monopoly board

This commit is contained in:
Adolfo Reyna
2026-01-31 22:00:46 -05:00
parent 561f7c5951
commit fa4c6f00ca
9 changed files with 464 additions and 135 deletions

View File

@@ -19,6 +19,8 @@ extern "C" {
#include <time.h>
#include "DiceModalGame.h"
#include "PropertyModalGame.h"
#include "BoardModalGame.h"
#include "MonopolyBoardRenderer.h"
// --- Constructor ---
@@ -56,11 +58,26 @@ bool MonopolyGame::update(const InputEvent& event) {
if (active_modal) {
bool modal_redraw = active_modal->update(event);
if (modal_redraw) needs_redraw = true;
// If modal is dismissed, delete and return control
// Use dynamic_cast to check for modal type and dismissal
// Check for specific modal types to handle their results
auto dice_modal = dynamic_cast<DiceModalGame*>(active_modal);
auto prop_modal = dynamic_cast<PropertyModalGame*>(active_modal);
if ((dice_modal && dice_modal->is_dismissed()) || (prop_modal && prop_modal->is_dismissed())) {
auto board_modal = dynamic_cast<BoardModalGame*>(active_modal);
if (dice_modal && dice_modal->is_dismissed()) {
delete active_modal;
active_modal = nullptr;
needs_redraw = true;
} else if (prop_modal && prop_modal->is_dismissed()) {
if (prop_modal->wants_to_buy()) {
const BoardTile* tile = &MONOPOLY_BOARD[p->position];
p->balance -= tile->cost;
p->properties_owned[p->property_count++] = p->position;
}
delete active_modal;
active_modal = nullptr;
needs_redraw = true;
} else if (board_modal && board_modal->is_dismissed()) {
delete active_modal;
active_modal = nullptr;
needs_redraw = true;
@@ -75,56 +92,44 @@ bool MonopolyGame::update(const InputEvent& event) {
break;
case INPUT_BUTTON_1: // Select option
switch (selected_action) {
case 0: // Roll
if (!has_rolled && !p->is_in_jail) {
int dice1 = (rand() % 6) + 1;
int dice2 = (rand() % 6) + 1;
int total = dice1 + dice2;
int old_pos = p->position;
p->position = (p->position + total) % BOARD_SIZE;
if (p->position < old_pos) p->balance += 200;
has_rolled = true;
needs_redraw = true;
// Store dice values and show dice modal
last_dice1 = dice1;
last_dice2 = dice2;
if (active_modal) delete active_modal;
active_modal = new DiceModalGame(width, height, renderer, gui, input_manager, dice1, dice2);
// Show property modal if landed on property/railroad/utility
const BoardTile* landed = &MONOPOLY_BOARD[p->position];
if (landed->type == TILE_PROPERTY || landed->type == TILE_RAILROAD || landed->type == TILE_UTILITY) {
modal_property_index = p->position;
// Queue property modal after dice modal is dismissed
}
// TODO: Handle doubles, jail, landing effects
}
break;
case 1: // Buy
if (has_rolled) {
const BoardTile* tile = &MONOPOLY_BOARD[p->position];
if ((tile->type == TILE_PROPERTY || tile->type == TILE_RAILROAD || tile->type == TILE_UTILITY) && p->balance >= tile->cost) {
bool owned = false;
for (int i = 0; i < p->property_count; ++i) {
if (p->properties_owned[i] == p->position) owned = true;
}
if (!owned) {
p->balance -= tile->cost;
p->properties_owned[p->property_count++] = p->position;
needs_redraw = true;
case 0: // Context Action
if (!has_rolled) {
// Roll Dice
if (!p->is_in_jail) {
int dice1 = (rand() % 6) + 1;
int dice2 = (rand() % 6) + 1;
int total = dice1 + dice2;
int old_pos = p->position;
p->position = (p->position + total) % BOARD_SIZE;
if (p->position < old_pos) p->balance += 200;
has_rolled = true;
needs_redraw = true;
// Store dice values and show dice modal
last_dice1 = dice1;
last_dice2 = dice2;
if (active_modal) delete active_modal;
active_modal = new DiceModalGame(width, height, renderer, gui, input_manager, dice1, dice2, &MONOPOLY_BOARD[old_pos], &MONOPOLY_BOARD[p->position], players, players_count);
// Show property modal if landed on property/railroad/utility
const BoardTile* landed = &MONOPOLY_BOARD[p->position];
if (landed->type == TILE_PROPERTY || landed->type == TILE_RAILROAD || landed->type == TILE_UTILITY) {
modal_property_index = p->position;
}
}
// TODO: Check for ownership by other players
}
break;
case 2: // End Turn
if (has_rolled) {
} else {
// End Turn
current_player_idx = (current_player_idx + 1) % players_count;
has_rolled = false;
double_rolls = 0;
just_sent_to_jail = false;
selected_action = 0; // Reset selection for next player
needs_redraw = true;
}
break;
case 1: // View Board
if (active_modal) delete active_modal;
