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game.cpp
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420 lines (359 loc) · 8.49 KB
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#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <ctime>
#include <algorithm>
#include <fcntl.h>
#include <errno.h>
#include <sys/stat.h>
#include <sys/types.h>
#include "game.h"
#include "position.h"
#include "graphics.h"
int MKDIR(const char *fn, int perms) {
static char buf[1024] = {0};
#ifndef HANDLE_MAX
if(mkdir(fn, perms)) {
if(errno != EEXIST) {
sprintf(buf, "Warning - Can't Create \"%s\"", fn);
perror(buf);
return -1;
}
}
#else
if(mkdir(fn)) {
if(errno != EEXIST) {
sprintf(buf, "Warning - Can't Create \"%s\"", fn);
perror(buf);
return -1;
}
}
#endif
return 0;
}
Game *cur_game = NULL;
TechTree *cur_tree = NULL;
int cur_ship = 0;
System *cur_system=NULL;
Galaxy *cur_galaxy=NULL;
SObject *cur_object=NULL;
using namespace std;
int max_factions = 64;
void game_init() {
srand(time(NULL));
for(int ctr=0; ctr<num_configs; ++ctr) {
int op;
for(op=1; config[ctr][op] != NULL; ++op);
num_options[ctr] = op-1;
}
cur_game = new Game;
}
Game::Game() {
memset(working_setting, 0, sizeof(working_setting));
memset(game_setting, 0, sizeof(game_setting));
memset(setting, 0, sizeof(setting));
local_player = 0;
started = 0;
frame = 0;
}
Game::~Game() {
Clear();
}
int Game::Load(const char *fn, int frac) {
static char buf[1024] = {0};
if(getenv("HOME"))
sprintf(buf, "%s/.cosmos/saves/%s", getenv("HOME"), fn);
else
sprintf(buf, "saves/%s", fn);
FILE *svfl = fopen(buf, "r");
if(!svfl) return -1;
Clear();
fscanf(svfl, "COSMOS\nSAVEFILE\n");
if(ftell(svfl) < 16) {
fprintf(stderr, "Warning - Ignoring Invalid/Obsolete Savefile \"%s\"\n", buf);
return -1;
}
memset(buf, 0, 1024);
fscanf(svfl, "%[^\n]\n", buf);
//printf("Reading savefile for version %s\n", buf);
for(int ctr=0; ctr < num_configs; ++ctr) {
fscanf(svfl, "%d", &setting[ctr]);
}
for(int ctr=0; ctr < num_configs; ++ctr) {
fscanf(svfl, "%d", &game_setting[ctr]);
}
for(int ctr=0; ctr < num_configs; ++ctr) {
fscanf(svfl, "%d", &working_setting[ctr]);
}
//FIXME - DISABLES LOADS!!!!
return 0;
fscanf(svfl, "%d %d %d %d\n", &started, &turn, &tick, &frame);
if(!started) return 0;
int tmpsz;
fscanf(svfl, "Players: %d\n", &tmpsz);
//printf("Loading %d Players\n", tmpsz);
for(int ctr=0; ctr < tmpsz; ++ctr) {
players.push_back(new Player(svfl));
}
fscanf(svfl, "Galaxys: %d\n", &tmpsz);
//printf("Loading %d Galaxies\n", tmpsz);
for(int ctr=0; ctr < tmpsz; ++ctr) {
galaxys.push_back(new Galaxy(svfl));
}
fclose(svfl);
return 0;
}
int Game::Save(const char *fn) {
static char buf[1024] = {0};
static char ebuf[1024] = {0};
if(getenv("HOME")) {
sprintf(buf, "%s/.cosmos", getenv("HOME"));
if(MKDIR(buf, 0755)) return -1;
sprintf(buf, "%s/.cosmos/saves", getenv("HOME"));
if(MKDIR(buf, 0755)) return -1;
sprintf(buf, "%s/.cosmos/saves/%s", getenv("HOME"), fn);
}
else {
if(MKDIR("saves", 0755)) return -1;
sprintf(buf, "saves/%s", fn);
}
FILE *svfl = fopen(buf, "w");
if(!svfl) {
sprintf(ebuf, "Warning - Can't Save \"%s\"", buf);
perror(ebuf);
return -1;
}
fprintf(svfl, "COSMOS\nSAVEFILE\n%s\n", VERSION);
for(int ctr=0; ctr < num_configs; ++ctr) {
fprintf(svfl, "%d", setting[ctr]);
if(ctr != num_configs-1) fprintf(svfl, " ");
else fprintf(svfl, "\n");
}
for(int ctr=0; ctr < num_configs; ++ctr) {
fprintf(svfl, "%d", game_setting[ctr]);
if(ctr != num_configs-1) fprintf(svfl, " ");
else fprintf(svfl, "\n");
}
for(int ctr=0; ctr < num_configs; ++ctr) {
fprintf(svfl, "%d", working_setting[ctr]);
if(ctr != num_configs-1) fprintf(svfl, " ");
else fprintf(svfl, "\n");
}
//FIXME - DISABLES SAVES!!!!
