1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
|
/*
* Copyright (c) 1996-2002 Nicolas HADACEK (hadacek@kde.org)
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef FIELD_H
#define FIELD_H
#include "solver/bfield.h"
#include "frame.h"
//-----------------------------------------------------------------------------
class Field : public FieldFrame, public BaseField
{
Q_OBJECT
TQ_OBJECT
public:
enum ActionType { Reveal = 0, AutoReveal, SetFlag, UnsetFlag, SetUncertain,
UnsetUncertain, Nb_Actions };
struct ActionData {
const char *name, *event, *eventMessage;
};
static const ActionData ACTION_DATA[Nb_Actions];
public:
Field(TQWidget *parent);
virtual TQSize tqsizeHint() const;
void setLevel(const Level &level);
void setReplayField(const TQString &field);
const Level &level() const { return _level; }
void reset(bool init);
GameState gameState() const { return _state; }
bool isActive() const { return _state!=Paused && _state!=GameOver; }
void pause();
void setGameOver() { _state = GameOver; }
void moveCursor(Neighbour);
void moveToEdge(Neighbour);
void doReveal() { doReveal(_cursor); }
void doMark() { doMark(_cursor); }
void doUmark() { doUmark(_cursor); }
void keyboardAutoReveal();
CaseState doAction(ActionType type, const KGrid2D::Coord &c,
bool completeReveal, KGrid2D::CoordList *autorevealed = 0,
bool *caseUncovered = 0);
void readSettings();
void setAdvised(const KGrid2D::Coord &c, double proba);
void setSolvingState(SolvingState state) { _solvingState = state; }
SolvingState solvingState() const { return _solvingState; }
signals:
void updatetqStatus(bool);
void gameStateChanged(GameState);
void setMood(Mood);
void setCheating();
void addAction(const KGrid2D::Coord &, Field::ActionType);
protected:
void paintEvent(TQPaintEvent *);
void mousePressEvent(TQMouseEvent *);
void mouseReleaseEvent(TQMouseEvent *);
void mouseMoveEvent(TQMouseEvent *);
private slots:
void keyboardAutoRevealSlot();
private:
GameState _state;
bool _reveal;
SolvingState _solvingState;
KGrid2D::Coord _cursor, _cursor_back, _advisedCoord;
double _advisedProba;
int _currentAction;
Level _level;
void pressCase(const KGrid2D::Coord &, bool);
void pressClearFunction(const KGrid2D::Coord &, bool);
void placeCursor(const KGrid2D::Coord &);
void revealActions(bool press);
void doAutoReveal(const KGrid2D::Coord &);
bool doReveal(const KGrid2D::Coord &, KGrid2D::CoordList *autorevealed = 0,
bool *caseUncovered = 0);
void doMark(const KGrid2D::Coord &);
void doUmark(const KGrid2D::Coord &);
void changeCase(const KGrid2D::Coord &, CaseState newState);
void addMarkAction(const KGrid2D::Coord &, CaseState newS, CaseState oldS);
TQPoint toPoint(const KGrid2D::Coord &) const;
KGrid2D::Coord fromPoint(const TQPoint &) const;
void drawCase(TQPainter &, const KGrid2D::Coord &,
bool forcePressed = false) const;
int mapMouseButton(TQMouseEvent *) const;
void resetAdvised();
void setState(GameState);
};
#endif // FIELD_H
|