void GameApplication::gameLoop(){
    loadStatsFile();
    musicVolumeControl();
    while (!quit) {
        while (SDL_PollEvent(&e) != 0) {
            if (e.type == SDL_QUIT) {
                quit = true;
            }
            if (e.type == SDL_KEYDOWN) {
                if (e.key.keysym.sym == SDLK_BACKSPACE) {
                    if (board.isStarted() && !endOfTheGame()) {
                        undo();
                    }
                }
            }
            for (int i = 0; i < NUMBER_OF_BUTTON; ++i) {
                if (lockButtons) {
                    temp[2] = button[2].handleEvent(e);
                    temp[3] = button[3].handleEvent(e);
                } else {
                    temp[i] = button[i].handleEvent(e);
                }
            }
            for (int i = 0; i < NUMBER_OF_TILE * 4; i++) {
                choice = tile[i].handleEvent(e, coordI, coordJ);
                if (choice == true) {
                    mark++;
                    if (!board.pile[coordI][coordJ].empty()) {
                        takePair();
                        break;
                    } else {
                        choice = false;
                    }
                }
            }
        }

        logicButtons(temp);
        logicBoard();

        drowGame(board);
    }
}
void GameApplication::logicBoard() {
	eraseTileMap();
	unblockedBoard();

	if (endOfTheGame() && board.isStarted()) {
		youWin = true;
		winGames++;
		allGames++;
		award(calculateAward(calculate()));
		saveStatsFile(allGames, winGames);
		board.stop();
		timer.stop();
		winAnimation.startAnimation(50, 50);
	}
	if (availableMatches() == 0 && board.isStarted()) {
		youLose = true;
		allGames++;
		saveStatsFile(allGames, winGames);
		board.stop();
		timer.stop();
	}
}
Esempio n. 3
0
/** @brief	The game loop function
  * @param  p_structCommon : Struct with all program informations
  */
void playGame(structProgramInfo* p_structCommon)
{
	unsigned char l_cKey;
    char* l_sTopText;
    unsigned int l_iWatchdog;
	unsigned int l_iCursorX;
	unsigned int l_iCursorY;
    unsigned int l_iMovement;	/* store the wanted move, if impossible this variable */
    unsigned int l_iCurrentSocketIndex;		/* allow the program to go back */
    int l_iNewCoordinates;
    char l_bForceRedraw;

    l_bForceRedraw = TRUE;
	l_cKey = 0;
    l_iNewCoordinates = -1;
	l_iMovement = 0;
	l_iCursorX = 1;
	l_iCursorY = 1;
    p_structCommon->iLastXUsed = l_iCursorX;
    p_structCommon->iLastYUsed = l_iCursorY;
    l_iCurrentSocketIndex = 0;
	p_structCommon->iOffsetX = (p_structCommon->iCol / 2) - (p_structCommon->iSizeX / 2);
	p_structCommon->iOffsetY = (p_structCommon->iRow / 2) - (p_structCommon->iSizeY / 2);
    l_sTopText = (char*)malloc((p_structCommon->iCol + 1) * sizeof(char));
    if(l_sTopText == NULL) exit(-ENOMEM);

	p_structCommon->iCurrentUserColor = enumRouge; /* Main user, or server always red. If multiplayer and client, it receive another color suring connection  */
    p_structCommon->cUserMove = 0;

	/* Init the game, screen stuff etc... */
	gameInit(p_structCommon);

	do
	{
        snprintf(   l_sTopText,
                    p_structCommon->iCol,
                    "Your turn to play [ ] | Connected [ ] | Current port [%d] | Nickname %s",
                    p_structCommon->iTcpPort,
                    p_structCommon->sUserName);
        if(p_structCommon->bMyTurnToPlay == TRUE)
        {
            l_sTopText[19] = 'X';
        }
        else
        {
            l_sTopText[19] = ' ';
        }

        if(p_structCommon->bMutexInitialized == TRUE)
        {
            l_sTopText[35] = 'X';
        }
        else
        {
            l_sTopText[35] = ' ';
        }

        if(p_structCommon->bMutexInitialized != TRUE) {pthread_mutex_lock(p_structCommon->pthreadMutex);}
        usleep(TIME_BETWEEN_TWO_REQUEST);
        initBar();
        topText(l_sTopText);

		/* Display wursor each time */
		displayCursor(l_iCursorX, l_iCursorY, p_structCommon->iOffsetX, p_structCommon->iOffsetY, FALSE, p_structCommon->cGrid);
        pointCounting(p_structCommon->cGrid, p_structCommon->iPoints, p_structCommon->iSizeX, p_structCommon->iSizeY);
        displayRanking(p_structCommon->iPoints, p_structCommon->iCol, p_structCommon->iRow);
        topText(l_sTopText);
		refresh();
        usleep(TIME_BETWEEN_TWO_REQUEST);
        if(p_structCommon->bMutexInitialized != TRUE) {pthread_mutex_unlock(p_structCommon->pthreadMutex);}

		l_cKey = getch();

