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Copy pathgameengine.cpp
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executable file
·1660 lines (1329 loc) · 55.5 KB
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/**************
* File Name: gameengine.cpp
* Author: G. J. Krafsig
* Date: July 3rd, 2007
* Purpose: implementation for game engine
**************/
#include "gameengine.h"
/**************
* Purpose: default constructor, initialize all the values for use
* Precondition: none
* Postcondition: none
**************/
gameengine::gameengine(BITMAP *gbuffer)
{
//initilize the game engine object
menu = new gamemenu();
movie = new gamemovie();
music = new gamemusic();
graphics = new gamegraphics();
logic = new game();
db = new database();
error = 0;
//time = new timer();
//setup variables
dbConnection = false; //no connection to database
debugger = false; //debugger defaults to off
mouseShow = true; //mouse is turned on
error = 0; //no error messages
scrolling = false; //not scrolling the screen
scrollmax = 0; //scrolling increment value
id = 0; //database member id
//set the mouse block selector defaults
mousex = 0;
mousey = 0;
//create the buffer
buffer = gbuffer;
clear(buffer);
}
/**************
* Purpose: load all the graphics, movie and music files
* Precondition: none
* Postcondition: all data has been loaded
**************/
bool gameengine::loading()
{
//load the graphics for the menu screens
if (!menu->loadGraphics(GAMEWIDTH, GAMEHEIGHT))
error = 100; //menu graphics failed to load
//load the graphics for the game
graphics->loadGraphics();
//load the graphics for movies
movie->loadMovies();
//load the sounds for music
music->loadMusic();
//rest(5000);
//done loading, show the initial menu
menu->setScreen(NEWGAMESCREEN);
return true;
}
/**************
* Purpose: return the buffer
* Precondition: buffer exists
* Postcondition: buffer returned
**************/
BITMAP *gameengine::draw()
{
//get rid of freezing problem
Sleep(3);
//short and so sweet
return buffer;
}
/**************
* Purpose: respond to all game input
* Precondition: none
* Postcondition: game has responded accordingly
**************/
void gameengine::input()
{
if (!scrolling) //not scrolling the screen
{ //so taking input is okay
keyInput(); //respond to keyboard input
mouseInput(); //respond to mouse input
if (logic->getMode() == STORYMODE || logic->getMode() == BUILDMODE)
caluclateMouseBlock(); //figure out where mouse is to display the selector
}
exitError(); //exit if there was an error
}
/**************
* Purpose: respond to keyboard input
* Precondition: none
* Postcondition: game has responded to keyboard accordingly
**************/
void gameengine::keyInput()
{
//used for checking bounds
int max = 10;
/**********
* QUITTING THE GAME
*
* they are hitting the ESC key
**********/
if (key[KEY_ESC])
{
if (quit())
{
//deallocate used space
exitEngine();
//exit allegro now
exit(1);
}
}
/**********
* TOGGLE THE DEBUGGER
*
* they are hitting the ESC key
**********/
if (key[KEY_F6])
debug(!debugger);
if (key[KEY_F2] && !F2Pressed)
{
music->sound = !music->sound;
//turn music off if its playing
if (!music->sound)
music->stop();
else
music->playing = false;
F2Pressed = true;
}
/**********
* MENUS
*
* they are doing something on a menu screen
**********/
if (menu->currentScreen() != NOMENU)
{
//they are picking to start or load a new game
//or they are picking the mode of their game
if (menu->currentScreen() == NEWGAMESCREEN || menu->currentScreen() == GAMEMODESCREEN)
{
int moveamt = 55;
//move the selector up if its not at the top
if (key[KEY_UP] && menu->selector.y > (GAMEWIDTH/3) + 37)
{
blit(menu->getScreen(0), buffer, menu->selector.x, menu->selector.y, menu->selector.x,
menu->selector.y, menu->selector.w, menu->selector.h);
menu->setSelectorY(-moveamt);
}
//move the selector down if its at the bottom
if (key[KEY_DOWN] && menu->selector.y < (GAMEWIDTH/3) + 37 + moveamt)
{
blit(menu->getScreen(0), buffer, menu->selector.x, menu->selector.y, menu->selector.x,
menu->selector.y, menu->selector.w, menu->selector.h);
menu->setSelectorY(moveamt);
}
//hit enter key on top part of startup menus
if (key[KEY_ENTER] && menu->selector.y == (GAMEWIDTH/3) + 37 && enterPressed == false)
{
//hit enter on story mode
//!!this must be above the other one or it shows when the screen is swapped!!
