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tdegames/konquest/gameboard.h

121 lines
3.1 KiB

#ifndef _GAMEBOARD_H_
#define _GAMEBOARD_H_
#include <tqwidget.h>
#include "planet_info.h"
#include "map_widget.h"
//************************************************************************
// forward declarations
//************************************************************************
class TQSlider;
class TQLabel;
class TQListBox;
class TQPushButton;
class TQLineEdit;
class TQTextEdit;
enum GameState { NONE, SOURCE_PLANET, DEST_PLANET, SHIP_COUNT, RULER_SOURCE, RULER_DEST, AI_PLAYER };
//************************************************************************
// GameBoard Widget
//************************************************************************
class GameBoard : public TQWidget
{
Q_OBJECT
TQ_OBJECT
public:
GameBoard( TQWidget *parent );
virtual ~GameBoard();
bool isGameInProgress(void) const { return gameInProgress; }
// virtual TQSize tqsizeHint() const;
protected slots:
void startNewGame();
void shutdownGame();
void planetSelected( Planet * );
void newShipCount();
void nextPlayer();
//***************************************************************
// Toolbar items
//***************************************************************
void measureDistance();
void showScores();
void showFleets();
signals:
void newGameState( GameState newState );
//***************************************************************
// Event Handlers
//***************************************************************
protected:
virtual void keyPressEvent( TQKeyEvent * );
private:
void turn();
void nextTurn();
void gameOver();
void resolveShipsInFlight();
void sendAttackFleet( Planet *source, Planet *dest, int ships );
void doFleetArrival( AttackFleet *arrivingFleet );
void scanForSurvivors();
void gameMsg(const TQString &msg, Player *player = 0, Planet *planet = 0, Player *planetPlayer = 0);
void changeGameBoard( bool inPlay );
void cleanupGame();
Player *findWinner();
TQString playerString(Player *player = 0);
//***************************************************************
// Game State information
//***************************************************************
bool gameInProgress;
GameState gameState;
PlayerListIterator *currentPlayer;
//***************************************************************
// Display Widgets
//***************************************************************
ConquestMap *mapWidget;
PlanetInfo *planetInfo;
TQLabel *gameMessage;
TQLabel *turnCounter;
TQPushButton *endTurn;
TQLineEdit *shipCountEdit;
TQLabel *splashScreen;
TQTextEdit *msgWidget;
//***************************************************************
// Game objects
//***************************************************************
int turnNumber;
int lastTurn;
PlayerList players;
PlanetList planets;
Player *neutralPlayer;
Map *map;
bool haveSourcePlanet;
Planet *sourcePlanet;
bool haveDestPlanet;
Planet *destPlanet;
bool haveShipCount;
int shipCount;
};
#endif