19b0ce5daa
The vast majority is actually switched to QRandomGenerator::bounded(), which gives a mostly uniform distribution over the [0, bound) range. There are very few floating point cases left, as many of those that did use floating point did not need to, after all. (I did leave some that were too ugly for me to understand) This commit also found a couple of calls to rand() instead of qrand(). This commit does not include changes to SSL code that continues to use qrand() (job for someone else): src/network/ssl/qsslkey_qt.cpp src/network/ssl/qsslsocket_mac.cpp tests/auto/network/ssl/qsslsocket/tst_qsslsocket.cpp Change-Id: Icd0e0d4b27cb4e5eb892fffd14b5285d43f4afbf Reviewed-by: Lars Knoll <lars.knoll@qt.io>
341 lines
11 KiB
C++
341 lines
11 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2016 The Qt Company Ltd.
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** Contact: https://www.qt.io/licensing/
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**
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** This file is part of the QtCore module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** BSD License Usage
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** Alternatively, you may use this file under the terms of the BSD license
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** as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of The Qt Company Ltd nor the names of its
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** contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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//Own
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#include "states.h"
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#include "graphicsscene.h"
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#include "boat.h"
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#include "submarine.h"
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#include "torpedo.h"
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#include "animationmanager.h"
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#include "progressitem.h"
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#include "textinformationitem.h"
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//Qt
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#include <QtWidgets/QMessageBox>
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#include <QtWidgets/QGraphicsView>
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#include <QtCore/QStateMachine>
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#include <QtWidgets/QKeyEventTransition>
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#include <QtCore/QFinalState>
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#include <QtCore/QRandomGenerator>
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PlayState::PlayState(GraphicsScene *scene, QState *parent)
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: QState(parent),
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scene(scene),
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machine(0),
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currentLevel(0),
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score(0)
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{
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}
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PlayState::~PlayState()
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{
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delete machine;
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}
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void PlayState::onEntry(QEvent *)
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{
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//We are now playing?
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if (machine) {
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machine->stop();
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//we hide the information
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scene->textInformationItem->hide();
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scene->clearScene();
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currentLevel = 0;
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score = 0;
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delete machine;
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}
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machine = new QStateMachine;
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//This state is when player is playing
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LevelState *levelState = new LevelState(scene, this, machine);
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//This state is when the player is actually playing but the game is not paused
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QState *playingState = new QState(levelState);
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levelState->setInitialState(playingState);
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//This state is when the game is paused
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PauseState *pauseState = new PauseState(scene, levelState);
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//We have one view, it receive the key press event
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QKeyEventTransition *pressPplay = new QKeyEventTransition(scene->views().at(0), QEvent::KeyPress, Qt::Key_P);
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pressPplay->setTargetState(pauseState);
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QKeyEventTransition *pressPpause = new QKeyEventTransition(scene->views().at(0), QEvent::KeyPress, Qt::Key_P);
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pressPpause->setTargetState(playingState);
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//Pause "P" is triggered, the player pause the game
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playingState->addTransition(pressPplay);
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//To get back playing when the game has been paused
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pauseState->addTransition(pressPpause);
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//This state is when player have lost
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LostState *lostState = new LostState(scene, this, machine);
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//This state is when player have won
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WinState *winState = new WinState(scene, this, machine);
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//The boat has been destroyed then the game is finished
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levelState->addTransition(scene->boat, SIGNAL(boatExecutionFinished()),lostState);
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//This transition check if we won or not
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WinTransition *winTransition = new WinTransition(scene, this, winState);
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//The boat has been destroyed then the game is finished
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levelState->addTransition(winTransition);
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//This state is an animation when the score changed
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UpdateScoreState *scoreState = new UpdateScoreState(levelState);
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//This transition update the score when a submarine die
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UpdateScoreTransition *scoreTransition = new UpdateScoreTransition(scene, this, levelState);
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scoreTransition->setTargetState(scoreState);
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//The boat has been destroyed then the game is finished
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playingState->addTransition(scoreTransition);
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//We go back to play state
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scoreState->addTransition(playingState);
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//We start playing!!!
