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-rw-r--r--konquest/gameboard.cpp991
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diff --git a/konquest/gameboard.cpp b/konquest/gameboard.cpp
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--- /dev/null
+++ b/konquest/gameboard.cpp
@@ -0,0 +1,991 @@
+#include <tqlayout.h>
+#include <tqcolor.h>
+#include <tqlabel.h>
+#include <tqslider.h>
+#include <tqevent.h>
+#include <tqkeycode.h>
+#include <tqlistbox.h>
+#include <tqpushbutton.h>
+#include <tqlineedit.h>
+#include <tqvalidator.h>
+#include <tqtextedit.h>
+
+#include <tdeapplication.h>
+#include <tdelocale.h>
+#include <tdemessagebox.h>
+#include <tdeglobal.h>
+#include <kiconloader.h>
+
+#include <ctype.h>
+#include <math.h>
+
+#include "gamecore.h"
+
+#include "int_validator.h"
+#include "newgamedlg.h"
+#include "gameenddlg.h"
+#include "scoredlg.h"
+#include "fleetdlg.h"
+#include "gameboard.h"
+#include "gameboard.moc"
+
+
+/*********************************************************************
+ Game Board
+*********************************************************************/
+GameBoard::GameBoard( TQWidget *parent )
+ : TQWidget( parent ), gameInProgress( false ), gameState( NONE )
+{
+ TQColorGroup cg( white, black, green.light(), green.dark(), green, green.dark(75), green.dark() );
+ TQPalette palette( cg, cg, cg );
+
+ neutralPlayer = Player::createNeutralPlayer();
+ map = new Map;
+
+ planets.setAutoDelete(true);
+ players.setAutoDelete(true);
+
+ //********************************************************************
+ // Create the widgets in the main window
+ //********************************************************************
+ mapWidget = new ConquestMap( map, this );
+ msgWidget = new TQTextEdit( this );
+ msgWidget->setTextFormat(LogText);
+ msgWidget->setMinimumHeight(100);
+ msgWidget->setHScrollBarMode(TQScrollView::AlwaysOff);
+ msgWidget->setPaper(TQBrush(TQt::black));
+ planetInfo = new PlanetInfo( this, palette );
+ gameMessage = new TQLabel( this );
+ gameMessage->setPalette( palette );
+ turnCounter = new TQLabel( this );
+ turnCounter->setPalette( palette );
+ turnCounter->setText( "Turn" );
+ turnCounter->setMaximumHeight( turnCounter->sizeHint().height() );
+
+ endTurn = new TQPushButton( i18n("End Turn"), this );
+ endTurn->setFixedSize( endTurn->sizeHint() );
+ endTurn->setPalette( palette );
+
+ shipCountEdit = new TQLineEdit( this );
+ IntValidator *v = new IntValidator( 1, 32767, this );
+ shipCountEdit->setValidator( v );
+ shipCountEdit->setMinimumSize( 40, 0 );
+ shipCountEdit->setMaximumSize( 32767, 40 );
+ shipCountEdit->setEnabled(false);
+ shipCountEdit->setPalette( palette );
+ shipCountEdit->setEchoMode( TQLineEdit::Password );
+
+ splashScreen = new TQLabel( this );
+ splashScreen->setPixmap(TQPixmap(IMAGE_SPLASH));
+ splashScreen->setGeometry( 0, 0, 600, 550 );
+
+ setMinimumSize( 600, 600 );
+
+ setMouseTracking( true );
+ setFocusPolicy( TQ_StrongFocus );
+ setFocus();
+
+ //********************************************************************
+ // Layout the main window
