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Engine.cpp
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1541 lines (1413 loc) · 36.4 KB
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#include "Engine.h"
#include <string>
#include <typeinfo>
#include <math.h>
#include "UserField.h"
#include "EnemyField.h"
#include "ButtonFieldDeploy.h"
#include "ButtonFieldFire.h"
#include "ButtonFieldConnect.h"
#include "ButtonFieldNewGame.h"
#include "textureManager.h"
#include "StatusField.h"
#include "ClueField.h"
#include "resource.h"
#include <thread>
#include "SoundButton.h"
#include <stdio.h>
#include <commctrl.h>
extern const float OpenGLHeight;
extern const float OpenGLWidth;
extern const float AspectRatio;
extern Engine engine;
extern UserField userField;
extern EnemyField enemyField;
extern ButtonFieldDeploy buttonFieldDeploy;
extern ButtonFieldFire buttonFieldFire;
extern ButtonFieldConnect buttonFieldConnect;
extern ButtonFieldNewGame buttonFieldNewGame;
extern TextureManager textureManager;
extern StatusField statusField;
extern ClueField clueField;
extern SoundButton soundButton;
/// <summary>
/// Default constructor for engine class.
/// </summary>
Engine::Engine() :GameMode(GAMEMODE::Menu),
GameStatus(GAMESTATUS::NewGame),
animation(Animation::None),
lastGameResults(LastGameResults::N_A),
connection(nullptr),
fOffsetH(0),
fOffsetW(0),
fCurrentHeight(0),
fCurrentWidth(0),
fGLUnitSize(0),
ShipsDeployed(0),
UserTurn(true),
LastShotAccomplished(true),
MatchTimeSec(0),
PlayerShipsAlive(10),
OpponentShipsAlive(10),
NumOfIterations(0)
{
std::chrono::system_clock::time_point tp = std::chrono::system_clock::now();
this->dtn = tp.time_since_epoch();
this->netChecker.Connected = true;
this->netChecker.CheckingAttemptsFailed = 0;
this->netChecker.LastShootingPoint = { 0,0 };
this->netChecker.ShotCounter = 0;
}
/// <summary>
/// Converts pixels to OpenGL units.
/// </summary>
/// <param name="Pixels: ">Pointer to the desired POINT struct to convert.</param>
void Engine::ConvertPixelsToGL(POINT* Pixels)
{
Pixels->y = OpenGLHeight * fGLUnitSize - (float)Pixels->y;
Pixels->y = floor(((float)Pixels->y / fGLUnitSize) + fOffsetH);
Pixels->x = floor(((float)Pixels->x / fGLUnitSize) - fOffsetW);
}
/// <summary>
/// Sets all the required OpenGL context parameters.
/// </summary>
/// <param name="Width: ">The current width of the window.</param>
/// <param name="Height: ">The current height of the window.</param>
void Engine::SetWindowGLParam(int Width, int Height)
{
fCurrentHeight = (float)Height;
fCurrentWidth = (float)Width;
fOffsetW = 0;
fOffsetH = 0;
if (fCurrentWidth / fCurrentHeight < AspectRatio)
{
fGLUnitSize = fCurrentWidth / OpenGLWidth;
fOffsetH = (fCurrentHeight / fGLUnitSize - OpenGLHeight) / 2;
}
else if (fCurrentWidth / fCurrentHeight > AspectRatio)
{
fGLUnitSize = fCurrentHeight / OpenGLHeight;
fOffsetW = (fCurrentWidth / fGLUnitSize - OpenGLWidth) / 2;
}
}
/// <summary>
/// This function takes an input, translates it, and then does something dependent on the translation.
