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#include <kdebug.h>
#include <tdelocale.h>
#include <stdlib.h>
#include <stdio.h>
#include "9ball.h"
#include "interface.h"
#include "physics.h"
#include "utility.h"
#include "team.h"
#include "player.h"
#include "global.h"
const unsigned int BILLIARDS_COUNT = 15;
K_EXPORT_COMPONENT_FACTORY( libkue9ball, NineBallFactory )
TQObject *NineBallFactory::createObject (TQObject *parent, const char* name, const char* classname, const TQStringList &args = TQStringList() )
{
Q_UNUSED(args);
if (classname != TQString("KueRulesEngine"))
return 0;
return new NineBall(parent, name);
}
NineBall::NineBall(TQObject *parent, const char *name) : KueRulesEngine(parent, name)
{
KueUtility::layoutTable();
KueUtility::layoutPockets();
KueUtility::layoutBilliards(KueUtility::Diamond);
// Reset our state (NOTE: anyone see anything missing?)
_current_team = 0;
_first_hit = -1;
_first_sunk = -1;
_foul = false;
_broke = false;
_current_player = KueGlobal::teams()->at(_current_team)->nextPlayer();
}
NineBall::~NineBall()
{
}
void NineBall::start()
{
cuePlaced();
}
void NineBall::billiardSunk(unsigned int ball, unsigned int pocket)
{
Q_UNUSED(pocket);
// Ah, it's all good...
if (_first_sunk == -1)
_first_sunk = ball;
if (ball == 0)
_foul = true;
}
void NineBall::billiardHit(unsigned int ball1, unsigned int ball2)
{
// Is this our first hit?
if (_first_hit == -1)
{
// Select the ball involved which isn't the cue ball
_first_hit = ball1 ? ball1 : ball2;
if (!ballIsLowest(_first_hit))
_foul = true;
_broke = true;
}
}
void NineBall::motionStopped()
{
// The physics engine has finished its job, turn it off to save CPU time
KueGlobal::physics()->stop();
// Are all the balls 1-9 gone?
if (ballIsLowest(10))
{
playerWins();
return;
}
// We lose our turn if the shot was a scratch, or we sunk nothing
if ((_foul) || (_first_sunk == -1))
{
if (_current_team == 0)
_current_team = 1;
else
_current_team = 0;
_current_player = KueGlobal::teams()->at(_current_team)->nextPlayer();
}
// Reset our shot state
_first_hit = -1;
_first_sunk = -1;
// Did we scratch?
if (_foul)
{
// Recreate the cue call
KueBilliard cue(
KueGlobal::physics()->fieldWidth() / 4.0,
KueGlobal::physics()->fieldHeight() / 2.0,
KueUtility::defaultBilliardRadius()
);
if (_broke)
{
// Ask the user where to place the billiard
emit(showMessage(placeCueBallMessage()));
_current_player->placeBilliard(
0,
cue,
KueGlobal::physics()->fieldWidth() / 4.0,
this,
TQ_SLOT(cuePlaced())
);
}
else
{
// We scratched, the cue ball goes back home
KueGlobal::physics()->insertBilliard(0, cue);
cuePlaced();
}
}
else
{
emit(showMessage(startShotMessage()));
// The cue ball stays where it is, go right to the shot
_current_player->takeShot(0, false, this, TQ_SLOT(shotTaken()));
}
}
// Is a ball 'magic' (8 ball)?
bool NineBall::ballIsLowest(unsigned int number)
{
for (unsigned int x = 1;x < number;x++)
if (KueGlobal::physics()->billiards()[x])
return false;
return true;
}
// Is a ball the cue ball (ball 0)
bool NineBall::ballIsCue(unsigned int number)
{
return (number == 0);
}
void NineBall::playerWins()
{
TQString message;
// Announce the winner
message = i18n("%1 wins!").arg(_current_player->name());
// Show the message
emit(showMessage(message));
// Tell the rest of the game about the stunning victory
emit(gameOver(message));
}
TQString NineBall::startShotMessage()
{
TQString message;
// What type of shot is this?
if (_broke)
message = i18n("%1's shot").arg(_current_player->name());
else
message = i18n("%1's break shot").arg(_current_player->name());
return message;
}
TQString NineBall::placeCueBallMessage()
{
TQString message;
// Tell the user what is going on
message = i18n("%1 placing cue ball").arg(_current_player->name());
return message;
}
void NineBall::cuePlaced()
{
// Tell the interface code to start the shot
emit(showMessage(startShotMessage()));
_current_player->takeShot(0, true, this, TQ_SLOT(shotTaken()));
}
void NineBall::shotTaken()
{
// Start the physics engine
KueGlobal::physics()->start();
// Reset the shot-related variables
_foul = false;
_first_hit = -1;
_first_sunk = -1;
}
#include "9ball.moc"
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