summaryrefslogtreecommitdiffstats
path: root/kue/modules/8ball/8ball.cpp
blob: 2ac2cff804ba5e1299745f17c2b09960a8811295 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
#include <kdebug.h>
#include <tdelocale.h>
#include <stdlib.h>
#include <stdio.h>

#include "8ball.h"
#include "interface.h"
#include "physics.h"
#include "utility.h"
#include "team.h"
#include "player.h"
#include "global.h"

const unsigned int BILLIARDS_COUNT = 15;

K_EXPORT_COMPONENT_FACTORY( libkue8ball, EightBallFactory )

TQObject *EightBallFactory::createObject (TQObject *parent, const char* name, const char* classname, const TQStringList &args = TQStringList() )
{
	Q_UNUSED(args);

	if (classname != TQString("KueRulesEngine"))
		return 0;

	return new EightBall(parent, name);
}

EightBall::EightBall(TQObject *parent, const char *name) : KueRulesEngine(parent, name)
{
	KueUtility::layoutTable();
	KueUtility::layoutPockets();
	KueUtility::layoutBilliards(KueUtility::Triangle);

	// Reset our state (NOTE: anyone see anything missing?)
	_game_called = GAME_UNCALLED;
	_current_team = 0;
	_first_hit = -1;
	_first_sunk = -1;
	_scratch = false;
	_broke = false;

	_current_player = KueGlobal::teams()->at(_current_team)->nextPlayer();
}

EightBall::~EightBall()
{
}

void EightBall::start()
{
	cuePlaced();
}

void EightBall::billiardSunk(unsigned int ball, unsigned int /* pocket */)
{
	// Called when the physics engine sinks a billiard

	// Somebody must win the game if the 8ball is sunk, the question is who
	if (ballIsMagic(ball))
	{
		if (onlyMagicLeft(_current_team))
		{
			// It was our only ball left, we win
			playerWins(_current_team);
		}
		else
		{
			// We messed up real bad
			playerWins(!_current_team);
		}
	}

	// Have we sunk nothing yet? Or ist the cue ball?
	if ((ownsBall(!_current_team, ball)) || ballIsCue(ball))
	{
		// Oops, we shouldn't have sunk that... scratch!
		_scratch = true;
	}
	else if (_first_sunk == -1)
	{
		// Ah, it's all good...
		_first_sunk = ball;
	}
}

void EightBall::billiardHit(unsigned int ball1, unsigned int ball2) {
	// Is this our first hit?
	if (_first_hit == -1)
	{
		// Count the one that isn't the cue ball ;)
		if (ballIsCue(ball1))
		{
			_first_hit = ball2;
			 _broke = true;
		}
		else if (ballIsCue(ball2))
		{
			_first_hit = ball1;
			 _broke = true;
		}
	}
}

void EightBall::motionStopped()
{
	// The physics engine has finished its job, turn it off to save CPU time
	KueGlobal::physics()->stop();

	// Did we hit a ball? And did we own that ball?
	if ((_first_hit == -1) || ownsBall(!_current_team, _first_hit))
	{
		// Nope, scratch
		_scratch = true;
	}

	// Did we hit a magic ball first when there are other balls left?
	if ((!onlyMagicLeft(_current_team)) && ballIsMagic(_first_hit))
	{
		// Scratch!
		_scratch = true;
	}

	// We downright lose if we scratch on the 8-ball (HA!)
	if (onlyMagicLeft(_current_team) && _scratch)
	{
		playerWins(!_current_team);
		return;
	}

	// We lose our turn if the shot was a scratch, or we sunk nothing
	if ((_scratch) || (_first_sunk == -1))
	{
		if (_current_team == 0)
			_current_team = 1;
		else
			_current_team = 0;

		_current_player = KueGlobal::teams()->at(_current_team)->nextPlayer();
	}

	if (_first_sunk != -1)
	{
		if (_game_called == GAME_UNCALLED)
		{
			if (_current_team)
			{
				_game_called = (ballIsSolid(_first_sunk) ? GAME_PLAYER1_STRIPES : GAME_PLAYER1_SOLIDS);
			}
			else
			{
				_game_called = (ballIsSolid(_first_sunk) ? GAME_PLAYER1_SOLIDS : GAME_PLAYER1_STRIPES);
			}
		}
	}

	// Reset our shot state
	_first_hit = -1;
	_first_sunk = -1;