if (menu->currentScreen() == GAMEMODESCREEN)
{
setMode(STORYMODE);
music->playing = false;
}
//hit enter on start a new game
if (menu->currentScreen() == NEWGAMESCREEN)
menu->setScreen(GAMEMODESCREEN); //show the new screen
enterPressed = true;
}
//hit enter key on the bottom startup menu
if (key[KEY_ENTER] && menu->selector.y == (GAMEWIDTH/3) + 37 + moveamt && enterPressed == false)
{
//hit enter on the build mode
//!!this must be above the other one or it shows when the screen is swapped!!
if (menu->currentScreen() == GAMEMODESCREEN)
menu->setScreen(BUILDLOGINSCREEN); //show the pick character screen, FIX THIS
//they hit enter to load a game
if (menu->currentScreen() == NEWGAMESCREEN)
menu->setScreen(LOADGAMESCREEN); //show the new screen
menu->selector.display = false; //turn off the selector
enterPressed = true;
}
} //end if they are picking a new game or a game mode screen
//they are picking their character to play the game as
//they are logging into build mode
//they are loading a game saved to a file
//they are buying things from the store
//they are pausing the game
//they are trying to save their game
} //end picking a menu
/**********
* BUILD MODE OR STORY MODE
*
* they are playing in build mode
**********/
if (logic->getMode() == BUILDMODE || logic->getMode() == STORYMODE)
{
if (key[KEY_UP] && !upPressed) //moving up
{
if (logic->x > 0)
{
//increment position of the character
if (logic->validMove(-1, 0))
logic->x--;
else //play error sound
music->play(ERRORMOVE, 255, 128, 1000, 0);
} //end within entire map bounds
upPressed = true;
} //end up key pressed
if (key[KEY_DOWN] && !downPressed) //moving down
{
//if (logic->getMode() == STORYMODE)
// max = SMAP_HEIGHT;
//else
// max = BMAP_HEIGHT;
if (logic->x < max)
{
//increment position of the character
if (logic->validMove(1, 0))
logic->x++;
else //play error sound
music->play(ERRORMOVE, 255, 128, 1000, 0);
} //end within entire map bounds
downPressed = true;
} //end down key pressed
if (key[KEY_LEFT] && !leftPressed) //moving left
{
if (logic->y > 0)
{
//increment position of the character
if (logic->validMove(0, -1))
logic->y--;
else //play error sound
music->play(ERRORMOVE, 255, 128, 1000, 0);
} //end within entire map bounds
leftPressed = true;
} //end left key pressed
if (key[KEY_RIGHT] && !rightPressed) //moving right
{
//if (logic->getMode() == STORYMODE)
// max = SMAP_WIDTH;
//else
// max = BMAP_WIDTH;
if (logic->y < max)
{
//increment position of the character
if (logic->validMove(0, 1))
logic->y++;
else //play error sound
music->play(ERRORMOVE, 255, 128, 1000, 0);
} //end within entire map bounds
rightPressed = true;
} //end right key pressed
} //end in build mode
//toggle keypress states
if (!key[KEY_ENTER])
enterPressed = false;
if (!key[KEY_UP])
upPressed = false;
if (!key[KEY_DOWN])
downPressed = false;
if (!key[KEY_RIGHT])
rightPressed = false;
if (!key[KEY_LEFT])
leftPressed = false;
if (!key[KEY_F2])
F2Pressed = false;
}
/**************
* Purpose: respond to mouse input
* Precondition: none
* Postcondition: game has responded to mouse accordingly
**************/
void gameengine::mouseInput()
{
/**********
* MENUS
*
* they are doing something on a menu screen
**********/
if (menu->currentScreen() != NOMENU)
{
//they are picking to start or load a new game
//or they are picking the mode of their game
