209 lines
8.3 KiB
C++
209 lines
8.3 KiB
C++
// ============================================================================
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// MONOPOLY GAME IMPLEMENTATION (for custom console)
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// ============================================================================
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// Refactored from console version to use Game interface and rendering/input system
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#include "monopoly_game.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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#include "player.h"
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#ifdef __cplusplus
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}
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#endif
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#include <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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#include <time.h>
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#include "DiceModalGame.h"
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#include "PropertyModalGame.h"
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// --- Constructor ---
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MonopolyGame::MonopolyGame(uint16_t width, uint16_t height, LowLevelRenderer* renderer, LowLevelGUI* gui, InputManager* input_manager)
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: Game(width, height, renderer, gui, input_manager) {
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players_count = 2;
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current_player_idx = 0;
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has_rolled = false;
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double_rolls = 0;
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just_sent_to_jail = false;
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}
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// --- Initialize game state ---
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void MonopolyGame::init() {
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// Hardcoded 2 players for minimal version
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init_player(&players[0], 0, "Elias", "Top Hat");
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init_player(&players[1], 1, "Adolfo", "Racecar");
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players_count = 2;
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current_player_idx = 0;
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has_rolled = false;
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double_rolls = 0;
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just_sent_to_jail = false;
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selected_action = 0;
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srand(time(NULL));
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if (active_modal) { delete active_modal; active_modal = nullptr; }
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// TODO: Reset all board state, property ownership, etc.
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}
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// --- Handle input events (minimal: roll, buy, end turn) ---
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bool MonopolyGame::update(const InputEvent& event) {
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Player* p = &players[current_player_idx];
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bool needs_redraw = false;
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// If a modal is active, delegate input and check for dismissal
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if (active_modal) {
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bool modal_redraw = active_modal->update(event);
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if (modal_redraw) needs_redraw = true;
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// If modal is dismissed, delete and return control
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// Use dynamic_cast to check for modal type and dismissal
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auto dice_modal = dynamic_cast<DiceModalGame*>(active_modal);
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auto prop_modal = dynamic_cast<PropertyModalGame*>(active_modal);
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if ((dice_modal && dice_modal->is_dismissed()) || (prop_modal && prop_modal->is_dismissed())) {
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delete active_modal;
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active_modal = nullptr;
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needs_redraw = true;
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}
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return needs_redraw;
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}
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switch (event.type) {
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case INPUT_BUTTON_0: // Cycle options
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selected_action = (selected_action + 1) % ACTION_COUNT;
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needs_redraw = true;
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break;
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case INPUT_BUTTON_1: // Select option
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switch (selected_action) {
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case 0: // Roll
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if (!has_rolled && !p->is_in_jail) {
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int dice1 = (rand() % 6) + 1;
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int dice2 = (rand() % 6) + 1;
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int total = dice1 + dice2;
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int old_pos = p->position;
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p->position = (p->position + total) % BOARD_SIZE;
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if (p->position < old_pos) p->balance += 200;
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has_rolled = true;
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needs_redraw = true;
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// Store dice values and show dice modal
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last_dice1 = dice1;
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last_dice2 = dice2;
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if (active_modal) delete active_modal;
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active_modal = new DiceModalGame(width, height, renderer, gui, input_manager, dice1, dice2);
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// Show property modal if landed on property/railroad/utility
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const BoardTile* landed = &MONOPOLY_BOARD[p->position];
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if (landed->type == TILE_PROPERTY || landed->type == TILE_RAILROAD || landed->type == TILE_UTILITY) {
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modal_property_index = p->position;
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// Queue property modal after dice modal is dismissed
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}
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// TODO: Handle doubles, jail, landing effects
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}
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break;
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case 1: // Buy
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if (has_rolled) {
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const BoardTile* tile = &MONOPOLY_BOARD[p->position];
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if ((tile->type == TILE_PROPERTY || tile->type == TILE_RAILROAD || tile->type == TILE_UTILITY) && p->balance >= tile->cost) {
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bool owned = false;
