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2024 lines
56 KiB
2024 lines
56 KiB
#include "boardwidget.h"
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#include "prefs.h"
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#include <kmessagebox.h>
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#include <kapplication.h>
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#include <qtimer.h>
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#include <qpainter.h>
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#include <klocale.h>
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#include <kstandarddirs.h>
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#include <qfile.h>
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#include <kconfig.h>
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/**
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* Constructor.
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* Loads tileset and background bitmaps.
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*/
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BoardWidget::BoardWidget( QWidget* parent, const char *name )
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: QWidget( parent, name ), theTiles(false)
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{
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setBackgroundColor( QColor( 0,0,0 ) );
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timer = new QTimer(this);
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connect( timer, SIGNAL(timeout()),
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this, SLOT(helpMoveTimeout()) );
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TimerState = Stop;
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gamePaused = false;
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iTimerStep = 0;
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matchCount = 0;
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showMatch = false;
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showHelp = false;
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MouseClickPos1.e = BoardLayout::depth; // mark tile position as invalid
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MouseClickPos2.e = BoardLayout::depth;
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memset( &Game.Mask, 0, sizeof( Game.Mask ) );
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Game.MaxTileNum = 0;
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gameGenerationNum = 0;
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// initially we force a redraw
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updateBackBuffer=true;
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// Load tileset. First try to load the last use tileset
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QString tFile;
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getFileOrDefault(Prefs::tileSet(), "tileset", tFile);
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if (!loadTileset(tFile)){
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KMessageBox::error(this,
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i18n("An error occurred when loading the tileset file %1\n"
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"KMahjongg will now terminate.").arg(tFile));
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kapp->quit();
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}
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getFileOrDefault(Prefs::background(), "bgnd", tFile);
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// Load background
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if( ! loadBackground(tFile, false ) )
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{
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KMessageBox::error(this,
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i18n("An error occurred when loading the background image\n%1").arg(tFile)+
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i18n("KMahjongg will now terminate."));
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kapp->quit();
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}
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getFileOrDefault(Prefs::layout(), "layout", tFile);
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if( ! loadBoardLayout(tFile) )
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{
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KMessageBox::error(this,
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i18n("An error occurred when loading the board layout %1\n"
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"KMahjongg will now terminate.").arg(tFile));
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kapp->quit();
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}
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setDisplayedWidth();
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loadSettings();
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}
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BoardWidget::~BoardWidget(){
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saveSettings();
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}
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void BoardWidget::loadSettings(){
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theBackground.tile = Prefs::tiledBackground();
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setDisplayedWidth();
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tileSizeChanged();
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updateScaleMode();
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drawBoard(true);
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}
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void BoardWidget::saveSettings(){
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// Preview can't handle this. TODO
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//KConfig *config=kapp->config();
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//config->setGroup("General");
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//config->writePathEntry("Tileset_file", tileFile);
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//config->writePathEntry("Background_file", backgroundFile);
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//config->writePathEntry("Layout_file", layout);
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}
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void BoardWidget::getFileOrDefault(QString filename, QString type, QString &res)
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{
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QString picsPos = "pics/";
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picsPos += "default.";
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picsPos += type;
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if (QFile::exists(filename)) {
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res = filename;
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}
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else {
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res = locate("appdata", picsPos);
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}
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if (res.isEmpty()) {
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KMessageBox::error(this, i18n("KMahjongg could not locate the file: %1\n"
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"or the default file of type: %2\n"
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"KMahjongg will now terminate").arg(filename).arg(type) );
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kapp->quit();
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}
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}
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void BoardWidget::setDisplayedWidth() {
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if (Prefs::showRemoved())
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setFixedSize( requiredWidth() , requiredHeight());
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else
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setFixedSize( requiredWidth() - ((theTiles.width())*4)
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, requiredHeight());
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}
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// for a given cell x y calc how that cell is shadowed
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// returnd left = width of left hand side shadow
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// t = height of top shadow
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// c = width and height of corner shadow
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void BoardWidget::calcShadow(int e, int y, int x, int &l, int &t, int &c) {
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l = t = c = 0;
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if ((Game.shadowHeight(e,y,x) != 0) ||
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(Game.shadowHeight(e,y-1,x) != 0) ||
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(Game.shadowHeight(e,y,x-1) != 0)) {
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return;
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}
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int a,b;
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a=Game.shadowHeight(e,y,x-2);
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b=Game.shadowHeight(e,y-1,x-2);
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if (a != 0 || b != 0)
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l = (a>b) ? a : b;
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a=Game.shadowHeight(e,y-2,x);
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b=Game.shadowHeight(e,y-2,x-1);
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if (a != 0 || b != 0)
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t = (a>b) ? a : b;
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c = Game.shadowHeight(e, y-2, x-2);
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}
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// draw a triangular shadow from the top right to the bottom left.
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// one such shadow is a right hand edge of a shadow line.
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// if a second shadow botton left to top right is rendered over it
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// then the shadow becomes a box (ie in the middle of the run)
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void BoardWidget::shadowTopLeft(int depth, int sx, int sy, int rx, int ry, QPixmap *src, bool flag) {
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if (depth) {
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int shadowPixels= (depth+1) * theTiles.shadowSize();
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int xOffset=theTiles.qWidth()-shadowPixels;
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for (int p=0; p<shadowPixels; p++) {
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bitBlt( &backBuffer,
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sx+xOffset, sy+p,
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src,
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rx+xOffset, ry+p,
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shadowPixels-p,
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1, CopyROP );
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}
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// Now aafter rendering the triangle, fill in the rest of
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// the quater width
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if (flag && ((theTiles.qWidth() - shadowPixels) > 0))
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bitBlt( &backBuffer,
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sx, sy,
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src,
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rx, ry,
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theTiles.qWidth() - shadowPixels,
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shadowPixels, CopyROP );
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}
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}
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// Second triangular shadow generator see above
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void BoardWidget::shadowBotRight(int depth, int sx, int sy, int rx, int ry, QPixmap *src, bool flag) {
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if (depth) {
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int shadowPixels= (depth+1) * theTiles.shadowSize();
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int xOffset=theTiles.qWidth();
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for (int p=0; p<shadowPixels; p++) {
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bitBlt( &backBuffer,
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sx+xOffset-p, /* step to shadow right start */
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sy+p, /* down for each line */
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src,
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rx+xOffset-p, /* step to shadow right start */
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ry+p,
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p, /* increace width each line down */
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1, CopyROP );
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}
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if (flag && ((theTiles.qHeight() - shadowPixels) >0))
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bitBlt( &backBuffer,
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sx+xOffset-shadowPixels,
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sy+shadowPixels,
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src,
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rx+xOffset-shadowPixels,
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ry+shadowPixels,
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shadowPixels,
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theTiles.qHeight()-shadowPixels, CopyROP );
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}
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}
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void BoardWidget::shadowArea(int z, int y, int x, int sx, int sy,int rx, int ry, QPixmap *src)
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{
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// quick check to see if we are obscured
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if (z < BoardLayout::depth-1) {
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if ((x >= 0) && (y<BoardLayout::height)) {
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if (Game.Mask[z+1][y][x] && Game.Board[z+1][y][x]) {
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return;
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}
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}
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}
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// offset to pass tile depth indicator
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sx+=theTiles.shadowSize();
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rx+=theTiles.shadowSize();
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// We shadow the top right hand edge of the tile with a
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// triangular border. If the top shadow covers it all
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// well and good, otherwise if its smaller, part of the
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// triangle will show through.
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shadowTopLeft(Game.shadowHeight(z+1, y-1, x), sx, sy, rx,ry,src, true);
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shadowBotRight(Game.shadowHeight(z+1, y, x+1), sx, sy, rx, ry, src, true);
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shadowTopLeft(Game.shadowHeight(z+1, y-1, x+1), sx, sy, rx,ry,src, false);
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shadowBotRight(Game.shadowHeight(z+1, y-1, x+1), sx, sy, rx, ry, src, false);
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return;
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}
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// ---------------------------------------------------------
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void BoardWidget::paintEvent( QPaintEvent* pa )
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{
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QPixmap *back;
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int xx = pa->rect().left();
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int xheight = pa->rect().height();
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int xwidth = pa->rect().width();
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back = theBackground.getBackground();
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if (gamePaused) {
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// If the game is paused, then blank out the board.
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// We tolerate no cheats around here folks..