+ //********************************************************************
+ TQHBoxLayout *layout1 = new TQHBoxLayout( this );
+ TQVBoxLayout *layout2 = new TQVBoxLayout;
+ TQHBoxLayout *layout3 = new TQHBoxLayout;
+ TQVBoxLayout *layout4 = new TQVBoxLayout;
+
+ layout1->addLayout( layout2 );
+ layout2->addLayout( layout3 );
+
+ layout3->addSpacing( 5 );
+ layout3->addWidget( gameMessage, 10 );
+ layout3->addWidget( shipCountEdit, 1 );
+ layout3->addWidget( endTurn, 1 );
+
+ layout2->addSpacing( 5 );
+ layout2->addWidget( mapWidget, 0, AlignTop );
+ layout2->addWidget( msgWidget );
+ layout2->addStretch( 1 );
+
+ layout1->addSpacing( 5 );
+ layout1->addLayout( layout4, 10 );
+
+ layout4->addWidget( planetInfo, 1 );
+ layout4->addSpacing( 10 );
+ layout4->addWidget( turnCounter, 1 );
+ layout4->addStretch( 1 );
+
+ layout1->addStretch( 1 );
+
+ //**********************************************************************
+ // Set up signal/slot connections
+ //**********************************************************************
+ connect( mapWidget, TQT_SIGNAL( planetSelected(Planet *) ), this, TQT_SLOT(planetSelected(Planet *)) );
+ connect( shipCountEdit, TQT_SIGNAL(returnPressed()), this, TQT_SLOT(newShipCount()) );
+ connect( endTurn, TQT_SIGNAL( clicked() ), this, TQT_SLOT( nextPlayer() ) );
+ connect( mapWidget, TQT_SIGNAL( planetHighlighted(Planet *)), planetInfo, TQT_SLOT(showPlanet(Planet *)) );
+
+ changeGameBoard( false );
+}
+
+
+//**********************************************************************
+// Destructor
+//**********************************************************************
+GameBoard::~GameBoard()
+{
+ // Nothing much to do yet
+}
+
+#if 0
+TQSize GameBoard::sizeHint() const
+{
+ return TQSize( 600, 550 );
+}
+#endif
+
+//************************************************************************
+// Keyboard Event handlers
+//************************************************************************
+void
+GameBoard::keyPressEvent( TQKeyEvent *e )
+{
+ // Check for the escape key
+ if( e->key() == Key_Escape ) {
+ switch( gameState ) {
+ case DEST_PLANET:
+ case SHIP_COUNT:
+ case RULER_SOURCE:
+ case RULER_DEST:
+ gameState = SOURCE_PLANET;
+ haveSourcePlanet = false;
+ haveDestPlanet = false;
+ turn();
+ break;
+ default:
+ break;
+ }
+ return;
+ }
+
+ if( !isgraph( e->ascii() ) ) {
+ e->ignore();
+ return;
+ }
+
+ PlanetListIterator planetSearch( planets );
+ TQString planetName;
+
+ planetName += toupper( e->ascii() );
+
+ for(Planet *p = planetSearch.toFirst();
+ p != NULL;
+ p = ++planetSearch ) {
+
+ if( p->getName() == planetName )
+ planetSelected( p );
+ }
+
+}
+
+TQString
+GameBoard::playerString(Player *player)
+{
+ if (!player)
+ player = currentPlayer->current();
+ return player->getColoredName();
+}
+
+//************************************************************************
+// Game engine/state machine
+//************************************************************************
+void
+GameBoard::turn()
+{
+ PlanetListIterator planetAi( planets );
+ PlanetListIterator planetAttack( planets );
+ Planet *target = 0;
