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/*
* Copyright 2006-2009 Parker Coates <coates@kde.org>
*
* This file is part of Killbots.
*
* Killbots is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* Killbots is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Killbots. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef KILLBOTS_ENGINE_H
#define KILLBOTS_ENGINE_H
#include "actions.h"
#include "ruleset.h"
#include <QtCore/QObject>
#include <QtCore/QHash>
class QPoint;
namespace Killbots
{
class Coordinator;
class Sprite;
class Engine : public QObject
{
Q_OBJECT
public: // functions
explicit Engine( Coordinator * scene, QObject * parent = 0 );
virtual ~Engine();
void setRuleset( const Ruleset * ruleset );
const Ruleset * ruleset() const;
bool gameHasStarted() const;
bool isRoundComplete() const;
bool isHeroDead() const;
bool isBoardFull() const;
bool canSafeTeleport() const;
bool canUseVaporizer() const;
void startNewGame();
void startNewRound( bool incrementRound = true, const QString & layout = QString() );
bool moveHero( Killbots::HeroAction direction );
bool teleportHero();
bool teleportHeroSafely();
bool useVaporizer();
bool waitOutRound();
void moveRobots( bool justFastbots = false );
void assessDamage();
void resetBotCounts();
void endGame();
signals:
void roundChanged( int round );
void scoreChanged( int score );
void enemyCountChanged( int enemyCount );
void energyChanged( int energy );
void gameOver( int score, int round );
void showNewGameMessage();
void showRoundCompleteMessage();
void showBoardFullMessage();
void showGameOverMessage();
void teleportAllowed( bool allowed );
void teleportSafelyAllowed( bool allowed );
void vaporizerAllowed( bool allowed );
void waitOutRoundAllowed( bool allowed );
private: // functions
void refreshSpriteMap();
int spriteTypeAt( const QPoint & cell ) const;
QPoint offsetFromDirection( int direction ) const;
QPoint randomEmptyCell() const;
bool cellIsValid( const QPoint & cell ) const;
bool moveIsValid( const QPoint & cell, HeroAction direction ) const;
bool moveIsSafe( const QPoint & cell, HeroAction direction ) const;
bool canPushJunkheap( const Sprite * junkheap, HeroAction direction ) const;
void pushJunkheap( Sprite * junkheap, HeroAction direction );
void cleanUpRound();
void destroySprite( Sprite * sprite, bool calculatePoints = true );
bool destroyAllCollidingBots( const Sprite * sprite, bool calculatePoints = true );
void updateScore( int changeInScore );
void updateEnergy( int changeInEnergy );
QString gridToString() const;
private: // data members
Coordinator * m_coordinator;
Sprite * m_hero;
QList<Sprite *> m_bots;
QList<Sprite *> m_junkheaps;
const Ruleset * m_rules;
int m_round;
int m_score;
int m_energy;
qreal m_maxEnergy;
qreal m_robotCount;
qreal m_fastbotCount;
qreal m_junkheapCount;
bool m_heroIsDead;
bool m_waitingOutRound;
QMultiHash<QPoint, Sprite *> m_spriteMap;
friend class EngineTest;
};
}
#endif
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