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#include "game.h"
#include "gameoptions.h"
#include "timer.h"
#include "planets.h"
#include "players.h"
#include "universe.h"
#include "messages.h"
#include "timer.h"
#include "settings.h"
#include "canvas.h"
#include "selection.h"
#include "extensions.h"
using namespace std;
Game::Game(GameOptions &go)
: gameOptions(go), nextNumberOfPlanets(0), nextNumberOfComputerPlayers(0), timer(new Timer()),
players(0), universe(0), messages(0), selection(0)
{
int numberOfPlanets = gameOptions.getPlanets();
int numberOfComputerPlayers = gameOptions.getPlayers();
state = PLAYING;
quit = false;
timer->start();
// Initialize selection
x = Settings::getScreenWidth()/2;
y = Settings::getScreenHeight()/2;
xp = xn = yp = yn = 0;
universe = new Universe( numberOfPlanets );
players = new Players( universe );
universe->actionQueue->scheduleAction( 1000, new UpdatePlayersStatsAction( players) );
humanPlayer = new HumanPlayer( universe, 0xffffff, 1);
humanPlayer->setVisible(true);
universe->claim(0, humanPlayer, 1, 3);
players->push_back(humanPlayer);
bool vis = gameOptions.getEnemyVisibility();
int hueCounter = rand() % 360;
for (int i=0;i<numberOfComputerPlayers;i++)
{
Player *newPlayer = new ComputerPlayer( universe, HSVtoRGB( hueCounter, 0.9, 0.9 ), 2);
newPlayer->setVisible(vis);
universe->claim(0, newPlayer, 1, 3);
hueCounter = ( hueCounter + 360 / numberOfComputerPlayers ) % 360;
players->push_back(newPlayer);
}
NeutralPlayer *neutral = new NeutralPlayer(universe, 0x808080);
neutral->setVisible(vis);
universe->claimRemaining(0, neutral, 3, 2);
players->push_back(neutral);
messages = new Messages();
selection = new Selection();
}
Game::~Game()
{
delete players;
delete universe;
delete messages;
delete selection;
delete timer;
}
bool
Game::run(bool menuVisible)
{
if (quit)
return false;
// TODO: Find a way to live without the next line.
setPaused(menuVisible);
if (timer->isPaused())
return true;
moveCursor(xp - xn, yp - yn);
Uint32 time = getTime();
// update the universe
universe->update(time);
// let players update their states
players->update(this);
if( state == PLAYING )
{
if(checkLost()) {
setEnemyVisibility(true);
state = LOST;
MSGlost(this);
}
if( checkWin()) {
nextNumberOfPlanets = gameOptions.getPlanets() + 1;
nextNumberOfComputerPlayers = gameOptions.getPlayers() + 1;
if( nextNumberOfPlanets == 11 )
{
int d = nextNumberOfPlanets - nextNumberOfComputerPlayers;
if( d != 1 )
nextNumberOfPlanets = 10;
}
MSGwon(this, nextNumberOfPlanets, nextNumberOfComputerPlayers);
state = WON;
}
}
return true;
}
void
Game::handle(GameAction gameAction, int value)
{
if (timer->isPaused())
return;
switch (gameAction)
{
case GA_NEXT_ROUND:
if (!value) return;
if(state==WON)
{
quit = true;
}
gameOptions.setPlanets(nextNumberOfPlanets);
gameOptions.setPlayers(nextNumberOfComputerPlayers);
break;
case GA_RESTART_ROUND:
if (!value) return;
quit = true;
break;
case GA_SELECT_ALL:
if (value)
selectAllPlanets();
break;
case GA_TOGGLE_ENEMY_VISIBILITY:
if (value)
{
gameOptions.setEnemyVisibility(!gameOptions.getEnemyVisibility());
setEnemyVisibility(gameOptions.getEnemyVisibility());
}
break;
case GA_SELECTION:
if (value)
startSelection(x, y);
else
endSelection(x, y);
break;
case GA_SELECT_NEAREST_PLANET:
if (value)
selectNearestPlanet(x, y);
