X-Git-Url: https://git.ucc.asn.au/?a=blobdiff_plain;f=manager%2Fstratego.cpp;h=c9716cf3f6df67831ddd86040346ec172858aeeb;hb=HEAD;hp=8ffad72e596a00b0bdffa3a47deff9031d85f439;hpb=f91a915d6f64f9d35e867d26e8ddb9c1b1ab0c1e;p=progcomp2012.git diff --git a/manager/stratego.cpp b/manager/stratego.cpp deleted file mode 100644 index 8ffad72..0000000 --- a/manager/stratego.cpp +++ /dev/null @@ -1,361 +0,0 @@ -#include "common.h" - -#include "stratego.h" - -using namespace std; - -/** - * Static variables - */ -Board Board::theBoard(14,14); -//nothing, boulder, flag, spy, scout, miner, sergeant, lietenant, captain, major, colonel, general, marshal, bomb, error -char Piece::tokens[] = {'.','+','F','y','s','n','S','L','c','m','C','G','M','B','?'}; -int Piece::maxUnits[] = {0,0,1,1,8,5,4,4,4,3,2,1,1,6,0}; - - - -#ifdef GRAPHICS - Piece::TextureManager Piece::textures; -#endif //GRAPHICS - - -#ifdef GRAPHICS - -Piece::TextureManager::~TextureManager() -{ - Array::Iterator i(*this); - while (i.Good()) - { - delete (*i); - ++i; - } -} - -Texture & Piece::TextureManager::operator[](const LUint & at) -{ - while (Array::Size() <= at) - { - char buffer[BUFSIZ]; - sprintf(buffer, "images/piece%lu.bmp", Array::Size()); - Array::Add(new Texture(buffer, false)); - - } - return *(Array::operator[](at)); -} -#endif //GRAPHICS - -/** - * Gets the type of a piece, based off a character token - * @param fromToken - character identifying the piece - * @returns The type of the piece - */ -Piece::Type Piece::GetType(char fromToken) -{ - for (int ii=0; ii <= (int)(Piece::BOMB); ++ii) - { - if (tokens[ii] == fromToken) - { - return Type(Piece::NOTHING + ii); - } - } - return Piece::BOULDER; -} - -/** - * Construct a new, empty board - * @param newWidth - the width of the board - * @param newHeight - the height of the board - */ -Board::Board(int newWidth, int newHeight) : winner(Piece::NONE), width(newWidth), height(newHeight), board(NULL) -{ - board = new Piece**[width]; - for (int x=0; x < width; ++x) - { - board[x] = new Piece*[height]; - for (int y=0; y < height; ++y) - board[x][y] = NULL; - } -} - -/** - * Cleanup a board - */ -Board::~Board() -{ - for (int x=0; x < width; ++x) - { - for (int y=0; y < height; ++y) - delete board[x][y]; - delete [] board[x]; - } -} - -/** - * Print textual representation of the board to a stream - * @param stream - the stream to print information to - * @param reveal - Pieces matching this colour will have their identify revealed, other pieces will be shown as '#' or '*' for RED or BLUE respectively. - */ -void Board::Print(FILE * stream, const Piece::Colour & reveal) -{ - for (int y=0; y < height; ++y) - { - for (int x=0; x < width; ++x) - { - Piece * piece = board[x][y]; - if (piece == NULL) - { - fprintf(stream, "."); - } - else if (piece->colour != Piece::NONE && (piece->colour == reveal || reveal == Piece::BOTH)) - { - fprintf(stream, "%c", Piece::tokens[piece->type]); - } - else - { - switch (piece->colour) - { - case Piece::RED: - fprintf(stream, "#"); - break; - case Piece::BLUE: - fprintf(stream, "*"); - break; - case Piece::NONE: - fprintf(stream, "+"); - break; - case Piece::BOTH: - fprintf(stream, "$"); //Should never see these! - break; - } - } - } - fprintf(stream, "\n"); - } - -} - - -#ifdef GRAPHICS -/** - * Draw the board state to graphics - * @param reveal - Pieces matching this colour will be revealed. All others will be shown as blank coloured squares. - */ -void Board::Draw(const Piece::Colour & reveal) -{ - if (!Graphics::Initialised()) - { - Graphics::Initialise("Stratego", width*32, height*32); - } - - Graphics::ClearScreen(); - - for (int y=0; y < height; ++y) - { - for (int x=0; x < width; ++x) - { - Piece * piece = board[x][y]; - if (piece == NULL) - { - //Don't display anything - - } - else if (piece->colour != Piece::NONE && (piece->colour == reveal || reveal == Piece::BOTH)) - { - //Display the piece - Piece::textures[(int)(piece->type)].DrawColour(x*32,y*32,0,1, Piece::GetGraphicsColour(piece->colour)); - - } - else - { - switch (piece->colour) - { - case Piece::RED: - Piece::textures[(int)(Piece::BOULDER)].DrawColour(x*32,y*32,0,1, Piece::GetGraphicsColour(piece->colour)); - break; - case Piece::BLUE: - Piece::textures[(int)(Piece::BOULDER)].DrawColour(x*32,y*32,0,1, Piece::GetGraphicsColour(piece->colour)); - break; - case