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bitBlt( this, xx, pa->rect().top(),
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back, xx, pa->rect().top(), xwidth, xheight, CopyROP );
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return;
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}
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// if the repaint is because of a window redraw after a move
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// or a menu roll up, then just blit in the last rendered image
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if (!updateBackBuffer) {
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bitBlt(this, xx,pa->rect().top(),
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&backBuffer, xx, pa->rect().top(), xwidth, xheight, CopyROP);
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return;
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}
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// update the complete drawArea
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backBuffer.resize(back->width(), back->height());
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// erase out with the background
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bitBlt( &backBuffer, xx, pa->rect().top(),
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back, xx,pa->rect().top(), back->width(), back->height(), CopyROP );
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// initial offset on the screen of tile 0,0
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int xOffset = theTiles.width()/2;
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int yOffset = theTiles.height()/2;
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//short tile = 0;
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// shadow the background first
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if (Prefs::showShadows()) {
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for (int by=0; by <BoardLayout::height+1; by++)
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for (int bx=-1; bx < BoardLayout::width+1; bx++)
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shadowArea(-1, by, bx,
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bx*theTiles.qWidth()+xOffset-theTiles.shadowSize(),
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by*theTiles.qHeight()+yOffset+theTiles.shadowSize(),
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bx*theTiles.qWidth()+xOffset-theTiles.shadowSize(),
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by*theTiles.qHeight()+yOffset+theTiles.shadowSize(),
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theBackground.getShadowBackground());
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}
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// we iterate over the depth stacking order. Each successive level is
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// drawn one indent up and to the right. The indent is the width
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// of the 3d relief on the tile left (tile shadow width)
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for (int z=0; z<BoardLayout::depth; z++) {
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// we draw down the board so the tile below over rights our border
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for (int y = 0; y < BoardLayout::height; y++) {
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// drawing right to left to prevent border overwrite
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for (int x=BoardLayout::width-1; x>=0; x--) {
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int sx = x*(theTiles.qWidth() )+xOffset;
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int sy = y*(theTiles.qHeight() )+yOffset;
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// skip if no tile to display
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if (!Game.tilePresent(z,y,x))
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continue;
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QPixmap *t;
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QPixmap *s;
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if (Game.hilighted[z][y][x]) {
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t= theTiles.selectedPixmaps(
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Game.Board[z][y][x]-TILE_OFFSET);
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s= theTiles.selectedShadowPixmaps(
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Game.Board[z][y][x]-TILE_OFFSET);
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} else {
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t= theTiles.unselectedPixmaps(
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Game.Board[z][y][x]-TILE_OFFSET);
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s= theTiles.unselectedShadowPixmaps(
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Game.Board[z][y][x]-TILE_OFFSET);
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}
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// Only one compilcation. Since we render top to bottom , left
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// to right situations arise where...:
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// there exists a tile one q height above and to the left
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// in this situation we would draw our top left border over it
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// we simply split the tile draw so the top half is drawn
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// minus border
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if (x > 1 && y > 0 && Game.tilePresent(z, y-1, x-2)){
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bitBlt( &backBuffer,
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sx+theTiles.shadowSize(), sy,
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t, theTiles.shadowSize() ,0,
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t->width()-theTiles.shadowSize(),
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t->height()/2, CopyROP );
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bitBlt( &backBuffer, sx, sy+t->height()/2,
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t, 0,t->height()/2,t->width(),t->height()/2,CopyROP);
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} else {
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bitBlt( &backBuffer, sx, sy,
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t, 0,0, t->width(), t->height(), CopyROP );
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}
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if (Prefs::showShadows() && z<BoardLayout::depth - 1) {
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for (int xp = 0; xp <= 1; xp++) {
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for (int yp=0; yp <= 1; yp++) {
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shadowArea(z, y+yp, x+xp,
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sx+(xp*theTiles.qWidth()),
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sy+(yp*theTiles.qHeight()),
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xp*theTiles.qWidth(),
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yp*theTiles.qHeight(),
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s);
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}
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}
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}
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}
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}
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xOffset +=theTiles.shadowSize();
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yOffset -=theTiles.shadowSize();
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}
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// Now we add the list of cancelled tiles
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// we start blitting as usuall right to left, top to bottom, first
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// we calculate the start pos of the first tile, allowing space for
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// the upwards at rightwards creep when stacking in 3d
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unsigned short xPos = backBuffer.width()-(3*theTiles.shadowSize())-theTiles.width();
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unsigned short yPos = (3*theTiles.shadowSize());
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for (int pos=0; pos < 9; pos++) {
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int last = 0;
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int tile=0;
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// dragon?
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if (pos >= 0 && pos < 3) {
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last = removedDragon[pos];
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tile = TILE_DRAGON+pos;
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} else {
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//Wind?
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if (pos >= 3 && pos < 7) {
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last = removedWind[pos-3];
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tile = TILE_WIND+pos-3;
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} else {
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if (pos == 7) {
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for (int t=0; t<4;t++) {
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if (removedFlower[t]) {
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last++;
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tile=TILE_FLOWER+t;
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}
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}
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} else {
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for (int t=0; t<4;t++) {
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if (removedSeason[t]) {
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last++;
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tile=TILE_SEASON+t;
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}
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}
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}
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}
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}
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stackTiles(tile, last, xPos, yPos);
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stackTiles(TILE_ROD+pos, removedRod[pos],
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xPos - (1*(theTiles.width() - theTiles.shadowSize())) , yPos);
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stackTiles(TILE_BAMBOO+pos, removedBamboo[pos],
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xPos - (2*(theTiles.width() - theTiles.shadowSize())) , yPos);
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stackTiles(TILE_CHARACTER+pos, removedCharacter[pos],
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xPos - (3*(theTiles.width() - theTiles.shadowSize())) , yPos);
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yPos += theTiles.height()-theTiles.shadowSize();
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}
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updateBackBuffer=false;
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bitBlt(this, xx,pa->rect().top(), &backBuffer, xx, pa->rect().top(), xwidth, xheight, CopyROP);
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}
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void BoardWidget::stackTiles(unsigned char t, unsigned short h, unsigned short x,unsigned short y)
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{