break;
case GA_MOVE_TO_NEAREST_PLANET:
if (value)
moveToNearestPlanet(x, y);
break;
case GA_FLEET_STRENGTH_UP:
if (value)
fleetStrengthUp();
break;
case GA_FLEET_STRENGTH_DOWN:
if (value)
fleetStrengthDown();
break;
case GA_SET_FLEET_STRENGTH_SINGLE:
if (value)
setFleetStrength(1);
break;
case GA_CURSOR_UP:
yn = value;
break;
case GA_CURSOR_DOWN:
yp = value;
break;
case GA_CURSOR_LEFT:
xn = value;
break;
case GA_CURSOR_RIGHT:
xp = value;
break;
default:
if (value
&& gameAction >= GA_SET_FLEET_STRENGTH_10
&& gameAction <= GA_SET_FLEET_STRENGTH_100)
{
setFleetStrength(10 * (1 + gameAction - GA_SET_FLEET_STRENGTH_10));
}
}
}
void
Game::moveCursor(int xrel, int yrel)
{
x += xrel;
y += yrel;
x = max(0, min(x, Settings::getScreenWidth()));
y = max(0, min(y, Settings::getScreenHeight()));
if (selection->isSelecting())
selection->update(x, y);
else
universe->highlightNearestPlanet(x, y);
}
bool
Game::checkWin()
{
bool allPlayersDead = true;
for( Players::iterator i = players->begin(); i != players->end(); i++ ) {
if( (*i)->getTeam() == 2 )
if( ((ComputerPlayer*)(*i))->getPoints() > 0 )
allPlayersDead = false;
}
return allPlayersDead;
}
bool
Game::checkLost()
{
return humanPlayer->getPoints() == 0;
}
void
Game::fleetStrengthUp()
{
int str = humanPlayer->getFleetStrength();
if (str == 1)
str = 10;
else if (str == 100)
str = 1;
else
str += 10;
setFleetStrength(str);
}
void
Game::fleetStrengthDown()
{
int str = humanPlayer->getFleetStrength();
if (str == 1)
str = 100;
else if (str == 10)
str = 1;
else
str -= 10;
setFleetStrength(str);
}
void
Game::setFleetStrength(int str)
{
humanPlayer->setFleetStrength(str);
stringstream s;
if (str == 1)
s << "Single ship mode";
else
{
s << "Fleet strength " << str << "%";
}
messages->setFleetStrengthMessage( Message(getTime(), s.str(), 0x808080) );
}
void
Game::setPaused(bool p)
{
if (p ^ timer->isPaused())
timer->pause();
}
void
Game::setEnemyVisibility(bool visible)
{
int humanTeam = humanPlayer->getTeam();
for( Players::iterator i = players->begin(); i != players->end(); i++ )
{
Player *p = *i;
if (p->getTeam() != humanTeam)
p->setVisible(visible);
}
stringstream s;
s << "Made enemies " << (visible ? "visible" : "invisible");
messages->addMessage(timer->getTime(), Message(getTime(), s.str(), 20000, 0x808080));
}
void
Game::selectAllPlanets()
{
humanPlayer->selectAllPlanets();
}
void
Game::selectNearestPlanet(int x, int y)
{
humanPlayer->selectNearestPlanet(x, y);
}
void
Game::moveToNearestPlanet(int x, int y)
{
humanPlayer->moveToNearestPlanet(getTime(), x, y);
}
void
Game::startSelection(int x, int y)
{
selection->start(x, y);
}
void
Game::updateSelection(int x, int y)
{
selection->update(x, y);
}
void
Game::endSelection(int x, int y)
{
selection->end();
if (selection->isEmpty())
humanPlayer->selectPlanetAt(x, y);
else
universe->planets->sourceSelect(selection, humanPlayer);
}
void
Game::addMessage(int offset, Message msg)
{
messages->addMessage( timer->getTime() + offset, msg);
}
Uint32
Game::getTime() const
{
return timer->getTime();
}
void
Game::render()
{
Uint32 time = getTime();
universe->renderBackground(time);
players->render();
humanPlayer->render();
selection->render();
universe->renderForeground(time);
messages->render(time);
Canvas::drawCursor(x, y);
}
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