-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathGameLogic.cpp
More file actions
424 lines (344 loc) · 10.6 KB
/
GameLogic.cpp
File metadata and controls
424 lines (344 loc) · 10.6 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
/***************************************************************************************
* Monkeying Around ( in 3D )
* --------------------------
* $path : E:\Program Files\Microsoft Visual Studio\MyProjects\Monkeying Around\FileSpec.h
* $auth : Josiah T. Avery
* $date : i6/17/06 rewritten on 6/21/06
*
* -------------------------------------------------------------------------------------
* Game Logic. Movement checking, scoring etc.
*
* 'GAME' level
*
****************************************************************************************/
#include <stdlib.h>
#include "Common.h"
#include "DirectInput.h"
#include "Elements.h"
#include "GameDefs.h"
#include "GameLogic.h"
static Color_t colorArray[ GL_RAND_COLOR_TABLE_SIZE ];
Game_t currentGame;
/*
** Util routine. Allocates an arbitrarily sized 2D array.
*/
static void* GL_Allocate2DArray( int elementSize , int xRow , int yCol )
{
return malloc( elementSize*xRow*yCol );
}
/*
** allocates game grid depending on which level setting is passed.
*/
int GL_AllocateGameGrid( int level )
{
currentGame.currentSession.currentLevel = level;
switch( level )
{
case LVL_BASIC:
{
currentGame.currentSession.xArea = LVL_BASIC_HOR_AREA;
currentGame.currentSession.yArea = LVL_BASIC_VER_AREA;
GL_Allocate2DArray( sizeof( m_boolean ) , LVL_BASIC_HOR_AREA , LVL_BASIC_VER_AREA );
GL_Allocate2DArray( sizeof( Color_t ) , LVL_BASIC_HOR_AREA , LVL_BASIC_VER_AREA );
GL_Allocate2DArray( sizeof( Color_t ) , LVL_BASIC_HOR_AREA , LVL_BASIC_VER_AREA );
break;
}
case LVL_NORMAL:
{
currentGame.currentSession.xArea = LVL_NORM_HOR_AREA;
currentGame.currentSession.yArea = LVL_NORM_VER_AREA;
GL_Allocate2DArray( sizeof( m_boolean ) , LVL_NORM_HOR_AREA , LVL_BASIC_VER_AREA );
GL_Allocate2DArray( sizeof( Color_t ) , LVL_NORM_HOR_AREA , LVL_BASIC_VER_AREA );
GL_Allocate2DArray( sizeof( Color_t ) , LVL_NORM_HOR_AREA , LVL_BASIC_VER_AREA );
break;
}
case LVL_ADVANCED:
{
currentGame.currentSession.xArea = LVL_ADVD_HOR_AREA;
currentGame.currentSession.yArea = LVL_ADVD_HOR_AREA;
GL_Allocate2DArray( sizeof( m_boolean ) , LVL_ADVD_HOR_AREA , LVL_BASIC_VER_AREA );
GL_Allocate2DArray( sizeof( Color_t ) , LVL_ADVD_HOR_AREA , LVL_BASIC_VER_AREA );
GL_Allocate2DArray( sizeof( Color_t ) , LVL_ADVD_HOR_AREA , LVL_BASIC_VER_AREA );
break;
}
}
return currentGame.currentSession.xArea*currentGame.currentSession.yArea*sizeof(m_boolean);
}
/*
** Pre-calc routine; Calculates random color lookup table.
*/
void GL_GenerateRandomColors( void )
{
for(int c=0; c < GL_RAND_COLOR_TABLE_SIZE;c++ )
{
switch( rand()%3 )
{
case 0:
{
colorArray[ c ] = PRI_RED;
break;
}
case 1: {
colorArray[ c ] = PRI_BLUE;
break;
}
case 2:
{
colorArray[ c ] = PRI_YELLOW;
}
}
}
}
/*
** Generates a random cube. Prepares for entry into game grid.
*/
void GL_GenerateCube( pCube_t pCube )
{
pCube->frontFace = colorArray[ rand()%GL_RAND_COLOR_TABLE_SIZE ];
pCube->backFace = colorArray[ rand()%GL_RAND_COLOR_TABLE_SIZE ];
if( pCube->frontFace == pCube->backFace )
{
pCube->doubleSided = m_true;
}
else
{
pCube->doubleSided = m_false;
}
pCube->active = m_true;
pCube->processed = m_false;
pCube->gridPosition.x = 25;//currentGame.currentSession.xArea/2; // default position is in middle of play space
pCube->gridPosition.y = 0;
pCube->gridPosition.z = 0;
pCube->direction[0] = pCube->direction[1] = pCube->direction[2] = m_true;
pCube->Draw = NULL;
pCube->nextCube = NULL;
