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tdegames/kmahjongg/boardwidget.cpp

2024 lines
56 KiB

#include "boardwidget.h"
#include "prefs.h"
#include <kmessagebox.h>
#include <kapplication.h>
#include <tqtimer.h>
#include <tqpainter.h>
#include <klocale.h>
#include <kstandarddirs.h>
#include <tqfile.h>
#include <tdeconfig.h>
/**
* Constructor.
* Loads tileset and background bitmaps.
*/
BoardWidget::BoardWidget( TQWidget* parent, const char *name )
: TQWidget( parent, name ), theTiles(false)
{
setBackgroundColor( TQColor( 0,0,0 ) );
timer = new TQTimer(this);
connect( timer, TQT_SIGNAL(timeout()),
this, TQT_SLOT(helpMoveTimeout()) );
TimerState = Stop;
gamePaused = false;
iTimerStep = 0;
matchCount = 0;
showMatch = false;
showHelp = false;
MouseClickPos1.e = BoardLayout::depth; // mark tile position as invalid
MouseClickPos2.e = BoardLayout::depth;
memset( &Game.Mask, 0, sizeof( Game.Mask ) );
Game.MaxTileNum = 0;
gameGenerationNum = 0;
// initially we force a redraw
updateBackBuffer=true;
// Load tileset. First try to load the last use tileset
TQString tFile;
getFileOrDefault(Prefs::tileSet(), "tileset", tFile);
if (!loadTileset(tFile)){
KMessageBox::error(this,
i18n("An error occurred when loading the tileset file %1\n"
"KMahjongg will now terminate.").arg(tFile));
kapp->quit();
}
getFileOrDefault(Prefs::background(), "bgnd", tFile);
// Load background
if( ! loadBackground(tFile, false ) )
{
KMessageBox::error(this,
i18n("An error occurred when loading the background image\n%1").arg(tFile)+
i18n("KMahjongg will now terminate."));
kapp->quit();
}
getFileOrDefault(Prefs::layout(), "layout", tFile);
if( ! loadBoardLayout(tFile) )
{
KMessageBox::error(this,
i18n("An error occurred when loading the board layout %1\n"
"KMahjongg will now terminate.").arg(tFile));
kapp->quit();
}
setDisplayedWidth();
loadSettings();
}
BoardWidget::~BoardWidget(){
saveSettings();
}
void BoardWidget::loadSettings(){
theBackground.tile = Prefs::tiledBackground();
setDisplayedWidth();
tileSizeChanged();
updateScaleMode();
drawBoard(true);
}
void BoardWidget::saveSettings(){
// Preview can't handle this. TODO
//TDEConfig *config=kapp->config();
//config->setGroup("General");
//config->writePathEntry("Tileset_file", tileFile);
//config->writePathEntry("Background_file", backgroundFile);
//config->writePathEntry("Layout_file", layout);
}
void BoardWidget::getFileOrDefault(TQString filename, TQString type, TQString &res)
{
TQString picsPos = "pics/";
picsPos += "default.";
picsPos += type;
if (TQFile::exists(filename)) {
res = filename;
}
else {
res = locate("appdata", picsPos);
}
if (res.isEmpty()) {
KMessageBox::error(this, i18n("KMahjongg could not locate the file: %1\n"
"or the default file of type: %2\n"
"KMahjongg will now terminate").arg(filename).arg(type) );
kapp->quit();
}
}
void BoardWidget::setDisplayedWidth() {
if (Prefs::showRemoved())
setFixedSize( requiredWidth() , requiredHeight());
else
setFixedSize( requiredWidth() - ((theTiles.width())*4)
, requiredHeight());
}
// for a given cell x y calc how that cell is shadowed
// returnd left = width of left hand side shadow
// t = height of top shadow
// c = width and height of corner shadow
void BoardWidget::calcShadow(int e, int y, int x, int &l, int &t, int &c) {
l = t = c = 0;
if ((Game.shadowHeight(e,y,x) != 0) ||
(Game.shadowHeight(e,y-1,x) != 0) ||
(Game.shadowHeight(e,y,x-1) != 0)) {
return;
}
int a,b;
a=Game.shadowHeight(e,y,x-2);
b=Game.shadowHeight(e,y-1,x-2);
if (a != 0 || b != 0)
l = (a>b) ? a : b;
a=Game.shadowHeight(e,y-2,x);
b=Game.shadowHeight(e,y-2,x-1);
if (a != 0 || b != 0)
t = (a>b) ? a : b;
c = Game.shadowHeight(e, y-2, x-2);
}
// draw a triangular shadow from the top right to the bottom left.