+
+ switch( gameState ) {
+ case NONE :
+ // stuff for none
+ gameState = SOURCE_PLANET;
+ haveSourcePlanet = false;
+ haveDestPlanet = false;
+ haveShipCount = false;
+ shipCount = 0;
+ mapWidget->unselectPlanet();
+
+
+ turn();
+ setFocus();
+ break;
+
+ case SOURCE_PLANET :
+
+ if( haveSourcePlanet ) {
+ gameState = DEST_PLANET;
+
+ sourcePlanet->select();
+ turn();
+
+ } else {
+ shipCountEdit->hide();
+ endTurn->setEnabled( true );
+ mapWidget->unselectPlanet();
+
+ gameMessage->setText( "<qt>" + playerString() + ": " +
+ i18n("Select source planet...") + "</qt>" );
+ setFocus();
+ }
+
+ break;
+
+ case DEST_PLANET :
+
+ if( haveDestPlanet ) {
+ mapWidget->unselectPlanet();
+ gameState = SHIP_COUNT;
+ turn();
+
+ } else {
+ shipCountEdit->hide();
+ endTurn->setEnabled( false );
+ sourcePlanet->select();
+ gameMessage->setText( "<qt>" + playerString() + ": " +
+ i18n("Select destination planet...") + "</qt>" );
+ setFocus();
+ }
+
+ break;
+
+ case SHIP_COUNT:
+
+ if( haveShipCount ) {
+ // We now have a complete fleet to send, so send it
+ sendAttackFleet( sourcePlanet, destPlanet, shipCount);
+
+ shipCountEdit->hide();
+ endTurn->setEnabled( true );
+
+ gameState = NONE;
+ turn();
+
+ endTurn->setFocus();
+
+ } else {
+ gameMessage->setText( currentPlayer->current()->getName() +
+ i18n(": How many ships?") );
+
+ shipCountEdit->setText( "" );
+ shipCountEdit->show();
+ shipCountEdit->setEnabled(true);
+ shipCountEdit->setFocus();
+
+ endTurn->setEnabled( false );
+
+ mapWidget->unselectPlanet();
+ }
+
+ break;
+
+ case RULER_SOURCE:
+ if( haveSourcePlanet ) {
+ gameState = RULER_DEST;
+ sourcePlanet->select();
+ turn();
+ } else {
+ shipCountEdit->hide();
+ endTurn->setEnabled( true );
+ mapWidget->unselectPlanet();
+
+ gameMessage->setText( i18n("Ruler: Select starting planet.") );
+ setFocus();
+ }
+
+ break;
+
+ case RULER_DEST:
+ if( haveDestPlanet ) {
+ mapWidget->unselectPlanet();
+
+ // Display the distance between the two planets
+ CoreLogic cl;
+ double dist = cl.distance( sourcePlanet, destPlanet );
+
+ TQString msg;
+ msg = i18n("The distance from Planet %1 to Planet %2 is %3 light years.\n"
+ "A ship leaving this turn will arrive on turn %4")
+ .arg(sourcePlanet->getName())
+ .arg(destPlanet->getName())
+ .arg(TDEGlobal::locale()->formatNumber( dist, 2 ))
+ .arg(TDEGlobal::locale()->formatNumber( turnNumber + (int)dist, 0 ));
+ KMessageBox::information( this, msg, i18n("Distance"));
+
+ gameState = NONE;
+ turn();
+ } else {
+ gameMessage->setText( i18n("Ruler: Select ending planet.") );
+ shipCountEdit->hide();
+ endTurn->setEnabled( false );
+ sourcePlanet->select();
+
+ setFocus();
+ }
+
+ break;
+
+ case AI_PLAYER:
+ endTurn->setEnabled( false );
+ gameMessage->setText( i18n("Computer Player thinking...") );
+
+ Planet *home;
+
+ int ships;
+ planetAi.toFirst();
+
+ while ((home = planetAi())) {
+ if (home->getPlayer() == currentPlayer->current()) {
+
+ bool hasAttack = false;
+ ships = (int)floor(home->getFleet().getShipCount() * 0.7 );
+
+ if (ships >= 20) {
+
+ Planet *attack;
+ double minDistance = 100;
