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376 lines
11 KiB
376 lines
11 KiB
/****************************************************************************
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**
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** Copyright (C) 1992-2008 Trolltech ASA. All rights reserved.
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**
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** This file is part of an example program for TQt. This example
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** program may be used, distributed and modified without limitation.
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**
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*****************************************************************************/
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#include "tictac.h"
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#include <ntqapplication.h>
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#include <ntqpainter.h>
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#include <ntqdrawutil.h>
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#include <ntqcombobox.h>
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#include <ntqcheckbox.h>
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#include <ntqlabel.h>
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#include <ntqlayout.h>
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#include <stdlib.h> // rand() function
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#include <tqdatetime.h> // seed for rand()
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//***************************************************************************
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//* TicTacButton member functions
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//***************************************************************************
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// --------------------------------------------------------------------------
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// Creates a TicTacButton
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//
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TicTacButton::TicTacButton( TQWidget *parent ) : TQPushButton( parent )
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{
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t = Blank; // initial type
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}
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// --------------------------------------------------------------------------
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// Paints TicTacButton
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//
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void TicTacButton::drawButtonLabel( TQPainter *p )
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{
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TQRect r = rect();
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p->setPen( TQPen( white,2 ) ); // set fat pen
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if ( t == Circle ) {
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p->drawEllipse( r.left()+4, r.top()+4, r.width()-8, r.height()-8 );
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} else if ( t == Cross ) { // draw cross
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p->drawLine( r.topLeft() +TQPoint(4,4), r.bottomRight()-TQPoint(4,4));
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p->drawLine( r.bottomLeft()+TQPoint(4,-4),r.topRight() -TQPoint(4,-4));
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}
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}
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//***************************************************************************
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//* TicTacGameBoard member functions
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//***************************************************************************
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// --------------------------------------------------------------------------
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// Creates a game board with N x N buttons and connects the "clicked()"
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// signal of all buttons to the "buttonClicked()" slot.
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//
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TicTacGameBoard::TicTacGameBoard( int n, TQWidget *parent, const char *name )
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: TQWidget( parent, name )
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{
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st = Init; // initial state
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nBoard = n;
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n *= n; // make square
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comp_starts = FALSE; // human starts
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buttons = new TicTacButtons(n); // create real buttons
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btArray = new TicTacArray(n); // create button model
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TQGridLayout * grid = new TQGridLayout( this, nBoard, nBoard, 4 );
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TQPalette p( blue );
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for ( int i=0; i<n; i++ ) { // create and connect buttons
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TicTacButton *ttb = new TicTacButton( this );
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ttb->setPalette( p );
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ttb->setEnabled( FALSE );
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connect( ttb, TQ_SIGNAL(clicked()), TQ_SLOT(buttonClicked()) );
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grid->addWidget( ttb, i%nBoard, i/nBoard );
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buttons->insert( i, ttb );
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btArray->at(i) = TicTacButton::Blank; // initial button type
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}
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TQTime t = TQTime::currentTime(); // set random seed
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srand( t.hour()*12+t.minute()*60+t.second()*60 );
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}
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TicTacGameBoard::~TicTacGameBoard()
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{
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delete buttons;
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delete btArray;
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}
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// --------------------------------------------------------------------------
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// TicTacGameBoard::computerStarts( bool v )
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//
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// Computer starts if v=TRUE. The human starts by default.
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//
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void TicTacGameBoard::computerStarts( bool v )
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{
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comp_starts = v;
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}
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// --------------------------------------------------------------------------
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// TicTacGameBoard::newGame()
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//
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// Clears the game board and prepares for a new game
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//
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void TicTacGameBoard::newGame()
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{
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st = HumansTurn;
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for ( int i=0; i<nBoard*nBoard; i++ )
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btArray->at(i) = TicTacButton::Blank;
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if ( comp_starts )
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computerMove();
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else
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updateButtons();
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}
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// --------------------------------------------------------------------------
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// TicTacGameBoard::buttonClicked() - TQ_SLOT
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//
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// This slot is activated when a TicTacButton emits the signal "clicked()",
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// i.e. the user has clicked on a TicTacButton.
