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game_dialog.cpp
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game_dialog.cpp
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#include "game_dialog.h"
#include <cstdlib>
#include <ctime>
#include <cassert>
#include <vector>
#include <stdexcept>
#include <SFML/Graphics/RenderWindow.hpp>
#include <SFML/Graphics/RectangleShape.hpp>
#include <SFML/Graphics/CircleShape.hpp>
#include "chess_board.h"
#include "chess_piece.h"
#include "coordinat_getter.h"
game_dialog::game_dialog(
const int window_width,
const int window_height
)
: m_commands{},
m_cursor_x{3},
m_cursor_y(3),
m_game{},
m_game_state{game_state::start_turn},
m_select_x{-1},
m_select_y{-1},
m_textures{},
m_window_height{window_height},
m_window_width{window_width}
{
}
void game_dialog::add_command(const command c)
{
m_commands.insert(c);
}
void game_dialog::click_mouse(const int x, const int y)
{
switch (m_game_state)
{
case game_state::player_1_won: return;
case game_state::player_2_won: return;
case game_state::playing: break;
case game_state::start_turn: return;
}
const int w = m_window_width;
const int h = m_window_height;
if (m_game.get_whose_turn() == piece_color::white)
{
m_cursor_x = 0 + (x / (w / 8));
m_cursor_y = 7 - (y / (h / 8));
}
else
{
m_cursor_x = 7 - (x / (w / 8));
m_cursor_y = 0 + (y / (h / 8));
}
if (m_cursor_x < 0) m_cursor_x = 0;
if (m_cursor_y < 0) m_cursor_y = 0;
if (m_cursor_x > 7) m_cursor_x = 7;
if (m_cursor_y > 7) m_cursor_y = 7;
do_select(m_cursor_x, m_cursor_y);
}
void game_dialog::do_move()
{
const int x1 = m_select_x;
const int y1 = m_select_y;
const int x2 = m_cursor_x;
const int y2 = m_cursor_y;
if (m_select_x == -1) return;
if (m_cursor_x == -1) return;
assert(x1 >=0);
assert(x2 >=0);
assert(x1 < 8);
assert(x2 < 8);
assert(y1 >=0);
assert(y2 >=0);
assert(y1 < 8);
assert(y2 < 8);
const chess_piece piece = m_game.GetBoard().GetPiece(x1,y1);
assert(piece.IsNull()==false
&& "User must not be able to select an empty square do do a move from");
const piece_type type = piece.GetType();
const chess_piece victim = m_game.GetBoard().GetPiece(x2,y2);
const bool capture = (victim.IsNull() ? false : true);
const chess_move move(type,x1,y1,capture,x2,y2);
this->do_move(move);
m_select_x = -1;
m_select_y = -1;
}
void game_dialog::do_move(const chess_move& move)
{
if (!m_game.CanDoMove(move))
{
return;
}
//A -possibly deciding- move takes place
m_game.DoMove(move);
//Has someone won?
if (m_game.IsGameOver())
{
m_game_state = m_game.GetWinner() == piece_color::white ? game_state::player_1_won : game_state::player_2_won;
return;
}
//Go to the next turn
m_game_state = game_state::start_turn;
m_cursor_x = std::rand() % 8;
m_cursor_y = std::rand() % 8;
}
void game_dialog::do_select(const int cursorX, const int cursorY)
{
if ( m_select_x == -1
&& m_select_y == -1
&& m_game.GetBoard().GetPiece(cursorX,cursorY).IsNull()==false
&& m_game.GetBoard().GetPiece(cursorX,cursorY).GetColor() == m_game.get_whose_turn()
)
{
//Nothing selected until now
m_select_x = cursorX;
m_select_y = cursorY;
}
else if (
m_select_x != -1
&& m_select_y != -1
&& m_game.GetBoard().GetPiece(m_select_x,m_select_y).IsNull() == false
&& m_game.GetBoard().GetPiece(m_select_x,m_select_y).GetColor() == m_game.get_whose_turn()
&& m_game.GetBoard().GetPiece(cursorX,cursorY).IsNull() == false
&& m_game.GetBoard().GetPiece(cursorX,cursorY).GetColor() == m_game.get_whose_turn() )
{
//Selected a piece of own color and now selecting another piece
//of own color
m_select_x = cursorX;
m_select_y = cursorY;
}
else
{
do_move();
}
}
void game_dialog::draw(sf::RenderWindow& window)
{
switch (m_game_state)
{
case game_state::player_1_won: draw_player_won(window, 1); break;
case game_state::player_2_won: draw_player_won(window, 2); break;
case game_state::playing: draw_game(window); break;
case game_state::start_turn: draw_start_turn(window); break;
}
}
void game_dialog::draw_game(sf::RenderWindow& window) const
{
window.setTitle("SearchAndDestroyChess");
const std::vector<std::vector<bool>> inSight = m_game.GetInSight();
const double block_width = static_cast<double>(m_window_width) / 8.0;
const double block_height = static_cast<double>(m_window_height) / 8.0;
const double scale_x = block_width / 129.0; //The images are 129x129
const double scale_y = block_height / 129.0; //The images are 129x129
//The CoordinatGetter transforms the coordinats of the board,
//according to the player whose turn it is
const coordinat_getter coordinatGetter ( m_game.get_whose_turn());
//Draw squares, question marks and pieces
{
const chess_board board = m_game.GetBoard();
//Draw all squares on buffer (clearing it)
for (int y=0; y!=8; ++y)
{
for (int x=0; x!=8; ++x)
{
const sf::Texture& t = m_textures.get_square((x + y) % 2 == 0