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int ss = theTiles.shadowSize();
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QPainter p(&backBuffer);
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QPen line;
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p.setBackgroundMode(OpaqueMode);
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p.setBackgroundColor(black);
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line.setWidth(1);
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line.setColor(white);
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p.setPen(line);
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int x2 = x+theTiles.width()-ss-1;
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int y2 = y+theTiles.height()-1;
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p.drawLine(x, y+ss, x2, y+ss);
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p.drawLine(x, y+ss, x, y2);
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p.drawLine(x2, y+ss, x2, y2);
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p.drawLine(x+1, y2, x2, y2);
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// p.fillRect(x+1, y+ss+1, theTiles.width()-ss-2, theTiles.height()-ss-2, QBrush(lightGray));
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for (unsigned short pos=0; pos < h; pos++) {
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QPixmap *p = theTiles.unselectedPixmaps(t-TILE_OFFSET);
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bitBlt( &backBuffer, x+(pos*ss), y-(pos*ss),
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p, 0,0, p->width(), p->height(), CopyROP );
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}
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}
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void BoardWidget::pause() {
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gamePaused = !gamePaused;
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drawBoard(true);
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}
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void BoardWidget::gameLoaded()
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{
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int i;
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initialiseRemovedTiles();
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i = Game.TileNum;
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// use the history of moves to put in the removed tiles area the correct tiles
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while (i < Game.MaxTileNum )
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{
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setRemovedTilePair(Game.MoveList[i], Game.MoveList[i+1]);
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i +=2;
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}
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drawBoard();
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}
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// ---------------------------------------------------------
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int BoardWidget::undoMove()
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{
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cancelUserSelectedTiles();
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if( Game.TileNum < Game.MaxTileNum )
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{
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clearRemovedTilePair(Game.MoveList[Game.TileNum], Game.MoveList[Game.TileNum+1]);
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putTile( Game.MoveList[Game.TileNum], false );
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Game.TileNum++;
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putTile( Game.MoveList[Game.TileNum] );
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Game.TileNum++;
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drawTileNumber();
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setStatusText( i18n("Undo operation done successfully.") );
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return 1;
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}
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else {
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setStatusText(i18n("What do you want to undo? You have done nothing!"));
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return 0;
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}
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}
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// ---------------------------------------------------------
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void BoardWidget::helpMove()
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{
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cancelUserSelectedTiles();
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if (showHelp) helpMoveStop();
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if( findMove( TimerPos1, TimerPos2 ) )
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{
|
|
cheatsUsed++;
|
|
iTimerStep = 1;
|
|
showHelp = true;
|
|
helpMoveTimeout();
|
|
}
|
|
else
|
|
setStatusText( i18n("Sorry, you have lost the game.") );
|
|
}
|
|
// ---------------------------------------------------------
|
|
void BoardWidget::helpMoveTimeout()
|
|
{
|
|
if( iTimerStep & 1 )
|
|
{
|
|
hilightTile( TimerPos1, true, false );
|
|
hilightTile( TimerPos2, true );
|
|
}
|
|
else
|
|
{
|
|
hilightTile( TimerPos1, false, false );
|
|
hilightTile( TimerPos2, false );
|
|
}
|
|
// restart timer
|
|
if( iTimerStep++ < 8 )
|
|
timer->start( ANIMSPEED , true );
|
|
else
|
|
showHelp = false;
|
|
}
|
|
// ---------------------------------------------------------
|
|
|
|
void BoardWidget::helpMoveStop()
|
|
{
|
|
timer->stop();
|
|
iTimerStep = 8;
|
|
hilightTile( TimerPos1, false, false );
|
|
hilightTile( TimerPos2, false );
|
|
showHelp = false;
|
|
}
|
|
|
|
// ---------------------------------------------------------
|
|
void BoardWidget::startDemoMode()
|
|
{
|
|
calculateNewGame();
|
|
|
|
if( TimerState == Stop )
|
|
{
|
|
TimerState = Demo;
|
|
iTimerStep = 0;
|
|
emit demoModeChanged( true );
|
|
setStatusText( i18n("Demo mode. Click mousebutton to stop.") );
|
|
demoMoveTimeout();
|
|
}
|
|
}
|
|
// ---------------------------------------------------------
|
|
void BoardWidget::stopDemoMode()
|
|
{
|
|
TimerState = Stop; // stop demo
|
|
calculateNewGame();
|
|
setStatusText( i18n("Now it's you again.") );
|
|
emit demoModeChanged( false );
|
|
emit gameCalculated();
|
|
}
|
|
// ---------------------------------------------------------
|
|
void BoardWidget::demoMoveTimeout()
|
|
{
|
|
if( TimerState == Demo )
|
|
{
|
|
switch( iTimerStep++ % 6 )
|
|
{
|
|
// at firts, find new matching tiles
|
|
case 0:
|
|
if( ! findMove( TimerPos1, TimerPos2 ) )
|
|
{
|
|
// if computer has won
|
|
if( Game.TileNum == 0 )
|
|
{
|
|
animateMoveList();
|
|
}
|
|
// else computer has lost
|
|
else
|
|
{
|
|
setStatusText( i18n("Your computer has lost the game.") );
|
|
while( Game.TileNum < Game.MaxTileNum )
|
|
{
|
|
putTile( Game.MoveList[Game.TileNum], false );
|
|
Game.TileNum++;
|
|
putTile( Game.MoveList[Game.TileNum] );
|
|
Game.TileNum++;
|
|
drawTileNumber();
|
|
}
|
|
}
|
|
TimerState = Stop;
|
|
startDemoMode();
|
|
return;
|
|
}
|
|
break;
|
|
// hilight matching tiles two times
|
|
case 1:
|
|
case 3:
|
|
hilightTile( TimerPos1, true, false );
|
|
hilightTile( TimerPos2, true );
|
|
break;
|
|
|
|
case 2:
|
|
case 4:
|
|
hilightTile( TimerPos1, false, false );
|
|
hilightTile( TimerPos2, false );
|
|
break;
|
|
// remove matching tiles from game board
|
|
case 5:
|
|
setRemovedTilePair(TimerPos1, TimerPos2);
|
|
removeTile( TimerPos1, false );
|
|
removeTile( TimerPos2 );
|
|
drawTileNumber();
|
|
break;
|
|
}
|
|
// restart timer
|
|
QTimer::singleShot( ANIMSPEED, this, SLOT( demoMoveTimeout() ) );
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------
|
|
void BoardWidget::setShowMatch( bool show )
|
|
{
|
|
if( showMatch )
|
|
stopMatchAnimation();
|
|
showMatch = show;
|
|
}
|
|
// ---------------------------------------------------------
|
|
void BoardWidget::matchAnimationTimeout()
|
|
{
|
|
if (matchCount == 0)
|
|
return;
|
|
|
|
if( iTimerStep++ & 1 )
|
|
{
|
|
for(short Pos = 0; Pos < matchCount; Pos++)
|
|
{
|
|
|
|
|
|
hilightTile(PosTable[Pos], true);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for(short Pos = 0; Pos < matchCount; Pos++)
|
|
{
|
|
hilightTile(PosTable[Pos], false);
|
|
}
|
|
}
|
|
if( TimerState == Match )
|
|
QTimer::singleShot( ANIMSPEED, this, SLOT( matchAnimationTimeout() ) );
|
|
}
|
|
// ---------------------------------------------------------
|
|
void BoardWidget::stopMatchAnimation()
|
|
{
|
|
for(short Pos = 0; Pos < matchCount; Pos++)
|
|
{
|
|
hilightTile(PosTable[Pos], false);
|
|
}
|
|
TimerState = Stop;
|
|
matchCount = 0;
|
|
}
|
|
|
|
void BoardWidget::redoMove()
|
|
{
|
|
|
|
setRemovedTilePair(Game.MoveList[Game.TileNum-1],Game.MoveList[Game.TileNum-2]);
|
|
removeTile(Game.MoveList[Game.TileNum-1], false);
|
|
removeTile(Game.MoveList[Game.TileNum-1]);
|
|
drawTileNumber();
|
|
}
|
|
|
|
// ---------------------------------------------------------
|
|
void BoardWidget::animateMoveList()
|
|
{
|
|
setStatusText( i18n("Congratulations. You have won!") );
|
|
|
|
if (Prefs::playAnimation())
|
|
{
|
|
while( Game.TileNum < Game.MaxTileNum )
|
|
{
|
|
// put back all tiles
|
|
putTile(Game.MoveList[Game.TileNum]);
|
|
Game.TileNum++;
|
|
putTile(Game.MoveList[Game.TileNum], false);
|
|
Game.TileNum++;
|
|
drawTileNumber();
|
|
}
|
|
while( Game.TileNum > 0 )
|
|
{
|
|
// remove all tiles
|
|
removeTile(Game.MoveList[Game.TileNum-1], false);
|
|
removeTile(Game.MoveList[Game.TileNum-1]);
|
|
drawTileNumber();
|
|
}
|
|
}
|
|
|
|
calculateNewGame();
|
|
}
|
|
|
|
// ---------------------------------------------------------
|
|
void BoardWidget::calculateNewGame( int gNumber)
|
|
{
|
|
cancelUserSelectedTiles();
|
|
stopMatchAnimation();
|
|
initialiseRemovedTiles();
|
|
setStatusText( i18n("Calculating new game...") );
|
|
|
|
|
|
if( !loadBoard())
|
|
{
|
|
setStatusText( i18n("Error converting board information!") );
|
|
return;
|
|
}
|
|
|
|
if (gNumber == -1) {
|
|
gameGenerationNum = kapp->random();
|
|
} else {
|
|
gameGenerationNum = gNumber;
|
|
}
|
|
|
|
random.setSeed(gameGenerationNum);
|
|
|
|
// Translate Game.Map to an array of POSITION data. We only need to
|
|
// do this once for each new game.
|
|
memset(tilePositions, 0, sizeof(tilePositions));
|
|
generateTilePositions();
|
|
|
|
// Now use the tile position data to generate tile dependency data.
|
|
// We only need to do this once for each new game.
|
|
generatePositionDepends();
|
|
|
|
// Now try to position tiles on the board, 64 tries max.
|
|
for( short nr=0; nr<64; nr++ )
|
|
{
|
|
if( generateStartPosition2() )
|
|
{
|
|
drawBoard();
|
|
setStatusText( i18n("Ready. Now it is your turn.") );
|
|
cheatsUsed=0;
|
|
return;
|
|
}
|
|
}
|
|
|
|
drawBoard();
|
|
setStatusText( i18n("Error generating new game!") );
|
|
}
|
|
|
|
// ---------------------------------------------------------
|
|
// Generate the position data for the layout from contents of Game.Map.
|
|
void BoardWidget::generateTilePositions() {
|
|
|
|
numTiles = 0;
|
|
|
|
for (int z=0; z< BoardLayout::depth; z++) {
|
|
for (int y=0; y<BoardLayout::height; y++) {
|
|
for (int x=0; x<BoardLayout::width; x++) {
|
|
Game.Board[z][y][x] = 0;
|
|
if (Game.Mask[z][y][x] == '1') {
|
|
tilePositions[numTiles].x = x;
|
|
tilePositions[numTiles].y = y;
|
|
tilePositions[numTiles].e = z;
|
|
tilePositions[numTiles].f = 254;
|
|
numTiles++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------
|
|
// Generate the dependency data for the layout from the position data.
|
|
// Note that the coordinates of each tile in tilePositions are those of
|
|
// the upper left quarter of the tile.