/// </summary>
/// <param name="MSG: ">The untranslated message.</param>
/// <param name="Coordinates: ">The coordinates of the mouse click.</param>
/// <param name="key: ">The key of the keyboard that has been pressed.</param>
/// <returns></returns>
bool Engine::Event(int MSG, POINT Coordinates, unsigned int key)
{
int TranslatedMSG = TranslateMSG(Coordinates, MSG, key);
if (TranslatedMSG == TRANSLATEDMSG_SOUNDBUTTONCLICK)
{
switch (soundButton.State)
{
case SoundButton::STATE::On:
{
soundButton.State = SoundButton::STATE::Off;
}
break;
case SoundButton::STATE::Off:
{
soundButton.State = SoundButton::STATE::On;
}
break;
}
}
switch (this->GameMode)
{
case this->GAMEMODE::Menu:
{
switch (this->GameStatus)
{
case GAMESTATUS::NewGame:
{
if(connection) this->CloseConnection();
switch (TranslatedMSG)
{
case TRANSLATEDMSG_NEWGAMEPVE:
{
this->StartNewGame();
this->GameMode = GAMEMODE::PVE;
this->SetStatus(GAMESTATUS::Deploying);
}
break;
case TRANSLATEDMSG_NEWGAMEPVP:
{
this->StartNewGame();
this->GameStatus = GAMESTATUS::ChoosingConnectionMode;
}
break;
}
}
break;
case GAMESTATUS::ChoosingConnectionMode:
{
switch (TranslatedMSG)
{
case TRANSLATEDMSG_CONNECTION_AUTO:
{
this->GameStatus = GAMESTATUS::AutoConnection;
}
break;
case TRANSLATEDMSG_CONNECTION_MANUAL:
{
this->GameStatus = GAMESTATUS::ChoosingConnectionSide;
}
break;
case TRANSLATEDMSG_CONNECTION_CANCEL:
{
this->GameMode = GAMEMODE::Menu;
this->GameStatus = GAMESTATUS::NewGame;
}
break;
}
}
break;
case GAMESTATUS::ChoosingConnectionSide:
{
switch (TranslatedMSG)
{
case TRANSLATEDMSG_CONNECTION_SERVER:
{
this->GameStatus = GAMESTATUS::ServerConnection;
}
break;
case TRANSLATEDMSG_CONNECTION_CLIENT:
{
this->GameStatus = GAMESTATUS::ClientConnection;
}
break;
case TRANSLATEDMSG_CONNECTION_CANCEL:
{
this->GameMode = GAMEMODE::Menu;
this->GameStatus = GAMESTATUS::NewGame;
}
break;
}
}
break;
case GAMESTATUS::ClientConnection:
{
if (!this->connection)
{
this->connection = new Connection(UDP::ConnectionType::CLIENT);
this->connection->AsyncManualConnect();
if (this->connection->GetLastError(false) != UDP::LastError::NONE)
{
MessageBox(hwnd, L"Error in connection", L"Error", MB_ICONERROR);
}
}
if (this->connection->Connected())
{
this->SetStatus(GAMESTATUS::Deploying);
this->GameMode = GAMEMODE::PVP;
}
switch (TranslatedMSG)
{
case TRANSLATEDMSG_CONNECTION_INPUTIP:
{
DialogBox(NULL, MAKEINTRESOURCE(IDD_DIALOG3), hwnd, InputIP);
std::string TempStr;
TempStr = std::to_string(this->IPpart[0]);
TempStr += ".";
TempStr += std::to_string(this->IPpart[1]);
TempStr += ".";
TempStr += std::to_string(this->IPpart[2]);
TempStr += ".";
TempStr += std::to_string(this->IPpart[3]);
this->connection->SetConnectingIP((char*)TempStr.c_str());
}
break;
case TRANSLATEDMSG_CONNECTION_CANCEL:
{
this->connection->AsyncDisconnect();
this->GameStatus = GAMESTATUS::Disconnecting;
}
break;
}
}
break;
case GAMESTATUS::ServerConnection:
{
if (!this->connection)
{
this->connection = new Connection(UDP::ConnectionType::SERVER);
this->connection->AsyncManualConnect();
if (this->connection->GetLastError(false) != UDP::LastError::NONE)
{
MessageBox(hwnd, L"Error in connection", L"Error", MB_ICONERROR);
}
}
if (this->connection->Connected())
{
this->SetStatus(GAMESTATUS::Deploying);
this->GameMode = GAMEMODE::PVP;
