#include "moveengine.h" #include #include MoveEngine::MoveEngine() : QObject() { int offset=7; int a=0; //counter variable int xfill[]={210,185,170,155,140,125,110,85,70,55,40,25,10,10,25,40,55,70,85,110,125,140,155,170,185,210}; for(a=0;a<26;a++) { x_coord[a]=xfill[a]; } int yfill[]={10,25,40,55,70,10+offset,25+offset,40+offset,55+offset,25,40,55, 25+offset,40+offset,40}; int zfill[]={1,1,1,1,1,2,2,2,2,3,3,3,4,4,5}; for(a=0;a<15;a++) { yup_coord[a]=yfill[a]; ylow_coord[a]=185-(yfill[a]); z_coord[a]=zfill[a]; } for(a=0;a<5;a++) { if(a<3) { x_fin1[a]=65+a*15; x_fin2[a]=155-a*15; } y_fin[a]=225-a*5; } z_fin=1; reset(); } MoveEngine::~MoveEngine() {} void MoveEngine::position(Pieces& pieces,bool non_qte) { int player1_counter=0; int player2_counter=0; //non qte styles are smaller !! int offset=(non_qte) ? 5 : 0; for(int a=0;a<28;a++) { for(int b=0;b0) //player 1 pieces { if (a < 26) pieces.player1[player1_counter].x=x_coord[a]-offset; if(a>=0 && a<13) { pieces.player1[player1_counter].y=yup_coord[b]-offset; pieces.player1[player1_counter].z=z_coord[b]; pieces.player1[player1_counter].side=false; player1_counter++; } else if(a>12 && a<26) { pieces.player1[player1_counter].y=ylow_coord[b]-offset; pieces.player1[player1_counter].z=z_coord[b]; pieces.player1[player1_counter].side=false; player1_counter++; } else if(a==26) { if(b<5) { pieces.player1[player1_counter].x=x_fin1[0]-offset; pieces.player1[player1_counter].y=y_fin[b]-offset; pieces.player1[player1_counter].z=z_fin; } else if(b>=5 && b<10) { pieces.player1[player1_counter].x=x_fin1[1]-offset; pieces.player1[player1_counter].y=y_fin[b-5]-offset; pieces.player1[player1_counter].z=z_fin; } else { pieces.player1[player1_counter].x=x_fin1[2]-offset; pieces.player1[player1_counter].y=y_fin[b-10]-offset; pieces.player1[player1_counter].z=z_fin; } pieces.player1[player1_counter].side=true; player1_counter++; } } else if(population[a].total<0) //player 2 pieces { if (a < 26) pieces.player2[player2_counter].x=x_coord[a]-offset; if(a>=0 && a<13) { pieces.player2[player2_counter].y=yup_coord[b]-offset; pieces.player2[player2_counter].z=z_coord[b]; pieces.player2[player2_counter].side=false; player2_counter++; } else if(a>12 && a<26) { pieces.player2[player2_counter].y=ylow_coord[b]-offset; pieces.player2[player2_counter].z=z_coord[b]; pieces.player2[player2_counter].side=false; player2_counter++; } else if(a==27) { if(b<5) { pieces.player2[player2_counter].x=x_fin2[0]-offset; pieces.player2[player2_counter].y=y_fin[b]-offset; pieces.player2[player2_counter].z=z_fin; } else if(b>=5 && b<10) { pieces.player2[player2_counter].x=x_fin2[1]-offset; pieces.player2[player2_counter].y=y_fin[b-5]-offset; pieces.player2[player2_counter].z=z_fin; } else { pieces.player2[player2_counter].x=x_fin2[2]-offset; pieces.player2[player2_counter].y=y_fin[b-10]-offset; pieces.player2[player2_counter].z=z_fin; } pieces.player2[player2_counter].side=true; player2_counter++; } } } } } void MoveEngine::diceroll(const int& newplayer,const int& face1,const int& face2,const int& face3,const int& face4,bool computer) { checkstate(); player=newplayer; otherplayer=(player==1) ? 