|
|
void BoardWidget::generatePositionDepends() {
|
|
|
|
// For each tile,
|
|
for (int i = 0; i < numTiles; i++) {
|
|
|
|
// Get its basic position data
|
|
int x = tilePositions[i].x;
|
|
int y = tilePositions[i].y;
|
|
int z = tilePositions[i].e;
|
|
|
|
// LHS dependencies
|
|
positionDepends[i].lhs_dep[0] = tileAt(x-1, y, z);
|
|
positionDepends[i].lhs_dep[1] = tileAt(x-1, y+1, z);
|
|
|
|
// Make them unique
|
|
if (positionDepends[i].lhs_dep[1] == positionDepends[i].lhs_dep[0]) {
|
|
positionDepends[i].lhs_dep[1] = -1;
|
|
}
|
|
|
|
// RHS dependencies
|
|
positionDepends[i].rhs_dep[0] = tileAt(x+2, y, z);
|
|
positionDepends[i].rhs_dep[1] = tileAt(x+2, y+1, z);
|
|
|
|
// Make them unique
|
|
if (positionDepends[i].rhs_dep[1] == positionDepends[i].rhs_dep[0]) {
|
|
positionDepends[i].rhs_dep[1] = -1;
|
|
}
|
|
|
|
// Turn dependencies
|
|
positionDepends[i].turn_dep[0] = tileAt(x, y, z+1);
|
|
positionDepends[i].turn_dep[1] = tileAt(x+1, y, z+1);
|
|
positionDepends[i].turn_dep[2] = tileAt(x+1, y+1, z+1);
|
|
positionDepends[i].turn_dep[3] = tileAt(x, y+1, z+1);
|
|
|
|
// Make them unique
|
|
for (int j = 0; j < 3; j++) {
|
|
for (int k = j+1; k < 4; k++) {
|
|
if (positionDepends[i].turn_dep[j] ==
|
|
positionDepends[i].turn_dep[k]) {
|
|
positionDepends[i].turn_dep[k] = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Placement dependencies
|
|
positionDepends[i].place_dep[0] = tileAt(x, y, z-1);
|
|
positionDepends[i].place_dep[1] = tileAt(x+1, y, z-1);
|
|
positionDepends[i].place_dep[2] = tileAt(x+1, y+1, z-1);
|
|
positionDepends[i].place_dep[3] = tileAt(x, y+1, z-1);
|
|
|
|
// Make them unique
|
|
for (int j = 0; j < 3; j++) {
|
|
for (int k = j+1; k < 4; k++) {
|
|
if (positionDepends[i].place_dep[j] ==
|
|
positionDepends[i].place_dep[k]) {
|
|
positionDepends[i].place_dep[k] = -1;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Filled and free indicators.
|
|
positionDepends[i].filled = false;
|
|
positionDepends[i].free = false;
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------
|
|
// x, y, z are the coordinates of a *quarter* tile. This returns the
|
|
// index (in positions) of the tile at those coordinates or -1 if there
|
|
// is no tile at those coordinates. Note that the coordinates of each
|
|
// tile in positions are those of the upper left quarter of the tile.
|
|
int BoardWidget::tileAt(int x, int y, int z) {
|
|
|
|
for (int i = 0; i < numTiles; i++) {
|
|
if (tilePositions[i].e == z) {
|
|
if ((tilePositions[i].x == x && tilePositions[i].y == y) ||
|
|
(tilePositions[i].x == x-1 && tilePositions[i].y == y) ||
|
|
(tilePositions[i].x == x-1 && tilePositions[i].y == y-1) ||
|
|
(tilePositions[i].x == x && tilePositions[i].y == y-1)) {
|
|
|
|
return i;
|
|
}
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
// ---------------------------------------------------------
|
|
bool BoardWidget::generateSolvableGame() {
|
|
|
|
// Initially we want to mark positions on layer 0 so that we have only
|
|
// one free position per apparent horizontal line.
|
|
for (int i = 0; i < numTiles; i++) {
|
|
|
|
// Pick a random tile on layer 0
|
|
int position, cnt = 0;
|
|
do {
|
|
position = (int) random.getLong(numTiles);
|
|
if (cnt++ > (numTiles*numTiles)) {
|
|
return false; // bail
|
|
}
|
|
} while (tilePositions[position].e != 0);
|
|
|
|
// If there are no other free positions on the same apparent
|
|
// horizontal line, we can mark that position as free.
|
|
if (onlyFreeInLine(position)) {
|
|
positionDepends[position].free = true;
|
|
}
|
|
}
|
|
|
|
// Check to make sure we really got them all. Very important for
|
|
// this algorithm.
|
|
for (int i = 0; i < numTiles; i++) {
|
|
if (tilePositions[i].e == 0 && onlyFreeInLine(i)) {
|
|
positionDepends[i].free = true;
|
|
}
|
|
}
|
|
|
|
// Get ready to place the tiles
|
|
int lastPosition = -1;
|
|
int position = -1;
|
|
int position2 = -1;
|
|
|
|
// For each position,
|
|
for (int i = 0; i < numTiles; i++) {
|
|
|
|
// If this is the first tile in a 144 tile set,
|
|
if ((i % 144) == 0) {
|
|
|
|
// Initialise the faces to allocate. For the classic
|
|
// dragon board there are 144 tiles. So we allocate and
|
|
// randomise the assignment of 144 tiles. If there are > 144
|
|
// tiles we will reallocate and re-randomise as we run out.
|
|
// One advantage of this method is that the pairs to assign are
|
|
// non-linear. In kmahjongg 0.4, If there were > 144 the same
|
|
// allocation series was followed. So 154 = 144 + 10 rods.
|
|
// 184 = 144 + 40 rods (20 pairs) which overwhemed the board
|
|
// with rods and made deadlock games more likely.
|
|
randomiseFaces();
|
|
}
|
|
|
|
// If this is the first half of a pair, there is no previous
|
|
// position for the pair.
|
|
if ((i & 1) == 0) {
|
|
lastPosition = -1;
|
|
}
|
|
|
|
// Select a position for the tile, relative to the position of
|
|
// the last tile placed.
|
|
if ((position = selectPosition(lastPosition)) < 0) {
|
|
return false; // bail
|
|
}
|
|
if (i < numTiles-1) {
|
|
if ((position2 = selectPosition(lastPosition)) < 0) {
|
|
return false; // bail
|
|
}
|
|
if (tilePositions[position2].e > tilePositions[position].e) {
|
|
position = position2; // higher is better
|
|
}
|
|
}
|
|
|
|
// Place the tile.
|
|
placeTile(position, tilePair[i % 144]);
|
|
|
|
// Remember the position
|
|
lastPosition = position;
|
|
}
|
|
|
|
// The game is solvable.
|
|
return true;
|
|
}
|
|
|
|
// ---------------------------------------------------------
|
|
// Determines whether it is ok to mark this position as "free" because
|
|
// there are no other positions marked "free" in its apparent horizontal
|
|
// line.
|
|
bool BoardWidget::onlyFreeInLine(int position) {
|
|
|
|
int i, i0, w;
|
|
int lin, rin, out;
|
|
static int nextLeft[BoardLayout::maxTiles];
|
|
static int nextRight[BoardLayout::maxTiles];
|
|
|
|
/* Check left, starting at position */
|
|
lin = 0;
|
|
out = 0;
|
|
nextLeft[lin++] = position;
|
|
do {
|
|
w = nextLeft[out++];
|
|
if (positionDepends[w].free || positionDepends[w].filled) {
|
|
return false;
|
|
}
|
|
if ((i = positionDepends[w].lhs_dep[0]) != -1) {
|
|
nextLeft[lin++] = i;
|
|
}
|
|
i0 = i;
|
|
if ((i = positionDepends[w].lhs_dep[1]) != -1 && i0 != i) {
|
|
nextLeft[lin++] = i;
|
|
}
|
|
}
|
|
while (lin > out) ;
|
|
|
|
/* Check right, starting at position */
|
|
rin = 0;
|
|
out = 0;
|
|
nextRight[rin++] = position;
|
|
do {
|
|
w = nextRight[out++];
|
|
if (positionDepends[w].free || positionDepends[w].filled) {
|
|
return false;
|
|
}
|
|
if ((i = positionDepends[w].rhs_dep[0]) != -1) {
|
|
nextRight[rin++] = i;
|
|
}
|
|
i0 = i;
|
|
if ((i = positionDepends[w].rhs_dep[1]) != -1 && i0 != i) {
|
|
nextRight[rin++] = i;
|
|
}
|
|
}
|
|
while (rin > out) ;
|
|
|
|
// Here, the position can be marked "free"
|
|
return true;
|
|
}
|
|
|
|
// ---------------------------------------------------------
|
|
int BoardWidget::selectPosition(int lastPosition) {
|
|
|
|
int position, cnt = 0;
|
|
bool goodPosition = false;
|
|
|
|
// while a good position has not been found,
|
|
while (!goodPosition) {
|
|
|
|
// Select a random, but free, position.
