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logic.cpp
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/************************************************************************************
* logic.cpp
*
* descp : Game logic
*
* auth : javery
*
* path : C:\Program Files\Microsoft Visual Studio\MyProjects\PrimaryCubes3D\logic.cpp
*
* iDate : 09/18/06
* version:
************************************************************************************/
#include "common.h"
#include "cube.h"
#include "session.h"
#include "logic.h"
#include "game.h"
#include "gfx_elements.h"
#include <allegro.h>
#include <stdlib.h>
#include <memory.h>
static CubeColor_t colorTable[ GL_COLOR_TABLE_SIZE ];
Cube_t debugGameGrid[ GL_GAME_SIZE_X ][ GL_GAME_SIZE_Y ];
extern Game_t currentGame;
extern BITMAP* cubes[ CUBE_COUNT ];
pGame_t pCurrentGame = ¤tGame;
/*
=============================================
GL_GenerateColorTable
Creates random color lookup table.
==============================================
*/
void GL_GenerateColorTable( void )
{
for( int index = 0;index < GL_COLOR_TABLE_SIZE;index++ )
{
switch( rand() % 6 )
{
case 0:
{
colorTable[ index ] = PRI_RED;
break;
}
case 1:
{
colorTable[ index ] = PRI_YELLOW;
break;
}
case 2:
{
colorTable[ index ] = PRI_BLUE;
break;
}
case 3:
{
colorTable[ index ] = SEC_GREEN;
break;
}
case 4:
{
colorTable[ index ] = SEC_ORANGE;
break;
}
case 5:
{
colorTable[ index ] = SEC_PURPLE;
break;
}
}
}
}
/*
===============================================
GL_GenerateCube
Creates a new cube, prepares for entry into game
grid. Displayed in next cube GUI element.
===============================================
*/
void GL_GenerateCube( pCube_t pCube )
{
pCube->active = c_true; // note : it is possible to be active ( while stagnant ) without being dead.
pCube->alive = c_true; // note : false ONLY eliminated as part of a score run.
pCube->processed = c_false;
pCube->frontFlagged = c_false;
pCube->rearFlagged = c_false;
// change for rendering puposes.
pCube->position.xPosition = (float)pCurrentGame->currentSession.xDimen / 2;
pCube->position.yPosition = 0;
pCube->position.zPosition = 0;
// grid coordinates
pCube->gridPosition.yRow = 0;
pCube->gridPosition.xCol = pCurrentGame->currentSession.xDimen / 2;
pCube->gridPosition.xMax = pCurrentGame->currentSession.xDimen;
pCube->gridPosition.yMax = pCurrentGame->currentSession.yDimen;
// assign pseudo-random color to each face
pCube->frontFace = colorTable[ rand() % GL_COLOR_TABLE_SIZE ];
switch( pCube->frontFace )
{
case PRI_BLUE:
{
pCube->rearFace = SEC_ORANGE;
pCube->cubeSprite[ CUBE_FRONT ].data = cubes[ G_CUBE_BLUE ];
pCube->cubeSprite[ CUBE_BACK ].data = cubes[ G_CUBE_ORANGE ];
break;
}
case PRI_RED:
{
pCube->rearFace = SEC_PURPLE;
pCube->cubeSprite[ CUBE_FRONT ].data = cubes[ G_CUBE_RED ];
pCube->cubeSprite[ CUBE_BACK ].data = cubes[ G_CUBE_PURPLE ];
break;
}
case PRI_YELLOW:
{
pCube->rearFace = SEC_GREEN;
pCube->cubeSprite[ CUBE_FRONT ].data = cubes[ G_CUBE_YELLOW ];
pCube->cubeSprite[ CUBE_BACK ].data = cubes[ G_CUBE_GREEN ];
break;
}
case SEC_ORANGE:
{
pCube->rearFace = PRI_BLUE;
pCube->cubeSprite[ CUBE_FRONT ].data = cubes[ G_CUBE_ORANGE ];
pCube->cubeSprite[ CUBE_BACK ].data = cubes[ G_CUBE_BLUE ];
break;
}
case SEC_PURPLE:
{
pCube->rearFace = PRI_RED;
pCube->cubeSprite[ CUBE_FRONT ].data = cubes[ G_CUBE_PURPLE ];
pCube->cubeSprite[ CUBE_BACK ].data = cubes[ G_CUBE_RED ];
break;
}
case SEC_GREEN:
{
pCube->rearFace = PRI_YELLOW;
pCube->cubeSprite[ CUBE_FRONT ].data = cubes[ G_CUBE_GREEN ];
pCube->cubeSprite[ CUBE_BACK ].data = cubes[ G_CUBE_YELLOW ];
break;
}
}
pCube->twoSided = ( pCube->frontFace == pCube->rearFace ) ? c_true : c_false;
// set all directions to free
pCube->directions[ GL_DIRECTION_LEFT ] = pCube->directions[ GL_DIRECTION_RIGHT ] = pCube->directions[ GL_DIRECTION_DOWN ] = c_true;
// sync-sprite
pCube->cubeSprite[ CUBE_FRONT ].currentPosition.xPosition = pCube->position.xPosition;
pCube->cubeSprite[ CUBE_FRONT ].currentPosition.yPosition = pCube->position.yPosition;
pCube->cubeSprite[ CUBE_FRONT ].xDimen = pCube->cubeSprite[ CUBE_FRONT ].data->w;
pCube->cubeSprite[ CUBE_FRONT ].yDimen = pCube->cubeSprite[ CUBE_FRONT ].data->h;
pCube->cubeSprite[ CUBE_BACK ].currentPosition.xPosition = pCube->position.xPosition;
pCube->cubeSprite[ CUBE_BACK ].currentPosition.yPosition = pCube->position.yPosition;
pCube->cubeSprite[ CUBE_BACK ].xDimen = pCube->cubeSprite[ CUBE_BACK ].data->w;
pCube->cubeSprite[ CUBE_BACK ].yDimen = pCube->cubeSprite[ CUBE_BACK ].data->h;
}
/*
=================================================
GL_AddCube
Adds a generated cube to the current game.
