| 1 | /****************************************************************************
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| 2 | ** $Id: tictac.cpp 2 2005-11-16 15:49:26Z dmik $
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| 3 | **
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| 4 | ** Copyright (C) 1992-2000 Trolltech AS. All rights reserved.
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| 5 | **
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| 6 | ** This file is part of an example program for Qt. This example
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| 7 | ** program may be used, distributed and modified without limitation.
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| 8 | **
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| 9 | *****************************************************************************/
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| 10 |
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| 11 | #include "tictac.h"
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| 12 | #include <qapplication.h>
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| 13 | #include <qpainter.h>
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| 14 | #include <qdrawutil.h>
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| 15 | #include <qcombobox.h>
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| 16 | #include <qcheckbox.h>
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| 17 | #include <qlabel.h>
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| 18 | #include <qlayout.h>
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| 19 | #include <stdlib.h> // rand() function
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| 20 | #include <qdatetime.h> // seed for rand()
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| 21 |
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| 22 |
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| 23 | //***************************************************************************
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| 24 | //* TicTacButton member functions
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| 25 | //***************************************************************************
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| 26 |
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| 27 | // --------------------------------------------------------------------------
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| 28 | // Creates a TicTacButton
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| 29 | //
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| 30 |
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| 31 | TicTacButton::TicTacButton( QWidget *parent ) : QPushButton( parent )
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| 32 | {
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| 33 | t = Blank; // initial type
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| 34 | }
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| 35 |
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| 36 | // --------------------------------------------------------------------------
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| 37 | // Paints TicTacButton
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| 38 | //
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| 39 |
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| 40 | void TicTacButton::drawButtonLabel( QPainter *p )
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| 41 | {
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| 42 | QRect r = rect();
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| 43 | p->setPen( QPen( white,2 ) ); // set fat pen
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| 44 | if ( t == Circle ) {
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| 45 | p->drawEllipse( r.left()+4, r.top()+4, r.width()-8, r.height()-8 );
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| 46 | } else if ( t == Cross ) { // draw cross
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| 47 | p->drawLine( r.topLeft() +QPoint(4,4), r.bottomRight()-QPoint(4,4));
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| 48 | p->drawLine( r.bottomLeft()+QPoint(4,-4),r.topRight() -QPoint(4,-4));
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| 49 | }
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| 50 | }
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| 51 |
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| 52 |
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| 53 | //***************************************************************************
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| 54 | //* TicTacGameBoard member functions
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| 55 | //***************************************************************************
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| 56 |
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| 57 | // --------------------------------------------------------------------------
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| 58 | // Creates a game board with N x N buttons and connects the "clicked()"
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| 59 | // signal of all buttons to the "buttonClicked()" slot.
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| 60 | //
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| 61 |
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| 62 | TicTacGameBoard::TicTacGameBoard( int n, QWidget *parent, const char *name )
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| 63 | : QWidget( parent, name )
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| 64 | {
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| 65 | st = Init; // initial state
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| 66 | nBoard = n;
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| 67 | n *= n; // make square
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| 68 | comp_starts = FALSE; // human starts
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| 69 | buttons = new TicTacButtons(n); // create real buttons
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| 70 | btArray = new TicTacArray(n); // create button model
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| 71 | QGridLayout * grid = new QGridLayout( this, nBoard, nBoard, 4 );
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| 72 | QPalette p( blue );
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| 73 | for ( int i=0; i<n; i++ ) { // create and connect buttons
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| 74 | TicTacButton *ttb = new TicTacButton( this );
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| 75 | ttb->setPalette( p );
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| 76 | ttb->setEnabled( FALSE );
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| 77 | connect( ttb, SIGNAL(clicked()), SLOT(buttonClicked()) );
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| 78 | grid->addWidget( ttb, i%nBoard, i/nBoard );
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| 79 | buttons->insert( i, ttb );
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| 80 | btArray->at(i) = TicTacButton::Blank; // initial button type
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| 81 | }
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| 82 | QTime t = QTime::currentTime(); // set random seed
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| 83 | srand( t.hour()*12+t.minute()*60+t.second()*60 );
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| 84 | }
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| 85 |
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| 86 | TicTacGameBoard::~TicTacGameBoard()
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| 87 | {
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| 88 | delete buttons;
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| 89 | delete btArray;
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| 90 | }
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| 91 |
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| 92 |
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| 93 | // --------------------------------------------------------------------------
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| 94 | // TicTacGameBoard::computerStarts( bool v )
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| 95 | //
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| 96 | // Computer starts if v=TRUE. The human starts by default.