|
|
do {
|
|
position = random.getLong(numTiles);
|
|
if (cnt++ > (numTiles*numTiles)) {
|
|
return -1; // bail
|
|
}
|
|
} while (!positionDepends[position].free);
|
|
|
|
// Found one.
|
|
goodPosition = true;
|
|
|
|
// If there is a previous position to take into account,
|
|
if (lastPosition != -1) {
|
|
|
|
// Check the new position against the last one.
|
|
for (int i = 0; i < 4; i++) {
|
|
if (positionDepends[position].place_dep[i] == lastPosition) {
|
|
goodPosition = false; // not such a good position
|
|
}
|
|
}
|
|
for (int i = 0; i < 2; i++) {
|
|
if ((positionDepends[position].lhs_dep[i] == lastPosition) ||
|
|
(positionDepends[position].rhs_dep[i] == lastPosition)) {
|
|
goodPosition = false; // not such a good position
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return position;
|
|
}
|
|
|
|
// ---------------------------------------------------------
|
|
void BoardWidget::placeTile(int position, int tile) {
|
|
|
|
// Install the tile in the specified position
|
|
tilePositions[position].f = tile;
|
|
Game.putTile(tilePositions[position]);
|
|
|
|
// Update position dependency data
|
|
positionDepends[position].filled = true;
|
|
positionDepends[position].free = false;
|
|
|
|
// Now examine the tiles near this to see if this makes them "free".
|
|
int depend;
|
|
for (int i = 0; i < 4; i++) {
|
|
if ((depend = positionDepends[position].turn_dep[i]) != -1) {
|
|
updateDepend(depend);
|
|
}
|
|
}
|
|
for (int i = 0; i < 2; i++) {
|
|
if ((depend = positionDepends[position].lhs_dep[i]) != -1) {
|
|
updateDepend(depend);
|
|
}
|
|
if ((depend = positionDepends[position].rhs_dep[i]) != -1) {
|
|
updateDepend(depend);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------
|
|
// Updates the free indicator in the dependency data for a position
|
|
// based on whether the positions on which it depends are filled.
|
|
void BoardWidget::updateDepend(int position) {
|
|
|
|
// If the position is valid and not filled
|
|
if (position >= 0 && !positionDepends[position].filled) {
|
|
|
|
// Check placement depends. If they are not filled, the
|
|
// position cannot become free.
|
|
int depend;
|
|
for (int i = 0; i < 4; i++) {
|
|
if ((depend = positionDepends[position].place_dep[i]) != -1) {
|
|
if (!positionDepends[depend].filled) {
|
|
return ;
|
|
}
|
|
}
|
|
}
|
|
|
|
// If position is first free on apparent horizontal, it is
|
|
// now free to be filled.
|
|
if (onlyFreeInLine(position)) {
|
|
positionDepends[position].free = true;
|
|
return;
|
|
}
|
|
|
|
// Assume no LHS positions to fill
|
|
bool lfilled = false;
|
|
|
|
// If positions to LHS
|
|
if ((positionDepends[position].lhs_dep[0] != -1) ||
|
|
(positionDepends[position].lhs_dep[1] != -1)) {
|
|
|
|
// Assume LHS positions filled
|
|
lfilled = true;
|
|
|
|
for (int i = 0; i < 2; i++) {
|
|
if ((depend = positionDepends[position].lhs_dep[i]) != -1) {
|
|
if (!positionDepends[depend].filled) {
|
|
lfilled = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Assume no RHS positions to fill
|
|
bool rfilled = false;
|
|
|
|
// If positions to RHS
|
|
if ((positionDepends[position].rhs_dep[0] != -1) ||
|
|
(positionDepends[position].rhs_dep[1] != -1)) {
|
|
|
|
// Assume LHS positions filled
|
|
rfilled = true;
|
|
|
|
for (int i = 0; i < 2; i++) {
|
|
if ((depend = positionDepends[position].rhs_dep[i]) != -1) {
|
|
if (!positionDepends[depend].filled) {
|
|
rfilled = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// If positions to left or right are filled, this position
|
|
// is now free to be filled.
|
|
positionDepends[position].free = (lfilled || rfilled);
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------
|
|
bool BoardWidget::generateStartPosition2() {
|
|
|
|
// For each tile,
|
|
for (int i = 0; i < numTiles; i++) {
|
|
|
|
// Get its basic position data
|
|
int x = tilePositions[i].x;
|
|
int y = tilePositions[i].y;
|
|
int z = tilePositions[i].e;
|
|
|
|
// Clear Game.Board at that position
|
|
Game.Board[z][y][x] = 0;
|
|
|
|
// Clear tile placed/free indicator(s).
|
|
positionDepends[i].filled = false;
|
|
positionDepends[i].free = false;
|
|
|
|
// Set tile face blank
|
|
tilePositions[i].f = 254;
|
|
}
|
|
|
|
// If solvable games should be generated,
|
|
if (Prefs::solvableGames()) {
|
|
|
|
if (generateSolvableGame()) {
|
|
Game.TileNum = Game.MaxTileNum;
|
|
return true;
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// Initialise the faces to allocate. For the classic
|
|
// dragon board there are 144 tiles. So we allocate and
|
|
// randomise the assignment of 144 tiles. If there are > 144
|
|
// tiles we will reallocate and re-randomise as we run out.
|
|
// One advantage of this method is that the pairs to assign are
|
|
// non-linear. In kmahjongg 0.4, If there were > 144 the same
|
|
// allocation series was followed. So 154 = 144 + 10 rods.
|
|
// 184 = 144 + 40 rods (20 pairs) which overwhemed the board
|
|
// with rods and made deadlock games more likely.
|
|
|
|
int remaining = numTiles;
|
|
randomiseFaces();
|
|
|
|
for (int tile=0; tile <numTiles; tile+=2) {
|
|
int p1;
|
|
int p2;
|
|
|
|
if (remaining > 2) {
|
|
p2 = p1 = random.getLong(remaining-2);
|
|
int bail = 0;
|
|
while (p1 == p2) {
|
|
p2 = random.getLong(remaining-2);
|
|
|
|
if (bail >= 100) {
|
|
if (p1 != p2) {
|
|
break;
|
|
}
|
|
}
|
|
if ((tilePositions[p1].y == tilePositions[p2].y) &&
|
|
(tilePositions[p1].e == tilePositions[p2].e)) {
|
|
// skip if on same y line
|
|
bail++;
|
|
p2=p1;
|
|
continue;
|
|
}
|
|
}
|
|
} else {
|
|
p1 = 0;
|
|
p2 = 1;
|
|
}
|
|
POSITION a, b;
|
|
a = tilePositions[p1];
|
|
b = tilePositions[p2];
|
|
tilePositions[p1] = tilePositions[remaining - 1];
|
|
tilePositions[p2] = tilePositions[remaining - 2];
|
|
remaining -= 2;
|
|
|
|
getFaces(a, b);
|
|
Game.putTile(a);
|
|
Game.putTile(b);
|
|
}
|
|
|
|
Game.TileNum = Game.MaxTileNum;
|
|
return 1;
|
|
}
|
|
|
|
void BoardWidget::getFaces(POSITION &a, POSITION &b) {
|
|
a.f = tilePair[tilesUsed];
|
|
b.f = tilePair[tilesUsed+1];
|
|
tilesUsed += 2;
|
|
|
|
if (tilesUsed >= 144) {
|
|
randomiseFaces();
|
|
}
|
|
}
|
|
|
|
void BoardWidget::randomiseFaces() {
|
|
int nr;
|
|
int numAlloced=0;
|
|
// stick in 144 tiles in pairsa.
