summaryrefslogtreecommitdiff
authorcniehaus <cniehaus>2002-04-14 12:17:36 (UTC)
committer cniehaus <cniehaus>2002-04-14 12:17:36 (UTC)
commit9ac41db7292a4aa58d38b1672d1ee855d53a8dd9 (patch) (side-by-side diff)
treef34a61b66efc29a7fdf28ef28b21ecf7b627ff07
parentcd9b12a72d2b91da4a369bf7ddf859207caa5c90 (diff)
downloadopie-9ac41db7292a4aa58d38b1672d1ee855d53a8dd9.zip
opie-9ac41db7292a4aa58d38b1672d1ee855d53a8dd9.tar.gz
opie-9ac41db7292a4aa58d38b1672d1ee855d53a8dd9.tar.bz2
i18n-stuff. There are still lots of string left!
Diffstat (more/less context) (ignore whitespace changes)
-rw-r--r--noncore/games/tictac/tictac.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/noncore/games/tictac/tictac.cpp b/noncore/games/tictac/tictac.cpp
index e887b00..20cc942 100644
--- a/noncore/games/tictac/tictac.cpp
+++ b/noncore/games/tictac/tictac.cpp
@@ -127,251 +127,251 @@ void TicTacGameBoard::newGame()
// 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 )
{
int t = 0;
int row, col;
bool won = FALSE;
for ( row=0; row<nBoard && !won; row++ ) { // check horizontal
t = a->at(row*nBoard);
if ( t == TicTacButton::Blank )
continue;
col = 1;
while ( col<nBoard && a->at(row*nBoard+col) == t )
col++;
if ( col == nBoard )
won = TRUE;
}
for ( col=0; col<nBoard && !won; col++ ) { // check vertical
t = a->at(col);
if ( t == TicTacButton::Blank )
continue;
row = 1;
while ( row<nBoard && a->at(row*nBoard+col) == t )
row++;
if ( row == nBoard )
won = TRUE;
}
if ( !won ) { // check diagonal top left
t = a->at(0); // to bottom right
if ( t != TicTacButton::Blank ) {
int i = 1;
while ( i<nBoard && a->at(i*nBoard+i) == t )
i++;
if ( i == nBoard )
won = TRUE;
}
}
if ( !won ) { // check diagonal bottom left
int j = nBoard-1; // to top right
int i = 0;
t = a->at(i+j*nBoard);
if ( t != TicTacButton::Blank ) {
i++; j--;
while ( i<nBoard && a->at(i+j*nBoard) == t ) {
i++; j--;
}
if ( i == nBoard )
won = TRUE;
}
}
if ( !won ) // no winner
t = 0;
return t;
}
// --------------------------------------------------------------------------
// TicTacGameBoard::computerMove()
//
// Puts a piece on the game board. Very, very simple.
//
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( int boardSize, QWidget *parent, const char *name )
: QWidget( parent, name )
{
QVBoxLayout * l = new QVBoxLayout( this, 6 );
// Create a message label
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( "Computer starts" );
- whoStarts->insertItem( "Human starts" );
+ 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( "Play!", this );
+ newGame = new QPushButton( tr( "Play!" ), this );
connect( newGame, SIGNAL(clicked()), SLOT(newGameClicked()) );
- quit = new QPushButton( "Quit", this );
+ 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 );
showMaximized();
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()
{
static const char *msg[] = { // TicTacGameBoard::State texts
"Click Play to start", "Make your move",
"You won!", "Computer won!", "It's a draw" };
message->setText( msg[board->state()] );
return;
}