+ planetAttack.toFirst();
+ while ((attack = planetAttack())) {
+ bool skip = false;
+
+ CoreLogic cl;
+ double dist = cl.distance( home, attack );
+
+ if ((dist < minDistance) && (attack->getPlayer() != currentPlayer->current()) &&
+ (attack->getFleet().getShipCount() < ships )) {
+ AttackFleetListIterator FleetsinFlight( currentPlayer->current()->getAttackList() );
+ AttackFleet *curFleet;
+
+ while ( (curFleet = FleetsinFlight())) {
+ if (curFleet->destination == attack) {
+ skip = true;
+ }
+ }
+ if (skip) continue;
+
+ target = attack;
+ hasAttack = true;
+ minDistance = dist;
+ }
+ }
+
+ if (hasAttack) {
+ sendAttackFleet( home, target, ships );
+ }
+ else {
+ planetAttack.toFirst();
+ minDistance = 100;
+ int shipsToSend = 0;
+ bool hasDestination = false;
+
+ while ((attack = planetAttack())) {
+ bool skip = false;
+ CoreLogic cl;
+ double dist = cl.distance( home, attack );
+ int homeships = (int)floor(home->getFleet().getShipCount() * 0.5 );
+
+ if ((dist < minDistance) && (attack->getPlayer() == currentPlayer->current()) &&
+ (attack->getFleet().getShipCount() < homeships )) {
+ AttackFleetListIterator FleetsinFlight( currentPlayer->current()->getAttackList() );
+ AttackFleet *curFleet;
+
+ while ( (curFleet = FleetsinFlight())) {
+ if (curFleet->destination == attack) {
+ skip = true;
+ }
+ }
+ if (skip) continue;
+
+ shipsToSend = (int)floor((home->getFleet().getShipCount() - attack->getFleet().getShipCount()) / 2) ;
+
+ target = attack;
+ hasDestination = true;
+ minDistance = dist;
+ }
+ }
+
+ if (hasDestination) {
+ sendAttackFleet( home, target, shipsToSend );
+ }
+ }
+ }
+ }
+ }
+
+ endTurn->setEnabled( true );
+ nextPlayer();
+
+ break;
+
+ default:
+ break;
+ }
+
+ TQString turnStr;
+ turnStr = i18n("Turn #: %1 of %2").arg(turnNumber).arg(lastTurn);
+
+ turnCounter->setText( turnStr );
+
+ emit newGameState( gameState );
+}
+//************************************************************************
+// To the end turn processing (resolve combat, etc.)
+//************************************************************************
+void
+GameBoard::nextTurn()
+{
+ resolveShipsInFlight();
+
+ scanForSurvivors();
+
+ // advance to first living player
+ while( currentPlayer->current() && !currentPlayer->current()->isInPlay() ) {
+ ++(*currentPlayer);
+ };
+
+ // advance turn counter
+ turnNumber++;
+
+ // update the planets
+ PlanetListIterator nextPlanet( planets );
+ Planet *planet;
+
+ while( (planet = nextPlanet()) )
+ {
+ planet->turn();
+ }
+
+ // Tell the status widget to update itself
+ planetInfo->rescanPlanets();
+
+ Player *winner = findWinner();
+ if (winner)
+ {
+ mapWidget->repaint(true);
+ KMessageBox::information(this,
+ i18n("The mighty %1 has conquered the galaxy!").arg(winner->getName()),
+ i18n("Game Over"));
+ }
+
+ if( (turnNumber == lastTurn) && !winner )
+ {
+ mapWidget->repaint(true);
+ GameEndDlg *dlg = new GameEndDlg( this );
+
+ if( dlg->exec() == KDialogBase::Yes ) {
+ lastTurn += dlg->extraTurns();
+ }
+
+ delete dlg;
+ }
+
+ if( winner || (turnNumber >= lastTurn) )
+ {
+ // Game over, man! Game over.
