Files
basic1/games/monopoly/monopoly_game.cpp

564 lines
25 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"
#include "BoardModalGame.h"
#include "ChanceModalGame.h"
#include "CommunityChestModalGame.h"
#include "TurnModalGame.h"
#include "ModalButtonHelper.h"
#include "sprites.h"
#include "MonopolyBoardRenderer.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() {
// Initialize regions for touch buttons
ModalButtonHelper::set_monopoly_regions(input_manager, width, height);
// 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));
shuffle_chance_deck();
shuffle_community_deck();
if (active_modal) { delete active_modal; active_modal = nullptr; }
active_modal = new TurnModalGame(width, height, renderer, gui, input_manager, &players[current_player_idx]);
// TODO: Reset all board state, property ownership, etc.
}
void MonopolyGame::shuffle_chance_deck() {
for (int i = 0; i < CHANCE_DECK_SIZE; i++) {
chance_deck[i] = i;
}
for (int i = CHANCE_DECK_SIZE - 1; i > 0; i--) {
int j = rand() % (i + 1);
int temp = chance_deck[i];
chance_deck[i] = chance_deck[j];
chance_deck[j] = temp;
}
current_chance_idx = 0;
}
void MonopolyGame::shuffle_community_deck() {
for (int i = 0; i < COMMUNITY_DECK_SIZE; i++) {
community_deck[i] = i;
}
for (int i = COMMUNITY_DECK_SIZE - 1; i > 0; i--) {
int j = rand() % (i + 1);
int temp = community_deck[i];
community_deck[i] = community_deck[j];
community_deck[j] = temp;
}
current_community_idx = 0;
}
// --- Handle input events (minimal: roll, buy, end turn) ---
bool MonopolyGame::update(const InputEvent& event) {
Player* p = &players[current_player_idx];
bool needs_redraw = false;
// Calculate available actions
int menu_count = 0;
if (!has_rolled) {
menu_count++; // Roll Dice
if (p->is_in_jail) menu_count++; // Pay $50
} else {
menu_count++; // End Turn
}
menu_count++; // View Board
// 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;
// Check for specific modal types to handle their results using custom get_type()
DiceModalGame* dice_modal = (active_modal->get_type() == Game::Type::MONOPOLY_DICE) ? static_cast<DiceModalGame*>(active_modal) : nullptr;
PropertyModalGame* prop_modal = (active_modal->get_type() == Game::Type::MONOPOLY_PROPERTY) ? static_cast<PropertyModalGame*>(active_modal) : nullptr;
BoardModalGame* board_modal = (active_modal->get_type() == Game::Type::MONOPOLY_BOARD) ? static_cast<BoardModalGame*>(active_modal) : nullptr;
ChanceModalGame* chance_modal = (active_modal->get_type() == Game::Type::MONOPOLY_CHANCE) ? static_cast<ChanceModalGame*>(active_modal) : nullptr;
CommunityChestModalGame* community_modal = (active_modal->get_type() == Game::Type::MONOPOLY_COMMUNITY_CHEST) ? static_cast<CommunityChestModalGame*>(active_modal) : nullptr;
TurnModalGame* turn_modal = (active_modal->get_type() == Game::Type::MONOPOLY_TURN) ? static_cast<TurnModalGame*>(active_modal) : nullptr;
if (dice_modal && dice_modal->is_dismissed()) {
delete active_modal;
active_modal = nullptr;
needs_redraw = true;
ModalButtonHelper::set_monopoly_regions(input_manager, width, height);
// Immediately check if we need to show a property modal
if (modal_property_index >= 0) {
bool is_owned = false;
const char* owner_name = nullptr;