// one such shadow is a right hand edge of a shadow line.
// if a second shadow botton left to top right is rendered over it
// then the shadow becomes a box (ie in the middle of the run)
void BoardWidget::shadowTopLeft(int depth, int sx, int sy, int rx, int ry, TQPixmap *src, bool flag) {
if (depth) {
int shadowPixels= (depth+1) * theTiles.shadowSize();
int xOffset=theTiles.qWidth()-shadowPixels;
for (int p=0; p<shadowPixels; p++) {
bitBlt( &backBuffer,
sx+xOffset, sy+p,
src,
rx+xOffset, ry+p,
shadowPixels-p,
1, CopyROP );
}
// Now aafter rendering the triangle, fill in the rest of
// the quater width
if (flag && ((theTiles.qWidth() - shadowPixels) > 0))
bitBlt( &backBuffer,
sx, sy,
src,
rx, ry,
theTiles.qWidth() - shadowPixels,
shadowPixels, CopyROP );
}
}
// Second triangular shadow generator see above
void BoardWidget::shadowBotRight(int depth, int sx, int sy, int rx, int ry, TQPixmap *src, bool flag) {
if (depth) {
int shadowPixels= (depth+1) * theTiles.shadowSize();
int xOffset=theTiles.qWidth();
for (int p=0; p<shadowPixels; p++) {
bitBlt( &backBuffer,
sx+xOffset-p, /* step to shadow right start */
sy+p, /* down for each line */
src,
rx+xOffset-p, /* step to shadow right start */
ry+p,
p, /* increace width each line down */
1, CopyROP );
}
if (flag && ((theTiles.qHeight() - shadowPixels) >0))
bitBlt( &backBuffer,
sx+xOffset-shadowPixels,
sy+shadowPixels,
src,
rx+xOffset-shadowPixels,
ry+shadowPixels,
shadowPixels,
theTiles.qHeight()-shadowPixels, CopyROP );
}
}
void BoardWidget::shadowArea(int z, int y, int x, int sx, int sy,int rx, int ry, TQPixmap *src)
{
// quick check to see if we are obscured
if (z < BoardLayout::depth-1) {
if ((x >= 0) && (y<BoardLayout::height)) {
if (Game.Mask[z+1][y][x] && Game.Board[z+1][y][x]) {
return;
}
}
}
// offset to pass tile depth indicator
sx+=theTiles.shadowSize();
rx+=theTiles.shadowSize();
// We shadow the top right hand edge of the tile with a
// triangular border. If the top shadow covers it all
// well and good, otherwise if its smaller, part of the
// triangle will show through.
shadowTopLeft(Game.shadowHeight(z+1, y-1, x), sx, sy, rx,ry,src, true);
shadowBotRight(Game.shadowHeight(z+1, y, x+1), sx, sy, rx, ry, src, true);
shadowTopLeft(Game.shadowHeight(z+1, y-1, x+1), sx, sy, rx,ry,src, false);
shadowBotRight(Game.shadowHeight(z+1, y-1, x+1), sx, sy, rx, ry, src, false);
return;
}
// ---------------------------------------------------------
void BoardWidget::paintEvent( TQPaintEvent* pa )
{
TQPixmap *back;
int xx = pa->rect().left();
int xheight = pa->rect().height();
int xwidth = pa->rect().width();
back = theBackground.getBackground();
if (gamePaused) {
// If the game is paused, then blank out the board.