}
switch (TranslatedMSG)
{
case TRANSLATEDMSG_CONNECTION_SHOWIP:
{
char* MyIP = this->connection->GetMyIP();
std::string IPstr(MyIP);
MessageBoxA(hwnd, (LPCSTR)IPstr.c_str(), "Your IP is:", MB_OK);
}
break;
case TRANSLATEDMSG_CONNECTION_CANCEL:
{
this->connection->AsyncDisconnect();
this->GameStatus = GAMESTATUS::Disconnecting;
}
break;
}
}
break;
case GAMESTATUS::AutoConnection:
{
if (!connection)
{
connection = new Connection(UDP::ConnectionType::AUTO);
this->connection->AsyncAutoConnect();
}
if (this->connection->Connected())
{
this->SetStatus(GAMESTATUS::Deploying);
this->GameMode = GAMEMODE::PVP;
}
switch (TranslatedMSG)
{
case TRANSLATEDMSG_CONNECTION_CANCEL:
{
this->connection->AsyncDisconnect();
this->GameStatus = GAMESTATUS::Disconnecting;
}
break;
}
}
break;
case GAMESTATUS::Disconnecting:
{
if (connection->Disconnected())
{
delete this->connection;
this->connection = nullptr;
this->GameMode = GAMEMODE::Menu;
this->GameStatus = GAMESTATUS::NewGame;
}
}
break;
}
}
break;
case this->GAMEMODE::PVE:
{
switch (this->GameStatus)
{
case GAMESTATUS::Deploying:
{
switch (TranslatedMSG)
{
case TRANSLATEDMSG_MOVESHIPL:
{
userField.MoveActiveShip(BF_MOVE_LEFT);
}
break;
case TRANSLATEDMSG_MOVESHIPR:
{
userField.MoveActiveShip(BF_MOVE_RIGHT);
}
break;
case TRANSLATEDMSG_MOVESHIPUP:
{
userField.MoveActiveShip(BF_MOVE_UP);
}
break;
case TRANSLATEDMSG_MOVESHIPDOWN:
{
userField.MoveActiveShip(BF_MOVE_DOWN);
}
break;
case TRANSLATEDMSG_DEPLOY:
{
buttonFieldDeploy.Deploy();
if (this->ShipsDeployed == 10)
{
engine.SetStatus(Engine::GAMESTATUS::MainGame);
}
}
break;
case TRANSLATEDMSG_ROTATE:
{
userField.RotateActiveShip();
}
break;
default:
return MSG_VOID;
break;
}
}
break;
case GAMESTATUS::MainGame:
{
if (this->animation==Animation::None)
{
switch (this->UserTurn)
{
case true:
{
switch (TranslatedMSG)
{
case TRANSLATEDMSG_RANDOMAIM:
{
userField.SetAimPoint(enemyField.RandomSelect());
}
break;
case TRANSLATEDMSG_AIM:
{
userField.SetAimPoint(enemyField.Select(this->MSGParam.FieldCoordinates.x, this->MSGParam.FieldCoordinates.y));
}
break;
case TRANSLATEDMSG_MOVE_LEFT:
{
userField.SetAimPoint(enemyField.MoveSelection(BF_MOVE_LEFT));
}
break;
case TRANSLATEDMSG_MOVE_RIGHT:
{
userField.SetAimPoint(enemyField.MoveSelection(BF_MOVE_RIGHT));
}
break;
case TRANSLATEDMSG_MOVE_DOWN:
{
userField.SetAimPoint(enemyField.MoveSelection(BF_MOVE_DOWN));
}
break;
case TRANSLATEDMSG_MOVE_UP:
{
userField.SetAimPoint(enemyField.MoveSelection(BF_MOVE_UP));
}
break;
case TRANSLATEDMSG_FIRE:
{
if (this->LastShotAccomplished) this->Shoot(&userField, &enemyField);
}
break;
}
}
break;
case false:
{
if(this->LastShotAccomplished) this->Shoot(&enemyField, &userField);
}
break;
}
}
}
break;
default:
return MSG_VOID;
break;
}
}
break;
case this->GAMEMODE::PVP:
{
if (this->connection)
{
if (++this->NumOfIterations == this->MaxNumOfIterations)
{
std::string MsgToSend = std::to_string(netChecker.ShotCounter) + " " +
std::to_string(netChecker.LastShootingPoint.x) +
std::to_string(netChecker.LastShootingPoint.y);
this->connection->SendMSG(TYPE_CHECK, FLAG_ONE, (char*)MsgToSend.c_str());
this->NumOfIterations = 0;
}
UDP::MSG Msg;
if (this->connection->ReceiveMSG(Msg, 1))
{
if (Msg.TYPE == TYPE_CHECK && Msg.FLAG == FLAG_ONE)
{
unsigned short int SpacePos = 0;
