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📄 controller.cpp

📁 symbain7.0环境应用程序
💻 CPP
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// controller.cpp
//
// Copyright (c) 2003 Symbian Ltd.  All rights reserved.
//

#include "controller.h"
#include "view.h"
#include "appui.h"
#include <eikenv.h>
#include <eiklabel.h>
#include <s32mem.h>

enum TPanic {
	EInitiateNotBlank,
	EListenNotBlank,
	ERestartNotFinished,
	ESetGdpNotBlank,
	ESetPrefBadState,
	EHitFleetNotMyTurn,
	EAbandonNotMyTurn,
	EResendBadState,
	EBindBadState,
	ESendStartNoPrefs,
	EHandleRequestBadOpcode,
	EHandleResponseBadOpcode,
	EHandleRestartReqNotFinished,
	EHandleStartReqNotAccepting,
	EHandleAbandondReqNotOppTurn,
	EHandleHitReqNotOppTurn,
	EHandleStartRespNotStarting,
	EHandleHitRespNotOppTurn,
	EHitFleetAlreadyKnown,
	};

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

/*
	class CGameController
*/

CGameController* CGameController::NewL()
	{
	CGameController* self=new(ELeave) CGameController;
	CleanupStack::PushL(self);
	self->ConstructL();
	CleanupStack::Pop();
	return self;
	}

CGameController* CGameController::NewL(const CStreamStore& aStore, TStreamId aStreamId)
	{
	CGameController* self=new(ELeave) CGameController;
	CleanupStack::PushL(self);
	self->RestoreL(aStore, aStreamId);
	CleanupStack::Pop();
	return self;
	}

void CGameController::ConstructL()
	{
	iEnv=CEikonEnv::Static();
	// construct engine and RGCP
	iEngine=new(ELeave) CGameEngine;
	iZoomFactor=1000;
	iRgcp=new(ELeave) CRgcpSession;
	iRgcp->ConstructL(KUidExample.iUid);
	iRgcp->SetHandler(this);
	}

void CGameController::SetAppView(CFleetView* aAppView)
	{
	iAppView=aAppView;
	}

CGameController::~CGameController()
	{
	delete iEngine;
	delete iRgcp;
	}

// persistence

void CGameController::ExternalizeL(RWriteStream& aStream) const
	{
	aStream.WriteUint8L(iState);
	aStream.WriteUint8L(iHaveFirstMovePref);
	aStream.WriteUint8L(iFirstMovePref);
	aStream.WriteInt32L(iZoomFactor);
	}

void CGameController::InternalizeL(RReadStream& aStream)
	{
	iState=(TState) aStream.ReadUint8L();
	iHaveFirstMovePref=aStream.ReadUint8L();
	iFirstMovePref=(TFirstMovePref) aStream.ReadUint8L();
	iZoomFactor=aStream.ReadInt32L();
	}

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

void CGameController::RestoreL(const CStreamStore& aStore, TStreamId aStreamId)
	{
	iEnv=CEikonEnv::Static();
	RStoreReadStream stream;
	stream.OpenLC(aStore,aStreamId);
//	iRgcp=new(ELeave) CRgcpSession;
//	iRgcp->ConstructL(KUidBattleShips.iUid);
//	iRgcp->SetHandler(this);
	iRgcp->InternalizeL(stream);
//	iEngine=new(ELeave) CGameEngine;
	iEngine->InternalizeL(stream);
	InternalizeL(stream);
	iGdpProtocol=iRgcp->Gsdp().GetGdpProtocol();
	CleanupStack::PopAndDestroy(); // stream
	}
	
// state

void CGameController::SetState(TState aState)
	{
	// update app view, if needed, for change in "my turn" status
	if (iAppView)
		{
		if (Engine().IsMyTurn())
		Engine().SetSecondPlayer();
		else
		Engine().SetFirstPlayer();
		}
	// set state as requested
	iState=aState;
	}

