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103 lines
2.6 KiB
103 lines
2.6 KiB
15 years ago
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/***************************************************************************
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kbrandomshotstrategy.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 "kbrandomshotstrategy.h"
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KBRandomShotStrategy::KBRandomShotStrategy(KBStrategy *parent) : KBStrategy(parent)
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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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KBRandomShotStrategy::~KBRandomShotStrategy()
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{
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delete m_destroyer;
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}
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void KBRandomShotStrategy::init(KBattleField *field, const QRect &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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if(m_destroyer != 0)
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m_destroyer->init(field, field_rect);
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}
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const QPoint KBRandomShotStrategy::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(advance())
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return QPoint(m_column, m_row);
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}
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return QPoint(0, 0);
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}
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bool KBRandomShotStrategy::advance()
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{
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while(enemyFieldStateAt(m_column, m_row) == KBStrategy::SHOT)
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{
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m_column = m_randomSeq.getLong(m_fieldRect.width());
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m_row = m_randomSeq.getLong(m_fieldRect.height());
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}
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return true;
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}
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bool KBRandomShotStrategy::hasMoreShots()
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{
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if(m_parent == 0)
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{
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if((!m_destroying) && m_prevShots.count() > 0)
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{
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QPoint 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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for(int row = 0; row < m_fieldRect.height(); row++)
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{
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for(int col = 0; col < m_fieldRect.width(); col++)
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{
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if(enemyFieldStateAt(col, row) != KBStrategy::SHOT)
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return true;
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}
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}
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return false;
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}
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void KBRandomShotStrategy::shotAt(const QPoint &pos)
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{
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m_prevShots.append(pos);
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}
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