|
|
|
#ifndef _GAMECORE_H_
|
|
|
|
#define _GAMECORE_H_
|
|
|
|
|
|
|
|
#include <krandomsequence.h>
|
|
|
|
|
|
|
|
#include <tqobject.h>
|
|
|
|
#include <tqstring.h>
|
|
|
|
#include <tqcolor.h>
|
|
|
|
#include <tqptrlist.h>
|
|
|
|
|
|
|
|
// Board Size Constants
|
|
|
|
#define BOARD_ROWS 16
|
|
|
|
#define BOARD_COLS 16
|
|
|
|
|
|
|
|
// Maximum Number of Players
|
|
|
|
#define MAX_PLAYERS 10
|
|
|
|
|
|
|
|
|
|
|
|
//**********************************************************
|
|
|
|
// Forward declarations for classes in this file
|
|
|
|
//**********************************************************
|
|
|
|
class Player;
|
|
|
|
class Planet;
|
|
|
|
class Sector;
|
|
|
|
class Map;
|
|
|
|
class Fleet;
|
|
|
|
|
|
|
|
|
|
|
|
//**********************************************************
|
|
|
|
// Core Logic routines
|
|
|
|
//**********************************************************
|
|
|
|
|
|
|
|
class CoreLogic
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
CoreLogic();
|
|
|
|
|
|
|
|
void generatePlanetCoordinates( int &x, int &y );
|
|
|
|
double generateKillPercentage();
|
|
|
|
int generatePlanetProduction();
|
|
|
|
double generateMorale();
|
|
|
|
|
|
|
|
double distance( Planet *p1, Planet *p2 );
|
|
|
|
|
|
|
|
double roll();
|
|
|
|
|
|
|
|
private:
|
|
|
|
KRandomSequence random;
|
|
|
|
static bool class_init;
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
//**********************************************************
|
|
|
|
// class Fleet
|
|
|
|
// \--- class AttackFleet
|
|
|
|
// \--- class DefenseFleet
|
|
|
|
//**********************************************************
|
|
|
|
|
|
|
|
class Fleet : public TQObject
|
|
|
|
{
|
|
|
|
|
|
|
|
public:
|
|
|
|
|
|
|
|
Fleet( int initialShipCount );
|
|
|
|
virtual ~Fleet() {}
|
|
|
|
|
|
|
|
int getShipCount();
|
|
|
|
void removeShips( int lostShips );
|
|
|
|
|
|
|
|
protected:
|
|
|
|
int shipCount;
|
|
|
|
};
|
|
|
|
|
|
|
|
class AttackFleet : public Fleet
|
|
|
|
{
|
|
|
|
|
|
|
|
public:
|
|
|
|
AttackFleet( Planet *source, Planet *dest, int initialCount, double arrivalTurn );
|
|
|
|
|
|
|
|
Player *owner;
|
|
|
|
Planet *destination;
|
|
|
|
double arrivalTurn;
|
|
|
|
double killPercentage;
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
class DefenseFleet : public Fleet
|
|
|
|
{
|
|
|
|
|
|
|
|
public:
|
|
|
|
DefenseFleet( Planet *newHome, int initialCount );
|
|
|
|
|
|
|
|
void absorb( AttackFleet *fleet );
|
|
|
|
void become( AttackFleet *fleet );
|
|
|
|
|
|
|
|
void addShips( int newShips );
|
|
|
|
|
|
|
|
AttackFleet *spawnAttackFleet( Planet *destination, int shipCount, double arrivalTurn );
|
|
|
|
|
|
|
|
Planet *home;
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
//**************************************************************
|
|
|
|
// class Player
|
|
|
|
//**************************************************************
|
|
|
|
|
|
|
|
class Player : public TQObject
|
|
|
|
{
|
|
|
|
|
|
|
|
public:
|
|
|
|
Player( TQString newName, TQColor color, int number, bool isAi );
|
|
|
|
virtual ~Player();
|
|
|
|
|
|
|
|
enum { NEUTRAL_PLAYER_NUMBER = -1 };
|
|
|
|
|
|
|
|
public:
|
|
|
|