}
/*
** Adds a cube to the current list of cubes.
*/
pCube_t GL_AddCube( pCube_t pCube )
{
pCube->nextCube = (Cube_t*)malloc(sizeof(Cube_t));
pCube_t nextCube = pCube->nextCube;
nextCube->nextCube = NULL;
return nextCube;
}
/*
** Deletes cube. ( frees memory/removes from game grid )
*/
pCube_t GL_DeleteCube( pCube_t pCube )
{
free( pCube );
return pCube;
}
/*
** Checks which directions are valid for movement ( if any ) Also preforms initial processing. ( prior to scoring )
*/
void GL_CheckFreeDirections( pCube_t pCube , m_boolean gameGrid[50][50] )
{
int x = (int)pCube->gridPosition.x ,
y = (int)pCube->gridPosition.y,
left = x-1,
right = x+1,
down = y+1,
maxX = currentGame.currentSession.xArea,
maxY = currentGame.currentSession.yArea;
// empty spaces all around cube.
if( !gameGrid[ left ][ y ] && !gameGrid[ right ][ y ] && !gameGrid[ x ][ down ] )
{
pCube->direction[ GL_DIRECTION_LEFT ] =
pCube->direction[ GL_DIRECTION_RIGHT ] =
pCube->direction[ GL_DIRECTION_DOWN ] = m_true;
pCube->processed = m_true;
return;
}
// stuck inbetween a rock...
else if( gameGrid[ left ][ y ] && gameGrid[ right ][ y ] && gameGrid[ x ][ down ] )
{
pCube->direction[ GL_DIRECTION_LEFT ] =
pCube->direction[ GL_DIRECTION_RIGHT ] =
pCube->direction[ GL_DIRECTION_DOWN ] = m_false;
pCube->active = m_false;
pCube->processed = m_true;
return;
}
// cell to the left occupied
else if( gameGrid[ left ][ y ] )
{
pCube->direction[ GL_DIRECTION_LEFT ] = m_false;
( gameGrid[ right ][ y ] ) ? ( pCube->direction[GL_DIRECTION_RIGHT] = m_false ) : ( pCube->direction[GL_DIRECTION_RIGHT] = m_false );
( gameGrid[ x ][ down ] ) ? ( pCube->direction[GL_DIRECTION_DOWN] = m_false ) : ( pCube->direction[GL_DIRECTION_DOWN] = m_false );
if( !pCube->direction[ GL_DIRECTION_RIGHT ] && !pCube->direction[ GL_DIRECTION_DOWN ] )
{
pCube->active = m_false;
}
pCube->processed = m_true;
return;
}
// cell to the right occupied
else if( gameGrid[ right ][ y ] )
{
pCube->direction[ GL_DIRECTION_RIGHT ] = m_false;
( gameGrid[ left ][ y ] ) ? ( pCube->direction[GL_DIRECTION_LEFT] = m_false ) : ( pCube->direction[GL_DIRECTION_LEFT] = m_false );
( gameGrid[ x ][ down ] ) ? ( pCube->direction[GL_DIRECTION_DOWN] = m_false ) : ( pCube->direction[GL_DIRECTION_DOWN] = m_false );
if( !pCube->direction[ GL_DIRECTION_LEFT ] && !pCube->direction[ GL_DIRECTION_DOWN ] )
{
pCube->active = m_false;
}
pCube->processed = m_true;
return;
}
// cell below occupied
else if( gameGrid[ x ][ down ] )
{
pCube->direction[ GL_DIRECTION_DOWN ] = m_false;
( gameGrid[ left ][ y ] ) ? ( pCube->direction[GL_DIRECTION_LEFT] = m_false ) : ( pCube->direction[GL_DIRECTION_LEFT] = m_false );
( gameGrid[ right ][ y ] ) ? ( pCube->direction[GL_DIRECTION_RIGHT] = m_false ) : ( pCube->direction[GL_DIRECTION_RIGHT] = m_false );
if( !pCube->direction[ GL_DIRECTION_LEFT ] && !pCube->direction[ GL_DIRECTION_RIGHT ] )
{
pCube->active = m_false;
}
pCube->processed = m_true;
return;
}
// cube in first column ( left-most edge )
else if( !x )
{
pCube->direction[ GL_DIRECTION_LEFT ] = m_false;
( gameGrid[ right ][ y ] ) ? ( pCube->direction[GL_DIRECTION_RIGHT] = m_false ) : ( pCube->direction[GL_DIRECTION_RIGHT] = m_false );
( gameGrid[ x ][ down ] ) ? ( pCube->direction[GL_DIRECTION_DOWN] = m_false ) : ( pCube->direction[GL_DIRECTION_DOWN] = m_false );
if( !pCube->direction[ GL_DIRECTION_RIGHT ] && !pCube->direction[ GL_DIRECTION_DOWN ] )
{
pCube->active = m_false;
}
pCube->processed = m_true;