Piece::NONE: - Piece::textures[(int)(Piece::BOULDER)].DrawColour(x*32,y*32,0,1, Piece::GetGraphicsColour(piece->colour)); - break; - case Piece::BOTH: - Piece::textures[(int)(Piece::BOULDER)].DrawColour(x*32,y*32,0,1, Piece::GetGraphicsColour(piece->colour)); - break; - } - } - } - - } - Graphics::UpdateScreen(); - -} -#endif //GRAPHICS - -/** - * Adds a piece to the board - * @param x - x-coord to place the piece at, starting at zero, must be less than board width - * @param y - y-coord to place the piece at, starting at zero, must be less than board height - * @param newType - the Type of the piece - * @param newColour - the Colour of the piece - * @returns true if and only if the piece could be successfully added. - */ -bool Board::AddPiece(int x, int y, const Piece::Type & newType, const Piece::Colour & newColour) -{ - if (board == NULL || x < 0 || y < 0 || x >= width || y >= width || board[x][y] != NULL) - return false; - - Piece * piece = new Piece(newType, newColour); - board[x][y] = piece; - return true; -} - -/** - * Gets a pointer to a piece at a board location - * UNUSED - * @param x - x-coord of the piece - * @param y - y-coord of the piece - * @returns pointer to the piece, or NULL if the board location was empty - * @throws error if board is null or coords are invalid - */ -Piece * Board::GetPiece(int x, int y) -{ - assert(board != NULL); - assert(x >= 0 && x < width && y >= 0 && y < height); - return board[x][y]; -} - -/** - * Moves a piece at a specified position in the specified direction, handles combat if necessary - * @param x - x-coord of the piece - * @param y - y-coord of the piece - * @param direction - Direction in which to move (UP, DOWN, LEFT or RIGHT) - * @param colour - Colour which the piece must match for the move to be valid - * @returns A MovementResult which indicates the result of the move - OK is good, VICTORY means that a flag was captured, anything else is an error - */ -Board::MovementResult Board::MovePiece(int x, int y, const Direction & direction, int multiplier,const Piece::Colour & colour) -{ - if (board == NULL) - { - return NO_BOARD; - } - if (!(x >= 0 && x < width && y >= 0 && y < height)) - { - return INVALID_POSITION; - } - Piece * target = board[x][y]; - if (target == NULL) - { - return NO_SELECTION; - } - if (!(colour == Piece::NONE || target->colour == colour)) - { - return NOT_YOUR_UNIT; - } - if (target->type == Piece::FLAG || target->type == Piece::BOMB || target->type == Piece::BOULDER) - { - return IMMOBILE_UNIT; - } - if (multiplier > 1 && target->type != Piece::SCOUT) - { - return INVALID_DIRECTION; //Can only move a scout multiple times. - } - int x2 = x; int y2 = y; - - for (int ii=0; ii < multiplier; ++ii) - { - switch (direction) - { - case UP: - --y2; - break; - case DOWN: - ++y2; - break; - case LEFT: - --x2; - break; - case RIGHT: - ++x2; - break; - } - if (!(x2 >= 0 && x2 < width && y2 >= 0 && y2 < height)) - { - return INVALID_DIRECTION; - } - if (ii < multiplier-1 && board[x2][y2] != NULL) - { - return POSITION_FULL; - } - } - Piece * defender = board[x2][y2]; - if (defender == NULL) - { - board[x][y] = NULL; - board[x2][y2] = target; - } - else if (defender->colour != target->colour) - { - if (defender->colour == Piece::NONE) - { - return POSITION_FULL; - } - if (defender->type == Piece::FLAG) - { - winner = target->colour; - return VICTORY; - } - else if (defender->type == Piece::BOMB) - { - if (target->type == Piece::MINER) - { - delete defender; - board[x][y] = NULL; - board[x2][y2] = target; - return KILLS; - } - else - { - delete defender; - delete target; - board[x][y] = NULL; - board[x2][y2] = NULL; - return BOTH_DIE; - } - } - else if (defender->type == Piece::MARSHAL && target->type == Piece::SPY) - { - delete defender; - board[x][y] = NULL; - board[x2][y2] = target; - return KILLS; - } - else if (target->operator > (*defender)) - { - delete defender; - board[x][y] = NULL; - board[x2][y2] = target; - return KILLS; - } - else if (target->operator==(*defender) && rand() % 2 == 0) - { - delete defender; - board[x][y] = NULL; - board[x2][y2] = target; - return KILLS; - } - else - { - delete target; - board[x][y] = NULL; - return DIES; - } - } - else - { - return POSITION_FULL; - } - return OK; -} - - -