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#include "board.h"
#include "board.moc"
#include <knotifyclient.h>
#include <klocale.h>
#include <kzoommainwindow.h>
#include "piece.h"
#include "factory.h"
#include "baseprefs.h"
using namespace KGrid2D;
//-----------------------------------------------------------------------------
FixedCanvasView::FixedCanvasView(QWidget *parent, const char *name)
: QCanvasView(parent, name, WNoAutoErase)
{}
QSize FixedCanvasView::sizeHint() const
{
if ( canvas()==0 ) return QSize();
return canvas()->size() + 2 * QSize(frameWidth(), frameWidth());
}
void FixedCanvasView::adjustSize()
{
setFixedSize(sizeHint());
}
//-----------------------------------------------------------------------------
const BaseBoard::DirectionData BaseBoard::DIRECTION_DATA[Nb_Direction] = {
{ SquareBase::Left, Left },
{ SquareBase::Right, Right },
{ SquareBase::Down, Up },
{ SquareBase::Up, Down }
};
BaseBoard::BaseBoard(bool graphic, QWidget *parent)
: FixedCanvasView(parent, "board"),
GenericTetris(bfactory->bbi.width, bfactory->bbi.height,
bfactory->bbi.withPieces, graphic),
state(GameOver), timer(this), sequences(0), main(0), _next(0),
_arcade(false)
{
if (graphic) {
setVScrollBarMode(AlwaysOff);
setHScrollBarMode(AlwaysOff);
setFrameStyle( QFrame::Panel | QFrame::Sunken );
sequences = new SequenceArray;
main = new BlockInfo(*sequences);
setCanvas(main);
if (bfactory->bbi.withPieces)
_next = new BlockInfo(*sequences);
setBlockInfo(main, _next);
connect(&timer, SIGNAL(timeout()), SLOT(timeout()));
Piece::info().loadColors();
KZoomMainWindow::addWidget(this);
}
}
void BaseBoard::copy(const GenericTetris &g)
{
GenericTetris::copy(g);
state = static_cast<const BaseBoard &>(g).state;
}
void BaseBoard::settingsChanged()
{
Q_ASSERT( graphic() );
Piece::info().loadColors();
}
void BaseBoard::adjustSize()
{
int size = BasePrefs::blockSize();
sequences->setBlockSize(size);
main->resize(matrix().width() * size, matrix().height() * size);
for (uint i=0; i<matrix().width(); i++)
for (uint j=0; j<firstClearLine(); j++) {
Coord c(i, j);
if ( matrix()[c]==0 ) continue;
partialMoveBlock(c, QPoint(0, 0));
}
if (_next) {
Coord c = Piece::info().maxSize() + Coord(2, 2);
_next->resize(c.first * size, c.second * size);
_nextPiece->moveCenter();
}
FixedCanvasView::adjustSize();
}
BaseBoard::~BaseBoard()
{
if ( graphic() ) {
setBlockInfo(0, 0); // destruct all sprites before deleting canvas
delete _next;
delete main;
delete sequences;
}
}
void BaseBoard::init(bool arcade)
{
_arcade = arcade;
_arcadeStageDone = false;
}
void BaseBoard::start(const GTInitData &data)
{
Q_ASSERT( graphic() );
if ( !_arcadeStageDone || _arcadeStage==bfactory->bbi.nbArcadeStages )
_arcadeStage = 0;
_arcadeStageDone = false;
state = Normal;
GenericTetris::start(data); // NB: the timer is started by updateLevel !