active_modal = new BoardModalGame(width, height, renderer, gui, input_manager, players, players_count);
needs_redraw = true;
break;
}
break;
default:
@@ -132,7 +137,22 @@ bool MonopolyGame::update(const InputEvent& event) {
}
// If dice modal was just dismissed and a property modal is queued, show it
if (!active_modal && modal_property_index >= 0) {
active_modal = new PropertyModalGame(width, height, renderer, gui, input_manager, &MONOPOLY_BOARD[modal_property_index]);
// Evaluate ownership and affordability
bool is_owned = false;
const char* owner_name = nullptr;
for (int i = 0; i < players_count; ++i) {
for (int j = 0; j < players[i].property_count; ++j) {
if (players[i].properties_owned[j] == modal_property_index) {
is_owned = true;
owner_name = players[i].name;
break;
}
}
if (is_owned) break;
}
bool can_afford = (p->balance >= MONOPOLY_BOARD[modal_property_index].cost);
active_modal = new PropertyModalGame(width, height, renderer, gui, input_manager, &MONOPOLY_BOARD[modal_property_index], is_owned, owner_name, can_afford, players, players_count);
modal_property_index = -1;
needs_redraw = true;
}
@@ -146,63 +166,50 @@ void MonopolyGame::draw() {
active_modal->draw();
return;
}
renderer->clear_buffer();
// --- Draw Board Perimeter ---
MonopolyBoardRenderer::draw_board_perimeter(renderer, width, height, players, players_count);
// --- Inner Dashboard (Center Area) ---
int cw = width / 7;
int ch = height / 7;
int ix = cw + 2, iy = ch + 2;
int iw = width - 2 * cw - 4, ih = height - 2 * ch - 4;
Player* p = &players[current_player_idx];
const BoardTile* tile = &MONOPOLY_BOARD[p->position];
// Title
renderer->draw_string_scaled(10, 10, "Monopoly", 3);
// --- Player Stats (Right Side) ---
int stats_x = width - 200;
int y = 40 + 15 * current_player_idx;
// Stats Window in center
char buf[128];
// make a window showing player stats
LowLevelWindow* stats_win = gui->draw_new_window(stats_x - 10, y - 10 , 190, 120, p->name);
y += 20;
renderer->draw_string_scaled(stats_x, y, "Location:", 1);
renderer->draw_string_scaled(stats_x, y + 10, tile->name, 2);
y += 30;
// Money
snprintf(buf, sizeof(buf), "$%d", p->balance);
renderer->draw_string_scaled(stats_x, y, "Money:", 1);
renderer->draw_string_scaled(stats_x, y + 10, buf, 2);
y += 30;
// Properties
int prop_count = 0;
for (int i = 0; i < p->property_count; ++i) {
int prop_idx = p->properties_owned[i];
if (prop_idx >= 0 && MONOPOLY_BOARD[prop_idx].type == TILE_PROPERTY) prop_count++;
}
snprintf(buf, sizeof(buf), "Properties: %d", prop_count);
renderer->draw_string_scaled(stats_x, y, buf, 1);
y += 10;
// Monopoly count
int monopoly_count = 0;
// For each group, check if player owns all properties in group
for (int group = 1; group <= 8; ++group) {
int group_total = 0, group_owned = 0;
for (int i = 0; i < BOARD_SIZE; ++i) {
if (MONOPOLY_BOARD[i].type == TILE_PROPERTY && MONOPOLY_BOARD[i].group[0] == group) {
group_total++;
for (int j = 0; j < p->property_count; ++j) {
if (p->properties_owned[j] == i) group_owned++;
}
}
}
if (group_total > 0 && group_total == group_owned) monopoly_count++;
}
snprintf(buf, sizeof(buf), "Monopolies: %d", monopoly_count);
renderer->draw_string_scaled(stats_x, y, buf, 1);
renderer->draw_string_scaled(ix + 5, iy + 5, "Monopoly", 2);
int content_y = iy + 25;
snprintf(buf, sizeof(buf), "TURN: %s", p->name);
renderer->draw_string_scaled(ix + 5, content_y, buf, 1);
content_y += 12;
snprintf(buf, sizeof(buf), "BAL: $%d", p->balance);
renderer->draw_string_scaled(ix + 5, content_y, buf, 1);
content_y += 12;
snprintf(buf, sizeof(buf), "POS: %s", tile->name);
renderer->draw_string_scaled(ix + 5, content_y, buf, 1);
content_y += 15;
// Draw action menu
const char* actions[ACTION_COUNT];
if (!has_rolled) {
actions[0] = "Roll Dice";
} else {
actions[0] = "End Turn";
}
actions[1] = "View Board";
// Draw action menu (highlight selected)
const char* actions[ACTION_COUNT] = {"Roll Dice", "Buy Property", "End Turn"};
for (int i = 0; i < ACTION_COUNT; ++i) {
int y = height - 80 + i * 20;
snprintf(buf, sizeof(buf), "%s%s", (i == selected_action) ? "> " : " ", actions[i]);
renderer->draw_string_scaled(10, y, buf, 2);
renderer->draw_string_scaled(ix + 5, content_y, buf, 1);
content_y += 12;
}
// TODO: Draw board, all players, property ownership, jail, chance, etc.
// TODO: Add win/lose/game over conditions
// TODO: Add touch support, more UI, etc.
}