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//
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void TicTacGameBoard::buttonClicked()
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{
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if ( st != HumansTurn ) // not ready
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return;
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int i = buttons->findRef( (TicTacButton*)sender() );
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TicTacButton *b = buttons->at(i); // get piece that was pressed
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if ( b->type() == TicTacButton::Blank ) { // empty piece?
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btArray->at(i) = TicTacButton::Circle;
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updateButtons();
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if ( checkBoard( btArray ) == 0 ) // not a winning move?
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computerMove();
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int s = checkBoard( btArray );
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if ( s ) { // any winners yet?
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st = s == TicTacButton::Circle ? HumanWon : ComputerWon;
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emit finished();
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}
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}
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}
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// --------------------------------------------------------------------------
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// TicTacGameBoard::updateButtons()
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//
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// Updates all buttons that have changed state
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//
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void TicTacGameBoard::updateButtons()
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{
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for ( int i=0; i<nBoard*nBoard; i++ ) {
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if ( buttons->at(i)->type() != btArray->at(i) )
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buttons->at(i)->setType( (TicTacButton::Type)btArray->at(i) );
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buttons->at(i)->setEnabled( buttons->at(i)->type() ==
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TicTacButton::Blank );
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}
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}
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// --------------------------------------------------------------------------
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// TicTacGameBoard::checkBoard()
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//
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// Checks if one of the players won the game, works for any board size.
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//
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// Returns:
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// - TicTacButton::Cross if the player with X buttons won
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// - TicTacButton::Circle if the player with O buttons won
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// - Zero (0) if there is no winner yet
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//
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int TicTacGameBoard::checkBoard( TicTacArray *a )
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{
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int t = 0;
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int row, col;
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bool won = FALSE;
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for ( row=0; row<nBoard && !won; row++ ) { // check horizontal
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t = a->at(row*nBoard);
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if ( t == TicTacButton::Blank )
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continue;
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col = 1;
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while ( col<nBoard && a->at(row*nBoard+col) == t )
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col++;
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if ( col == nBoard )
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won = TRUE;
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}
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for ( col=0; col<nBoard && !won; col++ ) { // check vertical
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t = a->at(col);
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if ( t == TicTacButton::Blank )
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continue;
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row = 1;
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while ( row<nBoard && a->at(row*nBoard+col) == t )
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row++;
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if ( row == nBoard )
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won = TRUE;
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}
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if ( !won ) { // check diagonal top left
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t = a->at(0); // to bottom right
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if ( t != TicTacButton::Blank ) {
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int i = 1;
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while ( i<nBoard && a->at(i*nBoard+i) == t )
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i++;
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if ( i == nBoard )
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won = TRUE;
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}
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}
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if ( !won ) { // check diagonal bottom left
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int j = nBoard-1; // to top right
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int i = 0;
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t = a->at(i+j*nBoard);
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if ( t != TicTacButton::Blank ) {
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i++; j--;
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while ( i<nBoard && a->at(i+j*nBoard) == t ) {
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i++; j--;
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}
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if ( i == nBoard )
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won = TRUE;
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}
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}
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if ( !won ) // no winner
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t = 0;
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return t;
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}
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// --------------------------------------------------------------------------
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// TicTacGameBoard::computerMove()
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//
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// Puts a piece on the game board. Very, very simple.
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//
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void TicTacGameBoard::computerMove()
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{
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int numButtons = nBoard*nBoard;
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int *altv = new int[numButtons]; // buttons alternatives
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int altc = 0;
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int stopHuman = -1;
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TicTacArray a = btArray->copy();
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int i;
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for ( i=0; i<numButtons; i++ ) { // try all positions
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if ( a[i] != TicTacButton::Blank ) // already a piece there
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continue;
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a[i] = TicTacButton::Cross; // test if computer wins
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if ( checkBoard(&a) == a[i] ) { // computer will win
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st = ComputerWon;
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stopHuman = -1;
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break;
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}
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a[i] = TicTacButton::Circle; // test if human wins
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if ( checkBoard(&a) == a[i] ) { // oops...
