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-rw-r--r--noncore/games/tictac/tictac.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/noncore/games/tictac/tictac.cpp b/noncore/games/tictac/tictac.cpp
index 12ce35f..db8ee1e 100644
--- a/noncore/games/tictac/tictac.cpp
+++ b/noncore/games/tictac/tictac.cpp
@@ -1,177 +1,178 @@
/****************************************************************************
** tictac.cpp,v 1.3.8.1 2003/08/29 06:50:40 harlekin Exp
**
** Copyright (C) 1992-2000 Trolltech AS. All rights reserved.
**
** This file is part of an example program for Qt. This example
** program may be used, distributed and modified without limitation.
**
*****************************************************************************/
#include "tictac.h"
#include <qpe/qpeapplication.h>
#include <qdrawutil.h>
#include <qcombobox.h>
#include <qlabel.h>
#include <qlayout.h>
#include <stdlib.h> // rand() function
//***************************************************************************
//* TicTacButton member functions
//***************************************************************************
// --------------------------------------------------------------------------
// Creates a TicTacButton
//
TicTacButton::TicTacButton( QWidget *parent ) : QPushButton( parent )
{
t = Blank; // initial type
}
// --------------------------------------------------------------------------
// Paints TicTacButton
//
void TicTacButton::drawButtonLabel( QPainter *p )
{
QRect r = rect();
p->setPen( QPen( white,2 ) ); // set fat pen
if ( t == Circle ) {
p->drawEllipse( r.left()+4, r.top()+4, r.width()-8, r.height()-8 );
} else if ( t == Cross ) { // draw cross
p->drawLine( r.topLeft() +QPoint(4,4), r.bottomRight()-QPoint(4,4));
p->drawLine( r.bottomLeft()+QPoint(4,-4),r.topRight() -QPoint(4,-4));
}
}
//***************************************************************************
//* TicTacGameBoard member functions
//***************************************************************************
// --------------------------------------------------------------------------
// Creates a game board with N x N buttons and connects the "clicked()"
// signal of all buttons to the "buttonClicked()" slot.
//
TicTacGameBoard::TicTacGameBoard( int n, QWidget *parent, const char *name )
: QWidget( parent, name )
{
QPEApplication::showWidget( this );
st = Init; // initial state
nBoard = n;
n *= n; // make square
comp_starts = FALSE; // human starts
buttons = new TicTacButtons(n); // create real buttons
btArray = new TicTacArray(n); // create button model
QGridLayout * grid = new QGridLayout( this, 3, 3, 4 );
QPalette p( blue );
for ( int i=0; i<n; i++ ) { // create and connect buttons
TicTacButton *ttb = new TicTacButton( this );
ttb->setPalette( p );
ttb->setEnabled( FALSE );
connect( ttb, SIGNAL(clicked()), SLOT(buttonClicked()) );
grid->addWidget( ttb, i%3, i/3 );
buttons->insert( i, ttb );
btArray->at(i) = TicTacButton::Blank; // initial button type
}
QTime t = QTime::currentTime(); // set random seed
srand( t.hour()*12+t.minute()*60+t.second()*60 );
+
}
TicTacGameBoard::~TicTacGameBoard()
{
delete buttons;
delete btArray;
}
// --------------------------------------------------------------------------
// TicTacGameBoard::computerStarts( bool v )
//
// Computer starts if v=TRUE. The human starts by default.
//
void TicTacGameBoard::computerStarts( bool v )
{
comp_starts = v;
}
// --------------------------------------------------------------------------
// TicTacGameBoard::newGame()
//
// Clears the game board and prepares for a new game
//
void TicTacGameBoard::newGame()
{
st = HumansTurn;
for ( int i=0; i<nBoard*nBoard; i++ )
btArray->at(i) = TicTacButton::Blank;
if ( comp_starts )
computerMove();
else
updateButtons();
}
// --------------------------------------------------------------------------
// TicTacGameBoard::buttonClicked() - SLOT
//
// This slot is activated when a TicTacButton emits the signal "clicked()",
// i.e. the user has clicked on a TicTacButton.
//
void TicTacGameBoard::buttonClicked()
{
if ( st != HumansTurn ) // not ready
return;
int i = buttons->findRef( (TicTacButton*)sender() );
TicTacButton *b = buttons->at(i); // get piece that was pressed
if ( b->type() == TicTacButton::Blank ) { // empty piece?
btArray->at(i) = TicTacButton::Circle;
updateButtons();
if ( checkBoard( btArray ) == 0 ) // not a winning move?
computerMove();
int s = checkBoard( btArray );
if ( s ) { // any winners yet?
st = s == TicTacButton::Circle ? HumanWon : ComputerWon;
emit finished();
}
}
}
// --------------------------------------------------------------------------
// TicTacGameBoard::updateButtons()
//
// Updates all buttons that have changed state
//
void TicTacGameBoard::updateButtons()
{
for ( int i=0; i<nBoard*nBoard; i++ ) {
if ( buttons->at(i)->type() != btArray->at(i) )
buttons->at(i)->setType( (TicTacButton::Type)btArray->at(i) );
buttons->at(i)->setEnabled( buttons->at(i)->type() ==
TicTacButton::Blank );
}
}
// --------------------------------------------------------------------------
// TicTacGameBoard::checkBoard()
//
// Checks if one of the players won the game, works for any board size.