+
+ mapWidget->repaint(true);
+
+ gameOver();
+ };
+}
+
+//************************************************************************
+// determine the fate of the ships in transit
+//************************************************************************
+void
+GameBoard::resolveShipsInFlight()
+{
+ AttackFleetList arrivingShips;
+ PlayerListIterator nextPlayer( players );
+ Player *plr;
+
+ while( (plr = nextPlayer()) ) {
+ AttackFleetListIterator nextFleet( plr->getAttackList() );
+
+ AttackFleet *fleet;
+
+ while( (fleet = nextFleet()) ) {
+ double fleetArrivalTurn = floor(fleet->arrivalTurn);
+
+ if( turnNumber == int (fleetArrivalTurn) ) {
+ doFleetArrival( fleet );
+ plr->getAttackList().removeRef( fleet );
+ delete fleet;
+ }
+ }
+ }
+
+}
+
+Player *
+GameBoard::findWinner()
+{
+ Player *winner = 0;
+ int activePlayers = 0;
+
+ PlayerListIterator nextPlayer( players );
+ Player *plr;
+
+ while( (plr = nextPlayer()) ) {
+ if (plr->isInPlay())
+ {
+ winner = plr;
+ activePlayers++;
+ }
+ else if (plr->getAttackList().count() != 0)
+ {
+ activePlayers++;
+ }
+ }
+ if (activePlayers == 1)
+ return winner;
+
+ return 0;
+}
+
+void
+GameBoard::gameMsg(const TQString &msg, Player *player, Planet *planet, Player *planetPlayer)
+{
+ bool isHumanInvolved = false;
+
+ TQString color = "white";
+ TQString colorMsg = msg;
+ TQString plainMsg = msg;
+
+ if (player)
+ {
+ if (!player->isAiPlayer())
+ isHumanInvolved = true;
+ colorMsg = colorMsg.arg(playerString(player));
+ plainMsg = plainMsg.arg(player->getName());
+ }
+
+ if (planet)
+ {
+ if (!planetPlayer)
+ planetPlayer = planet->getPlayer();
+ if (!planetPlayer->isAiPlayer() && !planetPlayer->isNeutral())
+ isHumanInvolved = true;
+
+ TQString color = planetPlayer->getColor().name();
+ colorMsg = colorMsg.arg(TQString("<font color=\"%1\">%2</font>").arg(color, planet->getName()));
+ plainMsg = plainMsg.arg(planet->getName());
+ }
+ msgWidget->append(("<qt><font color=\"white\">Turn %1:</font> <font color=\""+color+"\">").arg(turnNumber)+colorMsg+"</font></qt>");
+ msgWidget->scrollToBottom();
+
+ if (isHumanInvolved)
+ {
+ mapWidget->repaint(true);
+ KMessageBox::information(this, plainMsg);
+ }
+}
+
+//************************************************************************
+// check to see any players have been eliminated
+//************************************************************************
+void
+GameBoard::scanForSurvivors()
+{
+ PlayerListIterator nextPlayer( players );
+ PlayerList activePlayers;
+ PlayerList inactivePlayers;
+
+ // insert all of the active players into a special
+ // list, the deactivate them
+ Player *plr;
+ while( (plr = nextPlayer()) ) {
+ if( plr->isInPlay() ) {
+ activePlayers.append( plr );
+ plr->setInPlay( false );
+ } else {
+ inactivePlayers.append( plr );
+ }
+ }
+
+
+ // iterate through the list of planets and
+ // mark their owners in play
+ PlanetListIterator nextPlanet( planets );
+
+ Planet *planet;
+ while( (planet = nextPlanet()) ) {
+ planet->getPlayer()->setInPlay( true );
+ }
+
+
+ PlayerListIterator nextActivePlayer( activePlayers );
+ while( (plr = nextActivePlayer()) ) {
+ if( !plr->isInPlay() ) {
+ // Player has bitten the dust
+ TQString msg;
+ msg = i18n("The once mighty empire of %1 has fallen in ruins.");
+ gameMsg(msg, plr);
+ }
+ }
+
+ PlayerListIterator nextInactivePlayer( inactivePlayers );
+ while( (plr = nextInactivePlayer()) ) {
+ if( plr->isInPlay() ) {
+ // Player has bitten the dust
+ TQString msg;
+ msg = i18n("The fallen empire of %1 has staggered back to life.");
+ gameMsg(msg, plr);
+ }
+ }
+}
+
+//************************************************************************
+// handle the arrival of a fleet at a planet
+//************************************************************************
+void
+GameBoard::doFleetArrival( AttackFleet *arrivingFleet )
+{
+ // Check to see of (fleet owner) == (planet owner)
+ // if the planet and fleet owner are the same, then merge the fleets
+ // otherwise attack.
+
+ if( (*arrivingFleet->owner) == (*arrivingFleet->destination->getPlayer())) {
+ if (!arrivingFleet->owner->isAiPlayer()) {
+ arrivingFleet->destination->getFleet().absorb(arrivingFleet);
+
+ TQString msg;
+ msg = i18n("Reinforcements (%1 ships) have arrived for planet %2.")