while (Msg.msg[SpacePos] != ' ')
{
SpacePos++;
}
std::string ShotCounter{};
for (int i = 0; i < SpacePos; i++)
{
ShotCounter += Msg.msg[i];
}
if (std::to_string(netChecker.RecievedShotCounter) != ShotCounter)
{
this->EnemyFieldMsgRecieved = true;
this->PointRecieved = { ((int)Msg.msg[SpacePos + 1]) - 48,((int)Msg.msg[SpacePos + 2]) - 48 };
this->netChecker.RecievedShotCounter++;
}
this->netChecker.CheckingFunc(true);
}
else if (Msg.TYPE == TYPE_DEPLOYING && Msg.FLAG == FLAG_ONE)
{
this->ShipsMSG(Msg.msg);
this->OpponentIsReady = true;
}
else if (Msg.TYPE == TYPE_MAINGAME && Msg.FLAG == FLAG_ONE)
{
this->EnemyFieldMsgRecieved = true;
this->PointRecieved = { ((int)Msg.msg[0]) - 48,((int)Msg.msg[1]) - 48 };
this->netChecker.RecievedShotCounter++;
}
else
{
netChecker.CheckingFunc(false);
if (!netChecker.Connected)
{
this->CloseConnection();
MessageBoxA(hwnd, "Disconnected from opponent.", "Disconnected.", NULL);
this->StartNewGame();
clueField.startX = ClueFieldPosX;
statusField.startX = StatusFieldPosX;
}
}
}
else
{
netChecker.CheckingFunc(false);
if (!netChecker.Connected)
{
this->CloseConnection();
MessageBoxA(hwnd, "Disconnected from opponent.", "Disconnected.", NULL);
this->StartNewGame();
clueField.startX = ClueFieldPosX;
statusField.startX = StatusFieldPosX;
}
}
}
switch (this->GameStatus)
{
case GAMESTATUS::Deploying:
{
if (engine.ShipsDeployed == 10)
{
if (this->OpponentIsReady)
{
this->SetStatus(GAMESTATUS::MainGame);
if (this->connection->Connected(UDP::ConnectionType::SERVER)) this->UserTurn = true;
else this->UserTurn = false;
}
}
else
{
switch (TranslatedMSG)
{
case TRANSLATEDMSG_MOVESHIPL:
{
userField.MoveActiveShip(BF_MOVE_LEFT);
}
break;
case TRANSLATEDMSG_MOVESHIPR:
{
userField.MoveActiveShip(BF_MOVE_RIGHT);
}
break;
case TRANSLATEDMSG_MOVESHIPUP:
{
userField.MoveActiveShip(BF_MOVE_UP);
}
break;
case TRANSLATEDMSG_MOVESHIPDOWN:
{
userField.MoveActiveShip(BF_MOVE_DOWN);
}
break;
case TRANSLATEDMSG_DEPLOY:
{
buttonFieldDeploy.Deploy();
if (engine.ShipsDeployed == 10)
{
std::string StrMsg = this->ShipsMSG();
char* MSGToSend = &StrMsg[0];
connection->SendMSG(TYPE_DEPLOYING, FLAG_ONE, MSGToSend);
}
}
break;
case TRANSLATEDMSG_ROTATE:
{
userField.RotateActiveShip();
}
break;
default:
return MSG_VOID;
break;
}
}
}
break;
case GAMESTATUS::MainGame:
{
switch (this->UserTurn)
{
case true:
{
switch (TranslatedMSG)
{
case TRANSLATEDMSG_RANDOMAIM:
{
userField.SetAimPoint(enemyField.RandomSelect());
}
break;
case TRANSLATEDMSG_AIM:
{
userField.SetAimPoint(enemyField.Select(this->MSGParam.FieldCoordinates.x, this->MSGParam.FieldCoordinates.y));
}
break;
case TRANSLATEDMSG_MOVE_LEFT:
{
userField.SetAimPoint(enemyField.MoveSelection(BF_MOVE_LEFT));
}
break;
case TRANSLATEDMSG_MOVE_RIGHT:
{
userField.SetAimPoint(enemyField.MoveSelection(BF_MOVE_RIGHT));
}
break;
case TRANSLATEDMSG_MOVE_DOWN:
{
userField.SetAimPoint(enemyField.MoveSelection(BF_MOVE_DOWN));
}
break;
case TRANSLATEDMSG_MOVE_UP:
{
userField.SetAimPoint(enemyField.MoveSelection(BF_MOVE_UP));
}
break;
case TRANSLATEDMSG_FIRE:
{
if (this->LastShotAccomplished) this->NetShoot();
}
break;
}
}
break;
case false:
{
this->NetShootRecv();
}
break;
}
}
break;
}
}
break;
}
return true;
}
/// <summary>
/// Moves a ship from enemyField to userField.