if (_arcade) arcadePrepare();
}
void BaseBoard::stop()
{
timer.stop();
state = GameOver;
}
void BaseBoard::pause()
{
Q_ASSERT( graphic() );
timer.stop();
_oldState = state;
state = Paused;
showBoard(false);
}
void BaseBoard::gameOver()
{
stop();
emit gameOverSignal();
}
void BaseBoard::showCanvas(QCanvas *c, bool show)
{
QCanvasItemList l = c->allItems();
QCanvasItemList::Iterator it;
for (it=l.begin(); it!=l.end(); ++it) {
if (show) (*it)->show();
else (*it)->hide();
}
c->update();
}
void BaseBoard::showBoard(bool show)
{
showCanvas(main, show);
}
void BaseBoard::unpause()
{
Q_ASSERT( graphic() );
showBoard(true);
state = _oldState;
startTimer();
}
void BaseBoard::updateRemoved(uint newRemoved)
{
GenericTetris::updateRemoved(newRemoved);
emit removedUpdated();
}
void BaseBoard::updateScore(uint newScore)
{
GenericTetris::updateScore(newScore);
emit scoreUpdated();
}
int BaseBoard::firstColumnBlock(uint col) const
{
for (int j=firstClearLine()-1; j>=0; j--) {
Coord c(col, j);
if ( matrix()[c]!=0 ) return j;
}
return -1;
}
//-----------------------------------------------------------------------------
void BaseBoard::_beforeRemove(bool first)
{
if ( graphic() ) {
state = ( beforeRemove(first) ? BeforeRemove : Normal );
if ( state==BeforeRemove ) {
startTimer();
return;
}
}
remove();
_afterRemove(true);
}
void BaseBoard::remove()
{
for (uint j=0; j<firstClearLine(); j++)
for (uint i=0; i<matrix().width(); i++) {
Coord c(i, j);
if ( matrix()[c]==0 || !toBeRemoved(c) ) continue;
removeBlock(c);
}
computeInfos();
if ( graphic() ) {
main->update();
KNotifyClient::event(winId(), "removed", i18n("Blocks removed"));
}
}
bool BaseBoard::doFall(bool doAll, bool first, bool lineByLine)
{
Q_ASSERT( !lineByLine || !doAll );
if ( !doAll ) {
if (first) loop = 0;
else loop++;
}
bool final = (doAll || lineByLine
|| loop==bfactory->bbi.nbFallStages);
for (uint i=0; i<matrix().width(); i++) {
// compute heights
// we must separate this computation since toFall() can depend
// directly on the disposition of blocks under the current one
// (for e.g. in kfouleggs)
// we do not rely on firstClearLine() here since this method is
// used in kfouleggs to make gift blocks fall down ...
uint h = 0;
QMemArray<uint> heights(matrix().height());
for (uint j=1; j<matrix().height(); j++) { // first line cannot fall
Coord src(i, j);
if ( toFall(src) ) h++;
heights[j] = h;
}
// do move
for (uint j=1; j<matrix().height(); j++) {
Coord src(i, j);
if( heights[j]==0 || matrix()[src]==0 ) continue;
if (lineByLine) final = false;
uint k = j - (lineByLine ? 1 : heights[j]);
Coord dest(i, k);
if ( final || lineByLine ) moveBlock(src, dest);
else partialBlockFall(src, dest);
}
}
if (final) computeInfos();
return final;
}
void BaseBoard::_afterRemove(bool first)
{
AfterRemoveResult r = afterRemove(!graphic(), first);
switch (r) {
case Done:
state = Normal;
_afterAfterRemove();
return;
case NeedAfterRemove:
state = AfterRemove;
startTimer();
return;
case NeedRemoving:
_beforeRemove(true);
return;
}
}
BaseBoard::AfterRemoveResult BaseBoard::afterRemove(bool doAll, bool first)
{
return (doFall(doAll, first, false) ? Done : NeedAfterRemove);
}
void BaseBoard::_afterAfterRemove()
{
if ( isArcade() && arcadeDone()>=arcadeTodo() ) {
_arcadeStage++;
_arcadeStageDone = true;
gameOver();
return;