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| 97 | //
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| 98 |
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| 99 | void TicTacGameBoard::computerStarts( bool v )
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| 100 | {
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| 101 | comp_starts = v;
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| 102 | }
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| 103 |
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| 104 |
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| 105 | // --------------------------------------------------------------------------
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| 106 | // TicTacGameBoard::newGame()
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| 107 | //
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| 108 | // Clears the game board and prepares for a new game
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| 109 | //
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| 110 |
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| 111 | void TicTacGameBoard::newGame()
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| 112 | {
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| 113 | st = HumansTurn;
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| 114 | for ( int i=0; i<nBoard*nBoard; i++ )
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| 115 | btArray->at(i) = TicTacButton::Blank;
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| 116 | if ( comp_starts )
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| 117 | computerMove();
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| 118 | else
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| 119 | updateButtons();
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| 120 | }
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| 121 |
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| 122 |
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| 123 | // --------------------------------------------------------------------------
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| 124 | // TicTacGameBoard::buttonClicked() - SLOT
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| 125 | //
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| 126 | // This slot is activated when a TicTacButton emits the signal "clicked()",
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| 127 | // i.e. the user has clicked on a TicTacButton.
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| 128 | //
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| 129 |
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| 130 | void TicTacGameBoard::buttonClicked()
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| 131 | {
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| 132 | if ( st != HumansTurn ) // not ready
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| 133 | return;
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| 134 | int i = buttons->findRef( (TicTacButton*)sender() );
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| 135 | TicTacButton *b = buttons->at(i); // get piece that was pressed
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| 136 | if ( b->type() == TicTacButton::Blank ) { // empty piece?
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| 137 | btArray->at(i) = TicTacButton::Circle;
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| 138 | updateButtons();
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| 139 | if ( checkBoard( btArray ) == 0 ) // not a winning move?
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| 140 | computerMove();
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| 141 | int s = checkBoard( btArray );
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| 142 | if ( s ) { // any winners yet?
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| 143 | st = s == TicTacButton::Circle ? HumanWon : ComputerWon;
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| 144 | emit finished();
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| 145 | }
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| 146 | }
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| 147 | }
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| 148 |
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| 149 |
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| 150 | // --------------------------------------------------------------------------
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| 151 | // TicTacGameBoard::updateButtons()
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| 152 | //
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| 153 | // Updates all buttons that have changed state
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| 154 | //
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| 155 |
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| 156 | void TicTacGameBoard::updateButtons()
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| 157 | {
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| 158 | for ( int i=0; i<nBoard*nBoard; i++ ) {
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| 159 | if ( buttons->at(i)->type() != btArray->at(i) )
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| 160 | buttons->at(i)->setType( (TicTacButton::Type)btArray->at(i) );
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| 161 | buttons->at(i)->setEnabled( buttons->at(i)->type() ==
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| 162 | TicTacButton::Blank );
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| 163 | }
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| 164 | }
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| 165 |
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| 166 |
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| 167 | // --------------------------------------------------------------------------
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| 168 | // TicTacGameBoard::checkBoard()
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| 169 | //
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| 170 | // Checks if one of the players won the game, works for any board size.