/// </summary>
/// <param name="EnemyFieldShip: ">The ship to be given to userField from enemyField.</param>
/// <param name="UserFieldShip: ">The ship that will be recieving EnemyFieldShip.</param>
void Engine::MoveShipToUserField(Ship EnemyFieldShip, Ship& UserFieldShip)
{
UserFieldShip = EnemyFieldShip;
if (this->ShipsDeployed != 0)
userField.Ships[this->ShipsDeployed - 1].Deployed = true;
userField.Ships[this->ShipsDeployed].Deployed = false;
userField.SetShipDeployableStatus();
}
void Engine::Shoot(Field* FieldFrom, Field* FieldTo)
{
if (!FieldTo->CanFire())
{
if (soundButton.State == SoundButton::STATE::On)
{
PlaySound(NULL, NULL, NULL);
PlaySound(MAKEINTRESOURCE(S_WAVE_ERROR), GetModuleHandle(NULL), SND_RESOURCE | SND_ASYNC | SND_NOSTOP);
}
return;
}
if (soundButton.State == SoundButton::STATE::On)
{
PlaySound(NULL, 0, 0);
PlaySound(MAKEINTRESOURCE(S_WAVE_SHOOT), GetModuleHandle(NULL), SND_RESOURCE | SND_ASYNC | SND_NOSTOP);
}
this->LastShotAccomplished = false;
POINT Aimpoint = FieldFrom->ShootCreate();
this->StartAnimation(FieldTo, Aimpoint);
const short int AnswerStatus = FieldTo->ShootRecieve(Aimpoint);
FieldFrom->ShootAnswer(AnswerStatus);
}
void Engine::NetShoot()
{
if (!enemyField.CanFire())
{
if (soundButton.State == SoundButton::STATE::On)
{
PlaySound(NULL, NULL, NULL);
PlaySound(MAKEINTRESOURCE(S_WAVE_ERROR), GetModuleHandle(NULL), SND_RESOURCE | SND_ASYNC | SND_NOSTOP);
}
return;
}
if (soundButton.State == SoundButton::STATE::On)
{
PlaySound(NULL, 0, 0);
PlaySound(MAKEINTRESOURCE(S_WAVE_SHOOT), GetModuleHandle(NULL), SND_RESOURCE | SND_ASYNC | SND_NOSTOP);
}
this->LastShotAccomplished = false;
const POINT Aimpoint = userField.ShootCreate();
std::string Msg = std::to_string(Aimpoint.x) + std::to_string(Aimpoint.y);
this->connection->SendMSG(TYPE_MAINGAME, FLAG_ONE, (char*)Msg.c_str());
this->StartAnimation(&enemyField, Aimpoint);
enemyField.ShootRecieve(Aimpoint);
this->netChecker.LastShootingPoint = Aimpoint;
this->netChecker.ShotCounter++;
}
void Engine::NetShootRecv()
{
if (!this->EnemyFieldMsgRecieved) return;
if (soundButton.State == SoundButton::STATE::On)
{
PlaySound(NULL, 0, 0);
PlaySound(MAKEINTRESOURCE(S_WAVE_SHOOT), GetModuleHandle(NULL), SND_RESOURCE | SND_ASYNC | SND_NOSTOP);
}
this->StartAnimation(&userField, this->PointRecieved);
userField.ShootRecieve(this->PointRecieved);
this->EnemyFieldMsgRecieved = false;
this->PointRecieved = { 0,0 };
}
void Engine::IncreaseMatchTime()
{
std::chrono::system_clock::time_point tp = std::chrono::system_clock::now();
std::chrono::system_clock::duration dtn = tp.time_since_epoch();
