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