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?? engine.cpp

?? 《SymbianOSC手機應用開發》源碼
?? CPP
字號:
// engine.cpp
//
// Copyright (c) 2003 Symbian Ltd.  All rights reserved.

#include "engine.h"
#include <e32math.h>

enum TPanic
	{
	EBadShipType, // TShip constructor given bad argument
	EShipAtNoShip, // ShipAt() called, but square isn't a ship square
	EShipAtNotMyFleet, // ShipAt() called, but it's not my fleet
	EShipAtShipNotFound, // ShipAt() has searched, but not found right ship!
	EBadSquare, // bad x,y reference
	EHitUnknownSquare, // attempt to hit an unknown square
	EHitRequestKnownSquare, // attempt to request hit on known square
	EHitRequestAlreadyOutstanding, // hit request when one is already outstanding
	EHitRequestMyFleet, // hit request on my fleet
	EShipsNotAllPlaced, // ran out of attempts to place all ships
	EMarkUnHitSquare, // set sea around hit, but square is not hit
	};

void Panic(TInt aPanic)
	{
	_LIT(KPanicCategory,"BSHIPS Engine");
	User::Panic(KPanicCategory, aPanic);
	}

/*
	class TShip
*/

TShip::TShip()
	{
	}

TShip::TShip(TShipType aType)
	{
	__ASSERT_DEBUG((aType>=EBattleship && aType<=EFrigate), Panic(EBadShipType));
	iType=aType;
	iLength=
		aType==EBattleship ? 4 :
		aType==ECruiser ? 3 :
		aType==EDestroyer ? 2 :
		1;
	iRemaining=iLength;
	}

// persistence

void TShip::ExternalizeL(RWriteStream& aStream) const
	{
	aStream.WriteUint8L(iType);
	aStream.WriteInt8L(iLength);
	aStream.WriteInt8L(iRemaining);
	aStream.WriteInt8L(iStartX);
	aStream.WriteInt8L(iStartY);
	aStream.WriteInt8L(iDx);
	aStream.WriteInt8L(iDy);
	}

void TShip::InternalizeL(RReadStream& aStream)
	{
	iType=(TShipType)aStream.ReadUint8L();
	iLength=aStream.ReadInt8L();
	iRemaining=aStream.ReadInt8L();
	iStartX=aStream.ReadInt8L();
	iStartY=aStream.ReadInt8L();
	iDx=aStream.ReadInt8L();
	iDy=aStream.ReadInt8L();
	}

/*
	class TFleet
*/

// setup

TFleet::TFleet()
	{
	SetupBlank();
	iMyFleetFlag=EFalse;
	}

void TFleet::SetupBlank()
	{
	for (TInt x=0; x<8; x++)
		for (TInt y=0; y<8; y++)
			Square(x,y)=EUnknown;
	iRemainingSquares=20;
	iKnownShips=0;
	iRemainingShips=10;
	iSquaresHit=0;
	}

void TFleet::SetupRandom()
	{
	// try to place each ship
	User::After(1);
	TTime now;
	now.HomeTime();
	iRandomSeed=now.Int64();
	// now try placing, up to 10,000 times
	TInt shipsPlaced=0;
	for (TInt attempts=0; attempts<10000; attempts++)
		{
		SetupBlank(); // blank everything
		shipsPlaced=0; // no ships placed yet
		for (TInt ship=0; ship<10; ship++) // try placing 10
			{
			TShip::TShipType shipType=
				ship<1 ? TShip::EBattleship :
				ship<3 ? TShip::ECruiser :
				ship<6 ? TShip::EDestroyer :
				TShip::EFrigate;
			if (!TryPlaceShip(ship,shipType)) break; // if couldn't place, do another attempt
			shipsPlaced++; // one more ship placed
			}
		if (shipsPlaced==10)
			break; // all ships placed - break
		}
	// check whether we placed all ships, or ran out of attempts
	__ASSERT_ALWAYS(shipsPlaced==10, Panic(EShipsNotAllPlaced));
	iKnownShips=10;
	// set remaining squares to sea
	for (TInt x=0; x<8; x++)
		for (TInt y=0; y<8; y++)
			if (Square(x,y)==EUnknown)
				Square(x,y)=ESea;
	}

void TFleet::SetMyFleet()
	{
	iMyFleetFlag=ETrue;
	}

void TFleet::SetOppFleet()
	{
	iMyFleetFlag=EFalse;
	}

// interrogators

TBool TFleet::IsMyFleet() const
	{
	return iMyFleetFlag;
	}

TBool TFleet::IsOppFleet() const
	{
	return !iMyFleetFlag;
	}

TBool TFleet::IsShip(TInt aX, TInt aY) const
	{
	TInt state=Square(aX, aY) & ~EHit;
	return state>=EBattleship && state<=EFrigate;
	}