if (menu->currentScreen() == NEWGAMESCREEN || menu->currentScreen() == GAMEMODESCREEN)
{
int moveamt = 55;
//move the selector up if mouse is up on new game
if (mouse_x >= 343 && mouse_y >= 300 && mouse_y <= 321 && mouse_x <= 470
&& menu->selector.y > (GAMEWIDTH/3) + 37)
{
//blit the current screen as you move the selector
blit(menu->getScreen(0), buffer, menu->selector.x, menu->selector.y, menu->selector.x,
menu->selector.y, menu->selector.w, menu->selector.h);
menu->setSelectorY(-moveamt);
}
//move the selector down if mouse is down on load game
if (mouse_x >= 343 && mouse_y >= 350 && mouse_y <= 380 && mouse_x <= 470
&& menu->selector.y < (GAMEWIDTH/3) + 37 + moveamt)
{
//blit the current screen as you move the selector
blit(menu->getScreen(0), buffer, menu->selector.x, menu->selector.y, menu->selector.x,
menu->selector.y, menu->selector.w, menu->selector.h);
menu->setSelectorY(moveamt);
}
if (debugger) //show clickable area for left click below
rect(buffer, 343, 300, 470, 321, makecol(255, 255, 255));
//top part of startup menus
if (mouse_x >= 343 && mouse_y >= 300 && mouse_y <= 321 && mouse_x <= 470
&& (mouse_b & 1) && lmPressed == false)
{
//clicked on story mode
if (menu->currentScreen() == GAMEMODESCREEN)
{
setMode(STORYMODE);
music->playing = false;
}
//clicked on start a new game
if (menu->currentScreen() == NEWGAMESCREEN)
menu->setScreen(GAMEMODESCREEN);
lmPressed = true;
}
if (debugger) //show clickable area for left click below
rect(buffer, 343, 350, 470, 380, makecol(255, 255, 255));
//bottom part of startup menus
if (mouse_x >= 343 && mouse_y >= 350 && mouse_y <= 380 && mouse_x <= 470
&& (mouse_b & 1) && lmPressed == false)
{
//right clicked to build mode
if (menu->currentScreen() == GAMEMODESCREEN)
menu->setScreen(BUILDLOGINSCREEN);
//right clicked to load a game
if (menu->currentScreen() == NEWGAMESCREEN)
menu->setScreen(LOADGAMESCREEN); //show the new screen
menu->selector.display = false; //turn off the selector
lmPressed = true;
}
} //end if they are picking a new game or a game mode screen
//they are picking their character to play the game as
//they are loading a game saved to a file
//they are buying things from the store
//they are pausing the game
//they are trying to save their game
} //end picking a menu
/**********
* BUILD MODE
*
* they are playing in build mode
**********/
if (logic->getMode() == BUILDMODE || logic->getMode() == STORYMODE)
{
//textprintf_ex(buffer, font, 200, 200, makecol(255, 255, 255), 0, "Clicked");
// left click
if ((mouse_b & 1) && lmPressed == false)
{
/**********************
* UNIMPLEMENTED FEATURE
*
* they are clicking on a character standing on a block
* this shouldn't do anything at the moment
* later on this might be used for trading or chatting
* with whatever character is standing here
**********************/
//clickCharacter(mouse_x, mouse_y);
//they are clicking on a block on the board
//they can't click on the block a character is standing on
clickBlock(mouse_x, mouse_y);
/* && !characterOnBlock(logic->selectedblockx, logic->selectedblocky))
{
//do whatever with the block
}
//they want to open the store menu
if (clickStore())
{
//open the store menu
}
//they want to open the save game menu
if (clickSaveStar())
{
//open the save menu
}*/
lmPressed = true;
} //end mouse left click
} //end in build mode
//toggle mouse press states
if (!mouse_b & 2)
rmPressed = false;
if (!mouse_b & 1)