? piece_color::black
: piece_color::white
);
sf::Sprite sprite;
sprite.setTexture(t);
sprite.setPosition(
( coordinatGetter.get_x(x) + 0 ) * block_width,
( coordinatGetter.get_y(y) + 0 ) * block_width
);
sprite.setScale( sf::Vector2f(scale_x, scale_y) );
window.draw(sprite);
}
}
//Draw all question marks and pieces
for (int y=0; y!=8; ++y)
{
for (int x=0; x!=8; ++x)
{
//If there is nothing, t will be transparent :-)
const sf::Texture& t = get_texture(inSight[y][x],board.GetPiece(x,y));
sf::Sprite sprite;
sprite.setTexture(t);
sprite.setPosition(
( coordinatGetter.get_x(x) + 0 ) * block_width,
( coordinatGetter.get_y(y) + 0 ) * block_width
);
sprite.setScale( sf::Vector2f(scale_x, scale_y) );
window.draw(sprite);
}
}
}
//Draw selected
if (m_select_x != -1)
{
{
//Draw selection cursor
sf::RectangleShape s(sf::Vector2f(block_width, block_height));
s.setPosition(
sf::Vector2f(
(coordinatGetter.get_x(m_select_x) + 0) * block_width ,
(coordinatGetter.get_y(m_select_y) + 0) * block_height
)
);
s.setOutlineThickness(8);
s.setOutlineColor(sf::Color::Blue);
s.setFillColor(sf::Color::Transparent);
window.draw(s);
}
//If a chesspiece is selected, draw the crosses on the areas which
//are valid moves
if (m_game.GetBoard().GetPiece(m_select_x, m_select_y).IsNull() == false)
{
const std::vector<chess_move> possibleMoves
= m_game.GetBoard().GetAllValidMoves(m_select_x,m_select_y);
typedef std::vector<chess_move>::const_iterator Iterator;
const Iterator lastMove = possibleMoves.end();
for (Iterator possibleMove = possibleMoves.begin();
possibleMove != lastMove;
++possibleMove)
{
sf::RectangleShape s(sf::Vector2f(block_width, block_height));
s.setFillColor(sf::Color(0,0,128,128));
s.setPosition(
sf::Vector2f(
(coordinatGetter.get_x(possibleMove->x2) + 0) * block_width,
(coordinatGetter.get_y(possibleMove->y2) + 0) * block_height
)
);
window.draw(s);
}
}
}
//Draw cursor
sf::RectangleShape s(sf::Vector2f(block_width, block_height));
s.setPosition(
sf::Vector2f(
(coordinatGetter.get_x(m_cursor_x) + 0) * block_width,
(coordinatGetter.get_y(m_cursor_y) + 0) * block_height
)
);
s.setOutlineThickness(4);
s.setOutlineColor(sf::Color::Red);
s.setFillColor(sf::Color::Transparent);
window.draw(s);
}
void game_dialog::draw_player_won(sf::RenderWindow& window, const int player) const
{
assert(player == 1 || player == 2);
switch (player)
{
case 1: window.setTitle("Player 1 won"); break;
case 2: window.setTitle("Player 2 won"); break;
default: assert(!"Should not get here");
}
sf::RectangleShape r(sf::Vector2f(m_window_width, m_window_height));
r.setPosition(0,0);
r.setFillColor(sf::Color(128,128,128));
window.draw(r);
}
void game_dialog::draw_start_turn(sf::RenderWindow& window) const
{
window.setTitle("Press enter to start the next turn");
sf::RectangleShape r(sf::Vector2f(m_window_width, m_window_height));
r.setPosition(0,0);
r.setFillColor(sf::Color(128,128,128));
window.draw(r);
}
const sf::Texture& game_dialog::get_texture(
const bool inSight,
const chess_piece& piece) const
{
//Visible?
if (!inSight) return m_textures.get_question_mark();
//Piece located there?
//No piece present? Then return null
if (piece.IsNull()) { return m_textures.get_transparent(); }
//Piece present, draw a piece
return m_textures.get(piece.GetType(), piece.GetColor());
}
void game_dialog::process_command(const command c)
{
switch (c)
{
case command::left:
if (m_game.get_whose_turn()==piece_color::white)
{
--m_cursor_x; if (m_cursor_x < 0) m_cursor_x = 0;
}
else
{
++m_cursor_x; if (m_cursor_x > 7) m_cursor_x = 7;
}
break;
case command::right:
if (m_game.get_whose_turn()==piece_color::white)
{
++m_cursor_x; if (m_cursor_x > 7) m_cursor_x = 7;
}
else
{
--m_cursor_x; if (m_cursor_x < 0) m_cursor_x = 0;
}
break;
case command::down:
if (m_game.get_whose_turn()==piece_color::white)
{
--m_cursor_y; if (m_cursor_y < 0) m_cursor_y = 0;
}
else
{
++m_cursor_y; if (m_cursor_y > 7) m_cursor_y = 7;
}
break;
case command::up:
if (m_game.get_whose_turn()==piece_color::white)
{
++m_cursor_y; if (m_cursor_y > 7) m_cursor_y = 7;
}
else
{
--m_cursor_y; if (m_cursor_y < 0) m_cursor_y = 0;
}
break;
case command::select:
do_select(m_cursor_x, m_cursor_y);
break;
case command::ok:
//This happens by accident, when someone presses enter
//for a new screen
break;
}
}
void game_dialog::process_commands()
{
switch (m_game_state)
{
case game_state::player_1_won: return;
case game_state::player_2_won: return;
case game_state::playing: break;
case game_state::start_turn:
{
if (!m_commands.empty() && m_commands.count(command::ok))
{
m_game_state = game_state::playing;
m_commands.clear();
}
}
return;
}
for (const auto c: m_commands) process_command(c);
m_commands.clear();
}
void game_dialog::tick()
{
process_commands();
}