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stopHuman = i; // remember position
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a[i] = TicTacButton::Blank; // restore button
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continue; // computer still might win
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}
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a[i] = TicTacButton::Blank; // restore button
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altv[altc++] = i; // remember alternative
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}
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if ( stopHuman >= 0 ) // must stop human from winning
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a[stopHuman] = TicTacButton::Cross;
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else if ( i == numButtons ) { // tried all alternatives
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if ( altc > 0 ) // set random piece
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a[altv[rand()%(altc--)]] = TicTacButton::Cross;
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if ( altc == 0 ) { // no more blanks
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st = NobodyWon;
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emit finished();
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}
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}
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*btArray = a; // update model
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updateButtons(); // update buttons
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delete[] altv;
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}
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//***************************************************************************
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//* TicTacToe member functions
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//***************************************************************************
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// --------------------------------------------------------------------------
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// Creates a game widget with a game board and two push buttons, and connects
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// signals of child widgets to slots.
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//
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TicTacToe::TicTacToe( int boardSize, TQWidget *parent, const char *name )
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: TQWidget( parent, name )
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{
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TQVBoxLayout * l = new TQVBoxLayout( this, 6 );
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// Create a message label
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message = new TQLabel( this );
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message->setFrameStyle( TQFrame::WinPanel | TQFrame::Sunken );
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message->setAlignment( AlignCenter );
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l->addWidget( message );
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// Create the game board and connect the signal finished() to this
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// gameOver() slot
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board = new TicTacGameBoard( boardSize, this );
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connect( board, TQ_SIGNAL(finished()), TQ_SLOT(gameOver()) );
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l->addWidget( board );
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// Create a horizontal frame line
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TQFrame *line = new TQFrame( this );
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line->setFrameStyle( TQFrame::HLine | TQFrame::Sunken );
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l->addWidget( line );
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// Create the combo box for deciding who should start, and
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// connect its clicked() signals to the buttonClicked() slot
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whoStarts = new TQComboBox( this );
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whoStarts->insertItem( "Computer starts" );
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whoStarts->insertItem( "Human starts" );
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l->addWidget( whoStarts );
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// Create the push buttons and connect their clicked() signals
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// to this right slots.
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newGame = new TQPushButton( "Play!", this );
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connect( newGame, TQ_SIGNAL(clicked()), TQ_SLOT(newGameClicked()) );
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quit = new TQPushButton( "Quit", this );
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connect( quit, TQ_SIGNAL(clicked()), tqApp, TQ_SLOT(quit()) );
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TQHBoxLayout * b = new TQHBoxLayout;
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l->addLayout( b );
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b->addWidget( newGame );
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b->addWidget( quit );
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newState();
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}
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// --------------------------------------------------------------------------
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// TicTacToe::newGameClicked() - TQ_SLOT
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//
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// This slot is activated when the new game button is clicked.
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//
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void TicTacToe::newGameClicked()
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{
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board->computerStarts( whoStarts->currentItem() == 0 );
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board->newGame();
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newState();
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}
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// --------------------------------------------------------------------------
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// TicTacToe::gameOver() - TQ_SLOT
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//
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// This slot is activated when the TicTacGameBoard emits the signal
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// "finished()", i.e. when a player has won or when it is a draw.
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//
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void TicTacToe::gameOver()
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{
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newState(); // update text box
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}
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// --------------------------------------------------------------------------
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// Updates the message to reflect a new state.
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//
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void TicTacToe::newState()
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{
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static const char *msg[] = { // TicTacGameBoard::State texts
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"Click Play to start", "Make your move",
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"You won!", "Computer won!", "It's a draw" };
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message->setText( msg[board->state()] );
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return;
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}
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