Bob/src/Bob.cpp
Tim Schubert 230408e2fc Added surrendering.
Fixed an issue concerning the box of the UpgradeBox.
2016-01-30 03:58:53 +01:00

397 lines
No EOL
12 KiB
C++

#include "Bob.hpp"
void Game::handle_event(SDL_Event *event)
{
static SDL_Point window_size;
std::string input;
std::ostringstream prompt;
switch (event->type)
{
case (SDL_QUIT):
quit = true;
break; // ignore input
case SDL_WINDOWEVENT:
if (event->window.windowID == this->window->get_window_id())
{
switch (event->window.event)
{
case SDL_WINDOWEVENT_SIZE_CHANGED:
this->grid->update_dimensions({event->window.data1, event->window.data2});
this->text_input_box->update_dimensions({0, 0, event->window.data1,
event->window.data2});
break;
default:
break;
}
}
break;
case SDL_MOUSEMOTION:
if (!this->text_input_box->get_active())
{
grid->handle_event(event);
this->field_box->handle_event(event);
this->upgrade_box->handle_event(event);
}
break;
case SDL_MOUSEWHEEL:
if (!this->text_input_box->get_active())
{
grid->handle_event(event);
}
break;
case SDL_MOUSEBUTTONDOWN:
if (!this->text_input_box->get_active())
{
this->grid->handle_event(event);
this->field_box->handle_event(event);
if (this->started)
{
this->upgrade_box->handle_event(event);
}
}
break;
case SDL_KEYDOWN:
switch (event->key.keysym.sym)
{
case SDLK_w:
if (!this->text_input_box->get_active())
this->move[0] = true;
break;
case SDLK_a:
if (!this->text_input_box->get_active())
this->move[1] = true;
break;
case SDLK_s:
if (!this->text_input_box->get_active())
this->move[2] = true;
break;
case SDLK_d:
if (!this->text_input_box->get_active())
this->move[3] = true;
break;
case SDLK_f:
if (!this->text_input_box->get_active())
{
window_size = this->window->toggle_fullscreen();
this->grid->update_dimensions(window_size);
this->text_input_box->update_dimensions({0, 0, window_size.x, 0});
this->upgrade_box->set_visible(false);
}
break;
case SDLK_ESCAPE:
if (this->text_input_box->get_active())
{
this->text_input_box->stop();
}
else
{
this->text_input_box->start();
}
break;
case SDLK_RETURN:
input = this->text_input_box->get_input();
if (this->text_input_box->get_active())
{
this->command(input);
}
break;
default:
break;
}
if (this->text_input_box->get_active())
{
this->text_input_box->handle_event(event);
}
break;
case SDL_KEYUP:
switch (event->key.keysym.sym)
{
case SDLK_w:
this->move[0] = false;
break;
case SDLK_a:
this->move[1] = false;
break;
case SDLK_s:
this->move[2] = false;
break;
case SDLK_d:
this->move[3] = false;
break;
default:
break;
}
break;
case SDL_TEXTINPUT:
if (this->text_input_box->get_active())
{
this->text_input_box->handle_event(event);
}
break;
case SDL_TEXTEDITING:
if (this->text_input_box->get_active())
{
this->text_input_box->handle_event(event);
}
break;
default:
if ((event->type == BOB_MARKERUPDATE || event->type == BOB_FIELDSELECTEDEVENT)
&& !this->text_input_box->get_active())
{
this->grid->handle_event(event);
this->field_box->handle_event(event);
if (this->started)
{
this->upgrade_box->handle_event(event);
}
for (Player *p : this->players)
{
p->handle_event(event);
}
}
if (event->type == BOB_NEXTROUNDEVENT || event->type == BOB_FIELDUPDATEEVENT
|| event->type == BOB_FIELDUPGRADEVENT || event->type == BOB_NEXTTURNEVENT)
{
this->grid->handle_event(event);
this->field_box->handle_event(event);
this->upgrade_box->handle_event(event);
for (Player *p : this->players)
{
p->handle_event(event);
}
}
else if (event->type == BOB_FIELDSELECTEDEVENT && !this->started)
{
FieldMeta *field = (FieldMeta *) event->user.data1;
if (event->user.code == 0 && this->adding != nullptr)
{
if (this->grid->place(this->adding, field))
{
this->players.push_back(this->adding);
prompt << "Added Player: " << this->adding->get_name();
this->adding = nullptr;
}
else
{
prompt << "Failed to add Player: " << this->adding->get_name();
delete this->adding;
}
}
this->text_input_box->prompt(prompt.str());
}
break;
}
}
void Game::command(std::string input)
{
std::ostringstream prompt;
if (input == "quit")
{
prompt << "Quitting the game";
this->quit = true;
}
else if (input == "test")
{
prompt << "This is a test!";
}
else if (input == "debug")
{
//this->debug->toggle();
}
else if (input == "next")
{
