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authortoma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da>2009-11-25 17:56:58 +0000
committertoma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da>2009-11-25 17:56:58 +0000
commitc90c389a8a8d9d8661e9772ec4144c5cf2039f23 (patch)
tree6d8391395bce9eaea4ad78958617edb20c6a7573 /konquest/gamecore.h
downloadtdegames-c90c389a8a8d9d8661e9772ec4144c5cf2039f23.tar.gz
tdegames-c90c389a8a8d9d8661e9772ec4144c5cf2039f23.zip
Copy the KDE 3.5 branch to branches/trinity for new KDE 3.5 features.
BUG:215923 git-svn-id: svn://anonsvn.kde.org/home/kde/branches/trinity/kdegames@1054174 283d02a7-25f6-0310-bc7c-ecb5cbfe19da
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+#ifndef _GAMECORE_H_
+#define _GAMECORE_H_
+
+#include <krandomsequence.h>
+
+#include <qobject.h>
+#include <qstring.h>
+#include <qcolor.h>
+#include <qptrlist.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 QObject
+{
+
+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 QObject
+{
+
+public:
+ Player( QString newName, QColor color, int number, bool isAi );
+ virtual ~Player();
+
+ enum { NEUTRAL_PLAYER_NUMBER = -1 };
+
+public:
+ QString &getName();
+ QString getColoredName();
+ QColor &getColor();
+ bool isNeutral();
+ QPtrList<AttackFleet> &getAttackList();
+
+ // factory functions
+ static Player *createPlayer( QString newName, QColor 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:
+ QString name;
+ QColor color;
+ int playerNum;
+ bool inPlay;
+ bool aiPlayer;
+
+ QPtrList<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 QObject
+{
+ Q_OBJECT
+
+private:
+
+ Planet( QString planetName, Sector &newParentSector,
+ Player *initialOwner, int newProd,
+ double newKillP, double newMorale );
+
+public:
+ virtual ~Planet();
+
+ static Planet *createPlayerPlanet( Sector &parentSector,
+ Player *initialOwner, QString planetName );
+ static Planet *createNeutralPlanet( Sector &parentSector,
+ Player *initialOwner, QString planetName );
+
+ Sector &getSector() const;
+ Player *getPlayer() const;
+ const QString &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:
+ QString name;
+ Player *owner;
+ Sector &parentSector;
+ DefenseFleet homeFleet;
+
+ double killPercentage;
+ double morale;
+ int productionRate;
+};
+
+//***************************************************************
+// class Sector
+//***************************************************************
+
+class Sector : public QObject
+{
+ Q_OBJECT
+
+public:
+
+ // constructors
+ Sector();
+ Sector( Map *parentMap, 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 *parentMap;
+ int x, y;
+
+};
+
+//*****************************************************************
+// class Map
+//*****************************************************************
+
+class Map : public QObject
+{
+ Q_OBJECT
+
+public:
+ Map();
+ virtual ~Map();
+
+ const int getRows() const;
+ const int getColumns() const;
+
+ void populateMap( QPtrList<Player> &players, Player *neutral,
+ int numNeutralPlanets, QPtrList<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 QPoint Coordinate; // Gotta start using this instead of int x,y crap
+typedef QPtrList<AttackFleet> AttackFleetList;
+typedef QPtrListIterator<AttackFleet> AttackFleetListIterator;
+typedef QPtrList<Player> PlayerList;
+typedef QPtrList<Planet> PlanetList;
+typedef QPtrListIterator<Player> PlayerListIterator;
+typedef QPtrListIterator<Planet> PlanetListIterator;
+
+#endif // _GAMECORE_H_
+
+