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| 171 | //
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| 172 | // Returns:
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| 173 | // - TicTacButton::Cross if the player with X buttons won
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| 174 | // - TicTacButton::Circle if the player with O buttons won
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| 175 | // - Zero (0) if there is no winner yet
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| 176 | //
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| 177 |
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| 178 | int TicTacGameBoard::checkBoard( TicTacArray *a )
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| 179 | {
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| 180 | int t = 0;
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| 181 | int row, col;
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| 182 | bool won = FALSE;
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| 183 | for ( row=0; row<nBoard && !won; row++ ) { // check horizontal
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| 184 | t = a->at(row*nBoard);
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| 185 | if ( t == TicTacButton::Blank )
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| 186 | continue;
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| 187 | col = 1;
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| 188 | while ( col<nBoard && a->at(row*nBoard+col) == t )
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| 189 | col++;
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| 190 | if ( col == nBoard )
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| 191 | won = TRUE;
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| 192 | }
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| 193 | for ( col=0; col<nBoard && !won; col++ ) { // check vertical
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| 194 | t = a->at(col);
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| 195 | if ( t == TicTacButton::Blank )
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| 196 | continue;
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| 197 | row = 1;
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| 198 | while ( row<nBoard && a->at(row*nBoard+col) == t )
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| 199 | row++;
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| 200 | if ( row == nBoard )
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| 201 | won = TRUE;
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| 202 | }
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| 203 | if ( !won ) { // check diagonal top left
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| 204 | t = a->at(0); // to bottom right
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| 205 | if ( t != TicTacButton::Blank ) {
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| 206 | int i = 1;
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| 207 | while ( i<nBoard && a->at(i*nBoard+i) == t )
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| 208 | i++;
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| 209 | if ( i == nBoard )
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| 210 | won = TRUE;
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| 211 | }
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| 212 | }
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| 213 | if ( !won ) { // check diagonal bottom left
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| 214 | int j = nBoard-1; // to top right
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| 215 | int i = 0;
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| 216 | t = a->at(i+j*nBoard);
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| 217 | if ( t != TicTacButton::Blank ) {
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| 218 | i++; j--;
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| 219 | while ( i<nBoard && a->at(i+j*nBoard) == t ) {
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| 220 | i++; j--;
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| 221 | }
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| 222 | if ( i == nBoard )
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| 223 | won = TRUE;
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| 224 | }
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| 225 | }
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| 226 | if ( !won ) // no winner
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| 227 | t = 0;
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| 228 | return t;
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| 229 | }
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| 230 |
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| 231 |
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| 232 | // --------------------------------------------------------------------------
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| 233 | // TicTacGameBoard::computerMove()
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| 234 | //
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| 235 | // Puts a piece on the game board. Very, very simple.
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| 236 | //
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| 237 |
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| 238 | void TicTacGameBoard::computerMove()
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| 239 | {
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| 240 | int numButtons = nBoard*nBoard;
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| 241 | int *altv = new int[numButtons]; // buttons alternatives
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| 242 | int altc = 0;
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| 243 | int stopHuman = -1;
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| 244 | TicTacArray a = btArray->copy();
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| 245 | int i;
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| 246 | for ( i=0; i<numButtons; i++ ) { // try all positions
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| 247 | if ( a[i] != TicTacButton::Blank ) // already a piece there
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| 248 | continue;
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| 249 | a[i] = TicTacButton::Cross; // test if computer wins
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| 250 | if ( checkBoard(&a) == a[i] ) { // computer will win
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| 251 | st = ComputerWon;
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| 252 | stopHuman = -1;
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| 253 | break;
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| 254 | }
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| 255 | a[i] = TicTacButton::Circle; // test if human wins
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| 256 | if ( checkBoard(&a) == a[i] ) { // oops...
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| 257 | stopHuman = i; // remember position
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| 258 | a[i] = TicTacButton::Blank; // restore button
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| 259 | continue; // computer still might win
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| 260 | }
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| 261 | a[i] = TicTacButton::Blank; // restore button
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| 262 | altv[altc++] = i; // remember alternative
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| 263 | }
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| 264 | if ( stopHuman >= 0 ) // must stop human from winning
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| 265 | a[stopHuman] = TicTacButton::Cross;
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| 266 | else if ( i == numButtons ) { // tried all alternatives
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| 267 | if ( altc > 0 ) // set random piece
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| 268 | a[altv[rand()%(altc--)]] = TicTacButton::Cross;
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| 269 | if ( altc == 0 ) { // no more blanks
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| 270 | st = NobodyWon;
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| 271 | emit finished();
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| 272 | }
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| 273 | }
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| 274 | *btArray = a; // update model
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| 275 | updateButtons(); // update buttons
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| 276 | delete[] altv;
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| 277 | }
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| 278 |
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| 279 |
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| 280 | //***************************************************************************
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| 281 | //* TicTacToe member functions
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| 282 | //***************************************************************************
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| 283 |
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| 284 | // --------------------------------------------------------------------------
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| 285 | // Creates a game widget with a game board and two push buttons, and connects
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| 286 | // signals of child widgets to slots.
