treewars/game.cpp

378 lines
9.5 KiB
C++

#include "game.h"
#include "mathutils.h"
#include "drawutils.h"
#include "debug.h"
#include "itos.h"
#include <SDL.h>
Game::Game(stack<GameState*>* state_stack, SDL_Surface* display)
: GameState(state_stack, display)
{
background = NULL;
font = NULL;
attacker_icon = NULL;
defender_icon = NULL;
producer_icon = NULL;
}
Game::~Game()
{
if (background != NULL)
SDL_FreeSurface(background);
if (font != NULL)
TTF_CloseFont(font);
for (list<MenuButton*>::iterator cursor = buttons.begin();
cursor != buttons.end(); cursor++)
{
delete *cursor;
}
}
bool Game::init()
{
background = DrawUtils::load("background.bmp");
font = TTF_OpenFont("res/LiberationSans-Regular.ttf", 12);
attacker_icon = DrawUtils::load("attacker_icon.bmp");
defender_icon = DrawUtils::load("defender_icon.bmp");
producer_icon = DrawUtils::load("producer_icon.bmp");
if (background == NULL || font == NULL || attacker_icon == NULL ||
defender_icon == NULL || producer_icon == NULL)
{
debug("Game::init(): error: Couldn't load some resource(s)");
return false;
}
DrawUtils::transpare(attacker_icon);
DrawUtils::transpare(defender_icon);
DrawUtils::transpare(producer_icon);
int row1 = display->h - 95;
int row2 = display->h - 50;
int col1 = 155;
int col2 = 260;
int col3 = 365;
int col4 = 470;
int col5 = 575;
int col6 = 680;
buttons.push_back(new MenuButton("Move (m)", font, col1, row1,
BUTTON_MOVE));
buttons.push_back(new MenuButton("Build (b)", font, col1, row2,
BUTTON_BUILD));
buttons.push_back(new MenuButton("Attack (a)", font, col2, row1,
BUTTON_ATTACK));
buttons.push_back(new MenuButton("Attacker (t)", font, col3, row1,
BUTTON_BUILD_ATTACKER));
buttons.push_back(new MenuButton("Defender (d)", font, col3, row2,
BUTTON_BUILD_DEFENDER));
buttons.push_back(new MenuButton("Producer (p)", font, col4, row1,
BUTTON_BUILD_PRODUCER));
buttons.push_back(new MenuButton("End Turn (e)", font, col6, row2,
BUTTON_END_TURN));
return GameState::init();
}
void Game::render()
{
int range = data.get_range();
int range_colour = 0x888888;
switch(data.get_mode())
{
case MODE_BUILD:
range_colour = 0x0000ff;
break;
case MODE_MOVE:
range_colour = 0x00ff00;
break;
case MODE_ATTACK:
range_colour = 0xff0000;
break;
}
// Background image first
DrawUtils::draw(display, background, 0, 0);
// Now paint on the targeting circle
if (data.get_current_vertex(true) != NULL)
{
GameVertex* v = data.get_current_vertex();
DrawUtils::draw_circle_filled(display, v->x, v->y, range,
range_colour);
}
// First draw the edges, so that they don't obscure any data
list<Vertex*> vertices = data.get_vertices();
for (list<Vertex*>::iterator cursor = vertices.begin();
cursor != vertices.end(); cursor++)
{
Vertex* v = *cursor;
for (list<Vertex*>::iterator subcursor = v->neighbors.begin();
subcursor != v->neighbors.end(); subcursor++)
{
Vertex* v1 = *subcursor;
DrawUtils::draw_line(display, v->x, v->y, v1->x, v1->y, 2,
v->colour);
}
}
// highlight the selected vertex and write info about it
if (data.get_current_vertex() != NULL)
{
GameVertex* v = data.get_current_vertex();
DrawUtils::draw_circle(display, v->x, v->y, v->r + 5, 0x000000);
draw_stats(v);
}
// Draw each node
for (list<Vertex*>::iterator cursor = vertices.begin();
cursor != vertices.end(); cursor++)
{
GameVertex* v = dynamic_cast<GameVertex*>(*cursor);
draw_node(v);
}
// draw the rest of the bottom menu
// horizontal line across the whole thing
DrawUtils::draw_line(display, 0, display->h - 100,
display->w, display->h - 100, 2, 0x000000);
// vertical line to separate info pane from button pane
DrawUtils::draw_line(display, 150, display->h - 100, 150, display->h, 2,
0x000000);
{
for (list<MenuButton*>::iterator cursor = buttons.begin();
cursor != buttons.end(); cursor++)
{
MenuButton* button = *cursor;
if (!(button->get_action() & BUTTON_END_TURN) &&
(data.get_current_vertex() == NULL ||
data.get_current_vertex()->player != data.get_turn()))
continue;
if ((button->get_action() & (BUTTON_BUILD_ATTACKER |
BUTTON_BUILD_DEFENDER |
BUTTON_BUILD_PRODUCER)) &&
data.get_mode() != MODE_BUILD)
continue;
draw_button(button);
}
}
draw_player_info();
SDL_Flip(display);
}
void Game::draw_button(MenuButton* button)
{
int colour = 0x000000;
ButtonAction action = button->get_action();
Mode mode = data.get_mode();
VertexType build_type = data.get_build_type();
// fixme - there's really got to be a better way...
