Files
basic1/games/monopoly/monopoly_game.cpp
2026-01-31 19:05:58 -05:00

209 lines
8.3 KiB
C++

// ============================================================================
// MONOPOLY GAME IMPLEMENTATION (for custom console)
// ============================================================================
// Refactored from console version to use Game interface and rendering/input system
#include "monopoly_game.h"
#ifdef __cplusplus
extern "C" {
#endif
#include "player.h"
#ifdef __cplusplus
}
#endif
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <time.h>
#include "DiceModalGame.h"
#include "PropertyModalGame.h"
// --- Constructor ---
MonopolyGame::MonopolyGame(uint16_t width, uint16_t height, LowLevelRenderer* renderer, LowLevelGUI* gui, InputManager* input_manager)
: Game(width, height, renderer, gui, input_manager) {
players_count = 2;
current_player_idx = 0;
has_rolled = false;
double_rolls = 0;
just_sent_to_jail = false;
}
// --- Initialize game state ---
void MonopolyGame::init() {
// Hardcoded 2 players for minimal version
init_player(&players[0], 0, "Elias", "Top Hat");
init_player(&players[1], 1, "Adolfo", "Racecar");
players_count = 2;
current_player_idx = 0;
has_rolled = false;
double_rolls = 0;
just_sent_to_jail = false;
selected_action = 0;
srand(time(NULL));
if (active_modal) { delete active_modal; active_modal = nullptr; }
// TODO: Reset all board state, property ownership, etc.
}
// --- Handle input events (minimal: roll, buy, end turn) ---
bool MonopolyGame::update(const InputEvent& event) {
Player* p = &players[current_player_idx];
bool needs_redraw = false;
// If a modal is active, delegate input and check for dismissal
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
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())) {
delete active_modal;
active_modal = nullptr;
needs_redraw = true;
}
return needs_redraw;
}
switch (event.type) {
case INPUT_BUTTON_0: // Cycle options
selected_action = (selected_action + 1) % ACTION_COUNT;
needs_redraw = true;
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;
}
}
// TODO: Check for ownership by other players
}
break;
case 2: // End Turn
if (has_rolled) {
current_player_idx = (current_player_idx + 1) % players_count;
has_rolled = false;
double_rolls = 0;
just_sent_to_jail = false;
needs_redraw = true;
}
break;
}
break;
default:
break;
}
// 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]);
modal_property_index = -1;
needs_redraw = true;
}
return needs_redraw;
}
// --- Draw game state (minimal: player info, current tile, actions) ---
void MonopolyGame::draw() {
// If a modal is active, draw it and return
if (active_modal) {
active_modal->draw();
return;
}
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;
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);
// 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);
}
// TODO: Draw board, all players, property ownership, jail, chance, etc.
// TODO: Add win/lose/game over conditions
// TODO: Add touch support, more UI, etc.
}