2 : 1; dice[0]=face1; dice[1]=face2; dice[2]=face3; dice[3]=face4; marker_current=-1; if(getPossibleMoves()==0) { emit nomove(); return; // player will be changed } if(!computer) return; //human intervention required QTimer::singleShot(2000,this,SLOT(automove())); } void MoveEngine::automove() { //the maximimum possibility int maxpos=0; //the position in the moves array int from=-1; int to=-1; //dice1 or dice 2 ?? int index_dice=0; for(int counter=0;counter<26;counter++) { int a=(player==1) ? counter : 25-counter; for(int b=0;b<4;b++) { if(moves[a].weight[b]>maxpos) { maxpos=moves[a].weight[b]; from=a; to=moves[a].to[b]; index_dice=b+1; } } } move(from,to,index_dice); } void MoveEngine::boardpressed(const int& x,const int& y,Marker& marker,bool non_qte) { //get the position of the mouse click bool upper=true; bool found=false; int offset=(non_qte) ? 5 : 0; if(y<=85) // board slots 0 to 12 marker.y_current=0; else if(y>=105) //board slots 13 to 25 { marker.y_current=195-2*offset; upper=false; } int index=13; // the clicked board slot while(index<25 && !found) { if(x>=x_coord[index] && xdice[a]) { usedice=a; dice_value=dice[0]; } } if(usedice!=-1) { move(marker_current,marker_next[usedice],usedice+1); nomarker(marker); return; } if(dice[0]==7 && dice[1]==7 && dice[2]==7 && dice[3]==7) //no dice rolled { nomarker(marker); return; } else if(fieldColor(index)==player) { marker.visible_current=true; marker_current=index; } else { nomarker(marker); return; } for(a=0;a<4;a++) { if(moves[index].weight[a]>0) { int nextfield=moves[index].to[a]; marker.x_next[a]=x_coord[nextfield]; marker_next[a]=nextfield; if(nextfield<13) //upper half marker.y_next[a]=0; else //lower half marker.y_next[a]=195-2*offset; marker.visible_next[a]=true; } else { marker.x_next[a]=0; marker.y_next[a]=0; marker_next[a]=-1; marker.visible_next[a]=false; } } return; } void MoveEngine::reset() { int a=0; for(a=0;a<28;a++) { population[a].total=0; } int p1_index[]={1,1,12,12,12,12,12,17,17,17,19,19,19,19,19}; int p2_index[]={24,24,13,13,13,13,13,8,8,8,6,6,6,6,6}; //int p1_index[]={19,20,21,22,22,23,23,18,18,23,24,24,24,24,24}; //int p2_index[]={6,5,4,3,3,2,2,2,2,2,1,7,7,1,1}; for(a=0;a<15;a++) { population[p1_index[a]].total++; population[p2_index[a]].total--; } player=0; dice[0]=7; dice[1]=7; dice[2]=7; dice[3]=7; marker_current=-1; marker_next[0]=-1; marker_next[1]=-1; marker_next[2]=-1; marker_next[3]=-1; //allclear[0]==false; allclear[1]=false; allclear[2]=false; last_piece[1]=0; last_piece[2]=25; } void MoveEngine::loadGame(const LoadSave& load) { for(int a=0;a<28;a++) { population[a].total=load.pop[a].total; } checkstate(); } LoadSave MoveEngine::saveGame() { LoadSave save; for(int a=0;a<28;a++) { save.pop[a].total=population[a].total; } return save; } AISettings MoveEngine::getAISettings() { return ai; } void MoveEngine::setAISettings(const AISettings& new_ai) { ai=new_ai; } void MoveEngine::setRules(Rules rules) { move_with_pieces_out=rules.move_with_pieces_out; nice_dice=rules.generous_dice; } int MoveEngine::getPossibleMoves() { int homezone[]={0,25,0}; int lastToHomeZone=abs(last_piece[player]-homezone[player]); for(int field=0;field<26;field++) { for(int b=0;b<4;b++) { int dice_tmp=dice[b]; if(dice[b]!