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tqt3/examples/tictac/tictac.cpp

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