+ .arg(arrivingFleet->getShipCount());
+ gameMsg(msg, 0, arrivingFleet->destination);
+ }
+ } else {
+
+ // let's get ready to rumble...
+
+ CoreLogic cl;
+ AttackFleet &attacker = *arrivingFleet;
+ DefenseFleet &defender = arrivingFleet->destination->getFleet();
+ Planet &prizePlanet = *(arrivingFleet->destination);
+
+ bool haveVictor = false;
+ bool planetHolds = true;
+
+ while( !haveVictor ) {
+ double attackerRoll = cl.roll();
+ double defenderRoll = cl.roll();
+
+ if( defenderRoll < prizePlanet.getKillPercentage() ) {
+ attacker.removeShips( 1 );
+ }
+
+ if( attacker.getShipCount() <= 0 ) {
+ haveVictor = true;
+ planetHolds = true;
+ continue;
+ }
+
+ if( attackerRoll < attacker.killPercentage ) {
+ defender.removeShips( 1 );
+ attacker.owner->statEnemyShipsDestroyed( 1 );
+ }
+
+ if( defender.getShipCount() <= 0 ) {
+ haveVictor = true;
+ planetHolds = false;
+ }
+ }
+
+ if( planetHolds ) {
+ prizePlanet.getPlayer()->statEnemyFleetsDestroyed(1);
+ TQString msg;
+ msg = i18n("Planet %2 has held against an attack from %1.");
+ gameMsg(msg, attacker.owner, &prizePlanet);
+ } else {
+ Player *defender = prizePlanet.getPlayer();
+ attacker.owner->statEnemyFleetsDestroyed( 1 );
+
+ arrivingFleet->destination->conquer( arrivingFleet );
+
+ TQString msg;
+ msg = i18n("Planet %2 has fallen to %1.");
+ gameMsg(msg, attacker.owner, &prizePlanet, defender);
+ }
+ }
+
+ mapWidget->repaint(true);
+}
+
+//************************************************************************
+// Set up the game board for a new game
+//************************************************************************
+void
+GameBoard::startNewGame()
+{
+ shutdownGame();
+
+ if( gameInProgress )
+ return;
+
+ NewGameDlg *newGame = new NewGameDlg( this, map, &players, neutralPlayer, &planets );
+
+ if( !newGame->exec() )
+ {
+ delete newGame;
+ return;
+ }
+ newGame->save(); // Save settings for next time
+
+ msgWidget->clear();
+
+ changeGameBoard( true );
+
+ planetInfo->setPlanetList(planets);
+
+ shipCountEdit->hide();
+ endTurn->setEnabled( true );
+
+ currentPlayer = new PlayerListIterator( players );
+ currentPlayer->toFirst();
+
+ endTurn->show();
+ gameMessage->show();
+
+ lastTurn = newGame->turns();
+
+ turnNumber = 1;
+ turn();
+
+ delete newGame;
+}
+
+//************************************************************************
+// Shut down the current game
+//************************************************************************
+void
+GameBoard::shutdownGame()
+{
+ if( !gameInProgress )
+ return;
+
+ int choice = KMessageBox::warningContinueCancel
+ ( this,
+ i18n("Do you wish to retire this game?"),
+ i18n("End Game"),
+ KStdGuiItem::ok() );
+
+ if( choice == KMessageBox::Cancel )
+ return;
+
+ gameOver();
+}
+
+void
+GameBoard::gameOver()
+{
+ ScoreDlg *scoreDlg = new ScoreDlg( this, i18n("Final Standings"), &players );
+ scoreDlg->exec();
+
+ cleanupGame();
+}
+
+void
+GameBoard::cleanupGame()
+{
+ map->clearMap();
+
+ planets.clear();
+ players.clear();
+
+ delete currentPlayer;
+ currentPlayer = NULL;
+
+ shipCountEdit->hide();
+ endTurn->setEnabled( false );
+
+ gameMessage->hide();
+ endTurn->hide();
+
+ changeGameBoard( false );
+ gameState = NONE;
+ emit newGameState(gameState);
+}
+
+
+//************************************************************************
+// Player selected a planet
+//************************************************************************
+void