TQString &getName();
|
|
|
|
TQString getColoredName();
|
|
|
|
TQColor &getColor();
|
|
|
|
bool isNeutral();
|
|
|
|
TQPtrList<AttackFleet> &getAttackList();
|
|
|
|
|
|
|
|
// factory functions
|
|
|
|
static Player *createPlayer( TQString newName, TQColor newColor, int playerNum, bool isAi );
|
|
|
|
static Player *createNeutralPlayer();
|
|
|
|
|
|
|
|
bool NewAttack( Planet *sourcePlanet, Planet *destPlanet, int shipCount, int departureTurn );
|
|
|
|
|
|
|
|
bool operator==( const Player &otherPlayer ) const;
|
|
|
|
|
|
|
|
bool isInPlay();
|
|
|
|
void setInPlay( bool );
|
|
|
|
|
|
|
|
private:
|
|
|
|
TQString name;
|
|
|
|
TQColor color;
|
|
|
|
int playerNum;
|
|
|
|
bool inPlay;
|
|
|
|
bool aiPlayer;
|
|
|
|
|
|
|
|
TQPtrList<AttackFleet> attackList;
|
|
|
|
|
|
|
|
// statistics counters
|
|
|
|
int shipsBuilt;
|
|
|
|
int planetsConquered;
|
|
|
|
int fleetsLaunched;
|
|
|
|
int enemyFleetsDestroyed;
|
|
|
|
int enemyShipsDestroyed;
|
|
|
|
|
|
|
|
public:
|
|
|
|
void statShipsBuilt( int );
|
|
|
|
void statPlanetsConquered( int );
|
|
|
|
void statFleetsLaunched( int );
|
|
|
|
void statEnemyFleetsDestroyed( int );
|
|
|
|
void statEnemyShipsDestroyed( int );
|
|
|
|
|
|
|
|
int getShipsBuilt() { return shipsBuilt; }
|
|
|
|
int getPlanetsConquered() { return planetsConquered; }
|
|
|
|
int getFleetsLaunched() { return fleetsLaunched; }
|
|
|
|
int getEnemyFleetsDestroyed() { return enemyFleetsDestroyed; }
|
|
|
|
int getEnemyShipsDestroyed() { return enemyShipsDestroyed; }
|
|
|
|
bool isAiPlayer();
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
//**************************************************************
|
|
|
|
// class Planet
|
|
|
|
//**************************************************************
|
|
|
|
|
|
|
|
class Planet : public TQObject
|
|
|
|
{
|
|
|
|
TQ_OBJECT
|
|
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
|
|
|
Planet( TQString planetName, Sector &newParentSector,
|
|
|
|
Player *initialOwner, int newProd,
|
|
|
|
double newKillP, double newMorale );
|
|
|
|
|
|
|
|
public:
|
|
|
|
virtual ~Planet();
|
|
|
|
|
|
|
|
static Planet *createPlayerPlanet( Sector &parentSector,
|
|
|
|
Player *initialOwner, TQString planetName );
|
|
|
|
static Planet *createNeutralPlanet( Sector &parentSector,
|
|
|
|
Player *initialOwner, TQString planetName );
|
|
|
|
|
|
|
|
Sector &getSector() const;
|
|
|
|
Player *getPlayer() const;
|
|
|
|
const TQString &getName() const;
|
|
|
|
DefenseFleet &getFleet();
|
|
|
|
|
|
|
|
double getKillPercentage();
|
|
|
|
void setKillPercentage( double newValue );
|
|
|
|
double getMorale();
|
|
|
|
void setMorale( double );
|
|
|
|
int getProduction();
|
|
|
|
void setProduction( int );
|
|
|
|
|
|
|
|
void select();
|
|
|
|
void conquer( AttackFleet *conqueringFleet );
|
|
|
|
void coup( Player *luckyPlayer );
|
|
|
|
void turn();
|
|
|
|
|
|
|
|
signals:
|
|
|
|
void update();
|
|
|
|
void selected();
|
|
|
|
|
|
|
|
private:
|
|
|
|
TQString name;
|
|
|
|
Player *owner;
|
|
|
|
Sector &parentSector;
|
|
|
|
DefenseFleet homeFleet;
|
|
|
|
|
|
|
|
double killPercentage;
|
|
|
|
double morale;
|
|
|
|
int productionRate;
|
|
|
|
};
|
|
|
|
|
|
|