TInt CGameController::GetStateID()
{
	switch(iState)
	{
	case EBlank : return 0;
		break;
	case EListening : return 1;
		break;
	case EInitiating : return 2;
		break;
	case EStarting : return 3;
		break;
	case EAccepting : return 4;
		break;
	case EMyTurn : return 5;
		break;
	case EOppTurn : return 6;
		break;
	case EFinished : return 7;
		break;
	case ERestarting : return 8;
		break;
	case EGameOn : return 9;
		break;
	default: return 0;
	};
}
// game control

void CGameController::Reset() // set to blank, loopback, my-address from document
	{
	if (IsBlank())
		return;
	iEngine->Reset();
	iRgcp->Terminate();

	iRgcp->SetGdpProtocolL(KGdpLoopbackUid);
	SetState(EBlank);
	iHaveFirstMovePref=EFalse;
	iEnv->InfoMsg(R_GAME_RESET);
	}

void CGameController::SetGdpProtocolL(TUid aProtocol)
	{
	__ASSERT_ALWAYS(IsBlank(), Panic(ESetGdpNotBlank));
	iRgcp->SetGdpProtocolL(aProtocol);
	iGdpProtocol=aProtocol;
	ActiveView().DrawNow(); //Should be Status view
	}
	
void CGameController::SetFirstMovePref(TFirstMovePref aFirstMovePref)
	{
	__ASSERT_ALWAYS(IsBlank() || IsFinished() || IsRestarting(), Panic(ESetPrefBadState));
	// store preferences
	iFirstMovePref=aFirstMovePref;
	iEngine->Reset();
	iHaveFirstMovePref=ETrue;
	// if finished, and in RGCP requesting, then send restart req and -> accepting
	if (IsFinished() && Rgcp()->IsRequesting())
		{
		SendRestartRequest();
		SetState(EAccepting);
		}
	// if restarting, then send start request and transition to starting
	if (IsRestarting())
		{
		SendStartRequest();
		SetState(EStarting);
		}
	ActiveView().DrawNow();
	}
	
void CGameController::InitiateL(const TDesC& aOtherAddress)
	{
	__ASSERT_ALWAYS(IsBlank(), Panic(EInitiateNotBlank));
	TBuf8<KMaxGsdpAddress> address;
	address.Copy(aOtherAddress);
	iRgcp->Initiate(address);
	SetState(EInitiating);
	ActiveView().DrawNow();
	}

void CGameController::Listen()
	{
	__ASSERT_ALWAYS(IsBlank(), Panic(EListenNotBlank));
	iRgcp->Listen();
	SetState(EListening);
	ActiveView().DrawNow();
	}
	
void CGameController::Abandon()
	{
	__ASSERT_ALWAYS(IsMyTurn(), Panic(EAbandonNotMyTurn));
	SendAbandonRequest();
	SetState(EFinished);
	iEnv->InfoMsg(R_GAME_ABANDONED);
	ActiveView().DrawNow();
	}

void CGameController::Resend()
	{
	__ASSERT_ALWAYS(Rgcp()->IsInitiating() || Rgcp()->IsWaiting(), Panic(EResendBadState));
	iRgcp->Resend();
	iEnv->InfoMsg(R_GAME_RESENT);
	}

// query

TBool CGameController::HaveFirstMovePref() const
	{
	return iHaveFirstMovePref;
	}

CGameController::TFirstMovePref CGameController::FirstMovePref() const
	{
	return iFirstMovePref;
	}

CFleetView& CGameController::ActiveView() const
	{
	CGameAppUi* appUI = static_cast<CGameAppUi*>(iEnv->EikAppUi());
	return appUI->ActiveView();
	}

// MRgcpHandler stuff

void CGameController::RgcpHandleResponse(TInt aOpcode, const TDesC8& aData)
	{
	switch(aOpcode)
		{
	case KGameOpcodeStart:
		HandleStartResponse(aData);
		break;
	case KGameOpcodeRestart:
		break;
	case KGameOpcodeNop:
		break;
	case KGameOpcodeAbandon:
		break;
	case KGameOpcodeHit:
		HandleHitResponse(aData);
		break;
	case CRgcpSession::EReserved:
		break;
	default:
		Panic(EHandleResponseBadOpcode);
		}
	}
	
void CGameController::RgcpHandleRequest(TInt aOpcode, const TDesC8& aData)
	{
	
	switch(aOpcode)
		{
	case KGameOpcodeStart:
		HandleStartRequest(aData);
		break;
	case KGameOpcodeRestart:
		HandleRestartRequest();
		break;
	case KGameOpcodeNop:
		break;
	case KGameOpcodeAbandon:
		HandleAbandonRequest();
		break;
	case KGameOpcodeHit:
		HandleHitRequest(aData);
		break;
	default:
		Panic(EHandleRequestBadOpcode);
		}
	}

void CGameController::RgcpHandleTerminated(TBool aClientInitiated)
	{
	if (!aClientInitiated)
		{
		iEngine->Reset();
		iRgcp->SetGdpProtocolL(KGdpLoopbackUid);
		SetState(EBlank);
		iHaveFirstMovePref=EFalse;
		iEnv->InfoMsg(R_GAME_TERMINATED_BY_OPP);
		}
	}