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machine->setInitialState(levelState);
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//Final state
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QFinalState *final = new QFinalState(machine);
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//This transition is triggered when the player press space after completing a level
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CustomSpaceTransition *spaceTransition = new CustomSpaceTransition(scene->views().at(0), this, QEvent::KeyPress, Qt::Key_Space);
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spaceTransition->setTargetState(levelState);
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winState->addTransition(spaceTransition);
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//We lost we should reach the final state
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lostState->addTransition(lostState, SIGNAL(finished()), final);
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machine->start();
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}
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LevelState::LevelState(GraphicsScene *scene, PlayState *game, QState *parent) : QState(parent), scene(scene), game(game)
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{
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}
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void LevelState::onEntry(QEvent *)
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{
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initializeLevel();
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}
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void LevelState::initializeLevel()
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{
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//we re-init the boat
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scene->boat->setPos(scene->width()/2, scene->sealLevel() - scene->boat->size().height());
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scene->boat->setCurrentSpeed(0);
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scene->boat->setCurrentDirection(Boat::None);
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scene->boat->setBombsLaunched(0);
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scene->boat->show();
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scene->setFocusItem(scene->boat, Qt::OtherFocusReason);
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scene->boat->run();
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scene->progressItem->setScore(game->score);
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scene->progressItem->setLevel(game->currentLevel + 1);
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GraphicsScene::LevelDescription currentLevelDescription = scene->levelsData.value(game->currentLevel);
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for (int i = 0; i < currentLevelDescription.submarines.size(); ++i ) {
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QPair<int,int> subContent = currentLevelDescription.submarines.at(i);
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GraphicsScene::SubmarineDescription submarineDesc = scene->submarinesData.at(subContent.first);
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for (int j = 0; j < subContent.second; ++j ) {
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SubMarine *sub = new SubMarine(submarineDesc.type, submarineDesc.name, submarineDesc.points);
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scene->addItem(sub);
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int random = QRandomGenerator::global()->bounded(15) + 1;
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qreal x = random == 13 || random == 5 ? 0 : scene->width() - sub->size().width();
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qreal y = scene->height() -(QRandomGenerator::global()->bounded(150) + 1) - sub->size().height();
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sub->setPos(x,y);
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sub->setCurrentDirection(x == 0 ? SubMarine::Right : SubMarine::Left);
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sub->setCurrentSpeed(QRandomGenerator::global()->bounded(3) + 1);
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}
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}
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}
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/** Pause State */
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PauseState::PauseState(GraphicsScene *scene, QState *parent) : QState(parent),scene(scene)
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{
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}
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void PauseState::onEntry(QEvent *)
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{
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AnimationManager::self()->pauseAll();
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scene->boat->setEnabled(false);
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}
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void PauseState::onExit(QEvent *)
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{
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AnimationManager::self()->resumeAll();
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scene->boat->setEnabled(true);
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scene->boat->setFocus();
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}
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/** Lost State */
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LostState::LostState(GraphicsScene *scene, PlayState *game, QState *parent) : QState(parent), scene(scene), game(game)
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{
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}
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void LostState::onEntry(QEvent *)
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{
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//The message to display
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QString message = QString("You lose on level %1. Your score is %2.").arg(game->currentLevel+1).arg(game->score);
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//We set the level back to 0
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game->currentLevel = 0;
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//We set the score back to 0
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game->score = 0;
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//We clear the scene
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scene->clearScene();
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//We inform the player
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scene->textInformationItem->setMessage(message);
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scene->textInformationItem->show();
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}
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void LostState::onExit(QEvent *)
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{
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//we hide the information
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scene->textInformationItem->hide();
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}
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/** Win State */
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WinState::WinState(GraphicsScene *scene, PlayState *game, QState *parent) : QState(parent), scene(scene), game(game)
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{
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}
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void WinState::onEntry(QEvent *)
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{
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//We clear the scene
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scene->clearScene();
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QString message;
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if (scene->levelsData.size() - 1 != game->currentLevel) {
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message = QString("You win the level %1. Your score is %2.\nPress Space to continue.").arg(game->currentLevel+1).arg(game->score);
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//We increment the level number
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game->currentLevel++;
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} else {
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message = QString("You finish the game on level %1. Your score is %2.").arg(game->currentLevel+1).arg(game->score);
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//We set the level back to 0
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game->currentLevel = 0;
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//We set the score back to 0
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game->score = 0;
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}
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//We inform the player
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scene->textInformationItem->setMessage(message);
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scene->textInformationItem->show();
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}
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void WinState::onExit(QEvent *)
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{
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//we hide the information
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scene->textInformationItem->hide();
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}
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/** UpdateScore State */
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UpdateScoreState::UpdateScoreState(QState *parent) : QState(parent)
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{
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}
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/** Win transition */
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UpdateScoreTransition::UpdateScoreTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target)
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: QSignalTransition(scene,SIGNAL(subMarineDestroyed(int))),
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game(game), scene(scene)
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{
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setTargetState(target);
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}
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bool UpdateScoreTransition::eventTest(QEvent *event)
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{
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if (!QSignalTransition::eventTest(event))
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return false;
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QStateMachine::SignalEvent *se = static_cast<QStateMachine::SignalEvent*>(event);
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game->score += se->arguments().at(0).toInt();
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scene->progressItem->setScore(game->score);
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return true;
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}
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/** Win transition */
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WinTransition::WinTransition(GraphicsScene *scene, PlayState *game, QAbstractState *target)
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: QSignalTransition(scene,SIGNAL(allSubMarineDestroyed(int))),
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game(game), scene(scene)
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{
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setTargetState(target);
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}
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bool WinTransition::eventTest(QEvent *event)
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{
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if (!QSignalTransition::eventTest(event))
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return false;
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QStateMachine::SignalEvent *se = static_cast<QStateMachine::SignalEvent*>(event);
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game->score += se->arguments().at(0).toInt();
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scene->progressItem->setScore(game->score);
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return true;
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}
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/** Space transition */
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CustomSpaceTransition::CustomSpaceTransition(QWidget *widget, PlayState *game, QEvent::Type type, int key)
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: QKeyEventTransition(widget, type, key),
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game(game)
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{
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}
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bool CustomSpaceTransition::eventTest(QEvent *event)
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{
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if (!QKeyEventTransition::eventTest(event))
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return false;
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return (game->currentLevel != 0);
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}
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