// // send notification msg to all registered recipients // void plStateChangeNotifier::SendNotificationMsg(const plSimpleStateVariable* srcVar, const plSimpleStateVariable* dstVar, const ST::string& sdlName) { plSDLNotificationMsg* m = new plSDLNotificationMsg; // add receivers KeyList::iterator kit=fKeys.begin(); for(; kit != fKeys.end(); kit++) m->AddReceiver(*kit); m->fDelta=fDelta; m->fVar=dstVar; m->fSDLName = sdlName; m->fPlayerID = GetCurrentPlayerID(); m->fHintString = srcVar->GetNotificationInfo().GetHintString(); m->Send(); }
boolean MouseHandler(Game *game, unsigned int mousePressed, int x, int y) { MSGERROR err; COORD coord; int i, j; int distance; int boardsize; int checker; CheckerState state; int playerID; PlayerList *plist; Player *player; if (!game) return 0; switch(game->gamestate) { case GAME_NEWGAME: ERRCALL(GetPlayerList(&game->board, &plist)); GetBoardSize(&game->board, &boardsize); distance = (BOARDGAME_MAXWIDTH-BOARDGAME_MINWIDTH)/boardsize/2; x += BOARDGAME_CHECKERSIZE/2; y += BOARDGAME_CHECKERSIZE/2; for(i=0; i<boardsize; i++) { for(j=0; j<8; j++) { GetCheckersBoardCoord(&coord, j, BOARDGAME_MAXWIDTH-i*distance*2); if (CheckMouseCollision(x, y, BOARDGAME_POSX+i*distance+coord.X, BOARDGAME_POSY+i*distance+coord.Y, 20, 20)) { ERRCALL(GetCurrentPlayerID(&game->board, &playerID)); ERRCALL(GetPlayerList(&game->board, &plist)); ERRCALL(GetPlayer(plist, playerID, &player)); if (game->deleteState == 1) { ERRCALL(DeleteChecker(&game->board, i, j, &playerID, &state)); switch(state) { case CHECKERSTATE_SUCCESS: game->deleteState = 0; ERRCALL(GetCheckerCount(&game->board, playerID, &checker)); if (checker < 3) { game->infomessage = 150; game->dieplayerevent = 0; game->diedplayer = playerID; ERRCALL(KickPlayer(plist, playerID)); ERRCALL(CheckVictory(&game->board, &state)); if (state == CHECKERSTATE_VICTORY) { MessageBox(game->hWnd, "Congratulazioni, hai vinto!", "Vittoria", MB_ICONINFORMATION); Victory(game); return 0; } } NextRoundHandler(game); break; } } else if (player->tableCheckersCount > 0) // Se il numero di pedine fuori il campo è maggiore di 0, allora le sposta nel campo da gioco { ERRCALL(PutChecker(&game->board, i, j, playerID, &state)); // Imposta una pedina switch(state) { case CHECKERSTATE_ALREADYUSED: break; case CHECKERSTATE_SUCCESS: NextRoundHandler(game); break; case CHECKERSTATE_TRIS: game->deleteState = 1; break; } } else // altrimenti muove le pedine già esistenti { ERRCALL(GetChecker(&game->board, i, j, &checker)); if (checker != CHECKER_EMPTY) // E' stato selezionato un nodo già occupato { if (checker == playerID) // Controlla se la pedina selezionata in quel punto appartiene al giocatore che deve prendere la pedina { game->isCheckerSelected = 1; // Ora che la pedina è stata selezionata, ci si prepara per il movimento game->gameMoveCheckerIndex = i; // Coordinate della pedina selezionata game->gameMoveCheckerPosition = j; // Coordinate della pedina selezionata } } } return 1; } } } break; } return 0; }