2011-06-28 02:07:52 +00:00
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#include "game.h"
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#include "mathutils.h"
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2011-06-28 02:35:52 +00:00
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#include "drawutils.h"
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2011-06-28 02:07:52 +00:00
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#include "debug.h"
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2011-07-01 17:15:30 +00:00
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#include "itos.h"
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2011-06-28 02:07:52 +00:00
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#include <SDL.h>
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2011-06-28 02:35:52 +00:00
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2011-06-30 21:21:46 +00:00
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Game::Game(stack<GameState*>* state_stack, SDL_Surface* display)
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: GameState(state_stack, display)
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2011-06-28 02:35:52 +00:00
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{
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background = NULL;
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2011-07-01 17:15:30 +00:00
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font = NULL;
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2011-06-28 02:35:52 +00:00
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}
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2011-06-28 02:07:52 +00:00
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Game::~Game()
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{
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2011-06-29 01:44:28 +00:00
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if (background != NULL)
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SDL_FreeSurface(background);
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2011-07-01 17:15:30 +00:00
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if (font != NULL)
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TTF_CloseFont(font);
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2011-06-28 02:07:52 +00:00
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}
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bool Game::init()
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{
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2011-06-28 02:35:52 +00:00
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background = DrawUtils::load("background.bmp");
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if (background == NULL)
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{
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2011-06-29 02:14:55 +00:00
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debug("Game::init(): error: Couldn't load background image");
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2011-06-28 02:35:52 +00:00
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return false;
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}
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2011-07-01 17:15:30 +00:00
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font = TTF_OpenFont("LiberationSans-Regular.ttf", 12);
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if (font == NULL)
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{
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debug("Game::init(): error: Couldn't load font");
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return false;
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}
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2011-07-01 15:40:38 +00:00
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return GameState::init();
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2011-06-28 02:35:52 +00:00
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}
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void Game::render()
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{
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int range = data.get_range();
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int range_colour = 0x888888;
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switch(data.get_mode())
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{
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2011-07-01 18:10:45 +00:00
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case MODE_BUILD:
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2011-06-28 02:35:52 +00:00
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range_colour = 0x0000ff;
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break;
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2011-07-01 18:10:45 +00:00
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case MODE_MOVE:
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range_colour = 0x00ff00;
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break;
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2011-06-28 02:35:52 +00:00
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case MODE_ATTACK:
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range_colour = 0xff0000;
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break;
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}
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// Background image first
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DrawUtils::draw(display, background, 0, 0);
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list<Vertex*> vertices = data.get_vertices();
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// Now paint on the targeting circle
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2011-07-01 18:10:45 +00:00
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if (data.get_current_vertex(true) != NULL)
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2011-06-28 02:35:52 +00:00
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{
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Vertex* v = data.get_current_vertex();
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DrawUtils::draw_circle_filled(display, v->x, v->y, range,
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range_colour);
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}
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// Now paint each vertex, and any edges that it needs
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for (list<Vertex*>::iterator cursor = vertices.begin();
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cursor != vertices.end(); cursor++)
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{
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Vertex* v = *cursor;
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DrawUtils::draw_circle_filled(display, v->x, v->y, v->r,
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v->colour);
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2011-07-01 17:15:30 +00:00
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2011-06-28 02:35:52 +00:00
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for (list<Vertex*>::iterator subcursor = v->neighbors.begin();
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subcursor != v->neighbors.end(); subcursor++)
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{
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Vertex* v1 = *subcursor;
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DrawUtils::draw_line(display, v->x, v->y, v1->x, v1->y, 2,
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v->colour);
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}
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}
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2011-07-02 02:23:16 +00:00
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// Add hit points on top of the nodes
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for (list<Vertex*>::iterator cursor = vertices.begin();
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cursor != vertices.end(); cursor++)
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{
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Vertex* v = *cursor;
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DrawUtils::draw_text(display, itos(v->score), v->x, v->y, font,
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0x00ff00, true, true);
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}
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2011-07-01 22:04:15 +00:00
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// Finally, ring the selected vertex and write info about it
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2011-07-01 21:44:43 +00:00
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if (data.get_current_vertex() != NULL)
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{
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Vertex* v = data.get_current_vertex();
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DrawUtils::draw_circle(display, v->x, v->y, v->r + 5, 0x000000);
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2011-07-01 22:04:15 +00:00
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draw_stats(v);
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2011-07-01 21:44:43 +00:00
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}
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2011-06-28 02:35:52 +00:00
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SDL_Flip(display);
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2011-06-28 02:07:52 +00:00
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}
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2011-07-01 22:04:15 +00:00
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void Game::draw_stats(Vertex* v)
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{
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int num_lines = 4;
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int x = 20;
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int y = display->h - (num_lines * 14) - 20;
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DrawUtils::draw_text(display, "player:", x, y, font);
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DrawUtils::draw_text(display, "str:", x, y + 14, font);
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DrawUtils::draw_text(display, itos(data.calculate_strength(v)),
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x + 50, y + 14, font);
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2011-07-02 00:00:19 +00:00
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DrawUtils::draw_text(display, "armor:", x, y + 28, font);
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DrawUtils::draw_text(display, itos(data.calculate_armor(v)),
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2011-07-01 22:04:15 +00:00
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x + 50, y + 28, font);
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DrawUtils::draw_text(display, "hp:", x, y + 42, font);
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DrawUtils::draw_text(display, itos(v->score), x + 50, y + 42, font);
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}
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2011-06-28 02:07:52 +00:00
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void Game::on_lbutton_down(int x, int y)
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{
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2011-07-01 18:10:45 +00:00
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if (!data.endgame()) data.handle_click(x, y);
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2011-06-28 02:07:52 +00:00
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}
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void Game::on_rbutton_down(int mX, int mY)
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{
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data.clear_current_vertex();
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}
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void Game::on_key_down(SDLKey sym, SDLMod mod, Uint16 unicode)
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{
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if (sym == SDLK_q && mod & KMOD_CTRL) throw StateExit();
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2011-07-02 00:00:19 +00:00
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else if (sym == SDLK_a) data.set_mode(MODE_ATTACK);
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else if (sym == SDLK_m) data.set_mode(MODE_MOVE);
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else if (sym == SDLK_b) data.set_mode(MODE_BUILD);
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else if (sym == SDLK_s || sym == SDLK_ESCAPE) data.set_mode(MODE_SELECT);
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#ifdef DEBUG
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if (sym == SDLK_d && mod & (KMOD_ALT | KMOD_CTRL)) print_debug_info();
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#endif
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}
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#ifdef DEBUG
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void Game::print_debug_info()
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{
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fprintf(stderr, "Mode: %d\n", data.get_mode());
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fprintf(stderr, "Turn: %s\n", data.get_turn()->get_name().c_str());
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2011-06-28 02:07:52 +00:00
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}
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2011-07-02 00:00:19 +00:00
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#endif
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