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for (int i = 0; i < p->property_count; ++i) {
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if (p->properties_owned[i] == p->position) owned = true;
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}
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if (!owned) {
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p->balance -= tile->cost;
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p->properties_owned[p->property_count++] = p->position;
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needs_redraw = true;
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}
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}
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// TODO: Check for ownership by other players
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}
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break;
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case 2: // End Turn
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if (has_rolled) {
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current_player_idx = (current_player_idx + 1) % players_count;
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has_rolled = false;
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double_rolls = 0;
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just_sent_to_jail = false;
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needs_redraw = true;
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}
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break;
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}
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break;
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default:
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break;
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}
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// If dice modal was just dismissed and a property modal is queued, show it
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if (!active_modal && modal_property_index >= 0) {
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active_modal = new PropertyModalGame(width, height, renderer, gui, input_manager, &MONOPOLY_BOARD[modal_property_index]);
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modal_property_index = -1;
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needs_redraw = true;
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}
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return needs_redraw;
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}
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// --- Draw game state (minimal: player info, current tile, actions) ---
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void MonopolyGame::draw() {
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// If a modal is active, draw it and return
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if (active_modal) {
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active_modal->draw();
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return;
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}
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Player* p = &players[current_player_idx];
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const BoardTile* tile = &MONOPOLY_BOARD[p->position];
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// Title
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renderer->draw_string_scaled(10, 10, "Monopoly", 3);
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// --- Player Stats (Right Side) ---
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int stats_x = width - 200;
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int y = 40 + 15 * current_player_idx;
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char buf[128];
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// make a window showing player stats
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LowLevelWindow* stats_win = gui->draw_new_window(stats_x - 10, y - 10 , 190, 120, p->name);
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y += 20;
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renderer->draw_string_scaled(stats_x, y, "Location:", 1);
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renderer->draw_string_scaled(stats_x, y + 10, tile->name, 2);
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y += 30;
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// Money
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snprintf(buf, sizeof(buf), "$%d", p->balance);
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renderer->draw_string_scaled(stats_x, y, "Money:", 1);
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renderer->draw_string_scaled(stats_x, y + 10, buf, 2);
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y += 30;
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// Properties
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int prop_count = 0;
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for (int i = 0; i < p->property_count; ++i) {
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int prop_idx = p->properties_owned[i];
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if (prop_idx >= 0 && MONOPOLY_BOARD[prop_idx].type == TILE_PROPERTY) prop_count++;
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}
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snprintf(buf, sizeof(buf), "Properties: %d", prop_count);
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renderer->draw_string_scaled(stats_x, y, buf, 1);
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y += 10;
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// Monopoly count
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int monopoly_count = 0;
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// For each group, check if player owns all properties in group
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for (int group = 1; group <= 8; ++group) {
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int group_total = 0, group_owned = 0;
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for (int i = 0; i < BOARD_SIZE; ++i) {
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if (MONOPOLY_BOARD[i].type == TILE_PROPERTY && MONOPOLY_BOARD[i].group[0] == group) {
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group_total++;
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for (int j = 0; j < p->property_count; ++j) {
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if (p->properties_owned[j] == i) group_owned++;
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}
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}
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}
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if (group_total > 0 && group_total == group_owned) monopoly_count++;
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}
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snprintf(buf, sizeof(buf), "Monopolies: %d", monopoly_count);
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renderer->draw_string_scaled(stats_x, y, buf, 1);
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// Draw action menu (highlight selected)
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const char* actions[ACTION_COUNT] = {"Roll Dice", "Buy Property", "End Turn"};
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for (int i = 0; i < ACTION_COUNT; ++i) {
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int y = height - 80 + i * 20;
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snprintf(buf, sizeof(buf), "%s%s", (i == selected_action) ? "> " : " ", actions[i]);
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renderer->draw_string_scaled(10, y, buf, 2);
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}
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// TODO: Draw board, all players, property ownership, jail, chance, etc.
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// TODO: Add win/lose/game over conditions
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// TODO: Add touch support, more UI, etc.
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}
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