-#include "common.h"
+
#include "stratego.h"
/**
* 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','?'};
+char Piece::tokens[] = {'.','*','F','s','9','8','7','6','5','4','3','2','1','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
+
+Piece::TextureManager Piece::textures;
+
-#ifdef GRAPHICS
Piece::TextureManager::~TextureManager()
{
}
return *(Array<Texture*>::operator[](at));
}
-#endif //GRAPHICS
+
/**
* Gets the type of a piece, based off a character token
/**
* 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.
+ * @param reveal - Pieces matching this colour will have their identify revealed, other pieces will be shown as '#'
*/
void Board::Print(FILE * stream, const Piece::Colour & reveal)
{
}
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:
+ case Piece::BLUE:
fprintf(stream, "#");
break;
+ case Piece::NONE:
+ fprintf(stream, "+");
+ break;
+ case Piece::BOTH:
+ fprintf(stream, "$");
+ break;
+ }
+ }
+ }
+ fprintf(stream, "\n");
+ }
+
+}
+
+/**
+ * Print textual representation of the board to a stream
+ * @param stream - the stream to print information to
+ * @param reveal - Pieces matching this colour will have their identify revealed, other pieces will be shown as '#'
+ */
+void Board::PrintPretty(FILE * stream, const Piece::Colour & reveal)
+{
+ for (int y=0; y < height; ++y)
+ {
+ for (int x=0; x < width; ++x)
+ {
+ Piece * piece = board[x][y];
+ if (piece == NULL)
+ {
+ fprintf(stream, ".");
+ }
+ else if (piece->colour != Piece::NONE && (piece->colour == reveal || reveal == Piece::BOTH))
+ {
+ switch (piece->colour)
+ {
+ case Piece::RED:
+ fprintf(stream, "%c[%d;%d;%dm",0x1B,1,31,40);
+ break;
case Piece::BLUE:
- fprintf(stream, "*");
+ fprintf(stream, "%c[%d;%d;%dm",0x1B,1,34,40);
+ break;
+ default:
+ break;
+ }
+ fprintf(stream, "%c", Piece::tokens[piece->type]);
+
+ }
+ else
+ {
+ switch (piece->colour)
+ {
+ case Piece::RED:
+ fprintf(stream, "%c[%d;%d;%dm",0x1B,1,31,41);
+
+ break;
+ case Piece::BLUE:
+ fprintf(stream, "%c[%d;%d;%dm",0x1B,1,34,44);
break;
case Piece::NONE:
- fprintf(stream, "+");
+ fprintf(stream, "%c[%d;%d;%dm",0x1B,1,37,47);
break;
case Piece::BOTH:
- fprintf(stream, "$"); //Should never see these!
+ //Should never see this
+ fprintf(stream, "%c[%d;%d;%dm",0x1B,1,33,43);
break;
- }
+
+ }
+ fprintf(stream, "#");
+
}
+ fprintf(stream, "%c[%d;%d;%dm",0x1B,0,7,0);
}
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.
{
if (!Graphics::Initialised())
{
- Graphics::Initialise("Stratego", width*32, height*32);
+ fprintf(stderr, "ERROR - Board::Draw called whilst graphics disabled!!!\n");
+ exit(EXIT_FAILURE);
+
}
Graphics::ClearScreen();
switch (piece->colour)
{
case Piece::RED:
- Piece::textures[(int)(Piece::BOULDER)].DrawColour(x*32,y*32,0,1, Piece::GetGraphicsColour(piece->colour));
+ Piece::textures[(int)(Piece::NOTHING)].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));
+ Piece::textures[(int)(Piece::NOTHING)].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));
Graphics::UpdateScreen();
}
-#endif //GRAPHICS
/**
* Adds a piece to the board
* @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)
+MovementResult Board::MovePiece(int x, int y, const Direction & direction, int multiplier,const Piece::Colour & colour)
{
if (board == NULL)
{
- return NO_BOARD;
+ return MovementResult(MovementResult::NO_BOARD);
}
if (!(x >= 0 && x < width && y >= 0 && y < height))
{
- return INVALID_POSITION;
+ return MovementResult(MovementResult::INVALID_POSITION);
}
Piece * target = board[x][y];
if (target == NULL)
{
- return NO_SELECTION;
+ return MovementResult(MovementResult::NO_SELECTION);
}
if (!(colour == Piece::NONE || target->colour == colour))
{
- return NOT_YOUR_UNIT;
+ return MovementResult(MovementResult::NOT_YOUR_UNIT);
}
if (target->type == Piece::FLAG || target->type == Piece::BOMB || target->type == Piece::BOULDER)
{
- return IMMOBILE_UNIT;
+ return MovementResult(MovementResult::IMMOBILE_UNIT);
}
if (multiplier > 1 && target->type != Piece::SCOUT)
{
- return INVALID_DIRECTION; //Can only move a scout multiple times.
+ return MovementResult(MovementResult::INVALID_DIRECTION); //Can only move a scout multiple times.
}
int x2 = x; int y2 = y;
}
if (!(x2 >= 0 && x2 < width && y2 >= 0 && y2 < height))
{
- return INVALID_DIRECTION;
+ return MovementResult(MovementResult::INVALID_DIRECTION);
}
if (ii < multiplier-1 && board[x2][y2] != NULL)
{
- return POSITION_FULL;
+ return MovementResult(MovementResult::POSITION_FULL);
}
}
Piece * defender = board[x2][y2];
}
else if (defender->colour != target->colour)
{
+ Piece::Type defenderType = defender->type;
+ Piece::Type attackerType = target->type;
+
if (defender->colour == Piece::NONE)
{
- return POSITION_FULL;
+ return MovementResult(MovementResult::POSITION_FULL);
}
if (defender->type == Piece::FLAG)
{
winner = target->colour;
- return VICTORY;
+ return MovementResult(MovementResult::VICTORY);
}
else if (defender->type == Piece::BOMB)
{
if (target->type == Piece::MINER)
{
+
delete defender;
board[x][y] = NULL;
board[x2][y2] = target;
- return KILLS;
+ return MovementResult(MovementResult::KILLS, attackerType, defenderType);
}
else
{
delete target;
board[x][y] = NULL;
board[x2][y2] = NULL;
- return BOTH_DIE;
+ return MovementResult(MovementResult::BOTH_DIE, attackerType, defenderType);
}
}
else if (defender->type == Piece::MARSHAL && target->type == Piece::SPY)
delete defender;
board[x][y] = NULL;
board[x2][y2] = target;
- return KILLS;
+ return MovementResult(MovementResult::KILLS, attackerType, defenderType);
}
else if (target->operator > (*defender))
{
delete defender;
board[x][y] = NULL;
board[x2][y2] = target;
- return KILLS;
+ return MovementResult(MovementResult::KILLS, attackerType, defenderType);
}
else if (target->operator==(*defender) && rand() % 2 == 0)
{
delete defender;
board[x][y] = NULL;
board[x2][y2] = target;
- return KILLS;
+ return MovementResult(MovementResult::KILLS, attackerType, defenderType);
}
else
{
delete target;
board[x][y] = NULL;
- return DIES;
+ return MovementResult(MovementResult::DIES, attackerType, defenderType);
}
}
else
{
- return POSITION_FULL;
+ return MovementResult(MovementResult::POSITION_FULL);
}
- return OK;
+ return MovementResult(MovementResult::OK);
}