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| 287 | //
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| 288 |
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| 289 | TicTacToe::TicTacToe( int boardSize, QWidget *parent, const char *name )
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| 290 | : QWidget( parent, name )
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| 291 | {
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| 292 | QVBoxLayout * l = new QVBoxLayout( this, 6 );
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| 293 |
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| 294 | // Create a message label
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| 295 |
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| 296 | message = new QLabel( this );
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| 297 | message->setFrameStyle( QFrame::WinPanel | QFrame::Sunken );
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| 298 | message->setAlignment( AlignCenter );
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| 299 | l->addWidget( message );
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| 300 |
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| 301 | // Create the game board and connect the signal finished() to this
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| 302 | // gameOver() slot
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| 303 |
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| 304 | board = new TicTacGameBoard( boardSize, this );
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| 305 | connect( board, SIGNAL(finished()), SLOT(gameOver()) );
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| 306 | l->addWidget( board );
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| 307 |
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| 308 | // Create a horizontal frame line
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| 309 |
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| 310 | QFrame *line = new QFrame( this );
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| 311 | line->setFrameStyle( QFrame::HLine | QFrame::Sunken );
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| 312 | l->addWidget( line );
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| 313 |
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| 314 | // Create the combo box for deciding who should start, and
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| 315 | // connect its clicked() signals to the buttonClicked() slot
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| 316 |
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| 317 | whoStarts = new QComboBox( this );
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| 318 | whoStarts->insertItem( "Computer starts" );
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| 319 | whoStarts->insertItem( "Human starts" );
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| 320 | l->addWidget( whoStarts );
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| 321 |
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| 322 | // Create the push buttons and connect their clicked() signals
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| 323 | // to this right slots.
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| 324 |
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| 325 | newGame = new QPushButton( "Play!", this );
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| 326 | connect( newGame, SIGNAL(clicked()), SLOT(newGameClicked()) );
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| 327 | quit = new QPushButton( "Quit", this );
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| 328 | connect( quit, SIGNAL(clicked()), qApp, SLOT(quit()) );
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| 329 | QHBoxLayout * b = new QHBoxLayout;
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| 330 | l->addLayout( b );
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| 331 | b->addWidget( newGame );
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| 332 | b->addWidget( quit );
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| 333 |
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| 334 | newState();
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| 335 | }
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| 336 |
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| 337 |
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| 338 | // --------------------------------------------------------------------------
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| 339 | // TicTacToe::newGameClicked() - SLOT
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| 340 | //
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| 341 | // This slot is activated when the new game button is clicked.
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| 342 | //
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| 343 |
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| 344 | void TicTacToe::newGameClicked()
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| 345 | {
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| 346 | board->computerStarts( whoStarts->currentItem() == 0 );
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| 347 | board->newGame();
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| 348 | newState();
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| 349 | }
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| 350 |
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| 351 |
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| 352 | // --------------------------------------------------------------------------
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| 353 | // TicTacToe::gameOver() - SLOT
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| 354 | //
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| 355 | // This slot is activated when the TicTacGameBoard emits the signal
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| 356 | // "finished()", i.e. when a player has won or when it is a draw.
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| 357 | //
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| 358 |
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| 359 | void TicTacToe::gameOver()
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| 360 | {
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| 361 | newState(); // update text box
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| 362 | }
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| 363 |
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| 364 |
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| 365 | // --------------------------------------------------------------------------
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| 366 | // Updates the message to reflect a new state.
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| 367 | //
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| 368 |
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| 369 | void TicTacToe::newState()
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| 370 | {
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| 371 | static const char *msg[] = { // TicTacGameBoard::State texts
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| 372 | "Click Play to start", "Make your move",
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| 373 | "You won!", "Computer won!", "It's a draw" };
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| 374 | message->setText( msg[board->state()] );
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| 375 | return;
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| 376 | }
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