void CGameController::RgcpHandleBound()
	{
	__ASSERT_ALWAYS(IsListening() || IsInitiating(), Panic(EBindBadState));
	if (IsListening())
		{
		SendStartRequest();
		SetState(EStarting);
		}
	if (IsInitiating())
		SetState(EAccepting);
	iEnv->InfoMsg(R_GAME_SESSION_BOUND);
	ActiveView().DrawNow();
	}
	
void CGameController::RgcpStartRequesting()
	{
	// if restarting, and have first-move prefs, then issue restart request
	if (IsRestarting() && HaveFirstMovePref())
		{
		SendStartRequest();
		SetState(EStarting);
		ActiveView().DrawNow();
		}
	}

// fleet view commands

void CGameController::ViewCmdHitFleet(TInt aX, TInt aY)
	{

	if (IsMyTurn())
		{
		/// hit fleet
		
		SendHitRequest(aX, aY);
		
		/*switch (result)
			{
			case TFleet::EMiss:
				break;
			case TFleet::EShip:
				ActiveView().ExplSound();
				break;
			case TFleet::ESunk:
				ActiveView().SunkSound();
				break;
			case TFleet::EVoid:
				break;		
			};*/

		// update view and play sounds

		ActiveView().DrawTilesNow();		
		SetState(EOppTurn);
		}
	else
		{
		iEnv->InfoMsg(R_GAME_NOT_YOUR_TURN);
		}
	}

void CGameController::SendRestartRequest()
	{
	iRgcp->SendRequest(KGameOpcodeRestart);
	}

void CGameController::SendStartRequest()
	{
	__ASSERT_ALWAYS(iHaveFirstMovePref, Panic(ESendStartNoPrefs));
	TBuf8<10> buffer;
	RDesWriteStream writer(buffer);
	writer.WriteUint8L(iFirstMovePref);
	writer.CommitL();
	iRgcp->SendRequest(KGameOpcodeStart, buffer);
	}

void CGameController::SendAbandonRequest()
	{
	iRgcp->SendRequest(KGameOpcodeAbandon);
	}

void CGameController::SendNopRequest()
	{
	iRgcp->SendRequest(KGameOpcodeNop);
	}

void CGameController::SendHitRequest(TInt aX, TInt aY)
	{
	TBuf8<10> buffer;
	RDesWriteStream writer(buffer);
	writer.WriteUint8L(aX);
	writer.WriteUint8L(aY);
	writer.CommitL();
	iRgcp->SendRequest(KGameOpcodeHit, buffer);
	}

// sending responses

void CGameController::SendStartResponse(TBool iMeFirst)
	{
	TBuf8<10> buffer;
	RDesWriteStream writer(buffer);
	writer.WriteUint8L(!iMeFirst);
	writer.CommitL();
	iRgcp->SendResponse(KGameOpcodeStart, buffer);
	}

void CGameController::SendHitResponse(TInt aX, TInt aY, TShip::TShipType aShipType)
	{
	TBuf8<10> buffer;
	RDesWriteStream writer(buffer);
	writer.WriteUint8L(aX);
	writer.WriteUint8L(aY);
	writer.WriteUint8L(aShipType);
	writer.CommitL();
	iRgcp->SendResponse(KGameOpcodeHit, buffer);
	}

// handling requests

void CGameController::HandleRestartRequest()
	{
	__ASSERT_ALWAYS(IsFinished(), Panic(EHandleRestartReqNotFinished));
	// transition to restarting
	SetState(ERestarting);
	}

void CGameController::HandleStartRequest(const TDesC8& aData)
	{
	__ASSERT_ALWAYS(IsAccepting(), Panic(EHandleStartReqNotAccepting));
	// decide who has first turn - my preference prevails, and I get it if neither cares
	RDesReadStream reader(aData);
	TFirstMovePref otherPref=(TFirstMovePref) reader.ReadUint8L();
	TBool meFirst=ETrue;
	if (iFirstMovePref==EWantSecond)
		meFirst=EFalse;
	if (iFirstMovePref==EDontCare && otherPref==EWantFirst)
		meFirst=EFalse;
	// send start-response
	SendStartResponse(meFirst);
	// transition to either my-turn or opp-turn
	if (meFirst)
		SetState(EMyTurn);
	else
		SetState(EOppTurn);
	// clear first move preferences
	iHaveFirstMovePref=EFalse;
	// if transition to opp-turn, send a nop-request
	if (IsOppTurn())
		SendNopRequest();
	// update view
	ActiveView().DrawNow();
	}