int owner_id = -1;
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;
owner_id = i;
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, owner_id, can_afford, players, players_count, current_player_idx);
modal_property_index = -1;
} else if (last_drawn_chance_idx >= 0) {
active_modal = new ChanceModalGame(width, height, renderer, gui, input_manager, &CHANCE_DECK[last_drawn_chance_idx], players, players_count, p->position);
// We'll apply the effect when ChanceModal is dismissed
} else if (last_drawn_community_idx >= 0) {
active_modal = new CommunityChestModalGame(width, height, renderer, gui, input_manager, &COMMUNITY_DECK[last_drawn_community_idx], players, players_count, p->position);
// We'll apply the effect when CommunityChestModal is dismissed
}
if (active_modal) active_modal->init();
return needs_redraw;
} else if (chance_modal && chance_modal->is_dismissed()) {
const ChanceCard* card = &CHANCE_DECK[last_drawn_chance_idx];
last_drawn_chance_idx = -1;
delete active_modal;
active_modal = nullptr;
ModalButtonHelper::set_monopoly_regions(input_manager, width, height);
// Apply card effects
bool position_changed = false;
int old_pos = p->position;
switch (card->type) {
case CHANCE_EARN:
p->balance += card->value;
break;
case CHANCE_SPEND:
p->balance -= card->value;
break;
case CHANCE_ADVANCE: {
int target = card->value;
if (target == TARGET_NEAREST_UTILITY) {
target = (p->position + 1) % BOARD_SIZE;
while (MONOPOLY_BOARD[target].type != TILE_UTILITY) {
target = (target + 1) % BOARD_SIZE;
}
force_utility_10x = true;
} else if (target == TARGET_NEAREST_RAILROAD) {
target = (p->position + 1) % BOARD_SIZE;
while (MONOPOLY_BOARD[target].type != TILE_RAILROAD) {
target = (target + 1) % BOARD_SIZE;
}
rent_multiplier = 2;
}
p->position = target;
if (p->position < old_pos) p->balance += 200;
position_changed = true;
break;
}
case CHANCE_BACK:
p->position = (p->position - card->value + BOARD_SIZE) % BOARD_SIZE;
position_changed = true;
break;
case CHANCE_JAIL:
p->position = 10; // Jail
p->is_in_jail = true;
break;
case CHANCE_JAIL_FREE:
p->jail_free_cards++;
break;
case CHANCE_SPEND_EACH_PLAYER:
for (int i = 0; i < players_count; i++) {
if (i != (int)current_player_idx) {
p->balance -= card->value;
players[i].balance += card->value;
}
}
break;
case CHANCE_REPAIRS:
// For now, simplify or implement if houses are tracked
break;
}
delete active_modal;
active_modal = nullptr;
needs_redraw = true;
ModalButtonHelper::set_monopoly_regions(input_manager, width, height);
if (position_changed) {
// If we moved, check if we landed on a property
const BoardTile* landed = &MONOPOLY_BOARD[p->position];
if (landed->type == TILE_PROPERTY || landed->type == TILE_RAILROAD || landed->type == TILE_UTILITY) {
bool is_owned = false;
const char* owner_name = nullptr;
int owner_id = -1;
for (int i = 0; i < players_count; ++i) {
for (int j = 0; j < players[i].property_count; ++j) {
if (players[i].properties_owned[j] == p->position) {
is_owned = true;
owner_name = players[i].name;
owner_id = i;
break;
}
}
}
bool can_afford = (p->balance >= landed->cost);
active_modal = new PropertyModalGame(width, height, renderer, gui, input_manager, landed, is_owned, owner_name, owner_id, can_afford, players, players_count, current_player_idx);