fprintf(svfl, "0 0 0 0\n");
return 0;
fprintf(svfl, "%d %d %d %d\n", started, turn, tick, frame);
fprintf(svfl, "Players: %d\n", int(players.size()));
for(int ctr=0; ctr < int(players.size()); ++ctr) {
players[ctr]->SaveTo(svfl);
}
fprintf(svfl, "Galaxys: %d\n", int(galaxys.size()));
for(int ctr=0; ctr < int(galaxys.size()); ++ctr) {
galaxys[ctr]->SaveTo(svfl);
}
fclose(svfl);
return 0;
}
void Game::TakeTurn() {
EmptyTrash();
turn++;
for(int ctr=0; ctr<int(players.size()); ++ctr) players[ctr]->TakeTurn();
for(int ctr=0; ctr<int(galaxys.size()); ++ctr) galaxys[ctr]->TakeTurn();
EmptyTrash();
}
void Game::Randomize() {
for(int ctr=0; ctr<num_configs; ++ctr) {
if(strcmp("Unknown", config[ctr][1]) == 0)
working_setting[ctr] = (rand()%(num_options[ctr]-1))+1;
else
working_setting[ctr] = (rand()%(num_options[ctr]));
}
}
void Game::Reset() {
for(int ctr=0; ctr<num_configs; ++ctr) {
working_setting[ctr] = game_setting[ctr];
}
}
void Game::ResetToUnknown() {
memset(working_setting, 0, sizeof(working_setting));
}
void Game::Finalize() {
for(int ctr=0; ctr<num_configs; ++ctr) {
game_setting[ctr] = working_setting[ctr];
setting[ctr] = working_setting[ctr];
if(setting[ctr] == 0 && strcmp("Unknown", config[ctr][1]) == 0) {
setting[ctr] = (rand()%(num_options[ctr]-1))+1;
}
}
}
void Game::Clear() {
started = 0;
for(int ctr=0; ctr<int(galaxys.size()); ++ctr) delete galaxys[ctr];
galaxys.clear();
for(int ctr=0; ctr<int(players.size()); ++ctr) delete players[ctr];
players.clear();
// FIXME!!
// delete cur_tree;
// cur_tree = NULL;
}
void Game::Fill() {
if(started) return;
Finalize();
started = 1;
turn = 0;
cur_tree = new TechTree(setting[7], setting[8], setting[9]);
int num_players = setting[6];
for(int ctr=0; ctr<num_players; ++ctr) {
players.push_back(new Player);
}
players[0]->color = setting[14]+1;
int numcol = 6;
int colors[7] = {1, 2, 3, 4, 5, 6, 7};
colors[setting[14]] = 20;
for(int ctr=1; ctr<num_players; ++ctr) {
sort(colors, colors+7);
int pick = rand()%numcol;
players[ctr]->color = colors[pick];
colors[pick] = 20;
--numcol;
}
int num_galaxys = setting[10];
galaxys.push_back(new Galaxy(setting[11]*20,
setting[12], setting[13], players));
for(int ctr=1; ctr<num_galaxys; ++ctr) {
galaxys.push_back(new Galaxy(setting[11]*20,
setting[12], setting[13]));
}
}
const char *config00[] = { "Ship Combat",
"Auto Resolution",
// "2-D",
// "2-D Tactical",
// "3-D",
// "3-D Tactical",
NULL };
const char *config01[] = { "Boarding Combat",
"Auto Resolution",
// "2-D",
// "2-D Tactical",
NULL };
const char *config02[] = { "Planetary Combat",
"Auto Resolution",
// "2-D",
// "2-D Tactical",
NULL };
const char *config03[] = { "Galaxy View",
"2-D",
// "3-D",
NULL };
const char *config04[] = { "System View",
"2-D",
// "3-D",
NULL };
const char *config05[] = { "Planet View",
"2-D",
// "3-D",
NULL };
const char *config06[] = { "Number of Races",
"Unknown",
"1",
"2",
"3",
"4",
"5",
"6",
"7",
// "8",
NULL };
const char *config07[] = { "Tech Tree",
"Tiny Test",
// "MOO2",
// "MOO2-Dynamic",
// "Ascend",
// "Ascend-Dynamic",
// "Dynamic",
NULL };
const char *config08[] = { "Starting Tech Level",
"Low",
"Average",
"High",
NULL };
const char *config09[] = { "Starting Devel Level",
"Low",
"Average",
"High",
NULL };
const char *config10[] = { "Number of Galaxys",
"Unknown",
"1",
// "2",
// "Few",
// "Many",
// "Unlimited",
NULL };
const char *config11[] = { "Galaxy Density",
"Unknown",
"Rare",
"Sparse",
"Low",
"Average",
"High",
"Dense",
"Super Dense",
// "Massive",
// "Realistic",
NULL };
const char *config12[] = { "Planetary Minerals",
"Unknown",
"Low",
"Average",
"High",
NULL };
const char *config13[] = { "Planetary Atmosphere",
"Unknown",
"Thin",
"Average",
"Thick",
NULL };
const char *config14[] = { "Player Color",
"@Blue",
"@Green",
"@Cyan",
"@Red",
"@Purple",
"@Yellow",
"@White",
NULL };
int num_options[num_configs] = {0};
const char **config[num_configs] = {
config00,
config01,
config02,
config03,
config04,
config05,
config06,
config07,
config08,
config09,
config10,
config11,
config12,
config13,
config14
};
static vector<SObject*> trash;
void Trash(SObject *t) {
if(t) trash.push_back(t);
}
void EmptyTrash() {
CleanPositions(trash);
for(int ctr=0; ctr<int(trash.size()); ++ctr) {
trash[ctr]->SetName("Non-Existant Object");
if(trash[ctr]->SType() == SOBJECT_POSITION)
RecyclePosition((Position*)trash[ctr]);
else if(trash[ctr]->SType() == SOBJECT_FLEET) delete(trash[ctr]);
else delete(trash[ctr]);
}
trash.clear();
}