CMatch Class Reference

The match screen, managing the arena and the board. More...

#include <CMatch.h>

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List of all members.

Public Member Functions

 CMatch ()
 Constructor. Initialize some members.
virtual ~CMatch ()
 Destructor. Does nothing.
void SetDisplay (CDisplay *pDisplay)
 Set link to the display object to use.
void SetOptions (COptions *pOptions)
 Set link to the options object to use.
void SetScores (CScores *pScores)
 Set link to the scores object to use.
void SetTimer (CTimer *pTimer)
 Set link to the timer object to use.
void SetSound (CSound *pSound)
 Set link to the sound object to use.
void Create (void)
 Initialize the object.
void Destroy (void)
 Uninitialize the object.
void OpenInput (void)
 Get access to the input this object needs.
void CloseInput (void)
 Release access to the input this object needs.
int GetWinnerPlayer (void)
 Get the number of the player who won this match.
EGameMode Update (void)
 Update the object and return what game mode should be set.
void Display (void)
 Display on the screen.
void _Debug_WriteBombsToLog ()
 Only used for debugging!

Private Member Functions

void CreateMainComponents (void)
void DestroyHurryUpMessage (void)
void DestroyPauseMessage (void)
void DestroyMainComponents (void)
void PlaySong (void)
 Start playing the match song if it hasn't started.
void StopSong (void)
void ProcessPlayerCommands (void)
 Receive player commands.
void UpdateMatch (void)
void ManagePauseMessage (void)
void ManageHurryUpMessage (void)
 Manage the hurry up message.
void ManageMatchOver (void)
void DisplayMatchScreen (void)
void DisplayHurryUpMessage (void)
void DisplayPauseMessage (void)

Private Attributes

CBoard m_Board
 Board object.
CClock m_Clock
 Clock object.
CArena m_Arena
 Arena object.
CAiManager m_AiManager
bool m_NoComputer
bool m_MatchOver
 Is match over? (ie. there is a result : winner or draw game).
int m_WinnerPlayer
 Number of the player who won if there is a winner.
ESong m_CurrentSong
 Current song being played.
bool m_IsSongPlaying
 Is the match song playing?
bool m_NoticedTimeUp
 Did we notice that time is up and do what is necessary?
CPauseMessagem_pPauseMessage
 Pause message object, instanciated when the match is paused.
CHurryMessagem_pHurryMessage
 Hurry up message object, instanciated when the arena starts to close.
float m_ModeTime
 Time (in seconds) that elapsed since the mode has started.
float m_ExitModeTime
 Mode time when we have to start the last black screen.
int m_ExitGameMode
 Game mode to ask for when exiting.
bool m_HaveToExit
 Do we have to exit this mode?
bool computerPlayersPresent
 True, when there are AI players.


Detailed Description

The match screen, managing the arena and the board.

Constructor & Destructor Documentation

CMatch::CMatch ( void   ) 

Constructor. Initialize some members.

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CMatch::~CMatch ( void   )  [virtual]

Destructor. Does nothing.


Member Function Documentation

void CMatch::CreateMainComponents ( void   )  [private]

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void CMatch::DestroyHurryUpMessage ( void   )  [private]

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void CMatch::DestroyPauseMessage ( void   )  [private]

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void CMatch::DestroyMainComponents ( void   )  [private]

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void CMatch::PlaySong ( void   )  [private]

Start playing the match song if it hasn't started.

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void CMatch::StopSong ( void   )  [private]

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void CMatch::ProcessPlayerCommands ( void   )  [private]

Receive player commands.

See also:
CInput, CPlayerInput::GetPlayerInput()

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void CMatch::UpdateMatch ( void   )  [private]

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void CMatch::ManagePauseMessage ( void   )  [private]

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void CMatch::ManageHurryUpMessage ( void   )  [private]

Manage the hurry up message.

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void CMatch::ManageMatchOver ( void   )  [private]

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void CMatch::DisplayMatchScreen ( void   )  [private]

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void CMatch::DisplayHurryUpMessage ( void   )  [private]

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void CMatch::DisplayPauseMessage ( void   )  [private]

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void CMatch::SetDisplay ( CDisplay pDisplay  )  [inline, virtual]

Set link to the display object to use.

Reimplemented from CModeScreen.

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void CMatch::SetOptions ( COptions pOptions  )  [inline, virtual]

Set link to the options object to use.

Reimplemented from CModeScreen.

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void CMatch::SetScores ( CScores pScores  )  [inline]

Set link to the scores object to use.

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void CMatch::SetTimer ( CTimer pTimer  )  [inline, virtual]

Set link to the timer object to use.

Reimplemented from CModeScreen.

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void CMatch::SetSound ( CSound pSound  )  [inline, virtual]

Set link to the sound object to use.

Reimplemented from CModeScreen.

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void CMatch::Create ( void   )  [virtual]

Initialize the object.

Reimplemented from CModeScreen.

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void CMatch::Destroy ( void   )  [virtual]

Uninitialize the object.

Reimplemented from CModeScreen.

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void CMatch::OpenInput ( void   )  [virtual]

Get access to the input this object needs.

Open the player inputs for each human playing player. The player inputs have to be opened before reading them.

See also:
CloseInput()

Implements CModeScreen.

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void CMatch::CloseInput ( void   )  [virtual]

Release access to the input this object needs.

Close the player inputs for each human playing player. The player inputs should be closed when they are not needed anymore.

See also:
OpenInput()

Implements CModeScreen.

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int CMatch::GetWinnerPlayer ( void   )  [inline]

Get the number of the player who won this match.

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EGameMode CMatch::Update ( void   )  [virtual]

Update the object and return what game mode should be set.

<

See also:
PlaySong()
<
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ProcessPlayerCommands()
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ManagePauseMessage()
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UpdateMatch()
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ManageHurryUpMessage()
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ManageMatchOver()

Implements CModeScreen.

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void CMatch::Display ( void   )  [virtual]

Display on the screen.

Implements CModeScreen.

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void CMatch::_Debug_WriteBombsToLog (  ) 

Only used for debugging!

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Member Data Documentation

Board object.

Clock object.

Arena object.

Computer brain

bool CMatch::m_NoComputer [private]

Todo:
Check why m_NoComputer is there (didn't find references)
True if no computer is playing in this match

bool CMatch::m_MatchOver [private]

Is match over? (ie. there is a result : winner or draw game).

int CMatch::m_WinnerPlayer [private]

Number of the player who won if there is a winner.

Current song being played.

bool CMatch::m_IsSongPlaying [private]

Is the match song playing?

bool CMatch::m_NoticedTimeUp [private]

Did we notice that time is up and do what is necessary?

Pause message object, instanciated when the match is paused.

Hurry up message object, instanciated when the arena starts to close.

float CMatch::m_ModeTime [private]

Time (in seconds) that elapsed since the mode has started.

float CMatch::m_ExitModeTime [private]

Mode time when we have to start the last black screen.

int CMatch::m_ExitGameMode [private]

Game mode to ask for when exiting.

bool CMatch::m_HaveToExit [private]

Do we have to exit this mode?

True, when there are AI players.


The documentation for this class was generated from the following files:

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