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author | Michele Calgaro <michele.calgaro@yahoo.it> | 2020-12-11 16:15:55 +0900 |
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committer | Michele Calgaro <michele.calgaro@yahoo.it> | 2020-12-11 16:15:55 +0900 |
commit | 931f81f9fe49f3fe339bb3cb23501393bfbb2d0a (patch) | |
tree | a9a654a2acd2bd8ddfc026fee8c1f9ea18ea8deb /konquest/gameboard.cc | |
parent | eb03b1cb9c58427f256e50b857df40aae0db940e (diff) | |
download | tdegames-931f81f9fe49f3fe339bb3cb23501393bfbb2d0a.tar.gz tdegames-931f81f9fe49f3fe339bb3cb23501393bfbb2d0a.zip |
Renaming of files in preparation for code style tools.
Signed-off-by: Michele Calgaro <michele.calgaro@yahoo.it>
Diffstat (limited to 'konquest/gameboard.cc')
-rw-r--r-- | konquest/gameboard.cc | 991 |
1 files changed, 0 insertions, 991 deletions
diff --git a/konquest/gameboard.cc b/konquest/gameboard.cc deleted file mode 100644 index 69aec42c..00000000 --- a/konquest/gameboard.cc +++ /dev/null @@ -1,991 +0,0 @@ -#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(); -} |