void CGameController::HandleAbandonRequest()
	{
	//__ASSERT_ALWAYS(IsOppTurn(), Panic(EHandleAbandondReqNotOppTurn));
	// transition to finished
	SetState(EFinished);
	// update view
	ActiveView().DrawNow();
	}

void CGameController::HandleHitRequest(const TDesC8& aData)
	{
		//__ASSERT_ALWAYS(IsOppTurn(), Panic(EHandleHitReqNotOppTurn));
		// crack parameters
		RDesReadStream reader(aData);
		TInt x=reader.ReadUint8L();
		TInt y=reader.ReadUint8L();		
		
		// hit the square
		TFleet& fleet=iEngine->iMyFleet;
		fleet.SetHit(x,y);
				
			
		SendHitResponse(x,y,fleet.ShipType(x,y));
		// update view
		iAppView->SetCursor(x,y);
		iAppView->DrawTilesNow();
		
		// if game is lost, issue a nop-request and transition to finished
		if (iEngine->IsLost())
			{
			SendNopRequest();
			iEnv->InfoMsg(R_GAME_COMMISERATIONS);
			SetState(EFinished);
			}
		else // transition to my-turn
			SetState(EMyTurn);


	// update view
	ActiveView().DrawNow();
	}

void CGameController::HandleStartResponse(const TDesC8& aData)
	{
	
	__ASSERT_ALWAYS(IsStarting(), Panic(EHandleStartRespNotStarting));
	// transition to my-turn or opp-turn as appropriate
	RDesReadStream reader(aData);
	TBool meFirst=reader.ReadUint8L();
	if (meFirst)
		SetState(EMyTurn);
	else
		SetState(EOppTurn);
	// clear first move preferences
	iHaveFirstMovePref=EFalse;
	// update view
	ActiveView().DrawNow();
	}

void CGameController::HandleHitResponse(const TDesC8& aData)
	{
	
	__ASSERT_ALWAYS(IsOppTurn(), Panic(EHandleHitRespNotOppTurn));
	// crack parameters
	RDesReadStream reader(aData);
	TInt x=reader.ReadUint8L();
	TInt y=reader.ReadUint8L();
	TShip::TShipType type=(TShip::TShipType) reader.ReadUint8L();
	// update engine
	TFleet& fleet=iEngine->iOppFleet;
	if (type==TShip::ESea)
		{
		fleet.SetSea(x,y);
		ActiveView().MissSound();
		}
	else
		{	
		fleet.SetShipType(x,y,type);
		fleet.SetHit(x,y);
		ActiveView().ExplSound();
		}

	// update view
	iAppView->SetCursor(x,y);
	iAppView->DrawTilesNow();
	// if you won the game, transition to finished.
	if (iEngine->IsWon())
		{
		SetState(EFinished);
		iEnv->InfoMsg(R_GAME_CONGRATULATIONS);
		}
	// update view
	iAppView->DrawNow();
	}
// zooming

void CGameController::ZoomInL()
	{
	TInt zoom=iZoomFactor;
	zoom=
		zoom < 250 ? 250 :
		zoom < 350 ?  350 :
		zoom < 500 ?  500 :
		zoom < 350 ?  350 :
		zoom < 500 ?  500 :
		zoom < 600 ?  600 :
		zoom < 750 ?  750 :
		zoom < 850 ?  850 :
		zoom < 1000 ? 1000 : 
		250;
	CGameAppUi* appUi = static_cast<CGameAppUi*>(iEnv->EikAppUi());
	appUi->FleetViewData().SetZoomL(zoom);
	ActiveView().DrawNow();
	iZoomFactor=zoom;
	}

void CGameController::ZoomOutL()
	{
	TInt zoom=iZoomFactor;
	zoom=
		zoom > 1000 ? 1000 : 
		zoom > 850 ?  850 :
		zoom > 750 ?  750 :
		zoom > 600 ?  600 :
		zoom > 500 ?  500 :
		zoom > 350 ?  350 :
		zoom > 250 ? 250 :
		1000;
	CGameAppUi* appUi = static_cast<CGameAppUi*>(iEnv->EikAppUi());
	appUi->FleetViewData().SetZoomL(zoom);
	ActiveView().DrawNow();
	iZoomFactor=zoom;
	}

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