lmPressed = false;
}
/**************
* Purpose: show the selector on the screen
* Precondition: mouse x and y coordinates have been calculated (mousex, mousey)
* Postcondition: selector is drawn on the screen
**************/
void gameengine::drawSelector()
{
int depthoffset = 0;
int blockx, blocky;
//figure out where they are based on position in the entire map
blockx = mousex;
blocky = mousey;
if (logic->x > 5)
blockx += logic->x;
if (logic->y > 5)
blocky += logic->y;
//figure out the depth to draw the selector based on blocks being there
if (logic->getBlock(blockx, blocky, 0) == NOBLOCK)
depthoffset = 43;
//draw the selector
blit(graphics->selectimg, buffer, 0, 0, (mousey * BLOCKWIDTH)+BOARDOFFSETX+10,
(mousex * BLOCKHEIGHT)+BOARDOFFSETY-(BLOCKHEIGHT)+depthoffset, BLOCKWIDTH, BLOCKHEIGHT);
}
/**************
* Purpose: calculate the x and y position of the block the mouse is on
* Precondition: none
* Postcondition: mousex holds block x position, mousey holds block y position
**************/
void gameengine::caluclateMouseBlock()
{
//selecting a block in bounds
int newx, newy, xoffset, yoffset, x, y;
mousex = 0; mousey = 0;
x = mouse_x;
y = mouse_y;
xoffset = BLOCKWIDTH;
yoffset = BLOCKHEIGHT;
for (int i = y-BOARDOFFSETY-20; i > 0; i-= yoffset)
mousex++;
for (int i = x-BOARDOFFSETX-BLOCKWIDTH; i > 0; i-= xoffset)
mousey++;
}
/**************
* Purpose: play the game, draw things to the buffer
* Precondition: none
* Postcondition: game is ready to be played
**************/
void gameengine::play()
{
/**********
* BUILD MODE
*
* they are in build mode, show the appropriate screens
**********/
//show a menu if one is set, only display it once
if (logic->getMode() == BUILDMODE)
{
//remove the build login screen, they've logged in okay
if (menu->currentScreen() != NOMENU)
{
menu->setScreen(NOMENU);
menu->selector.display = false;
//load database information into the game object
int x, y, depth;
char query[500];
x = y = depth = 0;
//set their member name
sprintf(query, "SELECT name FROM members WHERE id='%d'", id);
logic->name = stringQuery(query);
//set their character
sprintf(query, "SELECT characterid FROM members WHERE id='%d'", id);
logic->character = intQuery(query);
//position them on the board
sprintf(query, "SELECT x FROM members WHERE id='%d'", id);
logic->x = intQuery(query);
sprintf(query, "SELECT y FROM members WHERE id='%d'", id);
logic->y = intQuery(query);
sprintf(query, "SELECT depth FROM members WHERE id='%d'", id);
logic->depth = intQuery(query);
//load the online game board AROUND their current position
sprintf(query, "SELECT * FROM board WHERE x >=%d-%d AND x <= %d+%d AND y >=%d-%d AND y <= %d+%d",
logic->x, DRAWBOARDMAXOFFSET, logic->x, DRAWBOARDMAXOFFSET,
logic->y, DRAWBOARDMAXOFFSET, logic->y, DRAWBOARDMAXOFFSET);
logic->loadBuildBoard(db->query(query));
//position their character in a free space
//otherwise set them at one that is open for them
logic->checkForFreeSpace(logic->x, logic->y, depth);
//update their position in the database
sprintf(query, "UPDATE members SET x='%d', y='%d', depth='%d' WHERE id='%d'",
logic->x, logic->y, logic->depth, id);
db->updateQuery(query);
//update the local x and y values (remember that they're flipped)
// = logic->y % 6;
//localy = logic->x % 5;
//load their game money
sprintf(query, "SELECT yellow FROM members WHERE id='%d'", id);
logic->yellow = intQuery(query);