        /* In order to allow an alone player to play alone */
        if(p_structCommon->bMutexInitialized == FALSE)
        {
            p_structCommon->bMyTurnToPlay = TRUE;
        }

		switch(l_cKey)
		{

			case 'D':
			{
				/* LEFT */
				l_iCursorX = (l_iCursorX < 1) ? p_structCommon->iSizeX - 1 : l_iCursorX - 1;
                p_structCommon->cUserMove = 'd';
				l_iMovement = DIRECTION_LEFT;
				break;
			}
			case 'C':
			{
				/* RIGHT */
				l_iCursorX = (l_iCursorX > p_structCommon->iSizeX - 2) ?
                    0 : l_iCursorX + 1;
                p_structCommon->cUserMove = 'c';
				l_iMovement = DIRECTION_RIGHT;
				break;
			}
			case 'A':
			{
				/* UP */
				l_iCursorY = (l_iCursorY < 1) ? p_structCommon->iSizeY - 1 : l_iCursorY - 1;
                p_structCommon->cUserMove = 'a';
				l_iMovement = DIRECTION_UP;
				break;
			}
			case 'B':
			{
				/* DOWN */
				l_iCursorY = (l_iCursorY > p_structCommon->iSizeY - 2) ?
                    0 : l_iCursorY + 1;
                p_structCommon->cUserMove = 'b';
				l_iMovement = DIRECTION_DOWN;
				break;
			}
            case ':':
            {
                /* Command mode */
                l_bForceRedraw = TRUE;
                logBar(p_structCommon, CLEAN_L2, "");
                if(p_structCommon->bMutexInitialized != TRUE) {pthread_mutex_lock(p_structCommon->pthreadMutex);}
                logBar(p_structCommon, DISPLAY, "");
                if(p_structCommon->bMutexInitialized != TRUE) {pthread_mutex_unlock(p_structCommon->pthreadMutex);}

                /* Get command from the user, the command set by the user will be saved in p_structCommon->sUserCommand */
                userCommandGetter(p_structCommon);
                /* Analyse user command */
                l_iNewCoordinates = userCommandExecute(p_structCommon);
                if(l_iNewCoordinates > - 1)
                {
                    if(l_iNewCoordinates > - 1 && l_iNewCoordinates < (signed)p_structCommon->iSizeX)
                    {
                        /* belongs to the interval [0 ; p_structCommon->iSizeX[ ==> redefine X coordinate */
                        l_iCursorX = l_iNewCoordinates;
                        l_bForceRedraw = FALSE;
                    }
                    else if(l_iNewCoordinates >= (signed)p_structCommon->iSizeX &&
                            l_iNewCoordinates < (signed)p_structCommon->iSizeX + (signed)p_structCommon->iSizeY)
                    {
                        /* belongs to the interval [p_structCommon->iSizeX ; p_structCommon->iSizeX + p_structCommon->iSizeY[ ==> redefine Y coordinate */
                        l_iCursorY = l_iNewCoordinates - (p_structCommon->iSizeX);
                        l_bForceRedraw = FALSE;
                    }
                }

                if(p_structCommon->bMutexInitialized != TRUE) {pthread_mutex_lock(p_structCommon->pthreadMutex);}
                displayCursor(l_iCursorX, l_iCursorY, p_structCommon->iOffsetX, p_structCommon->iOffsetY, l_bForceRedraw, p_structCommon->cGrid);
                refresh();

                /* Clean the screen */
                logBar(p_structCommon, DISPLAY, "");
                if(p_structCommon->bMutexInitialized != TRUE) {pthread_mutex_unlock(p_structCommon->pthreadMutex);}
                break;
            }
            case 'q':
            case 'Q':
            {
                p_structCommon->bNetworkDisconnectionRequiered = TRUE;

                /* Started threads have to down this flag -- bMutexInitialized means we have at least one thread started */
                while(p_structCommon->bNetworkDisconnectionRequiered == TRUE &&
                      p_structCommon->bMutexInitialized == TRUE)
                {
                    usleep(TIME_BETWEEN_TWO_REQUEST);
                    for(l_iCurrentSocketIndex = 0; l_iCurrentSocketIndex < MAX_CONNECTED_CLIENTS ; l_iCurrentSocketIndex++)
                    {
                        if(p_structCommon->iClientsSockets[l_iCurrentSocketIndex] != 0)
                        {
                            break;
                        }
                    }
                    if(l_iCurrentSocketIndex >= MAX_CONNECTED_CLIENTS - 1)
                    {
                        break;
                    }
                }   
                break;

                /* Normally, network.c have clean the mutex at the end of all connexions */
                if(p_structCommon->bMutexInitialized == TRUE)
                {
                    pthread_mutex_destroy(p_structCommon->pthreadMutex);
                    p_structCommon->bMutexInitialized = FALSE;
                }
            }
			case ' ':
			{
                if(p_structCommon->bMyTurnToPlay != TRUE)
                {
                    break;
                }

				/* When the user drop a rock */
                p_structCommon->cUserMove = 'r';
                p_structCommon->iLastXUsed = l_iCursorX;
                p_structCommon->iLastYUsed = l_iCursorY;