|
|
|
|
for( nr=0; nr<9*4; nr++)
|
|
tilePair[numAlloced++] = TILE_CHARACTER+(nr/4); // 4*9 Tiles
|
|
for( nr=0; nr<9*4; nr++)
|
|
tilePair[numAlloced++] = TILE_BAMBOO+(nr/4); // 4*9 Tiles
|
|
for( nr=0; nr<9*4; nr++)
|
|
tilePair[numAlloced++] = TILE_ROD+(nr/4); // 4*9 Tiles
|
|
for( nr=0; nr<4; nr++)
|
|
tilePair[numAlloced++] = TILE_FLOWER+nr; // 4 Tiles
|
|
for( nr=0; nr<4; nr++)
|
|
tilePair[numAlloced++] = TILE_SEASON+nr; // 4 Tiles
|
|
for( nr=0; nr<4*4; nr++)
|
|
tilePair[numAlloced++] = TILE_WIND+(nr/4); // 4*4 Tiles
|
|
for( nr=0; nr<3*4; nr++)
|
|
tilePair[numAlloced++] = TILE_DRAGON+(nr/4); // 3*4 Tiles
|
|
|
|
|
|
//randomise. Keep pairs together. Ie take two random
|
|
//odd numbers (n,x) and swap n, n+1 with x, x+1
|
|
|
|
int at=0;
|
|
int to=0;
|
|
for (int r=0; r<200; r++) {
|
|
|
|
|
|
to=at;
|
|
while (to==at) {
|
|
to = random.getLong(144);
|
|
|
|
if ((to & 1) != 0)
|
|
to--;
|
|
|
|
}
|
|
UCHAR tmp = tilePair[at];
|
|
tilePair[at] = tilePair[to];
|
|
tilePair[to] = tmp;
|
|
tmp = tilePair[at+1];
|
|
tilePair[at+1] = tilePair[to+1];
|
|
tilePair[to+1] = tmp;
|
|
|
|
|
|
at+=2;
|
|
if (at >= 144)
|
|
at =0;
|
|
}
|
|
|
|
tilesAllocated = numAlloced;
|
|
tilesUsed = 0;
|
|
}
|
|
|
|
|
|
// ---------------------------------------------------------
|
|
bool isFlower( UCHAR Tile )
|
|
{
|
|
return( Tile >= TILE_FLOWER && Tile <=TILE_FLOWER+3 );
|
|
}
|
|
bool isSeason( UCHAR Tile )
|
|
{
|
|
return( Tile >= TILE_SEASON && Tile <=TILE_SEASON+3 );
|
|
}
|
|
bool isBamboo(UCHAR t) {
|
|
return( t >= TILE_BAMBOO && t <TILE_BAMBOO+9);
|
|
}
|
|
bool isCharacter(UCHAR t) {
|
|
return( t >= TILE_CHARACTER && t <TILE_CHARACTER + 9);
|
|
}
|
|
bool isRod(UCHAR t) {
|
|
return( t >= TILE_ROD && t <TILE_ROD + 9);
|
|
}
|
|
bool isDragon(UCHAR t) {
|
|
return( t >= TILE_DRAGON && t < TILE_DRAGON +3);
|
|
}
|
|
bool isWind(UCHAR t) {
|
|
return( t >= TILE_WIND && t < TILE_WIND +4);
|
|
}
|
|
|
|
|
|
bool BoardWidget::isMatchingTile( POSITION& Pos1, POSITION& Pos2 )
|
|
{
|
|
// don't compare 'equal' positions
|
|
if( memcmp( &Pos1, &Pos2, sizeof(POSITION) ) )
|
|
{
|
|
UCHAR FA = Pos1.f;
|
|
UCHAR FB = Pos2.f;
|
|
|
|
if( (FA == FB)
|
|
|| ( isFlower( FA ) && isFlower( FB ) )
|
|
|| ( isSeason( FA ) && isSeason( FB ) ) )
|
|
return( true );
|
|
}
|
|
return( false );
|
|
}
|
|
|
|
// ---------------------------------------------------------
|
|
bool BoardWidget::findMove( POSITION& posA, POSITION& posB )
|
|
{
|
|
short Pos_Ende = Game.MaxTileNum; // Ende der PosTable
|
|
|
|
for( short E=0; E<BoardLayout::depth; E++ )
|
|
{
|
|
for( short Y=0; Y<BoardLayout::height-1; Y++ )
|
|
{
|
|
for( short X=0; X<BoardLayout::width-1; X++ )
|
|
{
|
|
if( Game.Mask[E][Y][X] != (UCHAR) '1' )
|
|
continue;
|
|
if( ! Game.Board[E][Y][X] )
|
|
continue;
|
|
if( E < 4 )
|
|
{
|
|
if( Game.Board[E+1][Y][X] || Game.Board[E+1][Y+1][X] ||
|
|
Game.Board[E+1][Y][X+1] || Game.Board[E+1][Y+1][X+1] )
|
|
continue;
|
|
}
|
|
if( (Game.Board[E][Y][X-1] || Game.Board[E][Y+1][X-1]) &&
|
|
(Game.Board[E][Y][X+2] || Game.Board[E][Y+1][X+2]) )
|
|
continue;
|
|
|
|
Pos_Ende--;
|
|
PosTable[Pos_Ende].e = E;
|
|
PosTable[Pos_Ende].y = Y;
|
|
PosTable[Pos_Ende].x = X;
|
|
PosTable[Pos_Ende].f = Game.Board[E][Y][X];
|
|
|
|
|
|
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
// PosTable[0].e = BoardLayout::depth; // 1. Paar noch nicht gefunden
|
|
iPosCount = 0; // Hier Anzahl der gefunden Paare merken
|
|
|
|
|
|
// The new tile layout with non-contiguos horizantle spans
|
|
// can lead to huge numbers of matching pairs being exposed.
|
|
// we alter the loop to bail out when BoardLayout::maxTiles/2 pairs are found
|
|
// (or less);
|
|
while( Pos_Ende < Game.MaxTileNum-1 && iPosCount <BoardLayout::maxTiles-2)
|
|
{
|
|
for( short Pos = Pos_Ende+1; Pos < Game.MaxTileNum; Pos++)
|
|
{
|
|
if( isMatchingTile(PosTable[Pos], PosTable[Pos_Ende]) )
|
|
{
|
|
if (iPosCount <BoardLayout::maxTiles-2) {
|
|
PosTable[iPosCount++] = PosTable[Pos_Ende];
|
|
PosTable[iPosCount++] = PosTable[Pos];
|
|
}
|
|
}
|
|
}
|
|
Pos_Ende++;
|
|
}
|
|
|
|
if( iPosCount>=2 )
|
|
{
|
|
random.setSeed(0); // WABA: Why is the seed reset?
|
|
short Pos = random.getLong(iPosCount) & -2; // Gerader Wert
|
|
posA = PosTable[Pos];
|
|
posB = PosTable[Pos+1];
|
|
|
|
return( true );
|
|
}
|
|
else
|
|
return( false );
|
|
}
|
|
|
|
int BoardWidget::moveCount( )
|
|
{
|
|
short Pos_Ende = Game.MaxTileNum; // end of PosTable
|
|
|
|
for( short E=0; E<BoardLayout::depth; E++ )
|
|
{
|
|
for( short Y=0; Y<BoardLayout::height-1; Y++ )
|
|
{
|
|
for( short X=0; X<BoardLayout::width-1; X++ )
|
|
{
|
|
if( Game.Mask[E][Y][X] != (UCHAR) '1' )
|
|
continue;
|
|
if( ! Game.Board[E][Y][X] )
|
|
continue;
|
|
if( E < 4 )
|
|
{
|
|
if( Game.Board[E+1][Y][X] || Game.Board[E+1][Y+1][X] ||
|
|
Game.Board[E+1][Y][X+1] || Game.Board[E+1][Y+1][X+1] )
|
|
continue;
|
|
}
|
|
if( (Game.Board[E][Y][X-1] || Game.Board[E][Y+1][X-1]) &&
|
|
(Game.Board[E][Y][X+2] || Game.Board[E][Y+1][X+2]) )
|
|
continue;
|
|
|
|
Pos_Ende--;
|
|
PosTable[Pos_Ende].e = E;
|
|
PosTable[Pos_Ende].y = Y;
|
|
PosTable[Pos_Ende].x = X;
|
|
PosTable[Pos_Ende].f = Game.Board[E][Y][X];
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
iPosCount = 0; // store number of pairs found
|
|
|
|
while( Pos_Ende < Game.MaxTileNum-1 && iPosCount <BoardLayout::maxTiles-2)
|
|
{
|
|
for( short Pos = Pos_Ende+1; Pos < Game.MaxTileNum; Pos++)
|
|
{
|
|
if( isMatchingTile(PosTable[Pos], PosTable[Pos_Ende]) )
|
|
{
|
|
if (iPosCount <BoardLayout::maxTiles-2) {
|
|
PosTable[iPosCount++] = PosTable[Pos_Ende];
|
|
PosTable[iPosCount++] = PosTable[Pos];
|
|
}
|
|
}
|
|
}
|
|
Pos_Ende++;
|
|
}
|
|
|
|
return iPosCount/2;
|
|
}
|
|
|
|
|
|
|
|
|
|
// ---------------------------------------------------------
|
|
short BoardWidget::findAllMatchingTiles( POSITION& posA )
|
|
{
|
|
short Pos = 0;
|
|
|
|
for( short E=0; E<BoardLayout::depth; E++ )
|
|
{
|
|
for( short Y=0; Y<BoardLayout::height-1; Y++ )
|
|
{
|
|
for( short X=0; X<BoardLayout::width-1; X++ )
|
|
{
|
|
if( Game.Mask[E][Y][X] != (UCHAR) '1' )
|
|
continue;
|
|
if( ! Game.Board[E][Y][X] )
|
|
continue;
|
|
if( E < 4 )
|
|
{
|
|
if( Game.Board[E+1][Y][X] || Game.Board[E+1][Y+1][X] ||
|
|
Game.Board[E+1][Y][X+1] || Game.Board[E+1][Y+1][X+1] )
|
|
continue;
|
|
}
|
|
if( (Game.Board[E][Y][X-1] || Game.Board[E][Y+1][X-1]) &&
|
|
(Game.Board[E][Y][X+2] || Game.Board[E][Y+1][X+2]) )
|
|
continue;
|
|
|
|
PosTable[Pos].e = E;
|
|
PosTable[Pos].y = Y;
|
|
PosTable[Pos].x = X;
|
|
PosTable[Pos].f = Game.Board[E][Y][X];
|
|
|
|
if( isMatchingTile(posA, PosTable[Pos]) )
|
|
Pos++;
|
|
}
|
|
}
|
|
}
|
|
return Pos;
|
|
}
|
|
|
|
|
|
|
|
// ---------------------------------------------------------
|
|
// This function replaces the old method of hilighting by
|
|
// modifying color 21 to color 20. This was single tileset
|
|
// specific. We now have two tile faces, one selected one not.