sprintf(query, "SELECT blue FROM members WHERE id='%d'", id);
logic->blue = intQuery(query);
sprintf(query, "SELECT green FROM members WHERE id='%d'", id);
logic->green = intQuery(query);
//load the build background screen
blit(graphics->bgimg, buffer, 0, 0, 0, 0, GAMEWIDTH, GAMEHEIGHT);
//draw the board for the first time
buildBoard();
//draw their character above the store picture
drawCharacter(logic->character, 50, 150, SCALEDOWN);
int depthoffset;
drawCharacter(logic->character, (logic->y * BLOCKWIDTH)+BOARDOFFSETX,
(logic->x * BLOCKHEIGHT)+BOARDOFFSETY-(BLOCKHEIGHT*2), 1);
//draw the store on the screen
draw_sprite(buffer, graphics->storeimg, 10, 285);
//draw the text box on the bottom
draw_sprite(buffer, graphics->talkboximg, 5, 410);
//draw the list of gems at the top of the screen
stretch_sprite(buffer, graphics->yellowjewelimg, 15, 45,
graphics->yellowjewelimg->w/4, graphics->yellowjewelimg->h/4);
stretch_sprite(buffer, graphics->bluejewelimg, 15, 75,
graphics->bluejewelimg->w/4, graphics->bluejewelimg->h/4);
stretch_sprite(buffer, graphics->greenjewelimg, 15, 105,
graphics->greenjewelimg->w/4, graphics->greenjewelimg->h/4);
//write how many gems they have
textprintf_ex(buffer, font, 45, 68, 0, -1, "%d", logic->yellow);
textprintf_ex(buffer, font, 45, 98, 0, -1, "%d", logic->blue);
textprintf_ex(buffer, font, 45, 128, 0, -1, "%d", logic->green);
//draw the info on how many blocks, dynamite, and shovels they have
textprintf_ex(buffer, font, 70, 68, 0, -1, "Ramps: %d", -1);
textprintf_ex(buffer, font, 70, 88, 0, -1, "Blocks: %d", -1);
textprintf_ex(buffer, font, 70, 108, 0, -1, "Bombs: %d", -1);
textprintf_ex(buffer, font, 70, 128, 0, -1, "Shovels: %d", -1);
//draw their character's health hearts around them
//draw the game board for the first time
//draw the other online characters on the board
}
}
//FIX THIS!!!!!!!!!!!!! check to see which map they're on
if (logic->currentMap == -1)
{
logic->currentMap = MERCYVALLEY;
//load the board into the game
bool waserror;
waserror = logic->parseMapFile("maps/alex_landslide.plex");
if (!waserror)
error = 100;
}
/**********
* STORY MODE
*
* they are in story mode, show the appropriate screens
**********/
if (logic->getMode() == STORYMODE)
{
//setup character's position on the board
localx = logic->x;
localy = logic->y;
if (menu->currentScreen() != NOMENU)
{
menu->setScreen(NOMENU);
menu->selector.display = false;
logic->character = ALEX; //set character to ALEX by default
}
//load the build background screen
blit(graphics->bgimg, buffer, 0, 0, 0, 0, GAMEWIDTH, GAMEHEIGHT);
//draw the board for the first time
buildBoard();
//draw their character above the store picture
drawCharacter(logic->character, 50, 150, SCALEDOWN);
//character's position on the SCREEN versus his position on the game window
localx = localx % 6;
localy = localy % 6;
int depthoffset;
switch(logic->depth)
{
case 0: depthoffset = 0;
break;
case 1: depthoffset = 30;
break;
}
drawSelector(); //show the selector there
//draw the character on the screen
drawCharacter(logic->character, (localy * BLOCKWIDTH)+BOARDOFFSETX+10,
(localx * BLOCKHEIGHT)+BOARDOFFSETY-(BLOCKHEIGHT*2)+depthoffset, 1);
//check to see if they are standing by a tall block
blockOver();
//draw the store on the screen
draw_sprite(buffer, graphics->storeimg, 10, 285);
//draw the text box on the bottom
draw_sprite(buffer, graphics->talkboximg, 5, 410);