+GameBoard::planetSelected( Planet *planet )
+{
+ switch( gameState ) {
+ case SOURCE_PLANET:
+ if( (*planet->getPlayer()) == (*currentPlayer->current()) ) {
+ // got a match
+ haveSourcePlanet = true;
+ sourcePlanet = planet;
+
+ turn();
+ }
+
+ break;
+
+ case RULER_SOURCE:
+ haveSourcePlanet = true;
+ sourcePlanet = planet;
+ turn();
+ break;
+
+ case DEST_PLANET:
+ case RULER_DEST:
+ if( planet != sourcePlanet ) {
+ // got a match
+ haveDestPlanet = true;
+ destPlanet = planet;
+
+ turn();
+ }
+
+ break;
+
+ default:
+ case NONE :
+ break;
+ }
+
+}
+
+//************************************************************************
+// Player hit return in the ship count edit box
+//************************************************************************
+void
+GameBoard::newShipCount()
+{
+ TQString temp( shipCountEdit->text() );
+ bool ok;
+
+ switch( gameState ) {
+ case SHIP_COUNT:
+ shipCount = temp.toInt(&ok);
+
+ if( ok )
+ haveShipCount = true;
+
+ shipCountEdit->setText( "" );
+
+ turn();
+ break;
+
+ default:
+ break;
+ };
+
+}
+
+//**********************************************************************
+// transition board from play to non-play
+//**********************************************************************
+void
+GameBoard::changeGameBoard( bool inPlay )
+{
+ gameInProgress = inPlay;
+
+ if( gameInProgress ) {
+ mapWidget->show();
+ planetInfo->show();
+ gameMessage->show();
+ endTurn->show();
+ shipCountEdit->show();
+ splashScreen->hide();
+ setBackgroundColor( black );
+ } else {
+ mapWidget->hide();
+ planetInfo->hide();
+ gameMessage->hide();
+ endTurn->hide();
+ shipCountEdit->hide();
+ splashScreen->show();
+ setBackgroundColor( black );
+ }
+
+}
+
+//************************************************************************
+// Player clicked the 'End Turn' button
+//************************************************************************
+void
+GameBoard::nextPlayer()
+{
+ // end turn and advance to next player
+ Player *plr;
+
+ while( (plr = ++(*currentPlayer)) && !(plr->isInPlay()) ) {}
+
+ if( !plr ) {
+ // end of player list, new turn
+ currentPlayer->toFirst();
+ nextTurn();
+ }
+
+ if( gameInProgress ) {
+ if (currentPlayer->current()->isAiPlayer()) {
+ gameState = AI_PLAYER;
+ }
+ else {
+ gameState = SOURCE_PLANET;
+
+ }
+ turn();
+ }
+}
+
+//************************************************************************
+// A complete set of source, destination planets and ship count has been
+// entered, so do something about it
+//************************************************************************
+void
+GameBoard::sendAttackFleet( Planet *source, Planet *dest, int ship )
+{
+ bool ok;
+
+ ok = currentPlayer->current()->NewAttack( source, dest,
+ ship, turnNumber );
+
+ if( !ok ) {
+ KMessageBox::error( this,
+ i18n("Not enough ships to send.") );
+ }
+}
+
+//************************************************************************
+// Toolbar items
+//************************************************************************
+void
+GameBoard::measureDistance()
+{
+ switch( gameState ) {
+ case SOURCE_PLANET:
+ gameState = RULER_SOURCE;
+ turn();
+ default:
+ break;
+ }
+}
+
+void
+GameBoard::showScores()
+{
+ ScoreDlg *scoreDlg = new ScoreDlg( this, i18n("Current Standings"), &players );
+ scoreDlg->show();
+}
+
+void
+GameBoard::showFleets()
+{
+ FleetDlg *fleetDlg = new FleetDlg( this, &(currentPlayer->current()->getAttackList()) );
+ fleetDlg->show();
+}