TShip::TShipType TFleet::ShipType(TInt aX, TInt aY) const
	{
	TInt state=Square(aX, aY) & ~EHit;
	return TShip::TShipType(state);
	}

TBool TFleet::IsSea(TInt aX, TInt aY) const
	{
	TInt state=Square(aX, aY) & ~EHit;
	return state==ESea;
	}

TBool TFleet::IsKnown(TInt aX, TInt aY) const
	{
	TInt state=Square(aX, aY) & ~EHit;
	return state!=EUnknown;
	}

TBool TFleet::IsHit(TInt aX, TInt aY) const
	{
	TInt state=Square(aX, aY) & EHit;
	return state==EHit;
	}

TBool TFleet::SquaresHit() const
	{
	return iSquaresHit;
	}

TShip& TFleet::ShipAt(TInt aX, TInt aY) const // useful if there's definitely a ship there
	{
	__ASSERT_DEBUG(IsMyFleet(), Panic(EShipAtNotMyFleet));
	TShip* ship=PossibleShipAt(aX,aY);
	__ASSERT_ALWAYS(ship,Panic(EShipAtShipNotFound));
	return *ship;
	}

TShip* TFleet::PossibleShipAt(TInt aX, TInt aY) const // useful if not sure if whole ship there
	{
	__ASSERT_DEBUG(IsShip(aX, aY), Panic(EShipAtNoShip));
	for (TInt shipIndex=0; shipIndex<iKnownShips; shipIndex++) // all ships
		{
		const TShip& ship=iShips[shipIndex];
		for (TInt squareIndex=0; squareIndex<ship.iLength; squareIndex++) // each square in the ship
			{
			if (ship.iStartX+squareIndex*ship.iDx==aX && ship.iStartY+squareIndex*ship.iDy==aY)
				{ // this square is the one we were looking at, so return this ship
				return const_cast<TShip*>(&ship);
				}
			}
		}
	return 0;
	}

TInt TFleet::RemainingSquares() const // fleet squares which haven't been destroyed
	{
	return iRemainingSquares;
	}

TInt TFleet::RemainingShips() const // ships which haven't been totally destroyed
	{
	return iRemainingShips;
	}

// change

void TFleet::SetSea(TInt aX, TInt aY) // say a square is sea
	{
	Square(aX, aY) = ESea;
	}

void TFleet::SetShipType(TInt aX, TInt aY, TShip::TShipType aShipType) // set ship type
	{
	Square(aX, aY)=(TSquareState) aShipType;
	}

TFleet::THitResult TFleet::SetHit(TInt aX, TInt aY) // hit a square - must be known when it's hit
	{
	__ASSERT_DEBUG(IsKnown(aX, aY), Panic(EHitUnknownSquare));
	THitResult aHitResult = EMiss;
	if (IsHit(aX, aY)) return EVoid;
	Square(aX, aY) = TSquareState(Square(aX,aY) | EHit);
	iSquaresHit++; // total squares hit
	if (IsShip(aX, aY)) // hit a ship: register consequences
		{
		aHitResult = EShip;
		iRemainingSquares--; // one less remaining square
		if (IsMyFleet()) // my fleet: find affected ship
			{
			TShip& ship=ShipAt(aX, aY);
			ship.iRemaining--; // one less square in ship
			if (ship.iRemaining==0)
				{
				iRemainingShips--; // one less ship in fleet
				aHitResult = ESunk;
				}
			}
		else
			{
			aHitResult = TestWholeShip(aX,aY); // see if we have a whole ship here
			SetSeaAroundHit(aX,aY); // set sea around hit (and maybe whole ship)
			}
		}
	return aHitResult;
	}

