/* * Someone tells, that Qt can to build this */ #include "include/hotseatgame/gamemanager.h" #include "cell.h" #include "hotseatgame/gameproperties.h" #include #include GameManager::GameManager(QObject *parent) : QObject(parent) { } void GameManager::buildGameTable(double start_x_coordinate, double start_y_coordinate) { start_x_coordinate_ = start_x_coordinate; start_y_coordinate_ = start_y_coordinate; generateTable(); } void GameManager::generateTable() { game_table_.assign(GameProperties::FIELD_COLUMNS_NUMBER, std::vector< Cell* >(GameProperties::FIELD_ROWS_NUMBER, nullptr)); for (unsigned row = 0; row < GameProperties::FIELD_ROWS_NUMBER; ++row) { for (unsigned col = 0; col < GameProperties::FIELD_COLUMNS_NUMBER; ++col) { game_table_[col][row] = new Cell(nullptr); } } unsigned isEven = 1; for (unsigned row = 0; row < GameProperties::FIELD_ROWS_NUMBER; ++row) { isEven ^= 1; for (unsigned col = 0; col < GameProperties::FIELD_COLUMNS_NUMBER; ++col) { if (row != 0 && col != 0 - isEven) { game_table_[col][row]->setleftUp(game_table_[col - 1 +isEven][row - 1]); } if (col != 0) { game_table_[col][row]->setleft(game_table_[col - 1][row]); } if (row != GameProperties::FIELD_ROWS_NUMBER - 1 && col != 0 -isEven) { game_table_[col][row]->setleftDown(game_table_[col - 1 +isEven][row + 1]); } if (row != 0 && col != GameProperties::FIELD_COLUMNS_NUMBER -isEven) { game_table_[col][row]->setrightUp(game_table_[col +isEven][row - 1]); } if (col != GameProperties::FIELD_COLUMNS_NUMBER - 1) { game_table_[col][row]->setright(game_table_[col + 1][row]); } if (row != GameProperties::FIELD_ROWS_NUMBER - 1 && col != GameProperties::FIELD_COLUMNS_NUMBER -isEven) { game_table_[col][row]->setrightDown(game_table_[col +isEven][row + 1]); } } } game_table_[0][0]->setXCoordinate(start_x_coordinate_); game_table_[0][0]->setYCoordinate(start_y_coordinate_); for (unsigned row = 0; row < GameProperties::FIELD_ROWS_NUMBER; ++row) { for (unsigned col = 0; col < GameProperties::FIELD_COLUMNS_NUMBER; ++col) { auto cell = game_table_[col][row]; auto verticles = cell->getPoints(GameProperties::CELL_MIN_RADIUS * 2, 30.0); if (cell->getrightUp()) { cell->getrightUp()->setXCoordinate(cell->getXCoordinate() + verticles[0].first ); cell->getrightUp()->setYCoordinate(cell->getYCoordinate() + verticles[0].second); } if (cell->getright()) { cell->getright()->setXCoordinate(cell->getXCoordinate() + verticles[1].first ); cell->getright()->setYCoordinate(cell->getYCoordinate() + verticles[1].second); } if (cell->getrightDown()) { cell->getrightDown()->setXCoordinate(cell->getXCoordinate() + verticles[2].first ); cell->getrightDown()->setYCoordinate(cell->getYCoordinate() + verticles[2].second); } if (cell->getleftDown()) { cell->getleftDown()->setXCoordinate(cell->getXCoordinate() + verticles[3].first ); cell->getleftDown()->setYCoordinate(cell->getYCoordinate() + verticles[3].second); } if (cell->getleft()) { cell->getleft()->setXCoordinate(cell->getXCoordinate() + verticles[4].first ); cell->getleft()->setYCoordinate(cell->getYCoordinate() + verticles[4].second); } if (cell->getleftUp()) { cell->getleftUp()->setXCoordinate(cell->getXCoordinate() + verticles[5].first ); cell->getleftUp()->setYCoordinate(cell->getYCoordinate() + verticles[5].second); } } } for (unsigned row = 0; row < GameProperties::FIELD_ROWS_NUMBER; ++row) { for (unsigned col = 0; col < GameProperties::FIELD_COLUMNS_NUMBER; ++col) { auto cell = game_table_[col][row]; std::cout << "(" << cell->getXCoordinate() << "," << cell->getYCoordinate() << ") "; } std::cout << std::endl; } } UnitsQueue* GameManager::getTurnQueue() { return &turn_queue_; } void GameManager::AddToUnitQueue(Unit* unit) { turn_queue_.add(unit); } void GameManager::RmFromUnitQueue(Unit* unit) { turn_queue_.remove(unit); } int GameManager::getCurPlayerId() { return cur_player_id_; } std::vector > GameManager::getGameField() { return game_table_; } Player* GameManager::getCurrentPlayer() { return player_manager_->getPlayer(cur_player_id_); }