//draw the list of gems at the top of the screen
stretch_sprite(buffer, graphics->yellowjewelimg, 15, 45,
graphics->yellowjewelimg->w/4, graphics->yellowjewelimg->h/4);
stretch_sprite(buffer, graphics->bluejewelimg, 15, 75,
graphics->bluejewelimg->w/4, graphics->bluejewelimg->h/4);
stretch_sprite(buffer, graphics->greenjewelimg, 15, 105,
graphics->greenjewelimg->w/4, graphics->greenjewelimg->h/4);
//write how many gems they have
textprintf_ex(buffer, font, 45, 68, 0, -1, "%d", logic->yellow);
textprintf_ex(buffer, font, 45, 98, 0, -1, "%d", logic->blue);
textprintf_ex(buffer, font, 45, 128, 0, -1, "%d", logic->green);
//draw the info on how many blocks, dynamite, and shovels they have
textprintf_ex(buffer, font, 70, 68, 0, -1, "Ramps: %d", -1);
textprintf_ex(buffer, font, 70, 88, 0, -1, "Blocks: %d", -1);
textprintf_ex(buffer, font, 70, 108, 0, -1, "Bombs: %d", -1);
textprintf_ex(buffer, font, 70, 128, 0, -1, "Shovels: %d", -1);
//draw their character's health hearts around them
//draw the other online characters on the board
}
/**********
* INPUT
*
* respond to keyboard and mouse usage
**********/
input();
/**********
* MENUS
*
* menus should be on top of everything except the selector
**********/
//show a menu if one is set, only display it once
if (menu->currentScreen() != NOMENU && !menu->shown)
{
blit(menu->getScreen(0), buffer, 0, 0, 0, 0, GAMEWIDTH, GAMEHEIGHT);
menu->shown = true;
/**********
* TEXT FOR LOADING SCREEN
*
* only show while the game data is loading
**********/
if (menu->currentScreen() == LOADINGSCREEN)
textout_ex(buffer, font, "Loading...", GAMEWIDTH/2 - 50, GAMEHEIGHT/2 + 120,
makecol(255, 255, 255), -1);
}
/**********
* SELECTOR
*
* always draw the selector over the menu
**********/
//display the selector once until its moved
if (menu->selector.display && !menu->selector.show)
{
draw_sprite(buffer, menu->getSelector(), menu->selector.x, menu->selector.y);
menu->selector.show = true;
}
/**********
* MUSIC CONTROL
*
* figure this out once everything has been drawn to the screen
***********/
if (!music->playing)
{
music->stop();
//not on a map yet
if (logic->getMode() != STORYMODE && logic->getMode() != BUILDMODE)
{
music->play(THEME, 255, 128, 1000, 1);
music->playing = true;
}
if (logic->getMode() == STORYMODE)
{
//switch depending on their current location
if (logic->currentMap == WATERVILLE)
{
music->play(WATERVILLE, 255, 128, 1000, 1);
music->playing = true;
}
if (logic->currentMap == ASHCANYON)
music->play(ASHCANYON, 255, 128, 1000, 1);
if (logic->currentMap == LANDSLIDE)
music->play(LANDSLIDE, 255, 128, 1000, 1);
if (logic->currentMap == HAYMARKET)
music->play(HAYMARKET, 255, 128, 1000, 1);
if (logic->currentMap == BOULDERCANYON)
music->play(BOULDERCANYON, 255, 128, 1000, 1);
if (logic->currentMap == BUILDERSGUILD)
music->play(BUILDERSGUILD, 255, 128, 1000, 1);
if (logic->currentMap == STONECASTLE)
music->play(STONECASTLE, 255, 128, 1000, 1);
if (logic->currentMap == FUZZYLAND)
music->play(FUZZYLAND, 255, 128, 1000, 1);
if (logic->currentMap == MERRYFIELD)
music->play(MERRYFIELD, 255, 128, 1000, 1);
if (logic->currentMap == MERCYVALLEY)
music->play(MERCYVALLEY, 255, 128, 1000, 1);
if (logic->currentMap == WISHINGWELLFALLS)
music->play(WISHINGWELLFALLS, 255, 128, 1000, 1);
}
music->playing = true;
}
/**********
* DEBUGGING INFORMATION
*
* last thing to show, wheee!
