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author | toma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2009-11-25 17:56:58 +0000 |
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committer | toma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2009-11-25 17:56:58 +0000 |
commit | c90c389a8a8d9d8661e9772ec4144c5cf2039f23 (patch) | |
tree | 6d8391395bce9eaea4ad78958617edb20c6a7573 /konquest/gameboard.cc | |
download | tdegames-c90c389a8a8d9d8661e9772ec4144c5cf2039f23.tar.gz tdegames-c90c389a8a8d9d8661e9772ec4144c5cf2039f23.zip |
Copy the KDE 3.5 branch to branches/trinity for new KDE 3.5 features.
BUG:215923
git-svn-id: svn://anonsvn.kde.org/home/kde/branches/trinity/kdegames@1054174 283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Diffstat (limited to 'konquest/gameboard.cc')
-rw-r--r-- | konquest/gameboard.cc | 991 |
1 files changed, 991 insertions, 0 deletions
diff --git a/konquest/gameboard.cc b/konquest/gameboard.cc new file mode 100644 index 00000000..75e440d7 --- /dev/null +++ b/konquest/gameboard.cc @@ -0,0 +1,991 @@ +#include <qlayout.h> +#include <qcolor.h> +#include <qlabel.h> +#include <qslider.h> +#include <qevent.h> +#include <qkeycode.h> +#include <qlistbox.h> +#include <qpushbutton.h> +#include <qlineedit.h> +#include <qvalidator.h> +#include <qtextedit.h> + +#include <kapplication.h> +#include <klocale.h> +#include <kmessagebox.h> +#include <kglobal.h> +#include <kiconloader.h> + +#include <ctype.h> +#include <math.h> + +#include "gamecore.h" + +#include "int_validator.h" +#include "newgamedlg.h" +#include "gameenddlg.h" +#include "scoredlg.h" +#include "fleetdlg.h" +#include "gameboard.h" +#include "gameboard.moc" + + +/********************************************************************* + Game Board +*********************************************************************/ +GameBoard::GameBoard( QWidget *parent ) + : QWidget( parent ), gameInProgress( false ), gameState( NONE ) +{ + QColorGroup cg( white, black, green.light(), green.dark(), green, green.dark(75), green.dark() ); + QPalette palette( cg, cg, cg ); + + neutralPlayer = Player::createNeutralPlayer(); + map = new Map; + + planets.setAutoDelete(true); + players.setAutoDelete(true); + + //******************************************************************** + // Create the widgets in the main window + //******************************************************************** + mapWidget = new ConquestMap( map, this ); + msgWidget = new QTextEdit( this ); + msgWidget->setTextFormat(LogText); + msgWidget->setMinimumHeight(100); + msgWidget->setHScrollBarMode(QScrollView::AlwaysOff); + msgWidget->setPaper(QBrush(Qt::black)); + planetInfo = new PlanetInfo( this, palette ); + gameMessage = new QLabel( this ); + gameMessage->setPalette( palette ); + turnCounter = new QLabel( this ); + turnCounter->setPalette( palette ); + turnCounter->setText( "Turn" ); + turnCounter->setMaximumHeight( turnCounter->sizeHint().height() ); + + endTurn = new QPushButton( i18n("End Turn"), this ); + endTurn->setFixedSize( endTurn->sizeHint() ); + endTurn->setPalette( palette ); + + shipCountEdit = new QLineEdit( this ); + IntValidator *v = new IntValidator( 1, 32767, this ); + shipCountEdit->setValidator( v ); + shipCountEdit->setMinimumSize( 40, 0 ); + shipCountEdit->setMaximumSize( 32767, 40 ); + shipCountEdit->setEnabled(false); + shipCountEdit->setPalette( palette ); + shipCountEdit->setEchoMode( QLineEdit::Password ); + + splashScreen = new QLabel( this ); + splashScreen->setPixmap(QPixmap(IMAGE_SPLASH)); + splashScreen->setGeometry( 0, 0, 600, 550 ); + + setMinimumSize( 600, 600 ); + + setMouseTracking( true ); + setFocusPolicy( StrongFocus ); + setFocus(); + + //******************************************************************** + // Layout the main window + //******************************************************************** + QHBoxLayout *layout1 = new QHBoxLayout( this ); + QVBoxLayout *layout2 = new QVBoxLayout; + QHBoxLayout *layout3 = new QHBoxLayout; + QVBoxLayout *layout4 = new QVBoxLayout; + + layout1->addLayout( layout2 ); + layout2->addLayout( layout3 ); + + layout3->addSpacing( 5 ); + layout3->addWidget( gameMessage, 10 ); + layout3->addWidget( shipCountEdit, 1 ); + layout3->addWidget( endTurn, 1 ); + + layout2->addSpacing( 5 ); + layout2->addWidget( mapWidget, 0, AlignTop ); + layout2->addWidget( msgWidget ); + layout2->addStretch( 1 ); + + layout1->addSpacing( 5 ); + layout1->addLayout( layout4, 10 ); + + layout4->addWidget( planetInfo, 1 ); + layout4->addSpacing( 10 ); + layout4->addWidget( turnCounter, 1 ); + layout4->addStretch( 1 ); + + layout1->addStretch( 1 ); + + //********************************************************************** + // Set up signal/slot connections + //********************************************************************** + connect( mapWidget, SIGNAL( planetSelected(Planet *) ), this, SLOT(planetSelected(Planet *)) ); + connect( shipCountEdit, SIGNAL(returnPressed()), this, SLOT(newShipCount()) ); + connect( endTurn, SIGNAL( clicked() ), this, SLOT( nextPlayer() ) ); + connect( mapWidget, SIGNAL( planetHighlighted(Planet *)), planetInfo, SLOT(showPlanet(Planet *)) ); + + changeGameBoard( false ); +} + + +//********************************************************************** +// Destructor +//********************************************************************** +GameBoard::~GameBoard() +{ + // Nothing much to do yet +} + +#if 0 +QSize GameBoard::sizeHint() const +{ + return QSize( 600, 550 ); +} +#endif + +//************************************************************************ +// Keyboard Event handlers +//************************************************************************ +void +GameBoard::keyPressEvent( QKeyEvent *e ) +{ + // Check for the escape key + if( e->key() == Key_Escape ) { + switch( gameState ) { + case DEST_PLANET: + case SHIP_COUNT: + case RULER_SOURCE: + case RULER_DEST: + gameState = SOURCE_PLANET; + haveSourcePlanet = false; + haveDestPlanet = false; + turn(); + break; + default: + break; + } + return; + } + + if( !isgraph( e->ascii() ) ) { + e->ignore(); + return; + } + + PlanetListIterator planetSearch( planets ); + QString planetName; + + planetName += toupper( e->ascii() ); + + for(Planet *p = planetSearch.toFirst(); + p != NULL; + p = ++planetSearch ) { + + if( p->getName() == planetName ) + planetSelected( p ); + } + +} + +QString +GameBoard::playerString(Player *player) +{ + if (!player) + player = currentPlayer->current(); + return player->getColoredName(); +} + +//************************************************************************ +// Game engine/state machine +//************************************************************************ +void +GameBoard::turn() +{ + PlanetListIterator planetAi( planets ); + PlanetListIterator planetAttack( planets ); + Planet *target = 0; + + switch( gameState ) { + case NONE : + // stuff for none + gameState = SOURCE_PLANET; + haveSourcePlanet = false; + haveDestPlanet = false; + haveShipCount = false; + shipCount = 0; + mapWidget->unselectPlanet(); + + + turn(); + setFocus(); + break; + + case SOURCE_PLANET : + + if( haveSourcePlanet ) { + gameState = DEST_PLANET; + + sourcePlanet->select(); + turn(); + + } else { + shipCountEdit->hide(); + endTurn->setEnabled( true ); + mapWidget->unselectPlanet(); + + gameMessage->setText( "<qt>" + playerString() + ": " + + i18n("Select source planet...") + "</qt>" ); + setFocus(); + } + + break; + + case DEST_PLANET : + + if( haveDestPlanet ) { + mapWidget->unselectPlanet(); + gameState = SHIP_COUNT; + turn(); + + } else { + shipCountEdit->hide(); + endTurn->setEnabled( false ); + sourcePlanet->select(); + gameMessage->setText( "<qt>" + playerString() + ": " + + i18n("Select destination planet...") + "</qt>" ); + setFocus(); + } + + break; + + case SHIP_COUNT: + + if( haveShipCount ) { + // We now have a complete fleet to send, so send it + sendAttackFleet( sourcePlanet, destPlanet, shipCount); + + shipCountEdit->hide(); + endTurn->setEnabled( true ); + + gameState = NONE; + turn(); + + endTurn->setFocus(); + + } else { + gameMessage->setText( currentPlayer->current()->getName() + + i18n(": How many ships?") ); + + shipCountEdit->setText( "" ); + shipCountEdit->show(); + shipCountEdit->setEnabled(true); + shipCountEdit->setFocus(); + + endTurn->setEnabled( false ); + + mapWidget->unselectPlanet(); + } + + break; + + case RULER_SOURCE: + if( haveSourcePlanet ) { + gameState = RULER_DEST; + sourcePlanet->select(); + turn(); + } else { + shipCountEdit->hide(); + endTurn->setEnabled( true ); + mapWidget->unselectPlanet(); + + gameMessage->setText( i18n("Ruler: Select starting planet.") ); + setFocus(); + } + + break; + + case RULER_DEST: + if( haveDestPlanet ) { + mapWidget->unselectPlanet(); + + // Display the distance between the two planets + CoreLogic cl; + double dist = cl.distance( sourcePlanet, destPlanet ); + + QString msg; + msg = i18n("The distance from Planet %1 to Planet %2 is %3 light years.\n" + "A ship leaving this turn will arrive on turn %4") + .arg(sourcePlanet->getName()) + .arg(destPlanet->getName()) + .arg(KGlobal::locale()->formatNumber( dist, 2 )) + .arg(KGlobal::locale()->formatNumber( turnNumber + (int)dist, 0 )); + KMessageBox::information( this, msg, i18n("Distance")); + + gameState = NONE; + turn(); + } else { + gameMessage->setText( i18n("Ruler: Select ending planet.") ); + shipCountEdit->hide(); + endTurn->setEnabled( false ); + sourcePlanet->select(); + + setFocus(); + } + + break; + + case AI_PLAYER: + endTurn->setEnabled( false ); + gameMessage->setText( i18n("Computer Player thinking...") ); + + Planet *home; + + int ships; + planetAi.toFirst(); + + while ((home = planetAi())) { + if (home->getPlayer() == currentPlayer->current()) { + + bool hasAttack = false; + ships = (int)floor(home->getFleet().getShipCount() * 0.7 ); + + if (ships >= 20) { + + Planet *attack; + double minDistance = 100; + planetAttack.toFirst(); + while ((attack = planetAttack())) { + bool skip = false; + + CoreLogic cl; + double dist = cl.distance( home, attack ); + + if ((dist < minDistance) && (attack->getPlayer() != currentPlayer->current()) && + (attack->getFleet().getShipCount() < ships )) { + AttackFleetListIterator FleetsinFlight( currentPlayer->current()->getAttackList() ); + AttackFleet *curFleet; + + while ( (curFleet = FleetsinFlight())) { + if (curFleet->destination == attack) { + skip = true; + } + } + if (skip) continue; + + target = attack; + hasAttack = true; + minDistance = dist; + } + } + + if (hasAttack) { + sendAttackFleet( home, target, ships ); + } + else { + planetAttack.toFirst(); + minDistance = 100; + int shipsToSend = 0; + bool hasDestination = false; + + while ((attack = planetAttack())) { + bool skip = false; + CoreLogic cl; + double dist = cl.distance( home, attack ); + int homeships = (int)floor(home->getFleet().getShipCount() * 0.5 ); + + if ((dist < minDistance) && (attack->getPlayer() == currentPlayer->current()) && + (attack->getFleet().getShipCount() < homeships )) { + AttackFleetListIterator FleetsinFlight( currentPlayer->current()->getAttackList() ); + AttackFleet *curFleet; + + while ( (curFleet = FleetsinFlight())) { + if (curFleet->destination == attack) { + skip = true; + } + } + if (skip) continue; + + shipsToSend = (int)floor((home->getFleet().getShipCount() - attack->getFleet().getShipCount()) / 2) ; + + target = attack; + hasDestination = true; + minDistance = dist; + } + } + + if (hasDestination) { + sendAttackFleet( home, target, shipsToSend ); + } + } + } + } + } + + endTurn->setEnabled( true ); + nextPlayer(); + + break; + + default: + break; + } + + QString turnStr; + turnStr = i18n("Turn #: %1 of %2").arg(turnNumber).arg(lastTurn); + + turnCounter->setText( turnStr ); + + emit newGameState( gameState ); +} +//************************************************************************ +// To the end turn processing (resolve combat, etc.) +//************************************************************************ +void +GameBoard::nextTurn() +{ + resolveShipsInFlight(); + + scanForSurvivors(); + + // advance to first living player + while( currentPlayer->current() && !currentPlayer->current()->isInPlay() ) { + ++(*currentPlayer); + }; + + // advance turn counter + turnNumber++; + + // update the planets + PlanetListIterator nextPlanet( planets ); + Planet *planet; + + while( (planet = nextPlanet()) ) + { + planet->turn(); + } + + // Tell the status widget to update itself + planetInfo->rescanPlanets(); + + Player *winner = findWinner(); + if (winner) + { + mapWidget->repaint(true); + KMessageBox::information(this, + i18n("The mighty %1 has conquered the galaxy!").arg(winner->getName()), + i18n("Game Over")); + } + + if( (turnNumber == lastTurn) && !winner ) + { + mapWidget->repaint(true); + GameEndDlg *dlg = new GameEndDlg( this ); + + if( dlg->exec() == KDialogBase::Yes ) { + lastTurn += dlg->extraTurns(); + } + + delete dlg; + } + + if( winner || (turnNumber >= lastTurn) ) + { + // Game over, man! Game over. + + mapWidget->repaint(true); + + gameOver(); + }; +} + +//************************************************************************ +// determine the fate of the ships in transit +//************************************************************************ +void +GameBoard::resolveShipsInFlight() +{ + AttackFleetList arrivingShips; + PlayerListIterator nextPlayer( players ); + Player *plr; + + while( (plr = nextPlayer()) ) { + AttackFleetListIterator nextFleet( plr->getAttackList() ); + + AttackFleet *fleet; + + while( (fleet = nextFleet()) ) { + double fleetArrivalTurn = floor(fleet->arrivalTurn); + + if( turnNumber == int (fleetArrivalTurn) ) { + doFleetArrival( fleet ); + plr->getAttackList().removeRef( fleet ); + delete fleet; + } + } + } + +} + +Player * +GameBoard::findWinner() +{ + Player *winner = 0; + int activePlayers = 0; + + PlayerListIterator nextPlayer( players ); + Player *plr; + + while( (plr = nextPlayer()) ) { + if (plr->isInPlay()) + { + winner = plr; + activePlayers++; + } + else if (plr->getAttackList().count() != 0) + { + activePlayers++; + } + } + if (activePlayers == 1) + return winner; + + return 0; +} + +void +GameBoard::gameMsg(const QString &msg, Player *player, Planet *planet, Player *planetPlayer) +{ + bool isHumanInvolved = false; + + QString color = "white"; + QString colorMsg = msg; + QString plainMsg = msg; + + if (player) + { + if (!player->isAiPlayer()) + isHumanInvolved = true; + colorMsg = colorMsg.arg(playerString(player)); + plainMsg = plainMsg.arg(player->getName()); + } + + if (planet) + { + if (!planetPlayer) + planetPlayer = planet->getPlayer(); + if (!planetPlayer->isAiPlayer() && !planetPlayer->isNeutral()) + isHumanInvolved = true; + + QString color = planetPlayer->getColor().name(); + colorMsg = colorMsg.arg(QString("<font color=\"%1\">%2</font>").arg(color, planet->getName())); + plainMsg = plainMsg.arg(planet->getName()); + } + msgWidget->append(("<qt><font color=\"white\">Turn %1:</font> <font color=\""+color+"\">").arg(turnNumber)+colorMsg+"</font></qt>"); + msgWidget->scrollToBottom(); + + if (isHumanInvolved) + { + mapWidget->repaint(true); + KMessageBox::information(this, plainMsg); + } +} + +//************************************************************************ +// check to see any players have been eliminated +//************************************************************************ +void +GameBoard::scanForSurvivors() +{ + PlayerListIterator nextPlayer( players ); + PlayerList activePlayers; + PlayerList inactivePlayers; + + // insert all of the active players into a special + // list, the deactivate them + Player *plr; + while( (plr = nextPlayer()) ) { + if( plr->isInPlay() ) { + activePlayers.append( plr ); + plr->setInPlay( false ); + } else { + inactivePlayers.append( plr ); + } + } + + + // iterate through the list of planets and + // mark their owners in play + PlanetListIterator nextPlanet( planets ); + + Planet *planet; + while( (planet = nextPlanet()) ) { + planet->getPlayer()->setInPlay( true ); + } + + + PlayerListIterator nextActivePlayer( activePlayers ); + while( (plr = nextActivePlayer()) ) { + if( !plr->isInPlay() ) { + // Player has bitten the dust + QString msg; + msg = i18n("The once mighty empire of %1 has fallen in ruins."); + gameMsg(msg, plr); + } + } + + PlayerListIterator nextInactivePlayer( inactivePlayers ); + while( (plr = nextInactivePlayer()) ) { + if( plr->isInPlay() ) { + // Player has bitten the dust + QString msg; + msg = i18n("The fallen empire of %1 has staggered back to life."); + gameMsg(msg, plr); + } + } +} + +//************************************************************************ +// handle the arrival of a fleet at a planet +//************************************************************************ +void +GameBoard::doFleetArrival( AttackFleet *arrivingFleet ) +{ + // Check to see of (fleet owner) == (planet owner) + // if the planet and fleet owner are the same, then merge the fleets + // otherwise attack. + + if( (*arrivingFleet->owner) == (*arrivingFleet->destination->getPlayer())) { + if (!arrivingFleet->owner->isAiPlayer()) { + arrivingFleet->destination->getFleet().absorb(arrivingFleet); + + QString msg; + msg = i18n("Reinforcements (%1 ships) have arrived for planet %2.") + .arg(arrivingFleet->getShipCount()); + gameMsg(msg, 0, arrivingFleet->destination); + } + } else { + + // let's get ready to rumble... + + CoreLogic cl; + AttackFleet &attacker = *arrivingFleet; + DefenseFleet &defender = arrivingFleet->destination->getFleet(); + Planet &prizePlanet = *(arrivingFleet->destination); + + bool haveVictor = false; + bool planetHolds = true; + + while( !haveVictor ) { + double attackerRoll = cl.roll(); + double defenderRoll = cl.roll(); + + if( defenderRoll < prizePlanet.getKillPercentage() ) { + attacker.removeShips( 1 ); + } + + if( attacker.getShipCount() <= 0 ) { + haveVictor = true; + planetHolds = true; + continue; + } + + if( attackerRoll < attacker.killPercentage ) { + defender.removeShips( 1 ); + attacker.owner->statEnemyShipsDestroyed( 1 ); + } + + if( defender.getShipCount() <= 0 ) { + haveVictor = true; + planetHolds = false; + } + } + + if( planetHolds ) { + prizePlanet.getPlayer()->statEnemyFleetsDestroyed(1); + QString msg; + msg = i18n("Planet %2 has held against an attack from %1."); + gameMsg(msg, attacker.owner, &prizePlanet); + } else { + Player *defender = prizePlanet.getPlayer(); + attacker.owner->statEnemyFleetsDestroyed( 1 ); + + arrivingFleet->destination->conquer( arrivingFleet ); + + QString msg; + msg = i18n("Planet %2 has fallen to %1."); + gameMsg(msg, attacker.owner, &prizePlanet, defender); + } + } + + mapWidget->repaint(true); +} + +//************************************************************************ +// Set up the game board for a new game +//************************************************************************ +void +GameBoard::startNewGame() +{ + shutdownGame(); + + if( gameInProgress ) + return; + + NewGameDlg *newGame = new NewGameDlg( this, map, &players, neutralPlayer, &planets ); + + if( !newGame->exec() ) + { + delete newGame; + return; + } + newGame->save(); // Save settings for next time + + msgWidget->clear(); + + changeGameBoard( true ); + + planetInfo->setPlanetList(planets); + + shipCountEdit->hide(); + endTurn->setEnabled( true ); + + currentPlayer = new PlayerListIterator( players ); + currentPlayer->toFirst(); + + endTurn->show(); + gameMessage->show(); + + lastTurn = newGame->turns(); + + turnNumber = 1; + turn(); + + delete newGame; +} + +//************************************************************************ +// Shut down the current game +//************************************************************************ +void +GameBoard::shutdownGame() +{ + if( !gameInProgress ) + return; + + int choice = KMessageBox::warningContinueCancel + ( this, + i18n("Do you wish to retire this game?"), + i18n("End Game"), + KStdGuiItem::ok() ); + + if( choice == KMessageBox::Cancel ) + return; + + gameOver(); +} + +void +GameBoard::gameOver() +{ + ScoreDlg *scoreDlg = new ScoreDlg( this, i18n("Final Standings"), &players ); + scoreDlg->exec(); + + cleanupGame(); +} + +void +GameBoard::cleanupGame() +{ + map->clearMap(); + + planets.clear(); + players.clear(); + + delete currentPlayer; + currentPlayer = NULL; + + shipCountEdit->hide(); + endTurn->setEnabled( false ); + + gameMessage->hide(); + endTurn->hide(); + + changeGameBoard( false ); + gameState = NONE; + emit newGameState(gameState); +} + + +//************************************************************************ +// Player selected a planet +//************************************************************************ +void +GameBoard::planetSelected( Planet *planet ) +{ + switch( gameState ) { + case SOURCE_PLANET: + if( (*planet->getPlayer()) == (*currentPlayer->current()) ) { + // got a match + haveSourcePlanet = true; + sourcePlanet = planet; + + turn(); + } + + break; + + case RULER_SOURCE: + haveSourcePlanet = true; + sourcePlanet = planet; + turn(); + break; + + case DEST_PLANET: + case RULER_DEST: + if( planet != sourcePlanet ) { + // got a match + haveDestPlanet = true; + destPlanet = planet; + + turn(); + } + + break; + + default: + case NONE : + break; + } + +} + +//************************************************************************ +// Player hit return in the ship count edit box +//************************************************************************ +void +GameBoard::newShipCount() +{ + QString temp( shipCountEdit->text() ); + bool ok; + + switch( gameState ) { + case SHIP_COUNT: + shipCount = temp.toInt(&ok); + + if( ok ) + haveShipCount = true; + + shipCountEdit->setText( "" ); + + turn(); + break; + + default: + break; + }; + +} + +//********************************************************************** +// transition board from play to non-play +//********************************************************************** +void +GameBoard::changeGameBoard( bool inPlay ) +{ + gameInProgress = inPlay; + + if( gameInProgress ) { + mapWidget->show(); + planetInfo->show(); + gameMessage->show(); + endTurn->show(); + shipCountEdit->show(); + splashScreen->hide(); + setBackgroundColor( black ); + } else { + mapWidget->hide(); + planetInfo->hide(); + gameMessage->hide(); + endTurn->hide(); + shipCountEdit->hide(); + splashScreen->show(); + setBackgroundColor( black ); + } + +} + +//************************************************************************ +// Player clicked the 'End Turn' button +//************************************************************************ +void +GameBoard::nextPlayer() +{ + // end turn and advance to next player + Player *plr; + + while( (plr = ++(*currentPlayer)) && !(plr->isInPlay()) ) {} + + if( !plr ) { + // end of player list, new turn + currentPlayer->toFirst(); + nextTurn(); + } + + if( gameInProgress ) { + if (currentPlayer->current()->isAiPlayer()) { + gameState = AI_PLAYER; + } + else { + gameState = SOURCE_PLANET; + + } + turn(); + } +} + +//************************************************************************ +// A complete set of source, destination planets and ship count has been +// entered, so do something about it +//************************************************************************ +void +GameBoard::sendAttackFleet( Planet *source, Planet *dest, int ship ) +{ + bool ok; + + ok = currentPlayer->current()->NewAttack( source, dest, + ship, turnNumber ); + + if( !ok ) { + KMessageBox::error( this, + i18n("Not enough ships to send.") ); + } +} + +//************************************************************************ +// Toolbar items +//************************************************************************ +void +GameBoard::measureDistance() +{ + switch( gameState ) { + case SOURCE_PLANET: + gameState = RULER_SOURCE; + turn(); + default: + break; + } +} + +void +GameBoard::showScores() +{ + ScoreDlg *scoreDlg = new ScoreDlg( this, i18n("Current Standings"), &players ); + scoreDlg->show(); +} + +void +GameBoard::showFleets() +{ + FleetDlg *fleetDlg = new FleetDlg( this, &(currentPlayer->current()->getAttackList()) ); + fleetDlg->show(); +} |