=7 && dice[b]> lastToHomeZone) dice_tmp=lastToHomeZone; int nextfield=(player==1) ? field+dice_tmp : field-dice_tmp; if(nice_dice) { if(player==1 && nextfield>homezone[1]) nextfield=homezone[1]; else if(player==2 && nextfield homezone[1]) || (player==2 && nextfield < homezone[2])) { moves[field].weight[b]=0; //movement would be far out of board } else if(nextfield==homezone[player] && !allclear[player]) { moves[field].weight[b]=0; //can not rescue pieces until all are in the endzone } else if(nextfield==homezone[player] && allclear[player]) { moves[field].weight[b]=ai.rescue; //rescue your pieces : nuff said ;-) } else if(fieldColor(nextfield)==otherplayer) { if(abs(population[nextfield].total)>1) //can not move to this field moves[field].weight[b]=0; else if(abs(population[nextfield].total)==1) //eliminate opponent : very nice moves[field].weight[b]=ai.eliminate; } else if(fieldColor(nextfield)==player) //nextfield already occupied by player { if(abs(population[field].total)==2) //expose own piece : not diserable moves[field].weight[b]=ai.expose; else if(abs(population[nextfield].total)>1) //own pices already there : safe moves[field].weight[b]=ai.safe; else if(abs(population[nextfield].total)==1) //protect own piece : most importatnt moves[field].weight[b]=ai.protect; } else if(population[nextfield].total==0) //nextfield empty { if(abs(population[field].total)==2) //expose own piece : not diserable moves[field].weight[b]=ai.expose; else moves[field].weight[b]=ai.empty; } else moves[field].weight[b]=0; //default. } else moves[field].weight[b]=0; //dice already used or field not used by player } } int total=0; for(int field=0;field<26;field++) { total+=moves[field].weight[0]+moves[field].weight[1]+moves[field].weight[2]+moves[field].weight[3]; } return total; } void MoveEngine::move(const int& from, int to, const int& dice) { //odebug << "" << player << " moves from " << from << " to " << to << " (" << to-from << ") with dice " << dice << "" << oendl; if(player==1 && to==25) to=26; if(player==2 && to==0) to=27; //if space is occupied by enemy move pieces to startzone if(fieldColor(to)==otherplayer) { population[to].total=0; if(otherplayer==1) population[0].total++; else population[25].total--; } if(player==1) { population[from].total--; population[to].total++; } else //player=2 { population[from].total++; population[to].total--; } if(dice==1) emit done_dice1(); else if(dice==2) emit done_dice2(); else if(dice==3) emit done_dice3(); else emit done_dice4(); if(abs(population[26].total)==15) emit player_finished(1); if(abs(population[27].total)==15) emit player_finished(2); } void MoveEngine::checkstate() { //check if pieces are out pieces_out[1]=(population[0].total>0) ? true : false; pieces_out[2]=(population[25].total<0) ? true : false; //check if all pieces are in the endzones allclear[1]=true; allclear[2]=true; last_piece[1]=25; bool found_last_piece1=false; last_piece[2]=0; for(int a=0;a<26;a++) { if(a<19 && population[a].total>0) allclear[1]=false; if(a>6 && population[a].total<0) allclear[2]=false; if(population[a].total>0 && !found_last_piece1) { last_piece[1]=a; found_last_piece1=true; } if(population[a].total<0) last_piece[2]=a; } } void MoveEngine::nomarker(Marker& marker) { marker.visible_current=false; marker_current=-1; for(int a=0;a<4;a++) { marker.x_next[a]=0; marker.y_next[a]=0; marker_next[a]=-1; marker.visible_next[a]=false; } } int MoveEngine::fieldColor(const int& index) const { if(population[index].total>0) return 1; else if(population[index].total<0) return 2; else return 0; }