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authorMavridis Philippe <mavridisf@gmail.com>2024-08-07 19:13:02 +0300
committerMavridis Philippe <mavridisf@gmail.com>2024-08-07 19:23:24 +0300
commit04b5a62b8d9f5ff8240f25361046f2a5d58e8262 (patch)
tree98b126454cdf68d544e138d7e8b31d5fd45b72c2 /kue/modules/freeplay
parent83ba00b7e569587d50383ff06a70148042ca780e (diff)
downloadtdegames-feat/kue.tar.gz
tdegames-feat/kue.zip
Add Kue billiards gamefeat/kue
Signed-off-by: Mavridis Philippe <mavridisf@gmail.com>
Diffstat (limited to 'kue/modules/freeplay')
-rw-r--r--kue/modules/freeplay/CMakeLists.txt42
-rw-r--r--kue/modules/freeplay/freeplay.cpp93
-rw-r--r--kue/modules/freeplay/freeplay.h46
-rw-r--r--kue/modules/freeplay/freeplay.h.save85
-rw-r--r--kue/modules/freeplay/freeplay.plugin5
5 files changed, 271 insertions, 0 deletions
diff --git a/kue/modules/freeplay/CMakeLists.txt b/kue/modules/freeplay/CMakeLists.txt
new file mode 100644
index 00000000..0f935a3c
--- /dev/null
+++ b/kue/modules/freeplay/CMakeLists.txt
@@ -0,0 +1,42 @@
+################################################################################
+# Improvements and feedback are welcome! #
+# This software is licensed under the terms of the GNU GPL v3 license. #
+################################################################################
+
+include_directories(
+ ${CMAKE_BINARY_DIR}
+ ${CMAKE_CURRENT_BINARY_DIR}
+ ${CMAKE_CURRENT_SOURCE_DIR}
+ ${TDE_INCLUDE_DIR}
+ ${TQT_INCLUDE_DIRS}
+)
+
+link_directories(
+ ${TQT_LIBRARY_DIRS}
+)
+
+### kuefreeplay (library) #######################################################
+tde_add_library(
+ kuefreeplay SHARED AUTOMOC
+
+ SOURCES
+ freeplay.cpp
+
+ LINK
+ tdeio-shared
+ kue-shared
+
+ DESTINATION
+ ${LIB_INSTALL_DIR}
+)
+
+### data #######################################################################
+install(
+ FILES
+ freeplay.plugin
+
+ DESTINATION
+ ${DATA_INSTALL_DIR}/kue
+)
+
+# kate: replace-tabs true; tab-width 2; \ No newline at end of file
diff --git a/kue/modules/freeplay/freeplay.cpp b/kue/modules/freeplay/freeplay.cpp
new file mode 100644
index 00000000..022c0ec9
--- /dev/null
+++ b/kue/modules/freeplay/freeplay.cpp
@@ -0,0 +1,93 @@
+#include "freeplay.h"
+#include "interface.h"
+#include "physics.h"
+#include "utility.h"
+#include "player.h"
+#include "global.h"
+#include "team.h"
+
+#include <tdelocale.h>
+#include <tdemessagebox.h>
+#include <stdlib.h>
+#include <stdio.h>
+#include <krandomsequence.h>
+
+const int BILLIARDS_COUNT = 15;
+
+K_EXPORT_COMPONENT_FACTORY( libkuefreeplay, FreePlayFactory )
+
+TQObject *FreePlayFactory::createObject (TQObject *parent, const char* name, const char* classname, const TQStringList &args = TQStringList() )
+{
+ Q_UNUSED(args);
+
+ if (classname != TQString("KueRulesEngine"))
+ return 0;
+
+ return new FreePlay(parent, name);
+}
+
+FreePlay::FreePlay(TQObject *parent, const char *name) : KueRulesEngine(parent, name)
+{
+ KueUtility::layoutTable();
+ KueUtility::layoutPockets();
+ KueUtility::layoutBilliards(KueUtility::Triangle);
+
+ _current_team = 0;
+}
+
+FreePlay::~FreePlay()
+{
+}
+
+void FreePlay::start()
+{
+ startShot();
+}
+
+void FreePlay::motionStopped()
+{
+ // The physics engine has finished its job, turn it off to save CPU time
+ KueGlobal::physics()->stop();
+
+ _current_team++;
+
+ if (_current_team == KueGlobal::teams()->count())
+ _current_team = 0;
+
+ startShot();
+}
+
+void FreePlay::shotTaken()
+{
+ // Start the physics engine
+ KueGlobal::physics()->start();
+}
+
+void FreePlay::startShot()
+{
+ TQString message;
+ KuePlayer *current_player = KueGlobal::teams()->at(_current_team)->nextPlayer();
+
+ // Did the cue ball get sunk? Replace it.
+ if (!KueGlobal::physics()->billiards()[0])
+ {
+ KueBilliard cue(
+ KueGlobal::physics()->fieldWidth() / 4.0,
+ KueGlobal::physics()->fieldHeight() / 2.0,
+ KueUtility::defaultBilliardRadius()
+ );
+
+ KueGlobal::physics()->insertBilliard(0, cue);
+ }
+
+ // What type of shot is this?