|
|
|
|
void BoardWidget::hilightTile( POSITION& Pos, bool on, bool doRepaint )
|
|
{
|
|
|
|
if (on) {
|
|
Game.hilighted[Pos.e][Pos.y][Pos.x]=1;
|
|
} else {
|
|
Game.hilighted[Pos.e][Pos.y][Pos.x]=0;
|
|
}
|
|
if (doRepaint) {
|
|
updateBackBuffer=true;
|
|
if (testWFlags(WNoAutoErase))
|
|
update();
|
|
else
|
|
{
|
|
setWFlags(getWFlags() | WNoAutoErase );
|
|
update();
|
|
setWFlags(getWFlags() & (~WNoAutoErase) );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
// ---------------------------------------------------------
|
|
void BoardWidget::drawBoard(bool )
|
|
{
|
|
updateBackBuffer=true;
|
|
if (testWFlags(WNoAutoErase))
|
|
update();
|
|
else
|
|
{
|
|
setWFlags(getWFlags() | WNoAutoErase );
|
|
update();
|
|
setWFlags(getWFlags() & (~WNoAutoErase) );
|
|
}
|
|
drawTileNumber();
|
|
}
|
|
|
|
// ---------------------------------------------------------
|
|
void BoardWidget::putTile( POSITION& Pos, bool doRepaint )
|
|
{
|
|
short E=Pos.e;
|
|
short Y=Pos.y;
|
|
short X=Pos.x;
|
|
|
|
// we ensure that any tile we put on has highlighting off
|
|
Game.putTile( E, Y, X, Pos.f );
|
|
Game.hilighted[E][Y][X] = 0;
|
|
if (doRepaint) {
|
|
updateBackBuffer=true;
|
|
if (testWFlags(WNoAutoErase))
|
|
update();
|
|
else
|
|
{
|
|
setWFlags(getWFlags() | WNoAutoErase );
|
|
update();
|
|
setWFlags(getWFlags() & (~WNoAutoErase) );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// ---------------------------------------------------------
|
|
void BoardWidget::removeTile( POSITION& Pos , bool doRepaint)
|
|
{
|
|
|
|
short E = Pos.e;
|
|
short Y = Pos.y;
|
|
short X = Pos.x;
|
|
|
|
Game.TileNum--; // Eine Figur weniger
|
|
Game.MoveList[Game.TileNum] = Pos; // Position ins Protokoll eintragen
|
|
|
|
|
|
|
|
// remove tile from game board
|
|
Game.putTile( E, Y, X, 0 );
|
|
if (doRepaint) {
|
|
updateBackBuffer=true;
|
|
if (testWFlags(WNoAutoErase))
|
|
update();
|
|
else
|
|
{
|
|
setWFlags(getWFlags() | WNoAutoErase );
|
|
update();
|
|
setWFlags(getWFlags() & (~WNoAutoErase) );
|
|
}
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------
|
|
void BoardWidget::mousePressEvent ( QMouseEvent* event )
|
|
{
|
|
if (gamePaused)
|
|
return;
|
|
|
|
if( event->button() == LeftButton )
|
|
{
|
|
if( TimerState == Demo )
|
|
{
|
|
stopDemoMode();
|
|
}
|
|
else if( showMatch )
|
|
{
|
|
stopMatchAnimation();
|
|
}
|
|
|
|
if( showHelp ) // stop hilighting tiles
|
|
helpMoveStop();
|
|
|
|
if( MouseClickPos1.e == BoardLayout::depth ) // first tile
|
|
{
|
|
transformPointToPosition( event->pos(), MouseClickPos1 );
|
|
|
|
if( MouseClickPos1.e != BoardLayout::depth && showMatch )
|
|
{
|
|
matchCount = findAllMatchingTiles( MouseClickPos1 );
|
|
TimerState = Match;
|
|
iTimerStep = 1;
|
|
matchAnimationTimeout();
|
|
cheatsUsed++;
|
|
}
|
|
}
|
|
else // second tile
|
|
{
|
|
transformPointToPosition( event->pos(), MouseClickPos2 );
|
|
if( MouseClickPos2.e == BoardLayout::depth )
|
|
{
|
|
cancelUserSelectedTiles();
|
|
}
|
|
else
|
|
{
|
|
if( isMatchingTile( MouseClickPos1, MouseClickPos2 ) )
|
|
{
|
|
// update the removed tiles (we do this before the remove below
|
|
// so that we only require 1 screen paint for both actions)
|
|
setRemovedTilePair(MouseClickPos1, MouseClickPos2);
|
|
|
|
// now we remove the tiles from the board
|
|
removeTile(MouseClickPos1, false);
|
|
removeTile(MouseClickPos2);
|
|
|
|
// removing a tile means redo is impossible without
|
|
// a further undo.
|
|
Game.allow_redo=false;
|
|
demoModeChanged(false);
|
|
drawTileNumber();
|
|
|
|
// if no tiles are left, the player has `won`, so celebrate
|
|
if( Game.TileNum == 0 )
|
|
{
|
|
gameOver(Game.MaxTileNum,cheatsUsed);
|
|
}
|
|
// else if no more moves are possible, display the sour grapes dialog
|
|
else if( ! findMove( TimerPos1, TimerPos2 ) )
|
|
{
|
|
KMessageBox::information(this, i18n("Game over: You have no moves left."));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// redraw tiles in normal state
|
|
hilightTile( MouseClickPos1, false, false );
|
|
hilightTile( MouseClickPos2, false );
|
|
}
|
|
MouseClickPos1.e = BoardLayout::depth; // mark tile position as invalid
|
|
MouseClickPos2.e = BoardLayout::depth;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// ----------------------------------------------------------
|
|
/**
|
|
Transform window point to board position.
