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// Copyright 2005 by Anthony Liekens anthony@liekens.net
#include <iostream>
#include <SDL/SDL_gfxPrimitives.h>
#include "universe.h"
#include "planets.h"
#include "players.h"
#include "stars.h"
#include "actions.h"
#include "animations.h"
#include "timer.h"
#include "settings.h"
#include "canvas.h"
Universe::Universe() : currentSelectedPlanet(0) {
actionQueue = new ActionQueue();
animationQueue = new AnimationQueue();
stars = new Stars( 100 );
planets = new Planets( 15, 15 );
planets->setUniverse( this );
}
Universe::Universe( int nrPlanets ) : currentSelectedPlanet(0) {
actionQueue = new ActionQueue();
animationQueue = new AnimationQueue();
stars = new Stars( 100 );
planets = new Planets( nrPlanets, nrPlanets );
planets->setUniverse( this );
}
Universe::~Universe() {
delete stars;
delete planets;
delete actionQueue;
delete animationQueue;
}
void
Universe::update(Uint32 time) {
actionQueue->executeEventsBefore( time );
animationQueue->executeEventsBefore( time );
planets->update(time);
}
void
Universe::highlightNearestPlanet(int x, int y)
{
double pointerX = ( (double)x - Settings::getGameOffsetX() ) / Settings::getGameWidth();
double pointerY = (double)y / Settings::getGameHeight();
Planet* closestPlanet = planets->closestToCoordinate( Coordinate( pointerX, pointerY ), 1 );
if (currentSelectedPlanet)
currentSelectedPlanet->setNearestPlanet(false);
currentSelectedPlanet = closestPlanet;
if (currentSelectedPlanet)
currentSelectedPlanet->setNearestPlanet(true);
}
void
Universe::renderBackground(Uint32 time) {
stars->render( );
Canvas::drawRadar();
animationQueue->render(time);
Canvas::drawSun();
}
void
Universe::renderForeground(Uint32 time) {
planets->render(time);
}
/* Assigns unclaimed planets and moons to players.
*
* The algorithm tries to claim as many planets as
* given by planetCount. However if there are not
* enough unclaimed planets to fullfil the request
* a lower number of planets will be claimed.
*
* Each planet is given shipCount ships.
*
* Planets are claimed even if no ship is placed on
* it!
*/
void
Universe::claim(Uint32 time, Player *player, int planetCount, int shipCount)
{
Planets::iterator i = planets->begin();
while (i != planets->end())
{
if (!((*i)->getMoon() || (*i)->getOwner()))
{
Planet *p = (*i);
p->setOwner(player);
for (int s = 0; s < shipCount; s++)
player->addShip(time, p);
if (--planetCount == 0)
return;
}
i++;
}
}
void
Universe::claimRemaining(Uint32 time, Player *player, int maxPlanetShipCount, int maxMoonShipCount)
{
Planets::iterator i = planets->begin();
while (i != planets->end())
{
if (!(*i)->getOwner())
{
Planet *p = (*i);
p->setOwner(player);
int ships = 1 + rand() % (p->getMoon() ? maxMoonShipCount : maxPlanetShipCount);
for (; ships > 0; ships--)
player->addShip(time, p);
}
i++;
}
}
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