realtimenetprots/sipfw/SampleApp/gameengine/Src/SIPExStateLocal.cpp
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     1 
       
     2 // Copyright (c) 2004-2009 Nokia Corporation and/or its subsidiary(-ies).
       
     3 // All rights reserved.
       
     4 // This component and the accompanying materials are made available
       
     5 // under the terms of "Eclipse Public License v1.0"
       
     6 // which accompanies this distribution, and is available
       
     7 // at the URL "http://www.eclipse.org/legal/epl-v10.html".
       
     8 //
       
     9 // Initial Contributors:
       
    10 // Nokia Corporation - initial contribution.
       
    11 //
       
    12 // Contributors:
       
    13 //
       
    14 // Description:
       
    15 //
       
    16 
       
    17 
       
    18 
       
    19 // INCLUDES
       
    20 #include    "SIPExStateLocal.h"
       
    21 #include    "SIPExGameEngine.h"
       
    22 #include    "SIPExSIPEngine.h"
       
    23 #include    "SIPExGameConstants.h"
       
    24 
       
    25 // -----------------------------------------------------------------------------
       
    26 // TSIPExStateLocal::CursorPressed
       
    27 // Game state is updated.
       
    28 // Move is sent to the remote peer. If WIN the state is Registered.
       
    29 // otherwise turn is moved to remote.
       
    30 // -----------------------------------------------------------------------------
       
    31 // 
       
    32 void TSIPExStateLocal::CursorPressed( CSIPExEngine* aContext )
       
    33     {
       
    34     TInt y = aContext->CalculatePos();
       
    35 	if ( y != -1 ) 
       
    36         {
       
    37         aContext->SetBoard( aContext->Cursor(), y, 1 );
       
    38 		aContext->IncreaseMovesBy( 1 );
       
    39 		aContext->SendMessage( aContext->Cursor(), y );
       
    40 		TInt ret = aContext->IsWin( aContext->Cursor(),y ); 
       
    41 		
       
    42         if (ret == 1) 
       
    43             {
       
    44             ChangeState( aContext, aContext->iStateRemote );
       
    45             aContext->StatusInfoL( KYouWin() );
       
    46             EndGameL( aContext );
       
    47 			}
       
    48         else  if ( aContext->Moves() == KMaxMoves ) 
       
    49             {
       
    50             ChangeState( aContext, aContext->iStateRemote );
       
    51 			aContext->StatusInfoL( KGameTie() );
       
    52             EndGameL( aContext );
       
    53 		    }         
       
    54         else 
       
    55             {
       
    56             ChangeState( aContext, aContext->iStateRemote );
       
    57             aContext->StatusInfoL( KWaitingRemote() );
       
    58 			}
       
    59 		}
       
    60     }
       
    61 
       
    62 // -----------------------------------------------------------------------------
       
    63 // TSIPExStateLocal::CursorRight
       
    64 // Game state is updated.
       
    65 // -----------------------------------------------------------------------------
       
    66 //   
       
    67 void TSIPExStateLocal::CursorRight( CSIPExEngine* aContext )
       
    68     {
       
    69     aContext->SetCursor( aContext->Cursor() + 1 );
       
    70 	if ( aContext->Cursor() > KBoxCountX - 1 )
       
    71         {
       
    72 		aContext->SetCursor( 0 );
       
    73         }
       
    74     }
       
    75 
       
    76 // -----------------------------------------------------------------------------
       
    77 // TSIPExStateLocal::CursorLeft
       
    78 // Game state is updated.
       
    79 // -----------------------------------------------------------------------------
       
    80 //   
       
    81 void TSIPExStateLocal::CursorLeft( CSIPExEngine* aContext )
       
    82     {
       
    83 	aContext->SetCursor( aContext->Cursor() - 1 );
       
    84 	if ( aContext->Cursor() < 0 )
       
    85         {
       
    86 		aContext->SetCursor( KBoxCountX - 1 );
       
    87         }
       
    88     }
       
    89 
       
    90 // -----------------------------------------------------------------------------
       
    91 // TSIPExStateLocal::DrawCursor
       
    92 // Returns always ETrue, because it is local player's turn we have to draw the
       
    93 // cursor.
       
    94 // -----------------------------------------------------------------------------
       
    95 //   
       
    96 TBool TSIPExStateLocal::DrawCursor()
       
    97     {
       
    98     return ETrue;
       
    99     }
       
   100 
       
   101 // -----------------------------------------------------------------------------
       
   102 // TSIPExStateLocal::SendInstantMsgL
       
   103 // Calls base classes function to send the instant message.
       
   104 // -----------------------------------------------------------------------------
       
   105 //   
       
   106 void TSIPExStateLocal::SendInstantMsgL( CSIPExEngine* aContext, 
       
   107             const TDesC& aAddress, const TDesC& aMsg )
       
   108     {
       
   109     HBufC8* addr = HBufC8::NewLC( aAddress.Length() );
       
   110     addr->Des().Copy( aAddress );
       
   111 
       
   112     HBufC8* msg = HBufC8::NewLC( aMsg.Length() );
       
   113     msg->Des().Copy( aMsg );
       
   114 
       
   115     aContext->SIPEngine()->CreateIML( *msg, *addr );
       
   116 
       
   117     CleanupStack::PopAndDestroy( msg );
       
   118     CleanupStack::PopAndDestroy( addr );
       
   119     }
       
   120 
       
   121 // -----------------------------------------------------------------------------
       
   122 // TSIPExStateLocal::InviteL
       
   123 // Notifies the UI.
       
   124 // -----------------------------------------------------------------------------
       
   125 //   
       
   126 void TSIPExStateLocal::InviteL( 
       
   127     CSIPExEngine* aContext, 
       
   128     const TDesC& /*aAddress*/ )
       
   129     {
       
   130     aContext->InfoL( KGameAlreadyRunning() );
       
   131     }
       
   132 
       
   133 // -----------------------------------------------------------------------------
       
   134 // TSIPExStateLocal::DisableProfile
       
   135 // Notifies the UI.
       
   136 // -----------------------------------------------------------------------------
       
   137 //   
       
   138 void TSIPExStateLocal::DisableProfileL( CSIPExEngine* aContext )
       
   139     {
       
   140     aContext->InfoL( KGameAlreadyRunning() );
       
   141     }
       
   142 
       
   143 // -----------------------------------------------------------------------------
       
   144 // TSIPExStateLocal::EndGameL
       
   145 // Notifies the UI and changes the active state to the Registered.
       
   146 // The socket engine will be deleted and the SIP session ended.
       
   147 // -----------------------------------------------------------------------------
       
   148 //   
       
   149 void TSIPExStateLocal::EndGameL( CSIPExEngine* aContext )
       
   150     {
       
   151     aContext->SIPEngine()->EndSessionL();
       
   152     }
       
   153 
       
   154 // -----------------------------------------------------------------------------
       
   155 // TSIPExStateLocal::MoveCursorL
       
   156 // Moves cursor into the new position.
       
   157 // -----------------------------------------------------------------------------
       
   158 //   
       
   159 void TSIPExStateLocal::MoveCursorL( 
       
   160     CSIPExEngine* aContext, 
       
   161     const TInt aNewPosition )
       
   162     {
       
   163     aContext->SetCursor( aNewPosition );
       
   164     }
       
   165 
       
   166 // End of file