return;
}
// cube in last column ( right-most edge )
else if( x == maxX )
{
pCube->direction[ GL_DIRECTION_RIGHT ] = m_false;
( gameGrid[ left ][ y ] ) ? ( pCube->direction[GL_DIRECTION_LEFT] = m_false ) : ( pCube->direction[GL_DIRECTION_LEFT] = m_false );
( gameGrid[ x ][ down ] ) ? ( pCube->direction[GL_DIRECTION_DOWN] = m_false ) : ( pCube->direction[GL_DIRECTION_DOWN] = m_false );
if( !pCube->direction[ GL_DIRECTION_LEFT ] && !pCube->direction[ GL_DIRECTION_DOWN ] )
{
pCube->active = m_false;
}
pCube->processed = m_true;
return;
}
// cube in bottom row
else if( y == maxY )
{
pCube->direction[ GL_DIRECTION_DOWN ] = m_false;
( gameGrid[ left ][ y ] ) ? ( pCube->direction[GL_DIRECTION_LEFT] = m_false ) : ( pCube->direction[GL_DIRECTION_LEFT] = m_false );
( gameGrid[ right ][ y ] ) ? ( pCube->direction[GL_DIRECTION_RIGHT] = m_false ) : ( pCube->direction[GL_DIRECTION_RIGHT] = m_false );
if( !pCube->direction[ GL_DIRECTION_LEFT ] && !pCube->direction[ GL_DIRECTION_RIGHT ] )
{
pCube->active = m_false;
}
pCube->processed = m_true;
pCube->active = m_false;
return;
}
else
{
// Hmmm... very interesting.
}
}
/*
** Sends cube data to game grid.
*/
void GL_SendCubeToGameGrid( pCube_t pCube )
{
m_boolean gameGrid[50][50];
int x = (int)pCube->gridPosition.x,
y = (int)pCube->gridPosition.y;
currentGame.currentSession.gameGrid[ y ][ x ] = m_true;
currentGame.currentSession.frontGrid[ x ][ y ] = pCube->frontFace;
currentGame.currentSession.backGrid[ x ][ y ] = pCube->backFace;
}
/*
** Takes all cubes and sends to game grid for further processing.
*/
void GL_PopulateGameGrid( pCube_t cubeList )
{
while( cubeList )
{
GL_SendCubeToGameGrid( cubeList );
cubeList = cubeList->nextCube;
}
}
/**************************************************************************************
** [ EASY MODE ]
** Checks cube at passed coordinate for possible links ( 3+ similiar, adjacent colors )
*/
int GL_CheckForLinks( int xCoord , int yCoord , m_boolean gameGrid[50][50] )
{
return 1;
}
/*************************************************************************************
** [ EASY MODE ]
** Processes game grid to determine which ( if any ) cubes are to be eliminated. Tallys points.
*/
void GL_ProcessGameGrid( m_boolean gameGrid[50][50] )
{
int points=0,
maxX=currentGame.currentSession.xArea,
maxY=currentGame.currentSession.yArea;
for( int col=0;col<maxY;col++ )
{
for( int row=0;row<maxX;row++ )
{
points += GL_CheckForLinks( row , col , currentGame.currentSession.gameGrid );
}
}
currentGame.currentSession.currentScore += points;
}
/*
** Checks/Reads keyboard movement; translate into game movement.
** CALLED ONCE PER FRAME.
*/
void GL_UserMoveCube( pCube_t pCube )
{
if( FAILED ( lpDI_Keyboard->GetDeviceState( sizeof(keyBoard) , (LPVOID)keyBoard) ) )
{
MessageBox( NULL , "Unable to poll keyboard." , "DirectInput8::GetDeviceState failed!!!" , MB_ICONERROR );
}
if( DI_KEYDOWN( DIK_LEFT ) )
{
if( pCube->direction[ GL_DIRECTION_LEFT ] )
{
pCube->gridPosition.x--;
}
else
{
// ignore
}
}
else if( DI_KEYDOWN( DIK_RIGHT ) )
{
if( pCube->direction[ GL_DIRECTION_RIGHT ] )
{
pCube->gridPosition.x++;
}
else
{
}
}
else if( DI_KEYDOWN( DIK_DOWN ) )
{
if( pCube->direction[ GL_DIRECTION_DOWN ] )
{
pCube->gridPosition.y++;
// consider changing speed ( z-coord ) here
}
}
else if( DI_KEYDOWN( DIK_SPACE ) )
{
}
else
{
pCube->gridPosition.y += 0.25f; // ignore superflous input for now, and advance downward.
}
}