|
//***************************************************************
|
|
|
|
// class Sector
|
|
|
|
//***************************************************************
|
|
|
|
|
|
|
|
class Sector : public TQObject
|
|
|
|
{
|
|
|
|
TQ_OBJECT
|
|
|
|
|
|
|
|
|
|
|
|
public:
|
|
|
|
|
|
|
|
// constructors
|
|
|
|
Sector();
|
|
|
|
Sector( Map *parentMap, int xpos, int ypos );
|
|
|
|
Sector( const Sector & );
|
|
|
|
|
|
|
|
// assignment operator (makes initialization easy)
|
|
|
|
Sector &operator=( const Sector & );
|
|
|
|
|
|
|
|
bool hasPlanet() const;
|
|
|
|
void setPlanet( Planet *newPlanet );
|
|
|
|
Planet *getPlanet();
|
|
|
|
void removePlanet();
|
|
|
|
|
|
|
|
void select();
|
|
|
|
|
|
|
|
int getRow();
|
|
|
|
int getColumn();
|
|
|
|
|
|
|
|
signals:
|
|
|
|
void update();
|
|
|
|
void selected();
|
|
|
|
|
|
|
|
protected slots:
|
|
|
|
void childPlanetUpdate( );
|
|
|
|
|
|
|
|
|
|
|
|
protected:
|
|
|
|
Planet *planet; // a sector has 0 or 1 planets
|
|
|
|
Map *parentMap;
|
|
|
|
int x, y;
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
//*****************************************************************
|
|
|
|
// class Map
|
|
|
|
//*****************************************************************
|
|
|
|
|
|
|
|
class Map : public TQObject
|
|
|
|
{
|
|
|
|
TQ_OBJECT
|
|
|
|
|
|
|
|
|
|
|
|
public:
|
|
|
|
Map();
|
|
|
|
virtual ~Map();
|
|
|
|
|
|
|
|
const int getRows() const;
|
|
|
|
const int getColumns() const;
|
|
|
|
|
|
|
|
void populateMap( TQPtrList<Player> &players, Player *neutral,
|
|
|
|
int numNeutralPlanets, TQPtrList<Planet> &thePlanets );
|
|
|
|
void clearMap();
|
|
|
|
|
|
|
|
bool selectedSector( int &x, int &y ) const;
|
|
|
|
void setSelectedSector( int x, int y );
|
|
|
|
void setSelectedSector( const Planet & );
|
|
|
|
void setSelectedSector();
|
|
|
|
|
|
|
|
Sector &getSector( int x, int y );
|
|
|
|
|
|
|
|
protected slots:
|
|
|
|
void childSectorUpdate();
|
|
|
|
|
|
|
|
signals:
|
|
|
|
void update();
|
|
|
|
|
|
|
|
protected:
|
|
|
|
void Freeze();
|
|
|
|
void Thaw();
|
|
|
|
bool freezeUpdates;
|
|
|
|
|
|
|
|
private:
|
|
|
|
Sector &findRandomFreeSector();
|
|
|
|
|
|
|
|
protected:
|
|
|
|
Sector grid[BOARD_ROWS][BOARD_COLS]; // a map is a 2-D array of sectors;
|
|
|
|
const int rows; // size of grid in sectors
|
|
|
|
const int columns;
|
|
|
|
|
|
|
|
// This is used to implement a selected sector,
|
|
|
|
// one who's boarder flashes.
|
|
|
|
bool hasSelectedSector;
|
|
|
|
int sel_x, sel_y;
|
|
|
|
};
|
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------
|
|
|
|
// Typedefs
|
|
|
|
//---------------------------------------------------------------------------------
|
|
|
|
typedef TQPoint Coordinate; // Gotta start using this instead of int x,y crap
|
|
|
|
typedef TQPtrList<AttackFleet> AttackFleetList;
|
|
|
|
typedef TQPtrListIterator<AttackFleet> AttackFleetListIterator;
|
|
|
|
typedef TQPtrList<Player> PlayerList;
|
|
|
|
typedef TQPtrList<Planet> PlanetList;
|
|
|
|
typedef TQPtrListIterator<Player> PlayerListIterator;
|
|
|
|
typedef TQPtrListIterator<Planet> PlanetListIterator;
|
|
|
|
|
|
|
|
#endif // _GAMECORE_H_
|
|
|
|
|
|
|
|
|