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#ifndef BOARDWIDGET_H
#define BOARDWIDGET_H
#include <qwidget.h>
#include <qevent.h>
#include <krandomsequence.h>
#include "KmTypes.h"
#include "Tileset.h"
#include "Background.h"
#include "BoardLayout.h"
typedef struct gamedata {
int allow_undo;
int allow_redo;
UCHAR Board[BoardLayout::depth][BoardLayout::height][BoardLayout::width];
USHORT TileNum;
USHORT MaxTileNum;
UCHAR Mask[BoardLayout::depth][BoardLayout::height][BoardLayout::width];
UCHAR hilighted[BoardLayout::depth][BoardLayout::height][BoardLayout::width];
POSITION MoveList[BoardLayout::maxTiles];
void putTile( short e, short y, short x, UCHAR f )
{
Board[e][y][x] = Board[e][y+1][x] =
Board[e][y+1][x+1] = Board[e][y][x+1] = f;
}
void putTile( POSITION& pos )
{
putTile( pos.e, pos.y, pos.x, pos.f );
}
bool tilePresent(int z, int y, int x) {
return(Board[z][y][x]!=0 && Mask[z][y][x] == '1');
}
bool partTile(int z, int y, int x) {
return (Board[z][y][x] != 0);
}
int shadowHeight(int z, int y, int x) {
if ((z>=BoardLayout::depth||y>=BoardLayout::height||x>=BoardLayout::width))
return 0;
if ((y < 0) || (x < 0))
return 0;
int h=0;
for (int e=z; e<BoardLayout::depth; e++) {
if (Board[e][y][x] && Mask[e][y][x]) {
h++;
} else {
return h;
}
}
return h;
}
} GAMEDATA;
#define ANIMSPEED 200
// tiles symbol names:
#define TILE_OFFSET 2
#define TILE_CHARACTER ( 0 + TILE_OFFSET)
#define TILE_BAMBOO ( 9 + TILE_OFFSET)
#define TILE_ROD (18 + TILE_OFFSET)
#define TILE_SEASON (27 + TILE_OFFSET)
#define TILE_WIND (31 + TILE_OFFSET)
#define TILE_DRAGON (36 + TILE_OFFSET)
#define TILE_FLOWER (39 + TILE_OFFSET)
#define ID_GAME_TIMER 999
/**
* @author Mathias Mueller
*/
class BoardWidget : public QWidget
{
Q_OBJECT
public:
BoardWidget( QWidget* parent = 0, const char *name = 0 );
~BoardWidget();
void calculateNewGame(int num = -1 );
int undoMove();
void redoMove();
void startDemoMode();
void stopDemoMode();
void pause();
void gameLoaded();
void animateMoveList();
void setShowMatch( bool );
void tileSizeChanged();
long getGameNum() {return gameGenerationNum;}
QString &getBoardName(){return theBoardLayout.getFilename();}
QString &getLayoutName() {return theBoardLayout.getFilename();}
public slots:
void loadSettings();
void saveSettings();
void shuffle();
void helpMove();
void helpMoveTimeout();
void helpMoveStop();
void demoMoveTimeout();
void matchAnimationTimeout();
void setDisplayedWidth();
bool loadTileset ( const QString & );
bool loadBoardLayout( const QString& );
bool loadBoard ( );
void updateScaleMode ();
void drawBoard(bool deferUpdate = true);
bool loadBackground ( const QString&, bool bShowError = true );
signals:
void statusTextChanged ( const QString&, long );
void tileNumberChanged ( int iMaximum, int iCurrent, int iLeft );
void demoModeChanged ( bool bActive );
void gameCalculated();
void gameOver(unsigned short removed, unsigned short cheats);
protected:
void getFileOrDefault(QString filename, QString type, QString &res);
void shadowArea(int z, int y, int x, int sx, int sy, int rx, int ry, QPixmap *src);
void shadowTopLeft(int depth, int sx, int sy, int rx, int ry,QPixmap *src, bool flag);
void shadowBotRight(int depth, int sx, int sy, int rx, int ry,QPixmap *src, bool flag);
void paintEvent ( QPaintEvent* );
void mousePressEvent ( QMouseEvent* );
void setStatusText ( const QString& );
void cancelUserSelectedTiles();
void drawTileNumber();
void hilightTile ( POSITION&, bool on=true, bool refresh=true );
void putTile ( POSITION& , bool refresh = true);
void removeTile ( POSITION& , bool refresh = true);
void setRemovedTilePair(POSITION &a, POSITION &b);
void clearRemovedTilePair(POSITION &a, POSITION &b);
void transformPointToPosition( const QPoint&, POSITION& );
bool isMatchingTile( POSITION&, POSITION& );
bool generateStartPosition2();
bool findMove( POSITION&, POSITION& );
int moveCount( );
short findAllMatchingTiles( POSITION& );
void stopMatchAnimation();
void stackTiles(unsigned char t, unsigned short h, unsigned short x,unsigned short y);
void initialiseRemovedTiles();
int requiredWidth();
int requiredHeight();
void calcShadow(int e, int y, int x, int &left, int &right, int &corn);
// new bits for game generation
void randomiseFaces();
int tilesAllocated;
int tilesUsed;
void getFaces(POSITION &a, POSITION &b);
UCHAR tilePair[144];
KRandomSequence random;
Tileset theTiles;
Background theBackground;
BoardLayout theBoardLayout;
int iPosCount; // count of valid positions in PosTable
POSITION PosTable[BoardLayout::maxTiles]; // Table of all possible positions
POSITION MouseClickPos1, MouseClickPos2;
POSITION TimerPos1, TimerPos2;
enum STATES { Stop, Demo, Help, Animation, Match } TimerState;
int iTimerStep;
short matchCount;
bool showMatch;
bool showHelp;
QTimer *timer;
// offscreen draw area.
QPixmap backBuffer; // pixmap to render to
bool updateBackBuffer; // does board need redrawing. Not if it is just a repaint
bool gamePaused;
// storage for hiscore claculation
unsigned short cheatsUsed;
// seed for the random number generator used for this game
long gameGenerationNum;
// storage to keep track of removed tiles
unsigned char removedCharacter[9];
unsigned char removedBamboo[9];
unsigned char removedRod[9];
unsigned char removedDragon[3];
unsigned char removedWind[9];
unsigned char removedFlower[4];
unsigned char removedSeason[4];
// new bits for new game generation, with solvability
int numTiles;
POSITION tilePositions[BoardLayout::maxTiles];
DEPENDENCY positionDepends[BoardLayout::maxTiles];
void generateTilePositions();
void generatePositionDepends();
int tileAt(int x, int y, int z);
bool generateSolvableGame();
bool onlyFreeInLine(int position);
int selectPosition(int lastPosition);
void placeTile(int position, int tile);
void updateDepend(int position);
public:
GAMEDATA Game;
};
#endif // BOARDWIDGET_H
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