if ((action == BUTTON_BUILD && mode == MODE_BUILD) ||
(action == BUTTON_ATTACK && mode == MODE_ATTACK) ||
(action == BUTTON_MOVE && mode == MODE_MOVE) ||
(action == BUTTON_BUILD_ATTACKER && build_type == VERTEX_ATTACKER) ||
(action == BUTTON_BUILD_DEFENDER && build_type == VERTEX_DEFENDER) ||
(action == BUTTON_BUILD_PRODUCER && build_type == VERTEX_PRODUCER)
)
colour = 0x0000ff;
else if (button->is_at(cursor_x, cursor_y)) colour = 0xff0000;
button->draw(display, colour);
}
void Game::draw_node(GameVertex* v)
{
DrawUtils::draw_circle_filled(display, v->x, v->y, v->r,
v->colour);
DrawUtils::draw_text(display, itos(v->score), v->x, v->y, font,
0x00ff00, true, true);
switch (v->type)
{
case VERTEX_ATTACKER:
DrawUtils::draw(display, attacker_icon, v->x + 5, v-> y + 5);
break;
case VERTEX_DEFENDER:
DrawUtils::draw(display, defender_icon, v->x + 5, v-> y + 5);
break;
case VERTEX_PRODUCER:
DrawUtils::draw(display, producer_icon, v->x + 5, v-> y + 5);
break;
}
}
void Game::draw_player_info()
{
Player* player = data.get_turn();
DrawUtils::draw_text(display, player->get_name(), 680, display->h - 95,
font);
string temp = "Energy: ";
temp += itos(player->get_energy());
DrawUtils::draw_text(display, temp, 680, display->h - 80, font);
}
void Game::handle_button_press(ButtonAction action)
{
switch (action)
{
case BUTTON_BUILD:
data.set_mode(MODE_BUILD);
break;
case BUTTON_ATTACK:
data.set_mode(MODE_ATTACK);
break;
case BUTTON_MOVE:
data.set_mode(MODE_MOVE);
break;
case BUTTON_BUILD_ATTACKER:
data.set_build_type(VERTEX_ATTACKER);
break;
case BUTTON_BUILD_DEFENDER:
data.set_build_type(VERTEX_DEFENDER);
break;
case BUTTON_BUILD_PRODUCER:
data.set_build_type(VERTEX_PRODUCER);
break;
case BUTTON_END_TURN:
data.toggle_turn();
break;
}
}
void Game::draw_stats(GameVertex* v)
{
int line_num = 0;
int line_height = 14;
int x = 10;
int y = display->h - 95;
int adj_y = y;
DrawUtils::draw_text(display, "player:", x, adj_y, font);
DrawUtils::draw_text(display, v->player->get_name(), x + 50, adj_y, font);
line_num++;
adj_y = y + line_num * line_height;
DrawUtils::draw_text(display, "type:", x, adj_y, font);
string type;
switch(v->type)
{
case VERTEX_ATTACKER:
type = "attacker";
break;
case VERTEX_DEFENDER:
type = "defender";
break;
case VERTEX_PRODUCER:
type = "producer";
break;
}
DrawUtils::draw_text(display, type, x + 50, adj_y, font);
line_num++;
adj_y = y + line_num * line_height;
DrawUtils::draw_text(display, "atk:", x, adj_y, font);
DrawUtils::draw_text(display, itos(v->calculate_attack()),
x + 50, adj_y, font);
line_num++;
adj_y = y + line_num * line_height;
DrawUtils::draw_text(display, "armor:", x, adj_y, font);
DrawUtils::draw_text(display, itos(v->calculate_armor()),
x + 50, adj_y, font);
line_num++;
adj_y = y + line_num * line_height;
DrawUtils::draw_text(display, "hp:", x, adj_y, font);
DrawUtils::draw_text(display, itos(v->score), x + 50, adj_y, font);
if (v->type == VERTEX_PRODUCER)
{
line_num++;
adj_y = y + line_num * line_height;
DrawUtils::draw_text(display, "energy:", x, adj_y, font);
DrawUtils::draw_text(display, "25", x + 50, adj_y, font);
}
}
void Game::on_lbutton_down(int x, int y)
{
for (list<MenuButton*>::iterator cursor = buttons.begin();
cursor != buttons.end(); cursor++)
{
MenuButton* button = *cursor;
if (button->is_at(x, y)) handle_button_press(button->get_action());
}
if (y > display->h - 110) return;
if (!data.endgame()) data.handle_click(x, y);
}
void Game::on_rbutton_down(int mX, int mY)
{
data.clear_current_vertex();
}
void Game::on_key_down(SDLKey sym, SDLMod mod, Uint16 unicode)
{
if (sym == SDLK_q && mod & KMOD_CTRL) throw StateExit();
else if (sym == SDLK_a) data.set_mode(MODE_ATTACK);
else if (sym == SDLK_m) data.set_mode(MODE_MOVE);
else if (sym == SDLK_b) data.set_mode(MODE_BUILD);
else if (sym == SDLK_d) data.set_build_type(VERTEX_DEFENDER);
else if (sym == SDLK_p) data.set_build_type(VERTEX_PRODUCER);
else if (sym == SDLK_t) data.set_build_type(VERTEX_ATTACKER);
else if (sym == SDLK_s || sym == SDLK_ESCAPE) data.set_mode(MODE_SELECT);
else if (sym == SDLK_e) data.toggle_turn();
#ifdef DEBUG
if (sym == SDLK_d && mod & (KMOD_ALT | KMOD_CTRL)) print_debug_info();
#endif
}
void Game::on_mouse_move(int mX, int mY, int relX, int relY, bool left, bool right, bool middle)
{
cursor_x = mX;
cursor_y = mY;
}
#ifdef DEBUG
void Game::print_debug_info()
{
fprintf(stderr, "Mode: %d\n", data.get_mode());
fprintf(stderr, "Turn: %s\n", data.get_turn()->get_name().c_str());
}
#endif