//
// Returns:
// - TicTacButton::Cross if the player with X buttons won
// - TicTacButton::Circle if the player with O buttons won
// - Zero (0) if there is no winner yet
//
int TicTacGameBoard::checkBoard( TicTacArray *a )
{
@@ -236,143 +237,144 @@ int TicTacGameBoard::checkBoard( TicTacArray *a )
void TicTacGameBoard::computerMove()
{
int numButtons = nBoard*nBoard;
int *altv = new int[numButtons]; // buttons alternatives
int altc = 0;
int stopHuman = -1;
TicTacArray a = btArray->copy();
int i;
for ( i=0; i<numButtons; i++ ) { // try all positions
if ( a[i] != TicTacButton::Blank ) // already a piece there
continue;
a[i] = TicTacButton::Cross; // test if computer wins
if ( checkBoard(&a) == a[i] ) { // computer will win
st = ComputerWon;
stopHuman = -1;
break;
}
a[i] = TicTacButton::Circle; // test if human wins
if ( checkBoard(&a) == a[i] ) { // oops...
stopHuman = i; // remember position
a[i] = TicTacButton::Blank; // restore button
continue; // computer still might win
}
a[i] = TicTacButton::Blank; // restore button
altv[altc++] = i; // remember alternative
}
if ( stopHuman >= 0 ) // must stop human from winning
a[stopHuman] = TicTacButton::Cross;
else if ( i == numButtons ) { // tried all alternatives
if ( altc > 0 ) // set random piece
a[altv[rand()%(altc--)]] = TicTacButton::Cross;
if ( altc == 0 ) { // no more blanks
st = NobodyWon;
emit finished();
}
}
*btArray = a; // update model
updateButtons(); // update buttons
delete[] altv;
}
//***************************************************************************
//* TicTacToe member functions
//***************************************************************************
// --------------------------------------------------------------------------
// Creates a game widget with a game board and two push buttons, and connects
// signals of child widgets to slots.
//
TicTacToe::TicTacToe( QWidget *parent, const char *name, WFlags fl )
: QWidget( parent, name, fl )
{
QVBoxLayout * l = new QVBoxLayout( this, 6 );
// Create a message label
boardSize = 3;
message = new QLabel( this );
message->setFrameStyle( QFrame::WinPanel | QFrame::Sunken );
message->setAlignment( AlignCenter );
l->addWidget( message );
// Create the game board and connect the signal finished() to this
// gameOver() slot
board = new TicTacGameBoard( boardSize, this );
connect( board, SIGNAL(finished()), SLOT(gameOver()) );
l->addWidget( board );
// Create a horizontal frame line
QFrame *line = new QFrame( this );
line->setFrameStyle( QFrame::HLine | QFrame::Sunken );
l->addWidget( line );
// Create the combo box for deciding who should start, and
// connect its clicked() signals to the buttonClicked() slot
whoStarts = new QComboBox( this );
whoStarts->insertItem( tr( "Computer starts" ) );
whoStarts->insertItem( tr( "Human starts" ) );
l->addWidget( whoStarts );
// Create the push buttons and connect their clicked() signals
// to this right slots.
newGame = new QPushButton( tr( "Play!" ), this );
connect( newGame, SIGNAL(clicked()), SLOT(newGameClicked()) );
quit = new QPushButton( tr( "Quit" ), this );
connect( quit, SIGNAL(clicked()), qApp, SLOT(quit()) );
QHBoxLayout * b = new QHBoxLayout;
l->addLayout( b );
b->addWidget( newGame );
b->addWidget( quit );
+ move(0,0);
QPEApplication::showWidget( this );
newState();
}
// --------------------------------------------------------------------------
// TicTacToe::newGameClicked() - SLOT
//
// This slot is activated when the new game button is clicked.
//
void TicTacToe::newGameClicked()
{
board->computerStarts( whoStarts->currentItem() == 0 );
board->newGame();
newState();
}
// --------------------------------------------------------------------------
// TicTacToe::gameOver() - SLOT
//
// This slot is activated when the TicTacGameBoard emits the signal
// "finished()", i.e. when a player has won or when it is a draw.
//
void TicTacToe::gameOver()
{
newState(); // update text box
}
// --------------------------------------------------------------------------
// Updates the message to reflect a new state.
//
void TicTacToe::newState()
{
QStringList msg;
msg << tr( "Click Play to start")
<< tr("Make your move")
<< tr("You won!")
<< tr("Computer won!")
<< tr("It's a draw");
message->setText( msg[board->state()] );
return;
}