if (dtn.count() * std::chrono::system_clock::period::num / std::chrono::system_clock::period::den >
this->dtn.count() * std::chrono::system_clock::period::num / std::chrono::system_clock::period::den)
{
this->dtn = dtn;
if (this->GameStatus == this->GAMESTATUS::MainGame)
if (++this->MatchTimeSec == 6000) this->MatchTimeSec = 0;
}
}
void Engine::DecreaseShipsAlive(bool User)
{
if (User)
{
if (--this->PlayerShipsAlive == 0)
{
this->GameOver(false);
Sleep(600);
if (soundButton.State == SoundButton::STATE::On)
{
PlaySound(NULL, NULL, NULL);
PlaySound(MAKEINTRESOURCE(S_WAVE_LOSE), GetModuleHandle(NULL), SND_RESOURCE | SND_ASYNC | SND_NOSTOP);
}
}
}
else
{
if (--this->OpponentShipsAlive == 0)
{
this->GameOver(true);
Sleep(600);
if (soundButton.State == SoundButton::STATE::On)
{
PlaySound(NULL, NULL, NULL);
PlaySound(MAKEINTRESOURCE(S_WAVE_WIN), GetModuleHandle(NULL), SND_RESOURCE | SND_ASYNC | SND_NOSTOP);
}
}
}
}
void Engine::StartNewGame()
{
userField.CleanShips();
userField.ClearField();
enemyField.NewGameReset();
this->MatchTimeSec = 0;
this->ShipsDeployed = 0;
this->PlayerShipsAlive = 10;
this->OpponentShipsAlive = 10;
this->OpponentIsReady = false;
this->UserTurn = true;
this->netChecker.CheckingAttemptsFailed = 0;
this->netChecker.Connected = true;
this->netChecker.LastShootingPoint = { 0,0 };
this->netChecker.ShotCounter = 0;
this->netChecker.RecievedShotCounter = 0;
}
void Engine::GameOver(bool UserWon)
{
this->SetStatus(this->GAMESTATUS::NewGame);
this->animation = Animation::MainMenu;
this->menuAnimation.DefaultDirection = false;
switch (UserWon)
{
case true:
{
this->lastGameResults = Engine::LastGameResults::UserWon;
}
break;
case false:
{
this->lastGameResults = Engine::LastGameResults::OpponentWon;
enemyField.GameOver();
}
break;
}
}
/// <summary>
/// Sets the GAMESTATUS.
/// </summary>
/// <param name="GameStatus: ">The new GAMESTATUS to be set.</param>
void Engine::SetStatus(GAMESTATUS GameStatus)
{
this->GameStatus = GameStatus;
this->ShipsDeployed = 0;
switch (GameStatus)
{
case GAMESTATUS::NewGame:
{
this->GameMode = this->GAMEMODE::Menu;
}
break;
case GAMESTATUS::Deploying:
{
userField.CleanShips();
userField.ClearField();
enemyField.CreateShips(GameStatus);
this->MoveShipToUserField(enemyField.Ships[this->ShipsDeployed], userField.Ships[this->ShipsDeployed]);
enemyField.SetShipMarkers();
userField.SetShipMarkers();
}
break;
case GAMESTATUS::MainGame:
{
this->animation = Animation::MainMenu;
this->menuAnimation.DefaultDirection = true;
enemyField.CreateShips(GameStatus);
userField.SetAimPoint(enemyField.RandomSelect());
}
break;
}
}
/// <summary>
/// Translates the Message for Engine::Event.
