You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
tdegames/konquest/gamecore.h

335 lines
7.5 KiB

#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
{
Q_OBJECT
TQ_OBJECT
private:
Planet( TQString planetName, Sector &newParentSector,
Player *initialOwner, int newProd,
double newKillP, double newMorale );
public:
virtual ~Planet();
static Planet *createPlayerPlanet( Sector &tqparentSector,
Player *initialOwner, TQString planetName );
static Planet *createNeutralPlanet( Sector &tqparentSector,
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 &tqparentSector;
DefenseFleet homeFleet;
double killPercentage;
double morale;
int productionRate;
};
//***************************************************************
// class Sector
//***************************************************************
class Sector : public TQObject
{
Q_OBJECT
TQ_OBJECT
public:
// constructors
Sector();
Sector( Map *tqparentMap, 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 *tqparentMap;
int x, y;
};
//*****************************************************************
// class Map
//*****************************************************************
class Map : public TQObject
{
Q_OBJECT
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_