|
|
|
|
@param point Input: Point in window coordinates
|
|
@param MouseClickPos Output: Position in game board
|
|
*/
|
|
void BoardWidget::transformPointToPosition(
|
|
const QPoint& point,
|
|
POSITION& MouseClickPos
|
|
)
|
|
{
|
|
short E,X,Y;
|
|
|
|
// iterate over E coordinate from top to bottom
|
|
for( E=BoardLayout::depth-1; E>=0; E-- )
|
|
{
|
|
// calculate mouse coordiantes --> position in game board
|
|
// the factor -theTiles.width()/2 must keep track with the
|
|
// offset for blitting in the print Event (FIX ME)
|
|
X = ((point.x()-theTiles.width()/2)- (E+1)*theTiles.shadowSize()) / theTiles.qWidth();
|
|
Y = ((point.y()-theTiles.height()/2) + E*theTiles.shadowSize()) / theTiles.qHeight();
|
|
|
|
|
|
// changed to allow x == 0
|
|
// skip when position is illegal
|
|
if (X<0 || X>=BoardLayout::width || Y<0 || Y>=BoardLayout::height)
|
|
continue;
|
|
|
|
//
|
|
switch( Game.Mask[E][Y][X] )
|
|
{
|
|
case (UCHAR)'3': X--;Y--;
|
|
break;
|
|
|
|
case (UCHAR)'2': X--;
|
|
break;
|
|
|
|
case (UCHAR)'4': Y--;
|
|
break;
|
|
|
|
case (UCHAR)'1': break;
|
|
|
|
default : continue;
|
|
}
|
|
// if gameboard is empty, skip
|
|
if ( ! Game.Board[E][Y][X] ) continue;
|
|
// tile must be 'free' (nothing left, right or above it)
|
|
if( E < 4 )
|
|
{
|
|
if( Game.Board[E+1][Y][X] || Game.Board[E+1][Y+1][X] ||
|
|
(X<BoardLayout::width-2 && Game.Board[E+1][Y][X+1]) ||
|
|
(X<BoardLayout::width-2 && Game.Board[E+1][Y+1][X+1]) )
|
|
continue;
|
|
}
|
|
|
|
// No left test on left edge
|
|
if (( X > 0) && (Game.Board[E][Y][X-1] || Game.Board[E][Y+1][X-1])) {
|
|
if ((X<BoardLayout::width-2) && (Game.Board[E][Y][X+2] || Game.Board[E][Y+1][X+2])) {
|
|
|
|
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// here, position is legal
|
|
MouseClickPos.e = E;
|
|
MouseClickPos.y = Y;
|
|
MouseClickPos.x = X;
|
|
MouseClickPos.f = Game.Board[E][Y][X];
|
|
// give visible feedback
|
|
hilightTile( MouseClickPos );
|
|
break;
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------
|
|
bool BoardWidget::loadBoard( )
|
|
{
|
|
GAMEDATA newGame;
|
|
|
|
memset( &newGame, 0, sizeof( newGame ) );
|
|
theBoardLayout.copyBoardLayout((UCHAR *) newGame.Mask, newGame.MaxTileNum);
|
|
Game = newGame;
|
|
return(true);
|
|
}
|
|
|
|
// ---------------------------------------------------------
|
|
void BoardWidget::setStatusText( const QString & pszText )
|
|
{
|
|
emit statusTextChanged( pszText, gameGenerationNum );
|
|
}
|
|
|
|
|
|
|
|
// ---------------------------------------------------------
|
|
bool BoardWidget::loadBackground(
|
|
const QString& pszFileName,
|
|
bool bShowError
|
|
)
|
|
{
|
|
if( ! theBackground.load( pszFileName, requiredWidth(), requiredHeight()) )
|
|
{
|
|
if( bShowError )
|
|
KMessageBox::sorry(this, i18n("Failed to load image:\n%1").arg(pszFileName) );
|
|
return( false );
|
|
}
|
|
Prefs::setBackground(pszFileName);
|
|
Prefs::writeConfig();
|
|
return true;
|
|
}
|
|
|
|
// ---------------------------------------------------------
|
|
void BoardWidget::drawTileNumber()
|
|
{
|
|
emit tileNumberChanged( Game.MaxTileNum, Game.TileNum, moveCount( ) );
|
|
}
|
|
|
|
// ---------------------------------------------------------
|
|
void BoardWidget::cancelUserSelectedTiles()
|
|
{
|
|
if( MouseClickPos1.e != BoardLayout::depth )
|
|
{
|
|
hilightTile( MouseClickPos1, false ); // redraw tile
|
|
MouseClickPos1.e = BoardLayout::depth; // mark tile invalid
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------
|
|
void BoardWidget::setRemovedTilePair(POSITION &a, POSITION &b) {
|
|
|
|
if (isFlower(a.f)) {
|
|
removedFlower[a.f-TILE_FLOWER]++;
|
|
removedFlower[b.f-TILE_FLOWER]++;
|
|
return;
|
|
}
|
|
|
|
if (isSeason(a.f)) {
|
|
removedSeason[a.f-TILE_SEASON]++;
|
|
removedSeason[b.f-TILE_SEASON]++;
|
|
return;
|
|
}
|
|
if (isCharacter(a.f)) {
|
|
removedCharacter[a.f - TILE_CHARACTER]+=2;
|
|
return;
|
|
}
|
|
|
|
if (isBamboo(a.f)) {
|
|
removedBamboo[a.f - TILE_BAMBOO]+=2;
|
|
return;
|
|
}
|
|
if (isRod(a.f)) {
|
|
removedRod[a.f - TILE_ROD]+=2;
|
|
return;
|
|
}
|
|
if (isDragon(a.f)){
|
|
removedDragon[a.f - TILE_DRAGON]+=2;
|
|
return;
|
|
}
|
|
if (isWind(a.f)){
|
|
removedWind[a.f - TILE_WIND]+=2;
|
|
return;
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------
|
|
void BoardWidget::clearRemovedTilePair(POSITION &a, POSITION &b) {
|
|
|
|
if (isFlower(a.f)) {
|
|
removedFlower[a.f-TILE_FLOWER]--;
|
|
removedFlower[b.f-TILE_FLOWER]--;
|
|
return;
|
|
}
|
|
|
|
if (isSeason(a.f)) {
|
|
removedSeason[a.f-TILE_SEASON]--;
|
|
removedSeason[b.f-TILE_SEASON]--;
|
|
return;
|
|
}
|
|
if (isCharacter(a.f)) {
|
|
removedCharacter[a.f - TILE_CHARACTER]-=2;
|
|
return;
|
|
}
|
|
|
|
if (isBamboo(a.f)) {
|
|
removedBamboo[a.f - TILE_BAMBOO]-=2;
|
|
return;
|
|
}
|
|
if (isRod(a.f)){
|
|
removedRod[a.f - TILE_ROD]-=2;
|
|
return;
|
|
}
|
|
if (isDragon(a.f)){
|
|
removedDragon[a.f - TILE_DRAGON]-=2;
|
|
return;
|
|
}
|
|
if (isWind(a.f)){
|
|
removedWind[a.f - TILE_WIND]-=2;
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
// ---------------------------------------------------------
|
|
void BoardWidget::initialiseRemovedTiles() {
|
|
for (int pos=0; pos<9; pos++) {
|
|
removedCharacter[pos]=0;
|
|
removedBamboo[pos]=0;
|
|
removedRod[pos]=0;
|
|
removedDragon[pos %3] = 0;
|
|
removedFlower[pos % 4] = 0;
|
|
removedWind[pos % 4] = 0;
|
|
removedSeason[pos % 4] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// ---------------------------------------------------------
|
|
bool BoardWidget::loadTileset(const QString &path) {
|
|
|
|
if (theTiles.loadTileset(path)) {
|
|
Prefs::setTileSet(path);
|
|
Prefs::writeConfig();
|
|
return true;
|
|
} else {
|
|
return false;
|
|
}
|
|
|
|
}
|
|
|
|
bool BoardWidget::loadBoardLayout(const QString &file) {
|
|
if (theBoardLayout.loadBoardLayout(file)) {
|
|
Prefs::setLayout(file);
|
|
Prefs::writeConfig();
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void BoardWidget::updateScaleMode() {
|
|
|
|
|
|
theBackground.scaleModeChanged();
|
|
}
|
|
|
|
|
|
|
|
// calculate the required window width (board + removed tiles)
|
|
int BoardWidget::requiredWidth() {
|
|
int res = ((BoardLayout::width+12)* theTiles.qWidth());
|
|
|
|
return(res);
|
|
}
|
|
|
|
// calculate the required window height (board + removed tiles)
|
|
int BoardWidget::requiredHeight() {
|
|
|
|
int res = ((BoardLayout::height+3)* theTiles.qHeight());
|
|
return(res);
|
|
}
|
|
|
|
void BoardWidget::tileSizeChanged() {
|
|
theTiles.setScaled(Prefs::miniTiles());
|
|
theBackground.sizeChanged(requiredWidth(), requiredHeight());
|
|
|
|
}
|
|
|
|
// shuffle the remaining tiles around, useful if a deadlock ocurrs
|
|
// this is a big cheat so we penalise the user.
|
|
void BoardWidget::shuffle() {
|
|
int count = 0;
|
|
// copy positions and faces of the remaining tiles into
|
|
// the pos table
|
|
for (int e=0; e<BoardLayout::depth; e++) {
|
|
for (int y=0; y<BoardLayout::height; y++) {
|
|
for (int x=0; x<BoardLayout::width; x++) {
|
|
if (Game.Board[e][y][x] && Game.Mask[e][y][x] == '1') {
|
|
PosTable[count].e = e;
|
|
PosTable[count].y = y;
|
|
PosTable[count].x = x;
|
|
PosTable[count].f = Game.Board[e][y][x];
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// now lets randomise the faces, selecting 400 pairs at random and
|
|
// swapping the faces.
|
|
for (int ran=0; ran < 400; ran++) {
|
|
int pos1 = random.getLong(count);
|
|
int pos2 = random.getLong(count);
|
|
if (pos1 == pos2)
|
|
continue;
|
|
BYTE f = PosTable[pos1].f;
|
|
PosTable[pos1].f = PosTable[pos2].f;
|
|
PosTable[pos2].f = f;
|
|
}
|
|
|
|
// put the rearranged tiles back.
|
|
for (int p=0; p<count; p++)
|
|
Game.putTile(PosTable[p]);
|
|
|
|
|
|
// force a redraw
|
|
|
|
updateBackBuffer=true;
|
|
repaint(false);
|
|
|
|
|
|
// I consider this s very bad cheat so, I punish the user
|
|
// 300 points per use
|
|
cheatsUsed += 15;
|
|
drawTileNumber();
|
|
}
|
|
|
|
|
|
#include "boardwidget.moc"
|