}
}
return needs_redraw;
} else if (community_modal && community_modal->is_dismissed()) {
const CommunityCard* card = &COMMUNITY_DECK[last_drawn_community_idx];
last_drawn_community_idx = -1;
bool position_changed = false;
int old_pos = p->position;
switch (card->type) {
case COMMUNITY_EARN:
p->balance += card->value;
break;
case COMMUNITY_SPEND:
p->balance -= card->value;
break;
case COMMUNITY_ADVANCE:
p->position = card->value;
if (p->position < old_pos) p->balance += 200;
position_changed = true;
break;
case COMMUNITY_JAIL:
p->position = 10;
p->is_in_jail = true;
break;
case COMMUNITY_JAIL_FREE:
p->jail_free_cards++;
break;
case COMMUNITY_EARN_EACH_PLAYER:
for (int i = 0; i < players_count; i++) {
if (i != (int)current_player_idx) {
p->balance += card->value;
players[i].balance -= card->value;
}
}
break;
case COMMUNITY_REPAIRS:
// p->balance -= (houses * card->value) + (hotels * card->value2);
break;
}
delete active_modal;
active_modal = nullptr;
needs_redraw = true;
ModalButtonHelper::set_monopoly_regions(input_manager, width, height);
if (position_changed) {
const BoardTile* landed = &MONOPOLY_BOARD[p->position];
if (landed->type == TILE_PROPERTY || landed->type == TILE_RAILROAD || landed->type == TILE_UTILITY) {
bool is_owned = false;
const char* owner_name = nullptr;
int owner_id = -1;
for (int i = 0; i < players_count; ++i) {
for (int j = 0; j < players[i].property_count; ++j) {
if (players[i].properties_owned[j] == p->position) {
is_owned = true;
owner_name = players[i].name;
owner_id = i;
break;
}
}
}
bool can_afford = (p->balance >= landed->cost);
active_modal = new PropertyModalGame(width, height, renderer, gui, input_manager, landed, is_owned, owner_name, owner_id, can_afford, players, players_count, current_player_idx);
}
}
return needs_redraw;
} else if (prop_modal && prop_modal->is_dismissed()) {
if (prop_modal->wants_to_buy()) {
const BoardTile* tile = &MONOPOLY_BOARD[p->position];
if (p->balance >= tile->cost) {
p->balance -= tile->cost;
p->properties_owned[p->property_count++] = p->position;
}
} else if (prop_modal->wants_to_pay_rent()) {
const BoardTile* tile = &MONOPOLY_BOARD[p->position];
int rent = 0;
if (tile->type == TILE_PROPERTY) {
// Logic for rent: If owner has all properties of group, rent is doubled (base only)
// For now, let's just use rent[0] as requested, but we should probably eventually
// check for houses. Let's stick to rent[0] to match the modal's display.
rent = tile->rent[0];
}
else if (tile->type == TILE_RAILROAD) {
// Utility logic for Railroads: 1:25, 2:50, 3:100, 4:200
int owner_id = prop_modal->get_owner_id();
int rr_count = 0;
if (owner_id != -1) {
for (int i = 0; i < players[owner_id].property_count; ++i) {
if (MONOPOLY_BOARD[players[owner_id].properties_owned[i]].type == TILE_RAILROAD) {
rr_count++;
}
}
}
if (rr_count == 1) rent = 25;
else if (rr_count == 2) rent = 50;
else if (rr_count == 3) rent = 100;
else if (rr_count == 4) rent = 200;
else rent = 25; // Fallback
}
else if (tile->type == TILE_UTILITY) {
// Utility: 4x dice if 1 owned, 10x if both.
// Since we don't have the dice roll here, let's use a fixed 40 for now
// or calculate it from last_dice1 + last_dice2.
