78 lines
1.9 KiB
C++
78 lines
1.9 KiB
C++
/* This takes the general graph code and does stuff specific to the game
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* with it. It stores the current turn, selected vertex and other useful
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* information
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*/
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#ifndef _GAMEDATA_H_
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#define _GAMEDATA_H_
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#include "graph.h"
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#include "player.h"
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enum Mode {MODE_MOVE=0x1, MODE_ATTACK=0x2, MODE_BUILD=0x4, MODE_SELECT=0x8};
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enum VertexType {VERTEX_NONE=0x1, VERTEX_ATTACKER=0x2, VERTEX_DEFENDER=0x4,
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VERTEX_PRODUCER=0x8};
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class GameVertex : public Vertex
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{
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public:
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GameVertex(int x, int y, int z, int r, int colour = 0, int score = 0,
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VertexType type = VERTEX_NONE, Player* player = NULL);
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VertexType type;
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Player* player;
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};
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class GameData : public Graph
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{
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public:
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GameData();
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~GameData();
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Vertex* get_current_vertex(bool only_mine = false) const;
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void clear_current_vertex();
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void toggle_turn();
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// select or add vertex, as appropriate
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void handle_click(int x, int y);
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bool select_vertex(int x, int y);
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void attack_vertex(Vertex* target);
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bool add_vertex(int x, int y, int z, int r, int colour);
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Mode get_mode() const { return mode; }
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void set_mode(Mode m);
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VertexType get_build_type() const { return build_type; }
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void set_build_type(VertexType type) { build_type = type; }
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// returns the move/attack range for the specified node
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// (or the selected node if node == NULL)
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int get_range(Vertex* node = NULL);
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// check for (and set, if needed) winner
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bool endgame();
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Player* get_turn() const { return turn; }
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float calculate_strength(Vertex* node);
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float calculate_armor(Vertex* node);
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private:
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float calculate_strength_r(Vertex* node, unsigned int depth, list<Vertex*>& visited);
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Vertex* current;
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Player player1, player2;
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Player* turn;
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Mode mode;
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VertexType build_type;
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static int PLAYER1_COLOUR;
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static int PLAYER2_COLOUR;
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static int BASE_BUILD_RADIUS;
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static int NODE_RADIUS;
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};
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#endif
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