}
if ( !afterAfterRemove() ) gameOver();
else if ( graphic() ) startTimer();
}
bool BaseBoard::timeout()
{
Q_ASSERT( graphic() );
if ( state==GameOver ) return true;
switch (state) {
case BeforeRemove: _beforeRemove(FALSE); break;
case AfterRemove: _afterRemove(FALSE); break;
default: return false;
}
main->update();
return true;
}
bool BaseBoard::startTimer()
{
Q_ASSERT( graphic() );
if ( state==GameOver ) return true;
switch (state) {
case BeforeRemove:
timer.start(bfactory->bbi.beforeRemoveTime, true);
break;
case AfterRemove:
timer.start(bfactory->bbi.afterRemoveTime, true);
break;
default:
return false;
}
return true;
}
bool BaseBoard::beforeRemove(bool first)
{
if (first) loop = 0;
else loop++;
for (uint j=0; j<firstClearLine(); j++)
for (uint i=0; i<matrix().width(); i++) {
Coord c(i, j);
if ( toBeRemoved(c) ) matrix()[c]->toggleLight();
}
return ( loop!=bfactory->bbi.nbToggles );
}
//-----------------------------------------------------------------------------
void BaseBoard::partialBlockFall(const Coord &src, const Coord &dest)
{
Q_ASSERT( loop<bfactory->bbi.nbFallStages );
float c = float(loop+1) / bfactory->bbi.nbFallStages * BasePrefs::blockSize();
int xdec = dest.first - src.first;
int ydec = src.second - dest.second;
QPoint p(int(xdec * c), int(ydec * c));
partialMoveBlock(src, p);
}
uint BaseBoard::findGroup(Square<int> &field, const Coord &c) const
{
uint nb = 0;
_findGroup(field, c, nb, false);
return nb;
}
void BaseBoard::setGroup(Square<int> &field, const Coord &c, uint nb) const
{
_findGroup(field, c, nb, true);
}
void BaseBoard::_findGroup(Square<int> &field, const Coord &c,
uint &nb, bool set) const
{
if (!set) nb++;
field[c] = (set ? (int)nb : -1);
uint value = matrix()[c]->value();
CoordList n = matrix().neighbours(c, true, true);
for (CoordList::const_iterator i = n.begin(); i!=n.end(); ++i)
blockInGroup(field, *i, value, nb, set);
}
void BaseBoard::blockInGroup(Square<int> &field, const Coord &c, uint value,
uint &nb, bool set) const
{
if ( matrix()[c]==0 ) return;
if ( matrix()[c]->value()!=value ) return;
if ( field[c]!=(set ? -1 : 0) ) return;
_findGroup(field, c, nb, set);
}
QMemArray<uint> BaseBoard::findGroups(Square<int> &field, uint minSize,
bool exitAtFirstFound) const
{
field.fill(0);
QMemArray<uint> groups;
for (uint j=0; j<firstClearLine(); j++)
for (uint i=0; i<matrix().width(); i++) {
Coord c(i, j);
if ( matrix()[c]==0 || matrix()[c]->isGarbage() ) continue;
if ( field[c]!=0 ) continue;
uint nb = findGroup(field, c);
setGroup(field, c, nb);
if ( nb>=minSize ) {
uint s = groups.size();
groups.resize(s+1);
groups[s] = nb;
if (exitAtFirstFound) return groups;
}
}
return groups;
}
uint BaseBoard::drawCode(const Coord &c) const
{
uint v = matrix()[c]->value();
uint code = 0;
for (uint i=0; i<Nb_Direction; i++) {
Coord nc = SquareBase::neighbour(c, DIRECTION_DATA[i].neighbour);
if ( !matrix().inside(nc) || matrix()[nc]==0
|| matrix()[nc]->value()!=v ) continue;
code |= DIRECTION_DATA[i].direction;
}
return code;
}
void BaseBoard::computeNeighbours()
{
for (uint j=0; j<firstClearLine(); j++)
for (uint i=0; i<matrix().width(); i++) {
Coord c(i, j);
if ( matrix()[c]==0 || matrix()[c]->isGarbage() ) continue;
matrix()[c]->sprite()->setFrame( drawCode(c) );
}
}
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