// We tolerate no cheats around here folks..
bitBlt( this, xx, pa->rect().top(),
back, xx, pa->rect().top(), xwidth, xheight, CopyROP );
return;
}
// if the repaint is because of a window redraw after a move
// or a menu roll up, then just blit in the last rendered image
if (!updateBackBuffer) {
bitBlt(this, xx,pa->rect().top(),
&backBuffer, xx, pa->rect().top(), xwidth, xheight, CopyROP);
return;
}
// update the complete drawArea
backBuffer.resize(back->width(), back->height());
// erase out with the background
bitBlt( &backBuffer, xx, pa->rect().top(),
back, xx,pa->rect().top(), back->width(), back->height(), CopyROP );
// initial offset on the screen of tile 0,0
int xOffset = theTiles.width()/2;
int yOffset = theTiles.height()/2;
//short tile = 0;
// shadow the background first
if (Prefs::showShadows()) {
for (int by=0; by <BoardLayout::height+1; by++)
for (int bx=-1; bx < BoardLayout::width+1; bx++)
shadowArea(-1, by, bx,
bx*theTiles.qWidth()+xOffset-theTiles.shadowSize(),
by*theTiles.qHeight()+yOffset+theTiles.shadowSize(),
bx*theTiles.qWidth()+xOffset-theTiles.shadowSize(),
by*theTiles.qHeight()+yOffset+theTiles.shadowSize(),
theBackground.getShadowBackground());
}
// we iterate over the depth stacking order. Each successive level is
// drawn one indent up and to the right. The indent is the width
// of the 3d relief on the tile left (tile shadow width)
for (int z=0; z<BoardLayout::depth; z++) {
// we draw down the board so the tile below over rights our border
for (int y = 0; y < BoardLayout::height; y++) {
// drawing right to left to prevent border overwrite
for (int x=BoardLayout::width-1; x>=0; x--) {
int sx = x*(theTiles.qWidth() )+xOffset;
int sy = y*(theTiles.qHeight() )+yOffset;
// skip if no tile to display
if (!Game.tilePresent(z,y,x))
continue;
TQPixmap *t;
TQPixmap *s;
if (Game.hilighted[z][y][x]) {
t= theTiles.selectedPixmaps(
Game.Board[z][y][x]-TILE_OFFSET);
s= theTiles.selectedShadowPixmaps(
Game.Board[z][y][x]-TILE_OFFSET);
} else {
t= theTiles.unselectedPixmaps(
Game.Board[z][y][x]-TILE_OFFSET);
s= theTiles.unselectedShadowPixmaps(
Game.Board[z][y][x]-TILE_OFFSET);
}
// Only one compilcation. Since we render top to bottom , left
// to right situations arise where...:
// there exists a tile one q height above and to the left
// in this situation we would draw our top left border over it
// we simply split the tile draw so the top half is drawn
// minus border
if (x > 1 && y > 0 && Game.tilePresent(z, y-1, x-2)){
bitBlt( &backBuffer,
sx+theTiles.shadowSize(), sy,
t, theTiles.shadowSize() ,0,
t->width()-theTiles.shadowSize(),
t->height()/2, CopyROP );
bitBlt( &backBuffer, sx, sy+t->height()/2,
t, 0,t->height()/2,t->width(),t->height()/2,CopyROP);
} else {
bitBlt( &backBuffer, sx, sy,
t, 0,0, t->width(), t->height(), CopyROP );
}
if (Prefs::showShadows() && z<BoardLayout::depth - 1) {
for (int xp = 0; xp <= 1; xp++) {
for (int yp=0; yp <= 1; yp++) {
shadowArea(z, y+yp, x+xp,
sx+(xp*theTiles.qWidth()),
sy+(yp*theTiles.qHeight()),
xp*theTiles.qWidth(),
yp*theTiles.qHeight(),
s);
}
}
}
}
}
xOffset +=theTiles.shadowSize();
yOffset -=theTiles.shadowSize();
}
// Now we add the list of cancelled tiles
// we start blitting as usuall right to left, top to bottom, first
// we calculate the start pos of the first tile, allowing space for
// the upwards at rightwards creep when stacking in 3d
unsigned short xPos = backBuffer.width()-(3*theTiles.shadowSize())-theTiles.width();
unsigned short yPos = (3*theTiles.shadowSize());
for (int pos=0; pos < 9; pos++) {
int last = 0;
int tile=0;
// dragon?
if (pos >= 0 && pos < 3) {
last = removedDragon[pos];
tile = TILE_DRAGON+pos;
} else {
//Wind?