TFleet::THitResult TFleet::TestWholeShip(TInt aX, TInt aY)
	{
	__ASSERT_DEBUG(IsHit(aX,aY), Panic(EMarkUnHitSquare));
	// search in all directions for adjacent ships
	TInt x, y; // point we'll scan with
	TInt dx=0, dy=0; // direction we're scanning in
	TInt squares=1; // number of linear adjacent ship squares
	for (TInt i=0; i<4; i++)
		{
		// choose a direction vector
		const TInt dxInit[4]={1,0,-1,0};
		const TInt dyInit[4]={0,1,0,-1};
		dx=dxInit[i], dy=dyInit[i];
		// scan along that vector
		x=aX+dx, y=aY+dy;
		while (x>=0 && x<8 && y>=0 && y<8 && IsShip(x,y))
			{
			squares++;
			x+=dx;
			y+=dy;
			}
		if (squares>1) break; // interesting if found something
		}
	// quit if nothing found (and we're not on a frigate)
	if (squares==1 && ShipType(aX,aY)!=TShip::EFrigate)
		return EShip;
	// now scan in opposite direction
	dx=-dx, dy=-dy;
	x=aX+dx, y=aY+dy;
	while (x>=0 && x<8 && y>=0 && y<8 && IsShip(x,y))
		{
		squares++;
		x+=dx;
		y+=dy;
		}
	// test whether squares is correct amount
	// our test here trusts that the opponent's board is set up properly!
	TShip::TShipType shipType=ShipType(aX,aY);
	if (!(
		squares==1 && shipType==TShip::EFrigate ||
		squares==2 && shipType==TShip::EDestroyer ||
		squares==3 && shipType==TShip::ECruiser ||
		squares==4 && shipType==TShip::EBattleship
		))
		return EShip;
	// we must have sunk and destroyed an entire ship
	TShip ship(shipType);
	ship.iRemaining=0;
	ship.iDx=-dx;
	ship.iDy=-dy;
	ship.iStartX=x-dx;
	ship.iStartY=y-dy;
	iShips[iKnownShips++]=ship;
	iRemainingShips--;
	return ESunk;
	}

void TFleet::SetSeaAroundHit(TInt aX, TInt aY)
	{
	__ASSERT_DEBUG(IsHit(aX,aY), Panic(EMarkUnHitSquare));
	TInt x, y; // for walking
	TInt dx, dy; // direction vectors
	// mark diagonal squares
	for (dx=-1; dx<=1; dx+=2)
		{
		x=aX+dx;
		if (x<0 || x>=8) continue;
		for (dy=-1; dy<=1; dy+=2)
			{
			y=aY+dy;
			if (y<0 || y>=8) continue;
			if (!IsKnown(x,y))
				SetSea(x,y);
			}
		}
	// test whether to mark all around ship
	const TShip* ship=PossibleShipAt(aX,aY);
	if (!ship)
		return;
	// mark all around ship
	TInt sx, sy; // ship elements
	sx=ship->iStartX;
	sy=ship->iStartY;
	for (TInt s=0; s<ship->iLength; s++, sx+=ship->iDx, sy+=ship->iDy)
		{
		for (dx=-1; dx<=1; dx++)
			{
			x=sx+dx;
			if (x<0 || x>=8) continue;
			for (dy=-1; dy<=1; dy++)
				{
				y=sy+dy;
				if (y<0 || y>=8) continue;
				if (!IsKnown(x,y))
					SetSea(x,y);
				}
			}
		}
	}

// setup

TBool TFleet::TryPlaceShip(TInt aShipIndex, TShip::TShipType aShipType)
	{
	TShip ship(aShipType); // initialize length, type and remaining squares
	for (TInt attempt=0; attempt<20; attempt++)
		{
		// select starting coordinates
		TInt coord1=TInt(Math::FRand(iRandomSeed)*(8-ship.iLength)); // 0..8-length
		TInt coord2=TInt(Math::FRand(iRandomSeed)*8); // 0..7
		// sanity check in case Math::FRand() returned 1
		if (coord1+ship.iLength==8 || coord2==8)
			continue;
		// select orientation and set coords appropriately
		if (Math::Rand(iRandomSeed) & 0x40000000)
			{ // east-west
			ship.iStartX=coord1;
			ship.iDx=1;
			ship.iStartY=coord2;
			ship.iDy=0;
			}
		else
			{ // north-south
			ship.iStartX=coord2;
			ship.iDx=0;
			ship.iStartY=coord1;
			ship.iDy=1;
			}
		// check all squares are free
		TBool allFree=ETrue;
		for (TInt square=0; square<ship.iLength; square++)
			{
			if (Square(ship.iStartX+square*ship.iDx,ship.iStartY+square*ship.iDy)!=EUnknown)
				{
				allFree=EFalse;
				if (ship.iType==TShip::EBattleship)
					User::Panic(_L("DEBUG"),0);
				break;
				}
			}
		// if all free then we have success
		if (allFree)
			{
			PlaceShip(aShipIndex,ship); // place into position and surround by sea
			return ETrue; // indicate success
			}
		}
	// failed after 20 attempts - start again
	return EFalse; // indicate failure
	}

