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/***************************************************************************
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kbhorizontalstepstrategy.cpp
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----------
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Developers: (c) 2001 Kevin Krammer <kevin.krammer@gmx.at>
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***************************************************************************/
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/***************************************************************************
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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***************************************************************************/
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#include <krandomsequence.h>
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#include "kbhorizontalstepstrategy.h"
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KBHorizontalStepStrategy::KBHorizontalStepStrategy(KBStrategy *parent) : KBStrategy(parent)
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{
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m_child = 0;
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if(parent == 0) // only the master destroys ships
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{
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m_destroyer = new KBDestroyShipStrategy(this);
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m_destroying = false;
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}
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else
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{
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m_destroyer = 0;
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m_destroying = false;
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}
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}
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KBHorizontalStepStrategy::~KBHorizontalStepStrategy()
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{
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delete m_child;
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delete m_destroyer;
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}
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void KBHorizontalStepStrategy::init(KBattleField *field, const TQRect &field_rect)
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{
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KBStrategy::init(field, field_rect);
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KRandomSequence rand;
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m_column = (int) rand.getLong(m_fieldRect.width());
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m_row = (int) rand.getLong(m_fieldRect.height());
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m_start = TQPoint(m_column, m_row);
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m_passes = 0;
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if(m_destroyer != 0)
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m_destroyer->init(field, field_rect);
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}
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const TQPoint KBHorizontalStepStrategy::nextShot()
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{
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if(hasMoreShots())
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{
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if(m_destroying)
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return m_destroyer->nextShot();
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else if(m_passes == 0)
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return TQPoint(m_column, m_row);
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else if(m_parent == 0)
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return m_child->nextShot();
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}
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return m_start;
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}
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bool KBHorizontalStepStrategy::advance()
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{
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int col, row;
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col = m_column;
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row = m_row;
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while(enemyFieldStateAt(col, row) == KBStrategy::SHOT)
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{
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col += 2;
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if(col >= m_fieldRect.width())
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{
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col = m_column % 2;
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row = (row + 2) % m_fieldRect.height();
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}
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if(col == m_start.x() && row == m_start.y())
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{
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col = (col + 1) % m_fieldRect.width();
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row = (row + 1) % m_fieldRect.height();
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}
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}
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if(enemyFieldStateAt(col, row) != KBStrategy::SHOT)
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{
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m_column = col;
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m_row = row;
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return true;
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}
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return false;
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}
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void KBHorizontalStepStrategy::setStart(int col, int row)
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{
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m_start = TQPoint(col, row);
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m_column = col;
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m_row = row;
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}
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bool KBHorizontalStepStrategy::hasMoreShots()
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{
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if(m_parent != 0)
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{
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// Child Strategy
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if(m_passes == 0)
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{
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if(enemyFieldStateAt(m_column, m_row) != KBStrategy::SHOT)
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return true;
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else if(advance())
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return true;
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else
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{
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m_passes++;
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return false;
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}
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}
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else
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return false;
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}
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else
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{
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// Parent Strategy
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if((!m_destroying) && m_prevShots.count() > 0)
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{
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TQPoint pos = m_prevShots.last();
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int state = m_battleField->ownState(pos.x(), pos.y());
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if(state == KBattleField::HIT)
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{
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m_destroying = true;
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m_destroyer->destroyShipAt(pos);
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}
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}
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if(m_destroying)
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{
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if(m_destroyer->hasMoreShots())
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return true;
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else
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m_destroying = false;
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}
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}
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int x, y;
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switch(m_passes)
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{
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case 0:
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if(enemyFieldStateAt(m_column, m_row) != KBStrategy::SHOT || advance())
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return true;
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m_passes++;
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m_child = new KBHorizontalStepStrategy(this);
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m_child->init(m_battleField, m_fieldRect);
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x = (m_start.x() + 1) % m_fieldRect.width();
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y = (m_start.y() + 1) % m_fieldRect.height();
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m_child->setStart(x, y);
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case 1:
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if(m_child->hasMoreShots())
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return true;
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m_passes++;
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delete m_child;
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m_child = new KBHorizontalStepStrategy(this);
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m_child->init(m_battleField, m_fieldRect);
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x = (m_start.x() + 1) % m_fieldRect.width();
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y = m_start.y();
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m_child->setStart(x, y);
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case 2:
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if(m_child->hasMoreShots())
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return true;
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m_passes++;
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delete m_child;
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m_child = new KBHorizontalStepStrategy(this);
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m_child->init(m_battleField, m_fieldRect);
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x = (m_start.x() + 2) % m_fieldRect.width();
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y = (m_start.y() + 1) % m_fieldRect.height();
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m_child->setStart(x, y);
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case 3:
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if(m_child->hasMoreShots())
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return true;
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m_passes++;
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default:
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return false;
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}
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}
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void KBHorizontalStepStrategy::shotAt(const TQPoint &pos)
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{
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m_prevShots.append(pos);
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if(m_child != 0)
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m_child->shotAt(pos);
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}
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