if (this->started)
{
this->next_turn();
prompt << "Next player is: " << (Player::current_player)->get_name();
}
else
{
prompt << "The game was not started yet!";
}
}
else if (input == "surrender")
{
this->grid->surrender(Player::current_player);
prompt << "Player " << Player::current_player->get_name() << " surrendered!\n";
for (int i = 0; i < this->players.size(); i++)
{
if (this->players[i] == Player::current_player)
{
delete this->players[i];
this->players.erase(this->players.begin() + i);
}
}
this->next_turn();
}
else if (input.substr(0, 10) == "add player")
{
if (!this->started)
{
if (this->adding != nullptr)
{
this->grid->set_selecting(false);
prompt << "Failed to add player " << this->adding->get_name() << "!df\n";
delete this->adding;
}
this->grid->set_selecting(true);
this->adding = new Player(input.substr(11, std::string::npos));
prompt << "Select a place for " << this->adding->get_name() << ", please!";
this->text_input_box->stop();
}
else
{
prompt << "The game has already been started. No additional player will be accepted for this game. ";
}
}
else if (input == "start")
{
if (this->players.size() < 2)
{
prompt << "Please add at least one player, before starting the game.";
}
else if (!this->started)
{
this->start();
this->started = true;
prompt << "Started the game.";
}
else
{
prompt << "The game has already been started!";
}
}
this->text_input_box->prompt(prompt.str());
}
void Game::start()
{
this->players.erase(players.begin()); // remove default player from vector
std::random_shuffle(players.begin(), players.end());
this->turn = 0;
Player::current_player = players[0];
trigger_event(BOB_NEXTROUNDEVENT, 0, nullptr, (void *) Player::current_player);
trigger_event(BOB_NEXTTURNEVENT, 0, nullptr, (void *) Player::current_player);
}
void Game::next_turn()
{
if (!this->players.empty())
{
Player *last_player = Player::current_player;
this->turn = (this->turn + 1) % players.size();
Player::current_player = players[turn];
if (this->turn == 0)
{
trigger_event(BOB_NEXTTURNEVENT, 0, (void *) last_player, (void *) Player::current_player);
trigger_event(BOB_NEXTROUNDEVENT, 0, (void *) last_player, (void *) Player::current_player);
}
else
{
trigger_event(BOB_NEXTTURNEVENT, 0, (void *) last_player, (void *) Player::current_player);
}
}
else
{
Player *def = new Player();
Player::current_player = def;
this->players.push_back(def);
this->started = false;
}
}
int Game::game_loop()
{
this->frame_timer->start_timer();
this->move_timer->start_timer();
double fps;
Uint32 frame_counter = 0;
while (!this->quit)
{
if (this->move_timer->get_timer() > 1)
{
this->move_timer->reset_timer();
SDL_Point move_by = {(this->move[1] - this->move[3]) * 20, (this->move[0] - this->move[2]) * 20};
if (move[0] || move[1] || move[2] || move[3])
{
this->grid->move(move_by);
}
}
if (this->frame_timer->get_timer() > 255)
{
fps = frame_counter / (this->frame_timer->reset_timer() / 1000.0);
std::cout << fps << std::endl;
frame_counter = 0;
}
SDL_Event event;
while (SDL_PollEvent(&event))
{
this->handle_event(&event);
}
this->render();
frame_counter++;
}
this->renderer->clear();
return 0;
}
void Game::render()
{
try
{
this->renderer->set_draw_color({0x0, 0x0, 0x0, 0xff});
this->renderer->clear();
this->grid->render(this->renderer);
this->field_box->render(this->renderer);
this->upgrade_box->render(this->renderer);
this->text_input_box->render(this->renderer);
this->renderer->present();
}
catch (const SDL_RendererException &err)
{
std::cerr << "Failed to render: " << err.what() << std::endl;
}
}
void init_sdl(Uint32 flags)
{
if (SDL_Init(flags) != 0)
{
throw SDL_Exception("Failed to initialize SDL!");
}
}
void init_ttf()
{
if (TTF_Init() == -1)
{
throw SDL_TTFException();
}
}
int main(int, char **)
{
try
{
init_sdl(SDL_INIT_VIDEO);
init_ttf();
}
catch (const SDL_Exception &sdl_err)
{
std::cerr << sdl_err.what() << std::endl;
SDL_Quit();
}
SDL_Rect bounds;
SDL_GetDisplayBounds(0, &bounds);
SDL_Rect window_dimensions = {SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 600, 600};
Game *game = new Game(&window_dimensions, 10);
int exit_status = 1;
exit_status = game->game_loop();
delete game;
TTF_Quit();
SDL_Quit();
return exit_status;
}