	 // Did we scratch?
	if (_scratch)
	{
		// Create the cue ball again
		KueBilliard cue(
		                KueGlobal::physics()->fieldWidth() / 4.0,
		                KueGlobal::physics()->fieldHeight() / 2.0,
		                KueUtility::defaultBilliardRadius()
		               );


		if (_broke)
		{
			// We scratched, the cue ball goes back home
			emit(showMessage(placeCueBallMessage()));
			_current_player->placeBilliard(
			                               0,
			                               cue,
			                               KueGlobal::physics()->fieldWidth() / 4.0,
			                               this,
			                               TQ_SLOT(cuePlaced())
			                              );
		}
		else
		{
			KueGlobal::physics()->insertBilliard(0, cue);
			cuePlaced();
		}
	}
	else
	{
		emit(showMessage(startShotMessage()));
		// The cue ball stays where it is, go right to the shot
		_current_player->takeShot(0, false, this, TQ_SLOT(shotTaken()));
	}
}

// Is a ball solid?
bool EightBall::ballIsSolid(unsigned int number)
{
	return ((number > 0) && (number < 8));
}

// Is a ball 'magic' (8 ball)?
bool EightBall::ballIsMagic(unsigned int number)
{
	return (number == 8);
}

// Is a ball striped?
bool EightBall::ballIsStripe(unsigned int number)
{
	return (number > 8);
}

// Is a ball the cue ball (ball 0)
bool EightBall::ballIsCue(unsigned int number)
{
	return (number == 0);
}

// Does the given player only have the 8 ball left to sink?
bool EightBall::onlyMagicLeft(int player)
{
	// It's impossible if the game is uncalled (any game with a sunk ball is called)
	if (_game_called == GAME_UNCALLED)
		return false;

	// Check all the billiards belonging to the player
	for (unsigned int x = 1;x < BILLIARDS_COUNT;x++)
	{
		// Does the player own it, and does it still exist
		if (ownsBall(player, x) && KueGlobal::physics()->billiards()[x])
		{
			// So apparently there is more than magic left
			return false;
		}
	}

	// Nope, only magic
	return true;
}

void EightBall::playerWins(int player)
{
	Q_UNUSED(player);
	TQString message;

	// Announce the winner
	message = i18n("%1 wins!").arg(_current_player->name());

	// Show the message
	emit(showMessage(message));

	// Tell the rest of the game about the stunning victory
	emit(gameOver(message));
}

// Does the player own the given ball
bool EightBall::ownsBall(int player, unsigned int ball)
{
	// Until the game is called, nobody owns anything
	if (_game_called == GAME_UNCALLED)
	{
		return false;
	}

	// And nobody ever owns the 8 ball
	if (ballIsMagic(ball))
		return false;

	if (player)
	{
		return (_game_called == GAME_PLAYER1_STRIPES) ? ballIsSolid(ball) : ballIsStripe(ball);
	}
	else
	{
		return (_game_called == GAME_PLAYER1_STRIPES) ? ballIsStripe(ball) : ballIsSolid(ball);
	}
}

TQString EightBall::startShotMessage()
{
	TQString message;
	// What type of shot is this?
	if (_broke)
		message = i18n("%1's shot").arg(_current_player->name());
	else
		message = i18n("%1's break shot").arg(_current_player->name());

	message = message + " " + sideString();

	return message;
}

TQString EightBall::placeCueBallMessage()
{
	TQString message;

	// Tell the user what is going on
	message = i18n("%1 placing cue ball").arg(_current_player->name());
	message = message + " " + sideString();

	return message;
}


TQString EightBall::sideString()
{
	if (_game_called == GAME_UNCALLED)
		return "";

	if (_current_team)
		return (_game_called == GAME_PLAYER1_STRIPES) ? i18n("(solids)") : i18n("(stripes)");
	else
		return (_game_called == GAME_PLAYER1_STRIPES) ? i18n("(stripes)") : i18n("(solids)");
}

void EightBall::cuePlaced()
{
	// Tell the interface code to start the shot
	emit(showMessage(startShotMessage()));
	_current_player->takeShot(0, true, this, TQ_SLOT(shotTaken()));
}

void EightBall::shotTaken()
{
	// Start the physics engine
	KueGlobal::physics()->start();

	// Reset the shot-related variables
	_scratch = false;
	_first_hit = -1;
	_first_sunk = -1;
}


#include "8ball.moc"