/***************************************************************************
                           kbhorizontalstepstrategy.cpp
                                  ----------
    Developers: (c) 2001 Kevin Krammer <kevin.krammer@gmx.at>

 ***************************************************************************/

/***************************************************************************
 *                                                                         *
 *   This program is free software; you can redistribute it and/or modify  *
 *   it under the terms of the GNU General Public License as published by  *
 *   the Free Software Foundation; either version 2 of the License, or     *
 *   (at your option) any later version.                                   *
 *                                                                         *
 ***************************************************************************/

#include <krandomsequence.h>
#include "kbhorizontalstepstrategy.h"

KBHorizontalStepStrategy::KBHorizontalStepStrategy(KBStrategy *parent) : KBStrategy(parent)
{
	m_child = 0;
	if(parent == 0) // only the master destroys ships
	{
		m_destroyer = new KBDestroyShipStrategy(this);
		m_destroying = false;
	}
	else
	{
		m_destroyer = 0;
		m_destroying = false;
	}
}

KBHorizontalStepStrategy::~KBHorizontalStepStrategy()
{
	delete m_child;
	delete m_destroyer;
}

void KBHorizontalStepStrategy::init(KBattleField *field, const QRect &field_rect)
{
	KBStrategy::init(field, field_rect);
	KRandomSequence rand;
	m_column = (int) rand.getLong(m_fieldRect.width());
	m_row = (int) rand.getLong(m_fieldRect.height());
	m_start = QPoint(m_column, m_row);
	m_passes = 0;

	if(m_destroyer != 0)
		m_destroyer->init(field, field_rect);
}

const QPoint KBHorizontalStepStrategy::nextShot()
{
	if(hasMoreShots())
	{
		if(m_destroying)
			return m_destroyer->nextShot();
		else if(m_passes == 0)
			return QPoint(m_column, m_row);
		else if(m_parent == 0)
			return m_child->nextShot();
	}

	return m_start;
}

bool KBHorizontalStepStrategy::advance()
{
	int col, row;

	col = m_column;
	row = m_row;

	while(enemyFieldStateAt(col, row) == KBStrategy::SHOT)
	{
		col += 2;
		if(col >= m_fieldRect.width())
		{
			col = m_column % 2;
			row = (row + 2) % m_fieldRect.height();
		}

		if(col == m_start.x() && row == m_start.y())
		{
			col = (col + 1) % m_fieldRect.width();
			row = (row + 1) % m_fieldRect.height();
		}
	}

	if(enemyFieldStateAt(col, row) != KBStrategy::SHOT)
	{
		m_column = col;
		m_row = row;
		return true;
	}

	return false;
}

void KBHorizontalStepStrategy::setStart(int col, int row)
{
	m_start = QPoint(col, row);
	m_column = col;
	m_row = row;
}

bool KBHorizontalStepStrategy::hasMoreShots()
{
	if(m_parent != 0)
	{
		// Child Strategy
		if(m_passes == 0)
		{
			if(enemyFieldStateAt(m_column, m_row) != KBStrategy::SHOT)
				return true;
			else if(advance())
				return true;
			else
			{
				m_passes++;
				return false;
			}
		}
		else
			return false;
	}
	else
	{
		// Parent Strategy
		if((!m_destroying) && m_prevShots->count() > 0)
		{
			QPoint *pos = m_prevShots->last();
			int state = m_battleField->ownState(pos->x(), pos->y());
			if(state == KBattleField::HIT)
			{
				m_destroying = true;
				m_destroyer->destroyShipAt(*pos);
			}
		}
		if(m_destroying)
		{
			if(m_destroyer->hasMoreShots())
				return true;
			else
				m_destroying = false;
		}
	}

	int x, y;
	switch(m_passes)
	{
		case 0:
			if(enemyFieldStateAt(m_column, m_row) != KBStrategy::SHOT || advance())
				return true;

			m_passes++;
			m_child = new KBHorizontalStepStrategy(this);
			m_child->init(m_battleField, m_fieldRect);

			x = (m_start.x() + 1) % m_fieldRect.width();
			y = (m_start.y() + 1) % m_fieldRect.height();
			m_child->setStart(x, y);

		case 1:
			if(m_child->hasMoreShots())
				return true;

			m_passes++;
			delete m_child;

			m_child = new KBHorizontalStepStrategy(this);
			m_child->init(m_battleField, m_fieldRect);

			x = (m_start.x() + 1) % m_fieldRect.width();
			y = m_start.y();
			m_child->setStart(x, y);

		case 2:
			if(m_child->hasMoreShots())
				return true;

			m_passes++;
			delete m_child;

			m_child = new KBHorizontalStepStrategy(this);
			m_child->init(m_battleField, m_fieldRect);

			x = (m_start.x() + 2) % m_fieldRect.width();
			y = (m_start.y() + 1) % m_fieldRect.height();
			m_child->setStart(x, y);

		case 3:
			if(m_child->hasMoreShots())
				return true;

			m_passes++;

		default:
			return false;
	}
}

void KBHorizontalStepStrategy::shotAt(const QPoint &pos)
{
	m_prevShots->append(new QPoint(pos));
	if(m_child != 0)
		m_child->shotAt(pos);
}