int total_dice = last_dice1 + last_dice2;
int owner_id = prop_modal->get_owner_id();
int utility_count = 0;
if (owner_id != -1) {
for (int i = 0; i < players[owner_id].property_count; ++i) {
if (MONOPOLY_BOARD[players[owner_id].properties_owned[i]].type == TILE_UTILITY) {
utility_count++;
}
}
}
if (force_utility_10x) {
rent = total_dice * 10;
} else {
rent = (utility_count == 2) ? (total_dice * 10) : (total_dice * 4);
}
}
rent *= rent_multiplier;
int o_id = prop_modal->get_owner_id();
if (o_id != -1 && (int)current_player_idx != o_id) {
p->balance -= rent;
players[o_id].balance += rent;
}
}
// Reset multipliers
rent_multiplier = 1;
force_utility_10x = false;
delete active_modal;
active_modal = nullptr;
needs_redraw = true;
ModalButtonHelper::set_monopoly_regions(input_manager, width, height);
} else if (board_modal && board_modal->is_dismissed()) {
delete active_modal;
active_modal = nullptr;
needs_redraw = true;
ModalButtonHelper::set_monopoly_regions(input_manager, width, height);
} else if (turn_modal && turn_modal->is_dismissed()) {
delete active_modal;
active_modal = nullptr;
needs_redraw = true;
ModalButtonHelper::set_monopoly_regions(input_manager, width, height);
}
return needs_redraw;
}
switch (event.type) {
case INPUT_BUTTON_0:
selected_action = (selected_action + 1) % menu_count;
needs_redraw = true;
break;
case INPUT_BUTTON_1:
if (p->is_in_jail && !has_rolled && selected_action == 1) {
p->balance -= 50;
p->is_in_jail = false;
p->jail_turns = 0;
selected_action = 0;
needs_redraw = true;
return true;
}
if (active_modal) delete active_modal;
if (selected_action == (menu_count - 1)) {
active_modal = new BoardModalGame(width, height, renderer, gui, input_manager, players, players_count, current_player_idx);
needs_redraw = true;
} else if (!has_rolled) {
roll_dice_logic:
int d1 = (rand() % 6) + 1;
int d2 = (rand() % 6) + 1;
bool is_db = (d1 == d2);
int old_pos = p->position;
if (p->is_in_jail) {
if (is_db) {
p->is_in_jail = false; p->jail_turns = 0;
} else {
p->jail_turns++;
if (p->jail_turns >= 3) {
p->balance -= 50; p->is_in_jail = false; p->jail_turns = 0;
} else {
has_rolled = true;
last_dice1 = d1; last_dice2 = d2;
active_modal = new DiceModalGame(width, height, renderer, gui, input_manager, d1, d2, &MONOPOLY_BOARD[old_pos], &MONOPOLY_BOARD[old_pos], players, players_count);
needs_redraw = true;
return true;
}
}
} else if (is_db) {
double_rolls++;
if (double_rolls >= 3) {
p->position = 10; p->is_in_jail = true; p->jail_turns = 0;
has_rolled = true; double_rolls = 0;
last_dice1 = d1; last_dice2 = d2;
active_modal = new DiceModalGame(width, height, renderer, gui, input_manager, d1, d2, &MONOPOLY_BOARD[old_pos], &MONOPOLY_BOARD[10], players, players_count);
needs_redraw = true;
return true;
}
} else {
double_rolls = 0;
}
int total = d1 + d2;
p->position = (p->position + total) % BOARD_SIZE;
if (p->position < old_pos) p->balance += 200;
has_rolled = !is_db;
last_dice1 = d1; last_dice2 = d2;
active_modal = new DiceModalGame(width, height, renderer, gui, input_manager, d1, d2, &MONOPOLY_BOARD[old_pos], &MONOPOLY_BOARD[p->position], players, players_count);
const BoardTile* lnd = &MONOPOLY_BOARD[p->position];
if (lnd->type == TILE_GO_TO_JAIL) {
p->position = 10; p->is_in_jail = true; p->jail_turns = 0;
has_rolled = true; double_rolls = 0;
} else if (lnd->type == TILE_PROPERTY || lnd->type == TILE_RAILROAD || lnd->type == TILE_UTILITY) {
modal_property_index = p->position;