+ message = i18n("%1's shot").arg(current_player->name());
+
+ // Show the generated message
+ emit(showMessage(message));
+
+ // Tell the interface to start the shot UI.
+ current_player->takeShot(0, false, this, TQ_SLOT(shotTaken()));
+}
+
+#include "freeplay.moc"
diff --git a/kue/modules/freeplay/freeplay.h b/kue/modules/freeplay/freeplay.h
new file mode 100644
index 00000000..f51ba950
--- /dev/null
+++ b/kue/modules/freeplay/freeplay.h
@@ -0,0 +1,46 @@
+#ifndef _FREEPLAY_H
+#define _FREEPLAY_H
+
+#include <tqobject.h>
+#include <klibloader.h>
+
+#include "vector.h"
+#include "point.h"
+#include "rules.h"
+
+
+// Forward declarations of our helper classes
+class TQString;
+
+// Possible values of _game_called
+enum gameCallType {GAME_UNCALLED, GAME_PLAYER1_STRIPES, GAME_PLAYER1_SOLIDS};
+
+
+class FreePlayFactory : KLibFactory {
+ public:
+ TQObject* createObject(TQObject*, const char*, const char*, const TQStringList &);
+};
+
+class FreePlay : public KueRulesEngine {
+ TQ_OBJECT
+ public:
+ FreePlay(TQObject *parent, const char *name);
+ ~FreePlay();
+
+ void start();
+
+ protected slots:
+ // Called by the physics engine when all billiards have stopped moving
+ void motionStopped();
+ // Called by the interface after the user has decided on a shot
+ void shotTaken();
+
+ private:
+ // Ask the interface to start the shot
+ void startShot();
+
+ unsigned int _current_team;
+};
+
+
+#endif
diff --git a/kue/modules/freeplay/freeplay.h.save b/kue/modules/freeplay/freeplay.h.save
new file mode 100644
index 00000000..36b9404e
--- /dev/null
+++ b/kue/modules/freeplay/freeplay.h.save
@@ -0,0 +1,85 @@
+#ifndef _EIGHTBALL_H
+#define _EIGHTBALL_H
+
+#include <ntqobject.h>
+#include <klibloader.h>
+
+#include "vector.h"
+#include "point.h"
+#include "rules.h"
+
+
+// Forward declarations of our helper classes
+class TQString;
+
+// Possible values of _game_called
+enum gameCallType {GAME_UNCALLED, GAME_PLAYER1_STRIPES, GAME_PLAYER1_SOLIDS};
+
+
+class FreePlayFactory : KLibFactory {
+ public:
+ TQObject* createObject(TQObject*, const char*, const char*, const TQStringList &);
+};
+
+class FreePlay : public TQObject, public KueRulesEngine {
+ Q_OBJECT
+ public:
+ FreePlay();
+ ~FreePlay();
+
+ // Is the game over?
+ bool gameIsOver() { return false; }
+
+ protected slots:
+ // Called by physics engine when a billiard is sunk
+ void billiardSunk(unsigned int ball, unsigned int pocket);
+ // Called by physics engine when a billiard is struck (by the cue ball or another billiard)
+ void billiardHit(unsigned int ball1, unsigned int ball2);
+ // Called by the physics engine when all billiards have stopped moving
+ void motionStopped();
+
+ // Called by the interface when the user has decided on a cue location
+ void cuePlaced(point &location);
+ // Called by the interface when the user is deciding on a cue location
+ void previewCuePlace(point &location);
+ // Called by the interface after the user has decided on a hot
+ void shotTaken(vector &velocity);
+
+ private:
+ // Ask the interface to start the shot
+ void startShot(bool forward_only);
+ // Ask the interface to place the cue ball
+ void placeCueBall();
+
+ // Does a player only have an 8 ball left to shoot at?
+ bool onlyMagicLeft(int player);
+ // Does a player own a given ball?
+ bool ownsBall(int player, unsigned int ball);
+
+ // Is a ball solid?
+ bool ballIsSolid(unsigned int number);
+ // Is a ball stripped?
+ bool ballIsStripe(unsigned int number);
+ // Is a ball the cue ball?
+ bool ballIsCue(unsigned int number);
+ // Is a ball the magic ball (8)?
+ bool ballIsMagic(unsigned int number);
+
+ // Handle a player's victory
+ void playerWins(int player);
+
+ // Is this shot a scratch?
+ bool _scratch;
+ // First ball sunk
+ int _first_sunk;
+ // First ball hit
+ int _first_hit;
+
+ // The current player
+ int _current_player;
+ // Who's stripes? And who's solids?
+ gameCallType _game_called;
+};
+
+
+#endif
diff --git a/kue/modules/freeplay/freeplay.plugin b/kue/modules/freeplay/freeplay.plugin
new file mode 100644
index 00000000..9e559e15
--- /dev/null
+++ b/kue/modules/freeplay/freeplay.plugin
@@ -0,0 +1,5 @@
+Filename=libkuefreeplay
+Type=rulesengine
+Name=Free Play
+Description=A very simple version of 8-ball pool
+# There are no minimum or maximum number of teams