=================================================
*/
void GL_AddCube( pCube_t pCube )
{
pCube->active = pCube->alive = c_true;
pCurrentGame->pGameCubes[ pCube->gridPosition.xCol ][ pCube->gridPosition.yRow ] = *pCube;
}
/*
=================================================
GL_DeleteCube
Removes a cube from the game.
=================================================
*/
void GL_DeleteCube( pCube_t pCube )
{
//pCube->active = pCube->alive = c_false;
memset( &pCurrentGame->pGameCubes[ pCube->gridPosition.xCol ][ pCube->gridPosition.yRow ] , 0 , sizeof(Cube_t) );
}
/*
=================================================
GL_CheckDirections
Checks the cells surround a cube, determines movement
options ( if any ). Returns 'c_true' is further
movement is possible.
=================================================
*/
c_boolean GL_CheckDirections( pCube_t pCube , Cube_t pGameGrid[ GL_EASY_GAME_SIZE_X ][ GL_EASY_GAME_SIZE_Y ] )
{
int col = pCube->gridPosition.xCol ,
row = pCube->gridPosition.yRow , left=0,right=0,down=0;
// SECTION 1 : CUBE IS NO LONGER ABLE TO MOVE ===============================================================
if( !pCube->directions[ GL_DIRECTION_LEFT ] && !pCube->directions[ GL_DIRECTION_RIGHT ] && !pCube->directions[ GL_DIRECTION_DOWN ] )
{
pCube->active = c_false;
return c_false;
}
// SECTION 2 : CUBE IN EXTREME ROW or COL ===================================================================
// CASE 1 : cube is on the left most wall.
if( !pCube->gridPosition.xCol )
{
pCube->directions[ GL_DIRECTION_LEFT ] = c_false;
}
else
{
pCube->directions[ GL_DIRECTION_LEFT ] = c_true;
left = col - 1;
}
// CASE 2 : cube is on the right most wall.
if( pCube->gridPosition.xCol + 1 == pCube->gridPosition.xMax )
{
pCube->directions[ GL_DIRECTION_RIGHT ] = c_false;
}
else
{
pCube->directions[ GL_DIRECTION_RIGHT ] = c_true;
right = col + 1;
}
// CASE 3 : cube is on the bottom wall
if( pCube->gridPosition.yRow + 1 == pCube->gridPosition.yMax )
{
pCube->directions[ GL_DIRECTION_DOWN ] = c_false;
pCube->directions[ GL_DIRECTION_LEFT ] = c_false;
pCube->directions[ GL_DIRECTION_RIGHT ] = c_false;
pCube->active = c_false; // consider some brief movement in the bottom row
return c_false;
}
else
{
pCube->directions[ GL_DIRECTION_DOWN ] = c_true;
down = row + 1;
}
// CASE 4 : cube is in top row
/* if( !pCube->gridPosition.yRow )
{
if( pGameGrid[ col ][ row + 1 ].alive ) // cell beneath is occupied...
{
pCube->directions[ GL_DIRECTION_DOWN ] = c_false;
}
}
else
{
pCube->directions[ GL_DIRECTION_DOWN ] = c_true;
}*/
// SECTION 3 : USING MOVEMENT RESTRICTIONS FROM SEC. 1/2, RESTRICT ACCORDING TO NEIGHBOORING CELLS. ==========
// CASE 4 : cell directly below is occupied by a cube.
if( pGameGrid[ col ][ down ].alive )
{
pCube->directions[ GL_DIRECTION_DOWN ] = c_false;
pCube->directions[ GL_DIRECTION_LEFT ] = c_false;
pCube->directions[ GL_DIRECTION_RIGHT ] = c_false;
pCube->active = c_false;
return c_false;
}
else
{
pCube->directions[ GL_DIRECTION_DOWN ] = c_true;
}
// CASE 5 : cell to the left is occupied.
if( pGameGrid[ left ][ row ].alive )
{
pCube->directions[ GL_DIRECTION_LEFT ] = c_false;
}
else
{
if( left )
{
pCube->directions[ GL_DIRECTION_LEFT ] = c_true;
}
}
// CASE 6 : cell to the right is occupied.
if( pGameGrid[ right ][ row ].alive )
{
pCube->directions[ GL_DIRECTION_RIGHT ] = c_false;
}
else
{
if( right + 1 == pCube->gridPosition.xMax )
{
pCube->directions[ GL_DIRECTION_RIGHT ] = c_true;
}
}
// if all else fails, just deny it.
return c_false;
}