**********/
//display the selector once until its moved
if (debugger)
{
int down = 15; //how much to move new debugger lines down
int over = 620; //how far over they should be offset
int multi = 1; //a way to nicely format them so they don't run each
//other over and look nasty
//debugger title information
textprintf_ex(buffer, font, over, 2, makecol(255, 255, 255), 0, " PLEX DEBUGGER");
//show selector information
if (menu->selector.display == true)
textprintf_ex(buffer, font, over, down*multi++, makecol(255, 255, 255), 0, "Selector Y: %d", menu->selector.y);
//show mouse information
if (getMouse())
textprintf_ex(buffer, font, over, down*multi++, makecol(255, 255, 255), 0, "Mouse: %d, %d", mouse_x, mouse_y);
//show the menu information
if (menu->currentScreen())
textprintf_ex(buffer, font, over, down*multi++, makecol(255, 255, 255), 0, "Menu: %d", menu->currentScreen());
//show the game mode
if (logic->getMode() == STORYMODE)
textprintf_ex(buffer, font, over, down*multi++, makecol(255, 255, 255), 0, "Game Mode: Story");
//show the game mode
if (logic->getMode() == BUILDMODE)
textprintf_ex(buffer, font, over, down*multi++, makecol(255, 255, 255), 0, "Game Mode: Build");
//connected to the database
if (dbConnection)
textprintf_ex(buffer, font, over, down*multi++, makecol(255, 255, 255), 0, "Database Result: %d", logic->id);
//logged into build mode
if (logic->getMode() == BUILDMODE)
{
textprintf_ex(buffer, font, over, down*multi++, makecol(255, 255, 255), 0, "Character: %d", logic->character);
textprintf_ex(buffer, font, over, down*multi++, makecol(255, 255, 255), 0, "X: %d", logic->x);
textprintf_ex(buffer, font, over, down*multi++, makecol(255, 255, 255), 0, "Y: %d", logic->y);
textprintf_ex(buffer, font, over, down*multi++, makecol(255, 255, 255), 0, "Depth: %d", logic->depth);
textprintf_ex(buffer, font, over, down*multi++, makecol(255, 255, 255), 0, "Local X: %d", localx);
textprintf_ex(buffer, font, over, down*multi++, makecol(255, 255, 255), 0, "Local Y %d", localy);
//textprintf_ex(buffer, font, over, down*multi++, makecol(255, 255, 255), 0, "Scrolling: %d", scrolling);
}
if (logic->getMode() == STORYMODE)
{
textprintf_ex(buffer, font, over, down*multi++, makecol(255, 255, 255), 0, "0,0,0: %d", logic->getBlock(0, 0, 0));
textprintf_ex(buffer, font, over, down*multi++, makecol(255, 255, 255), 0, "X: %d", logic->x);
textprintf_ex(buffer, font, over, down*multi++, makecol(255, 255, 255), 0, "Y: %d", logic->y);
textprintf_ex(buffer, font, over, down*multi++, makecol(255, 255, 255), 0, "Z: %d", logic->depth);
textprintf_ex(buffer, font, over, down*multi++, makecol(255, 255, 255), 0, "Mousex: %d", mousex);
textprintf_ex(buffer, font, over, down*multi++, makecol(255, 255, 255), 0, "Mousey: %d", mousey);
textprintf_ex(buffer, font, over, down*multi++, makecol(255, 255, 255), 0, "Block x: %d", logic->selectedblockx);
textprintf_ex(buffer, font, over, down*multi++, makecol(255, 255, 255), 0, "Block y: %d", logic->selectedblocky);
}
}//end debugger is on
//exit if there was an error
exitError();
}
/**************
* Purpose: figure out which block they are clicking on with the mouse
* Precondition: the mouse x and y position when they clicked
* Postcondition: changes logic->selectedblockx and logic->selectedblocky
* to reflect the block they were clicking on
* if they clicked outside of the game board, then both x and y
* are set to NOBLOCK and returns false; otherwise returns true
**************/
bool gameengine::clickBlock(int x, int y)
{
//selecting a block in bounds
int newx, newy, xoffset, yoffset;
newx = newy = 0;
xoffset = BLOCKWIDTH;
yoffset = BLOCKHEIGHT;
for (int i = y-BOARDOFFSETY-20; i > 0; i-= yoffset)
newx++;
for (int i = x-BOARDOFFSETX-BLOCKWIDTH; i > 0; i-= xoffset)
newy++;
//selecting a block out of bounds
if (x < BOARDOFFSETX || y < BOARDOFFSETY-BLOCKHEIGHT) //not on the block board
{
logic->selectedblockx = logic->selectedblocky = NOBLOCK;
return false;
}
//block they're trying to move to is outside of first frame on the screen
if (logic->selectedblockx > 5)
newx += logic->x;
if (logic->selectedblocky > 5)
newy += logic->y;
//placing a selected block
if (logic->selectedblockx != NOBLOCK && logic->selectedblocky != NOBLOCK)
{
bool success;
//try to move the block
success = logic->placeBlock(newx, newy);
if (success) //play moveblock sound
music->play(BLOCKFALL, 255, 128, 1000, 0);