if (pos >= 3 && pos < 7) {
last = removedWind[pos-3];
tile = TILE_WIND+pos-3;
} else {
if (pos == 7) {
for (int t=0; t<4;t++) {
if (removedFlower[t]) {
last++;
tile=TILE_FLOWER+t;
}
}
} else {
for (int t=0; t<4;t++) {
if (removedSeason[t]) {
last++;
tile=TILE_SEASON+t;
}
}
}
}
}
stackTiles(tile, last, xPos, yPos);
stackTiles(TILE_ROD+pos, removedRod[pos],
xPos - (1*(theTiles.width() - theTiles.shadowSize())) , yPos);
stackTiles(TILE_BAMBOO+pos, removedBamboo[pos],
xPos - (2*(theTiles.width() - theTiles.shadowSize())) , yPos);
stackTiles(TILE_CHARACTER+pos, removedCharacter[pos],
xPos - (3*(theTiles.width() - theTiles.shadowSize())) , yPos);
yPos += theTiles.height()-theTiles.shadowSize();
}
updateBackBuffer=false;
bitBlt(this, xx,pa->rect().top(), &backBuffer, xx, pa->rect().top(), xwidth, xheight, CopyROP);
}
void BoardWidget::stackTiles(unsigned char t, unsigned short h, unsigned short x,unsigned short y)
{
int ss = theTiles.shadowSize();
TQPainter p(&backBuffer);
TQPen line;
p.setBackgroundMode(Qt::OpaqueMode);
p.setBackgroundColor(black);
line.setWidth(1);
line.setColor(white);
p.setPen(line);
int x2 = x+theTiles.width()-ss-1;
int y2 = y+theTiles.height()-1;
p.drawLine(x, y+ss, x2, y+ss);
p.drawLine(x, y+ss, x, y2);
p.drawLine(x2, y+ss, x2, y2);
p.drawLine(x+1, y2, x2, y2);
// p.fillRect(x+1, y+ss+1, theTiles.width()-ss-2, theTiles.height()-ss-2, TQBrush(lightGray));
for (unsigned short pos=0; pos < h; pos++) {
TQPixmap *p = theTiles.unselectedPixmaps(t-TILE_OFFSET);
bitBlt( &backBuffer, x+(pos*ss), y-(pos*ss),
p, 0,0, p->width(), p->height(), CopyROP );
}
}
void BoardWidget::pause() {
gamePaused = !gamePaused;
drawBoard(true);
}
void BoardWidget::gameLoaded()
{
int i;
initialiseRemovedTiles();
i = Game.TileNum;
// use the history of moves to put in the removed tiles area the correct tiles
while (i < Game.MaxTileNum )
{
setRemovedTilePair(Game.MoveList[i], Game.MoveList[i+1]);
i +=2;
}
drawBoard();
}
// ---------------------------------------------------------
int BoardWidget::undoMove()
{
cancelUserSelectedTiles();
if( Game.TileNum < Game.MaxTileNum )
{
clearRemovedTilePair(Game.MoveList[Game.TileNum], Game.MoveList[Game.TileNum+1]);
putTile( Game.MoveList[Game.TileNum], false );
Game.TileNum++;
putTile( Game.MoveList[Game.TileNum] );
Game.TileNum++;
drawTileNumber();
setStatusText( i18n("Undo operation done successfully.") );
return 1;
}
else {
setStatusText(i18n("What do you want to undo? You have done nothing!"));
return 0;
}
}
// ---------------------------------------------------------
void BoardWidget::helpMove()
{
cancelUserSelectedTiles();
if (showHelp) helpMoveStop();
if( findMove( TimerPos1, TimerPos2 ) )
{
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
TQTimer::singleShot( ANIMSPEED, this, TQT_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 )
TQTimer::singleShot( ANIMSPEED, this, TQT_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 ( TQMouseEvent* event )
{
if (gamePaused)
return;
if( event->button() == Qt::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 TQPoint& 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 TQString & pszText )
{
emit statusTextChanged( pszText, gameGenerationNum );
}
// ---------------------------------------------------------
bool BoardWidget::loadBackground(
const TQString& 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 TQString &path) {
if (theTiles.loadTileset(path)) {
Prefs::setTileSet(path);
Prefs::writeConfig();
return true;
} else {
return false;
}
}
bool BoardWidget::loadBoardLayout(const TQString &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"