126 lines
4.9 KiB
C++
126 lines
4.9 KiB
C++
// DiceModalGame.h
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#pragma once
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#include "../../lib/game.h"
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#include "../../display/low_level_render.h"
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#include "../../display/low_level_gui.h"
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#include "input_manager.h"
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#include "MonopolyBoardRenderer.h"
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#include "ModalButtonHelper.h"
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class DiceModalGame : public Game {
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int dice1, dice2;
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const BoardTile *from_tile, *to_tile;
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Player* players;
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int players_count;
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bool dismissed;
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void draw_die(int x, int y, int size, int value) {
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// Die base
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renderer->draw_rounded_rectangle(x, y, size, size, 4, true, false);
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// Shadow (offset 2,2)
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renderer->draw_line(x + size, y + 2, x + size, y + size, true);
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renderer->draw_line(x + 2, y + size, x + size, y + size, true);
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int dot_size = size / 6;
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int m = size / 2;
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int l = size / 4;
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int r = 3 * size / 4;
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int t = size / 4;
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int b = 3 * size / 4;
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auto draw_dot = [&](int dx, int dy) {
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renderer->draw_filled_rectangle(x + dx - dot_size / 2, y + dy - dot_size / 2, dot_size, dot_size, true, 1);
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};
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if (value % 2 == 1) draw_dot(m, m); // Center dot for 1, 3, 5
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if (value > 1) {
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draw_dot(l, t);
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draw_dot(r, b);
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}
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if (value > 3) {
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draw_dot(r, t);
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draw_dot(l, b);
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}
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if (value == 6) {
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draw_dot(l, m);
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draw_dot(r, m);
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}
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}
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public:
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DiceModalGame(uint16_t width, uint16_t height, LowLevelRenderer* renderer, LowLevelGUI* gui, InputManager* input_manager, int d1, int d2, const BoardTile* from, const BoardTile* to, Player* p, int count)
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: Game(width, height, renderer, gui, input_manager), dice1(d1), dice2(d2), from_tile(from), to_tile(to), players(p), players_count(count), dismissed(false) {}
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void init() override {
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dismissed = false;
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ModalButtonHelper::set_monopoly_regions(input_manager, width, height);
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}
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Type get_type() const override { return Type::MONOPOLY_DICE; }
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bool update(const InputEvent& event) override {
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// Only B dismisses now, so A can still be used for "change action" (even if it does nothing here)
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if (event.type == INPUT_BUTTON_1) {
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dismissed = true;
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return true;
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}
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return false;
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}
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void draw() override {
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renderer->clear_buffer();
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MonopolyBoardRenderer::draw_board_perimeter(renderer, width, height, players, players_count, (to_tile ? -1 /* or some index */ : -1)); // Keep it simple for now or pass relevant pos
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// Let's pass the destination position to highlight it during the dice roll
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int target_pos = -1;
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for(int i=0; i<40; i++) if(&MONOPOLY_BOARD[i] == to_tile) target_pos = i;
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MonopolyBoardRenderer::draw_board_perimeter(renderer, width, height, players, players_count, target_pos);
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// --- Inner UI (Center Area) ---
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int cw = width / 7;
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int ch = height / 7;
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int ix = cw + 2, iy = ch + 2;
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int iw = width - 2 * cw - 4, ih = height - 2 * ch - 4;
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// Window background (White box)
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renderer->draw_filled_rectangle(ix, iy, iw, ih, false, 0); // Clear central area
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renderer->draw_rectangle(ix, iy, iw, ih, true, 1); // Border
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// Header
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renderer->draw_filled_rectangle(ix + 2, iy + 2, iw - 4, 30, true, 1);
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renderer->set_text_color(false);
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renderer->draw_string_scaled(ix + (iw - (int)strlen("==DICE ROLL==") * 12) / 2, iy + 10, "==DICE ROLL==", 2);
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renderer->set_text_color(true);
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// Dice
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int dice_size = 50;
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int dice_y = iy + 45;
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draw_die(ix + iw / 2 - dice_size - 10, dice_y, dice_size, dice1);
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draw_die(ix + iw / 2 + 10, dice_y, dice_size, dice2);
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// Total
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char buf[32];
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snprintf(buf, sizeof(buf), "TOTAL: %d", dice1 + dice2);
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renderer->draw_string_scaled(ix + (iw - 100) / 2, dice_y + dice_size + 10, buf, 2);
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// Movement info
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int info_y = dice_y + dice_size + 30;
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char move_buf[64];
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if (from_tile && to_tile) {
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snprintf(move_buf, sizeof(move_buf), "FROM: %s", from_tile->name);
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renderer->draw_string_scaled(ix + 10, info_y, move_buf, 1);
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info_y += 12;
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snprintf(move_buf, sizeof(move_buf), "TO: %s", to_tile->name);
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renderer->draw_string_scaled(ix + 10, info_y, move_buf, 1);
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}
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// Button
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int btn_w = 120, btn_h = 25;
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int btn_x = ix + (iw - btn_w) / 2;
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int btn_y = iy + ih - 35;
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renderer->draw_filled_rectangle(btn_x, btn_y, btn_w, btn_h, true, 1);
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renderer->set_text_color(false);
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renderer->draw_string_scaled(btn_x + 5, btn_y + 5, "> CONTINUE", 2);
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renderer->set_text_color(true);
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ModalButtonHelper::draw_virtual_buttons(renderer, input_manager);
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}
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bool is_dismissed() const { return dismissed; }
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};
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