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#include <kdebug.h>
#include <krandomsequence.h>
#include <stdlib.h>
#include "physics.h"
#include "main.h"
#include "utility.h"
#include "global.h"
const double PLAY_AREA_WIDTH = 0.254;
const double PLAY_AREA_HEIGHT = 0.127;
void rackTriangle()
{
int next_ball = 0;
unsigned int rack_order[] = { 1, 2, 3, 4, 8, 5, 6, 7, 9, 10, 11, 12, 13, 14, 15 };
double field_width = KueGlobal::physics()->fieldWidth();
double field_height = KueGlobal::physics()->fieldHeight();
// The initial spacing of the billiards
const double initial_spacing = (0.00286 * 2.0);
// The location of the cue and rack lines
double rack_line = (field_width * 3.0) / 4.0;
// The location of the mid line
double mid_line = field_height / 2.0;
KRandomSequence r;
for (int x = 0;x < 15;x++)
{
// The eight-ball must stay where it is
if (rack_order[x] != 8)
{
int swap_index;
swap_index = r.getLong(14);
if (rack_order[swap_index] != 8) {
int temp = rack_order[x];
rack_order[x] = rack_order[swap_index];
rack_order[swap_index] = temp;
}
}
}
// These loops build a triangle out of the billiards
for (int row = 0;row < 5;row++)
{
double row_start = mid_line - ((row / 2.0) * initial_spacing);
for (int pos = 0;pos <= row;pos++)
{
// Calculate its position
double x = rack_line + (row * initial_spacing);
double y = row_start + (pos * initial_spacing);
// Create the billiard
KueBilliard billiard(x, y, KueUtility::defaultBilliardRadius(), KueUtility::textureForBilliard(rack_order[next_ball]));
// Actually place it
KueGlobal::physics()->insertBilliard(rack_order[next_ball], billiard);
next_ball++;
}
}
}
void rackDiamond()
{
int next_ball = 0;
unsigned int rack_order[] = { 1, 2, 3, 4, 8, 5, 6, 7, 9 };
double field_width = KueGlobal::physics()->fieldWidth();
double field_height = KueGlobal::physics()->fieldHeight();
// The initial spacing of the billiards
const double initial_spacing = (0.00286 * 2.0);
// The location of the cue and rack lines
double rack_line = (field_width * 3.0) / 4.0;
// The location of the mid line
double mid_line = field_height / 2.0;
KRandomSequence r;
// Randomize the billiard order of billiards [1] -> [7]
for (int x = 1;x < 8;x++)
{
// The the value of another billiard in the same range
int swap_index = r.getLong(6) + 1;
int temp = rack_order[x];
rack_order[x] = rack_order[swap_index];
rack_order[swap_index] = temp;
}
// These loops build a triangle out of the billiards
for (int row = 0;row < 5;row++) {
// Number of billiards on this row
int row_count = 3 - abs(row - 2);
double row_start = mid_line - ((row_count / 2.0) * initial_spacing);
for (int pos = 0;pos < row_count;pos++)
{
// Calculate its position
double x = rack_line + (row * initial_spacing);
double y = row_start + (pos * initial_spacing);
// Create the billiard
KueBilliard billiard(x, y, KueUtility::defaultBilliardRadius(), TQString::number(rack_order[next_ball]));
// Actually place it
KueGlobal::physics()->insertBilliard(rack_order[next_ball], billiard);
next_ball++;
}
}
}
void KueUtility::layoutTable() {
KueGlobal::physics()->setFieldWidth(PLAY_AREA_WIDTH);
KueGlobal::physics()->setFieldHeight(PLAY_AREA_HEIGHT);
}
void KueUtility::layoutPockets()
{
double field_width = KueGlobal::physics()->fieldWidth();
double field_height = KueGlobal::physics()->fieldHeight();
double radius = KueUtility::defaultPocketRadius();
// Place the pockets in the four corners
KueGlobal::physics()->insertPocket(0, KuePocket(0.0, 0.0, radius));
KueGlobal::physics()->insertPocket(1, KuePocket(field_width / 2.0, 0.0, radius));
KueGlobal::physics()->insertPocket(2, KuePocket(field_width, 0.0, radius));
KueGlobal::physics()->insertPocket(3, KuePocket(0.0, field_height, radius));
KueGlobal::physics()->insertPocket(4, KuePocket(field_width / 2.0, field_height, radius));
KueGlobal::physics()->insertPocket(5, KuePocket(field_width, field_height, radius));
}
void KueUtility::layoutBilliards(rackType rack_type)
{
if (rack_type == Triangle)
{
rackTriangle();
}
else if (rack_type == Diamond)
{
rackDiamond();
}
else if (rack_type == None)
{
// Do nothing
}
else
{
kdWarning() << "Unknown rack type, no racking done" << endl;
}
// Place the cue ball
KueBilliard cue(KueGlobal::physics()->fieldWidth() / 4.0, KueGlobal::physics()->fieldHeight() / 2.0, KueUtility::defaultBilliardRadius());
KueGlobal::physics()->insertBilliard(0, cue);
}
KueTexture KueUtility::textureForBilliard(unsigned int index)
{
if (index)
{
return KueTexture(TQString::number(index));
}
else
{
return KueTexture::null();
}
}
// Regulation radius of billiards, in meters
double KueUtility::defaultBilliardRadius()
{
return 0.00286;
}
// Regulation radius of pockets, in meters
double KueUtility::defaultPocketRadius()
{
return 0.006;
}
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