/// </summary>
/// <param name="Coordinates: ">The coordinates of the mouse click.</param>
/// <param name="MSG: ">The untranslated message.</param>
/// <param name="Key: ">The key of the keyboard that has been pressed.</param>
/// <returns></returns>
int Engine::TranslateMSG(POINT Coordinates, const int MSG, const unsigned int Key)
{
if (MSG == MSG_LBTTNDOWN)
{
if (soundButton.Click(Coordinates))
{
return TRANSLATEDMSG_SOUNDBUTTONCLICK;
}
}
switch (this->GameStatus)
{
case GAMESTATUS::NewGame:
{
switch (MSG)
{
case MSG_LBTTNDOWN:
{
if(!buttonFieldNewGame.Click(Coordinates)) return MSG_VOID;
this->MSGParam.FieldCoordinates = Coordinates;
switch (buttonFieldNewGame.Cells[Coordinates.x][Coordinates.y].ButtonID)
{
case BF_NEWGAME_PVE:
return TRANSLATEDMSG_NEWGAMEPVE;
case BF_NEWGAME_PVP:
return TRANSLATEDMSG_NEWGAMEPVP;
default: return MSG_VOID;
}
}
break;
default: return MSG_VOID;
}
}
break;
case GAMESTATUS::Deploying:
{
switch(MSG)
{
case MSG_LBTTNDOWN:
{
if (userField.Click(Coordinates))
{
if (!userField.Ships[this->ShipsDeployed].Deployable) break;
int TempShipID = userField.ShipExists(Coordinates, this->ShipsDeployed);
if (TempShipID >= 0 && TempShipID != this->ShipsDeployed)
userField.SwapActiveShip(TempShipID);
}
else if (buttonFieldDeploy.Click(Coordinates))
{
this->MSGParam.FieldCoordinates = Coordinates;
switch (buttonFieldDeploy.Cells[Coordinates.x][Coordinates.y].ButtonID)
{
case BF_MOVE_DOWN:
return TRANSLATEDMSG_MOVESHIPDOWN;
case BF_MOVE_LEFT:
return TRANSLATEDMSG_MOVESHIPL;
case BF_MOVE_UP:
return TRANSLATEDMSG_MOVESHIPUP;
case BF_MOVE_RIGHT:
return TRANSLATEDMSG_MOVESHIPR;
case BF_DEPLOY:
return TRANSLATEDMSG_DEPLOY;
case BF_ROTATE:
return TRANSLATEDMSG_ROTATE;
default: return MSG_VOID;
}
}
}
break;
case MSG_KEYPRESS:
{
switch (Key)
{
case VK_DOWN:
return TRANSLATEDMSG_MOVESHIPDOWN;
case VK_LEFT:
return TRANSLATEDMSG_MOVESHIPL;
case VK_UP:
return TRANSLATEDMSG_MOVESHIPUP;
case VK_RIGHT:
return TRANSLATEDMSG_MOVESHIPR;
case 13:
return TRANSLATEDMSG_DEPLOY;
case 32:
return TRANSLATEDMSG_ROTATE;
default: return MSG_VOID;
}
}
break;
default: return MSG_VOID;
}
}
break;
case GAMESTATUS::ChoosingConnectionMode:
{
if (!buttonFieldConnect.Click(Coordinates)) return MSG_VOID;
this->MSGParam.FieldCoordinates = Coordinates;
switch (buttonFieldConnect.Cells[Coordinates.x][Coordinates.y].ButtonID)
{
case BF_CONNECT_TOP_BUTTON:
{
return TRANSLATEDMSG_CONNECTION_AUTO;
}
break;
case BF_CONNECT_MIDDLE_BUTTON:
{
return TRANSLATEDMSG_CONNECTION_MANUAL;
}
break;
case BF_CONNECT_BOTTOM_BUTTON:
{
return TRANSLATEDMSG_CONNECTION_CANCEL;
}
break;
}
}
case GAMESTATUS::ChoosingConnectionSide:
{
if (!buttonFieldConnect.Click(Coordinates)) return MSG_VOID;
this->MSGParam.FieldCoordinates = Coordinates;
switch (buttonFieldConnect.Cells[Coordinates.x][Coordinates.y].ButtonID)
{
case BF_CONNECT_TOP_BUTTON:
{
return TRANSLATEDMSG_CONNECTION_SERVER;
}
break;
case BF_CONNECT_MIDDLE_BUTTON:
{
return TRANSLATEDMSG_CONNECTION_CLIENT;
}
break;
case BF_CONNECT_BOTTOM_BUTTON:
{
return TRANSLATEDMSG_CONNECTION_CANCEL;
}
break;
}
}
break;
case GAMESTATUS::ServerConnection: