the user to select another file for puzzle mode
void changePuzzleLevels() {
	char theFileName[30];
	strcpy(theFileName, PuzzleGetName().c_str());
	for (int i=PuzzleGetName().length(); i<30; i++) {
		theFileName[i]=' ';
	}
	theFileName[29]=0;
	if (OpenFileDialogbox(200,100,theFileName)) {
		for (int i=28; ((theFileName[i]==' ')&&(i>0)); i--) {
			theFileName[i]=0;
		}
		PuzzleSetName(theFileName);
		PuzzleSetSavePath(getPathToSaveFiles()+"/"+PuzzleGetName()+".save");
	}

}

static BlockGameSdl* player1;
static BlockGameSdl* player2;

static bool registerEndlessHighscore = false;
static bool registerTTHighscorePlayer1 = false;
static bool registerTTHighscorePlayer2 = false;

static void StartSinglePlayerEndless() {
	//1 player - endless
	player1->NewGame(SDL_GetTicks());
	player1->putStartBlocks(time(0));
	twoPlayers =false;
	player2->SetGameOver();
	player1->name = player1name;
	player2->name = player2name;
	registerEndlessHighscore = true;
}

static void StartSinglePlayerTimeTrial() {
	player1->NewTimeTrialGame(SDL_GetTicks());
	twoPlayers =false;
	player2->SetGameOver();
	//vsMode = false;
	player1->name = player1name;
	player2->name = player2name;
	registerTTHighscorePlayer1 = true;
}

static int StartSinglePlayerPuzzle(int level) {
	int myLevel = PuzzleLevelSelect(0);
	if (myLevel == -1) {
		return 1;
	}
	player1->NewPuzzleGame(myLevel,SDL_GetTicks());
	DrawIMG(backgroundImage, screen, 0, 0);
	twoPlayers = false;
	player2->SetGameOver();
	//vsMode = true;
	player1->name = player1name;
	player2->name = player2name;
	return 0;
}


static void StarTwoPlayerTimeTrial() {
	player1->NewTimeTrialGame(SDL_GetTicks());
	player2->NewTimeTrialGame(SDL_GetTicks());
	int theTime = time(0);
	player1->putStartBlocks(theTime);
	player2->putStartBlocks(theTime);
	twoPlayers = true;
	player1->setGameSpeed(player1Speed);
	player2->setGameSpeed(player2Speed);
	player1->setHandicap(player1handicap);
	player2->setHandicap(player2handicap);
	registerTTHighscorePlayer1 = true;
	registerTTHighscorePlayer2 = true;
	if (player1AI) {
		player1->setAIlevel(player1AIlevel);
		registerTTHighscorePlayer1 = false;
	}
	if (player2AI) {
		player2->setAIlevel(player2AIlevel);
		registerTTHighscorePlayer2 = false;
	}
	player1->name = player1name;
	player2->name = player2name;
}

static void StartTwoPlayerVs() {
	//2 player - VsMode
	player1->NewVsGame(player2,SDL_GetTicks());
	player2->NewVsGame(player1,SDL_GetTicks());
	//vsMode = true;
	twoPlayers = true;
	player1->setGameSpeed(player1Speed);
	player2->setGameSpeed(player2Speed);
	player1->setHandicap(player1handicap);
	player2->setHandicap(player2handicap);
	if (player1AI) {
		player1->setAIlevel(player1AIlevel);
	}
	if (player2AI) {
		player2->setAIlevel(player2AIlevel);
	}
	int theTime = time(0);
	player1->putStartBlocks(theTime);
	player2->putStartBlocks(theTime);
	player1->name = player1name;
	player2->name = player2name;
}

//The main function, quite big... too big
int main(int argc, char* argv[]) {
	try {
	OsCreateFolders();
	highPriority = false;   //if true the game will take most resources, but increase framerate.
	bFullscreen = false;
	//Set default Config variables:
	Config::getInstance()->setDefault("themename","default");
	setlocale (LC_ALL, "");
	bindtextdomain (PACKAGE, LOCALEDIR);
	textdomain (PACKAGE);
	if (argc > 1) {
		int argumentNr = 1;
		while (argc>argumentNr) {
			const char helpString[] = "--help";
			const char priorityString[] = "-priority";
			const char singlePuzzleString[] = "-SP";
			const char noSoundAtAll[] = "-nosound";
			const char selectTheme[] = "-theme";
			const char verbose[] = "-v";
			if (strequals(argv[argumentNr],helpString)) {
				cout << "Block Attack Help" << endl << helpString << "  " << _("Displays this message") <<
				     endl << "-priority  " << _("Starts game in high priority") << endl <<
				     "-nosound  " << _("No sound will be played at all, and sound hardware will not be loaded (use this if game crashes because of sound)") << endl <<
				     "-theme <" << _("THEMENAME") << ">  " << _("Changes to the theme <THEMENAME> on startup") << endl;
#ifdef WIN32
				system("Pause");
#endif
				return 0;
			}
			if (strequals(argv[argumentNr],priorityString)) {
				if (verboseLevel) {
					cout << "Priority mode" << endl;
				}
				highPriority = true;
			}
			if (strequals(argv[argumentNr],singlePuzzleString)) {
				singlePuzzle = true; //We will just have one puzzle
				if (argv[argumentNr+1][1]!=0) {
					singlePuzzleNr = (argv[argumentNr+1][1]-'0')+(argv[argumentNr+1][0]-'0')*10;
				}
				else {
					singlePuzzleNr = (argv[argumentNr+1][0]-'0');
				}
				singlePuzzleFile = argv[argumentNr+2];
				argumentNr+=2;
				if (verboseLevel) {
					cout << "SinglePuzzleMode, File: " << singlePuzzleFile << " and Level: " << singlePuzzleNr << endl;
				}
			}
			if (strequals(argv[argumentNr],noSoundAtAll)) {
				NoSound = true;
			}
			if (strequals(argv[argumentNr],selectTheme)) {
				argumentNr++; //Go to themename (the next argument)
				if (verboseLevel) {
					cout << "Theme set to \"" << argv[argumentNr] << '"' << endl;
				}
				Config::getInstance()->setString("themename",argv[argumentNr]);
			}
			if (strequals(argv[argumentNr],verbose)) {
				verboseLevel++;
			}
			argumentNr++;
		}   //while
	}   //if

	SoundEnabled = true;
	MusicEnabled = true;
	bScreenLocked = false;
	twoPlayers = false; //true if two players splitscreen
	theTopScoresEndless = Highscore(1);
	theTopScoresTimeTrial = Highscore(2);
	drawBalls = true;
	puzzleLoaded = false;

	theBallManeger = ballManeger();
	theExplosionManeger = explosionManeger();

	stageClearSavePath = getStageClearSavePath();
	PuzzleSetSavePath(getPuzzleSetSavePath());
	PuzzleSetName("puzzle.levels");

	//Init SDL
	if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) {
		cerr << "Unable to init SDL: " << SDL_GetError() << endl;
		exit(1);
	}
	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);

	Joypad_init();    //Prepare the joysticks
	Joypad joypad1 = Joypad();    //Creates a joypad
	Joypad joypad2 = Joypad();    //Creates a joypad

	theTextManeger = textManeger();

	//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://blockattack.net" << endl << "Copyright 2004-2011 Poul Sander" << endl <<
		     "A SDL 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");
		joyplay1 = (bool)configSettings->getInt("joypad1");
		joyplay2 = (bool)configSettings->getInt("joypad2");

		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 NETWORK
	Config::getInstance()->setDefault("portv4","42200");
	strcpy(serverAddress, "192.168.0.2                 \0");
	if (configSettings->exists("address0")) {
		strcpy(serverAddress, "                            \0");
		strncpy(serverAddress,configSettings->getString("address0").c_str(),sizeof(serverAddress)-1);
	}
#endif

	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;
	if ((bFullscreen)&&(!singlePuzzle)) {
		createWindowParams |= SDL_WINDOW_FULLSCREEN_DESKTOP;
	}

	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;
	//Init the file system abstraction layer
	PHYSFS_init(argv[0]);
	PHYSFS_addToSearchPath(((string)SHAREDIR+"/blockattack.data").c_str(), 1);
	PHYSFS_addToSearchPath( ((string) PHYSFS_getBaseDir()+"/data").c_str(), 1);
	//Load default theme
	sago::SagoDataHolder d(renderer);
	d.setVerbose(false);
	sago::SagoSpriteHolder spriteholder(d);
	loadTheme(spriteholder, Config::getInstance()->getString("themename"));
	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();
		theGame.NewPuzzleGame(singlePuzzleNr, SDL_GetTicks());
	}
	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();

	//Close file system Apstraction layer!
	PHYSFS_deinit();
	
	} catch (exception& e) {
		sago::SagoFatalError(e.what());
	}
	return 0;
}


int runGame(int gametype, int level) {
	int mousex, mousey;   //Mouse coordinates
	bScreenLocked = false;
	theTopScoresEndless = Highscore(1);
	theTopScoresTimeTrial = Highscore(2);
	drawBalls = true;
	puzzleLoaded = false;
	bool weWhereConnected = false;
	bool bNearDeath = false;                        //Play music faster or louder while tru

	theBallManeger = ballManeger();
	theExplosionManeger = explosionManeger();
	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;

	Joypad joypad1 = Joypad();    //Creates a joypad
	Joypad joypad2 = Joypad();    //Creates a joypad

	if (singlePuzzle) {
		LoadPuzzleStages();
		theGame.NewPuzzleGame(singlePuzzleNr, SDL_GetTicks());
	}
	//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;
				}
				theGame.NewStageGame(myLevel,SDL_GetTicks());
				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();
				theGame.NewVsGame(&theGame2, SDL_GetTicks());
				theGame2.NewVsGame(&theGame, SDL_GetTicks());
				DrawIMG(backgroundImage, screen, 0, 0);
				twoPlayers = true; //Single player, but AI plays
				theGame2.setAIlevel((Uint8)theAIlevel);
				int theTime = time(0);
				theGame.putStartBlocks(theTime);
				theGame2.putStartBlocks(theTime);
				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:
		theBallManeger.update();
		theExplosionManeger.update();
		theTextManeger.update();

		bool mustWriteScreenshot = false;
		
		if (!bScreenLocked) {
			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

			/**********************************************************************
			***************************** Joypad start ****************************
			**********************************************************************/

			//Gameplay
			if (joyplay1||joyplay2) {
				if (joypad1.working && !theGame.GetAIenabled()) {
					if (joyplay1) {
						joypad1.update();
						if (joypad1.up) {
							theGame.MoveCursor('N');
						}
						if (joypad1.down) {
							theGame.MoveCursor('S');
						}
						if (joypad1.left) {
							theGame.MoveCursor('W');
						}
						if (joypad1.right) {
							theGame.MoveCursor('E');
						}
						if (joypad1.but1) {
							theGame.SwitchAtCursor();
						}
						if (joypad1.but2) {
							theGame.PushLine();
						}
					}
					else {
						joypad1.update();
						if (joypad1.up) {
							theGame2.MoveCursor('N');
						}
						if (joypad1.down) {
							theGame2.MoveCursor('S');
						}
						if (joypad1.left) {
							theGame2.MoveCursor('W');
						}
						if (joypad1.right) {
							theGame2.MoveCursor('E');
						}
						if (joypad1.but1) {
							theGame2.SwitchAtCursor();
						}
						if (joypad1.but2) {
							theGame2.PushLine();
						}
					}
				}
				if (joypad2.working && !theGame2.GetAIenabled()) {
					if (!joyplay2) {
						joypad2.update();
						if (joypad2.up) {
							theGame.MoveCursor('N');
						}
						if (joypad2.down) {
							theGame.MoveCursor('S');
						}
						if (joypad2.left) {
							theGame.MoveCursor('W');
						}
						if (joypad2.right) {
							theGame.MoveCursor('E');
						}
						if (joypad2.but1) {
							theGame.SwitchAtCursor();
						}
						if (joypad2.but2) {
							theGame.PushLine();
						}
					}
					else {
						joypad2.update();
						if (joypad2.up) {
							theGame2.MoveCursor('N');
						}
						if (joypad2.down) {
							theGame2.MoveCursor('S');
						}
						if (joypad2.left) {
							theGame2.MoveCursor('W');
						}
						if (joypad2.right) {
							theGame2.MoveCursor('E');
						}
						if (joypad2.but1) {
							theGame2.SwitchAtCursor();
						}
						if (joypad2.but2) {
							theGame2.PushLine();
						}
					}
				}
			}

			/**********************************************************************
			***************************** Joypad end ******************************
			**********************************************************************/

			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) {
					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
						theGame.nextLevel(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
						theGame.retryLevel(SDL_GetTicks());
					}


					//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);
		//Remember mouse placement
		oldMousex = mousex;
		oldMousey = mousey;
		//Draw the mouse:
		mouse.Draw(screen, SDL_GetTicks(), mousex, mousey);
		SDL_RenderPresent(screen);
		if (mustWriteScreenshot) {
			writeScreenShot();
		}
	} //game loop
	return 0;
}