void TFleet::PlaceShip(TInt aShipIndex, TShip aShip)
	{
	for (TInt square=0; square<aShip.iLength; square++)
		{
		// calculate square and set it to ship
		TInt x=aShip.iStartX+square*aShip.iDx;
		TInt y=aShip.iStartY+square*aShip.iDy;
		Square(x,y)=TSquareState(aShip.iType);
		// set surrounding squares to sea
		for (TInt dx=-1; dx<=1; dx++)
			{
			TInt xs=x+dx;
			if (xs<0 || xs>=8)
				continue; // don't write over edges
			for (TInt dy=-1; dy<=1; dy++)
				{
				TInt ys=y+dy;
				if (ys<0 || ys>=8)
					continue; // don't write over edges
				if (Square(xs,ys)!=EUnknown)
					continue; // don't write over existing ship (or sea)
				// set sea
				Square(xs,ys)=ESea;
				}
			}
		}
	iShips[aShipIndex]=aShip; // binary copy the new ship into place
	}

// square accessors

const TFleet::TSquareState& TFleet::Square(TInt aX, TInt aY) const
	{
	__ASSERT_DEBUG((aX>=0 && aX<8 && aY>=0 && aY<8), Panic(EBadSquare));
	return iSquares[aX+8*aY];
	}

TFleet::TSquareState& TFleet::Square(TInt aX, TInt aY)
	{
	__ASSERT_DEBUG((aX>=0 && aX<8 && aY>=0 && aY<8), Panic(EBadSquare));
	return iSquares[aX+8*aY];
	}

// persistence

void TFleet::ExternalizeL(RWriteStream& aStream) const
	{
	TInt i;
	for (i=0; i<64; i++)
		aStream.WriteUint8L(iSquares[i]);
	aStream.WriteUint8L(iMyFleetFlag);
	for (i=0; i<10; i++)
		aStream << iShips[i];
	aStream.WriteInt8L(iKnownShips);
	aStream.WriteInt8L(iRemainingShips);
	aStream.WriteInt8L(iRemainingSquares);
	aStream.WriteInt8L(iSquaresHit);
	}

void TFleet::InternalizeL(RReadStream& aStream)
	{
	TInt i;
	for (i=0; i<64; i++)
		iSquares[i]=(TSquareState) aStream.ReadUint8L();
	iMyFleetFlag=aStream.ReadUint8L();
	for (i=0; i<10; i++)
		aStream >> iShips[i];
	iKnownShips=aStream.ReadInt8L();
	iRemainingShips=aStream.ReadInt8L();
	iRemainingSquares=aStream.ReadInt8L();
	iSquaresHit=aStream.ReadInt8L();
	}
	
/*
	class CGameEngine
*/

// setup

CGameEngine::CGameEngine()
	{
	Reset();
	}

void CGameEngine::Reset()
	{
	iMyFleet.SetupRandom();
	iMyFleet.SetMyFleet();
	iOppFleet.SetupBlank();
	iOppFleet.SetOppFleet();
	//SetFirstPlayer();
	}

// set up turns

void CGameEngine::SetFirstPlayer()
	{
	iFirstPlayer=ETrue;
	}

void CGameEngine::SetSecondPlayer()
	{
	iFirstPlayer=EFalse;
	}

// interrogate

TBool CGameEngine::IsWon() const
	{
	return iOppFleet.RemainingSquares()==0;
	}

TBool CGameEngine::IsLost() const
	{
	return iMyFleet.RemainingSquares()==0;
	}

TBool CGameEngine::IsStarted() const
	{
	return ETrue;
	}

TBool CGameEngine::IsMyTurn() const
	{
	if (iFirstPlayer)
		return iMyFleet.SquaresHit()==iOppFleet.SquaresHit(); // I initiate
	else
		return iMyFleet.SquaresHit()>iOppFleet.SquaresHit(); // I follow
	}

// persistence

void CGameEngine::ExternalizeL(RWriteStream& aStream) const
	{
	aStream << iMyFleet;
	aStream << iOppFleet;
	aStream.WriteUint8L(iFirstPlayer);
	}

void CGameEngine::InternalizeL(RReadStream& aStream)
	{
	Reset();
	aStream >> iMyFleet;
	aStream >> iOppFleet;
	iFirstPlayer=aStream.ReadUint8L();
	}

TStreamId CGameEngine::StoreL(CStreamStore& aStore) const
	{
	RStoreWriteStream stream;
	TStreamId id = stream.CreateLC(aStore);
	ExternalizeL(stream);
	stream.CommitL();
	CleanupStack::PopAndDestroy(); // stream
	return id;
	}

void CGameEngine::RestoreL(const CStreamStore& aStore, TStreamId aStreamId)
	{
	RStoreReadStream stream;
	stream.OpenLC(aStore,aStreamId);
	InternalizeL(stream);
	CleanupStack::PopAndDestroy(); // stream
	}

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