				/* Put the color information in the matrix */
				p_structCommon->cGrid[COLOR_MATRIX][l_iCursorY][l_iCursorX] =
					p_structCommon->iCurrentUserColor;

				/* Put the text information in the matrix */
				p_structCommon->cGrid[TEXT_MATRIX][l_iCursorY][l_iCursorX] =
					' ';

                /* declare this point to be synchronized with all clients */
                p_structCommon->cGrid[SYNC_MATRIX][l_iCursorY][l_iCursorX] = POINT_TO_SYNC;

                /* Draw the block of the current user (the other blocks are draw by
                    another function) */
                if(p_structCommon->bMutexInitialized != TRUE) {pthread_mutex_lock(p_structCommon->pthreadMutex);}
				drawElement(l_iCursorX + p_structCommon->iOffsetX, l_iCursorY + p_structCommon->iOffsetY,
					p_structCommon->cGrid[TEXT_MATRIX][l_iCursorY][l_iCursorX],
					p_structCommon->iCurrentUserColor);
                if(p_structCommon->bMutexInitialized != TRUE) {pthread_mutex_unlock(p_structCommon->pthreadMutex);}

                /* Check neighborhood - If there is two contigous blocks of the player's
                   color that means there is maybee a loop */
                loopCompletion(l_iCursorX, l_iCursorY, p_structCommon->iCurrentUserColor, p_structCommon);

                /* Reset this player turn */
                p_structCommon->bMyTurnToPlay = FALSE;
                break;
			}

			default:
			{
				/* Else, do nothing */
				break;
			}
		}

		/* Check code, in order to forbid access to already reserved boxes */
		if((unsigned int)p_structCommon->cGrid[COLOR_MATRIX][l_iCursorY][l_iCursorX] != enumNoir)
		{
			/* So there is something here and it is not me */
			switch(l_iMovement)
			{
				case DIRECTION_UP:
				l_iCursorY++;
				break;
				case DIRECTION_DOWN:
				l_iCursorY--;
				break;
				case DIRECTION_LEFT:
				l_iCursorX++;
				break;
				case DIRECTION_RIGHT:
				l_iCursorX--;
				break;
				default:
				/* Who, error ! */
				perror("Unknown code");
				break;
			}

			/* If we go out of the screen by the upper or wester side put it in 0:0 and
			let the next block check if this block is empty or not */
			if(l_iCursorY >= p_structCommon->iSizeY || l_iCursorX >= p_structCommon->iSizeX)
			{
				l_iCursorX = 0;
				l_iCursorY = 0;
			}

			/* If with bad luck you go over the grid */
            l_iWatchdog = 0;
			while((unsigned int)p_structCommon->cGrid[COLOR_MATRIX][l_iCursorY][l_iCursorX] != enumNoir)
			{
				/* Find random coordinate with the simplest way */
				l_iCursorX = rand() % p_structCommon->iSizeX;
				l_iCursorY = rand() % p_structCommon->iSizeY;

                l_iWatchdog++;
                if(l_iWatchdog > (p_structCommon->iSizeX * p_structCommon->iSizeY) / 2)
                {
                    if(isTheGridFull(p_structCommon) == TRUE)
                    {
                        endOfTheGame(p_structCommon);
                        return;
                    }
                }
			}
		}
	}while((l_cKey != 'q') && (l_cKey != 'Q'));		/* until q/Q pressed */

    free(l_sTopText);

}
Esempio n. 4
0
int main(int argc, char* args[]) {

    bool temp[NUMBER_OF_BUTTON] = { false };
    bool quit = false;
    SDL_Event e;

    if (!init()) {
		printf("Failed to initialize!\n");
	} else {
		if (!loadMedia()) {
			printf("Failed to load media!\n");
		} else {
            loadStatsFile();

            musicVolumeControl();

			while (!quit) {
				while (SDL_PollEvent(&e) != 0) {
					if (e.type == SDL_QUIT) {
						quit = true;
					}
					if(e.type == SDL_KEYDOWN)
					{
					    if(e.key.keysym.sym == SDLK_BACKSPACE)
                        {
                            if(board.isStarted() && !endOfTheGame())
                            {
                                undo();
                            }
                        }
					}
					for (int i = 0; i < NUMBER_OF_BUTTON; ++i) {
                        if(lockButtons)
                        {
                            temp[2] = gButton[2].handleEvent(e);
                            temp[3] = gButton[3].handleEvent(e);
                        }
                        else
                        {
                            temp[i] = gButton[i].handleEvent(e);
                        }
					}
					for (int i = 0; i < NUMBER_OF_TILE * 4; i++) {
						choice = gTile[i].handleEvent(e, coordI, coordJ);
						if (choice == true) {
                            mark++;
							if (!board.pile[coordI][coordJ].empty()) {
                                takePair();
								break;
							} else {
								choice = false;
							}
						}
					}

                }

				logicButtons(temp);
				logicBoard();

                drowGame(board);
			}
		}
	}
	close();
	return 0;
}