} else if (lnd->type == TILE_CHANCE) {
last_drawn_chance_idx = chance_deck[current_chance_idx];
current_chance_idx = (current_chance_idx + 1) % CHANCE_DECK_SIZE;
if (current_chance_idx == 0) shuffle_chance_deck();
} else if (lnd->type == TILE_COMMUNITY_CHEST) {
last_drawn_community_idx = community_deck[current_community_idx];
current_community_idx = (current_community_idx + 1) % COMMUNITY_DECK_SIZE;
if (current_community_idx == 0) shuffle_community_deck();
} else if (lnd->type == TILE_TAX) {
p->balance -= lnd->cost;
}
needs_redraw = true;
} else {
current_player_idx = (current_player_idx + 1) % players_count;
has_rolled = false; double_rolls = 0; just_sent_to_jail = false; selected_action = 0;
active_modal = new TurnModalGame(width, height, renderer, gui, input_manager, &players[current_player_idx]);
needs_redraw = true;
}
break;
default: break;
}
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;
}
renderer->clear_buffer();
Player* p = &players[current_player_idx];
const BoardTile* tile = &MONOPOLY_BOARD[p->position];
// --- Draw Board Perimeter ---
MonopolyBoardRenderer::draw_board_perimeter(renderer, width, height, players, players_count, p->position);
// --- 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;
// --- Inner Dashboard UI ---
// Window Border
renderer->draw_rectangle(ix, iy, iw, ih, true, 2);
renderer->draw_rectangle(ix + 3, iy + 3, iw - 6, ih - 6, true, 1);
// Header Title Bar (Player Name)
char buf[128];
renderer->draw_filled_rectangle(ix + 4, iy + 4, iw - 8, 35, true, 1);
renderer->set_text_color(false); // White text
snprintf(buf, sizeof(buf), "%s'S TURN", p->name);
renderer->draw_string_scaled(ix + (iw - (int)strlen(buf) * 12) / 2, iy + 12, buf, 2);
renderer->set_text_color(true);
renderer->draw_string_scaled(ix + (iw - 8 * 18) / 2, iy + ih - 35, "Monopoly", 3);
int content_y = iy + 50;
snprintf(buf, sizeof(buf), "BALANCE: $%d", p->balance);
renderer->draw_string_scaled(ix + 10, content_y, buf, 2);
content_y += 25;
snprintf(buf, sizeof(buf), "TILE: %s", tile->name);
renderer->draw_string_scaled(ix + 10, content_y, buf, 1);
content_y += 20;
// Draw special tile sprite
const unsigned char* sprite = nullptr;
if (tile->type == TILE_COMMUNITY_CHEST) sprite = epd_bitmap_CommunityChest;
else if (tile->type == TILE_CHANCE) sprite = epd_bitmap_Chance;
else if (tile->type == TILE_FREE_PARKING) sprite = epd_bitmap_FreeParking;
else if (tile->type == TILE_GO_TO_JAIL) sprite = epd_bitmap_GoToJail;
else if (tile->type == TILE_UTILITY) {
if (strstr(tile->name, "Electric")) sprite = epd_bitmap_ElectricCompany;
else if (strstr(tile->name, "Water")) sprite = epd_bitmap_WaterWorks;
}
if (sprite) {
// Draw at bottom right of dashboard
renderer->draw_bitmap(sprite, ix + iw - 105, iy + ih - 105, 100, 100, true);
}
// Separator line
renderer->draw_line(ix + 10, content_y, ix + iw - 10, content_y, true);
content_y += 15;
// Draw action menu
const char* actions[3];
int menu_count = 0;
if (!has_rolled) {
actions[menu_count++] = "Roll Dice";
if (p->is_in_jail) actions[menu_count++] = "Pay $50";
} else {
actions[menu_count++] = "End Turn";
}
actions[menu_count++] = "View Board";
for (int i = 0; i < menu_count; ++i) {
snprintf(buf, sizeof(buf), "%s%s", (i == selected_action) ? "> " : " ", actions[i]);
renderer->draw_string_scaled(ix + 15, content_y, buf, 2);
content_y += 25;
}
ModalButtonHelper::draw_virtual_buttons(renderer, input_manager);
}