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/*
* boardmodel.cpp - Gomoku Game plugin
* Copyright (C) 2011 Aleksey Andreev
*
* 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.
*
* You can also redistribute and/or modify this program under the
* terms of the Psi License, specified in the accompanied COPYING
* file, as published by the Psi Project; either dated January 1st,
* 2005, 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 library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
*/
#include "boardmodel.h"
#include "common.h"
using namespace GomokuGame;
BoardModel::BoardModel(QObject *parent) :
QAbstractTableModel(parent),
selectX(-1),
selectY(-1),
columnCount_(0),
rowCount_(0),
gameModel(NULL)
{
}
BoardModel::~BoardModel()
{
if (gameModel)
delete gameModel;
}
void BoardModel::init(GameModel *gm)
{
if (gameModel)
delete gameModel;
gameModel = gm;
selectX = -1;
selectY = -1;
setHeaders();
beginResetModel();
endResetModel();
connect(gameModel, SIGNAL(statusUpdated(GameModel::GameStatus)), this, SIGNAL(changeGameStatus(GameModel::GameStatus)));
emit changeGameStatus(gm->gameStatus());
}
void BoardModel::setHeaders()
{
rowCount_ = gameModel->boardSizeY() + 4;
columnCount_ = gameModel->boardSizeX() + 4;
}
Qt::ItemFlags BoardModel::flags(const QModelIndex &index) const
{
Qt::ItemFlags flags = Qt::NoItemFlags | Qt::ItemIsEnabled;
int row = index.row();
if (row < 2 || row > rowCount_ - 2) {
return flags;
}
int col = index.column();
if (col < 2 || col > columnCount_ - 2) {
return flags;
}
return (flags | Qt::ItemIsSelectable);
}
QVariant BoardModel::headerData(int /*section*/, Qt::Orientation /*orientation*/, int /*role*/) const
{
return QVariant();
}
QVariant BoardModel::data(const QModelIndex & /*index*/, int /*role*/) const
{
return QVariant();
}
bool BoardModel::setData(const QModelIndex &index, const QVariant &/*value*/, int role)
{
if (index.isValid() && role == Qt::DisplayRole) {
emit dataChanged(index, index);
return true;
}
return false;
}
int BoardModel::rowCount(const QModelIndex & /*parent*/) const
{
return rowCount_;
}
int BoardModel::columnCount(const QModelIndex & /*parent*/) const
{
return columnCount_;
}
const GameElement *BoardModel::getGameElement(int x, int y)
{
return gameModel->getElement(x - 2, y - 2);
}
/**
* Был щелчек мышью по доске
*/
bool BoardModel::clickToBoard(QModelIndex index)
{
if (index.isValid()) {
int x = index.column() - 2;
int y = index.row() - 2;
if (setElementToBoard(x, y, true)) {
emit setupElement(x, y);
return true;
}
}
return false;
}
/**
* Пришел ход от оппонента
*/
bool BoardModel::opponentTurn(int x, int y)
{
if (setElementToBoard(x, y, false)) {
// После хода оппонента в модели производится проверка на проигрыш и ничью.
GameModel::GameStatus status = gameModel->gameStatus();
if (status == GameModel::StatusLose)
emit lose(); // Сообщаем оппоненту что мы проиграли
else if (status == GameModel::StatusDraw)
emit draw(); // Сообщаем оппоненту об ничьей
return true;
}
gameModel->setErrorStatus();
return false;
}
void BoardModel::setAccept()
{
gameModel->accept();
}
void BoardModel::setError()
{
gameModel->setErrorStatus();
}
void BoardModel::setClose()
{
gameModel->breakGame();
}
void BoardModel::setWin()
{
gameModel->setWin();
}
void BoardModel::opponentDraw()
{
gameModel->setDraw();
}
/**
* Мы сдались. Сообщаем оппоненту и самому себе.
*/
void BoardModel::setResign()
{
emit lose();
gameModel->setLose();
}
/**
* Добавляет новый элемент (в данном случае камень) в игровую модель и обновляет игровую доску
* Возвращает true в случае удачи.
*/
bool BoardModel::setElementToBoard(int x, int y, bool local)
{
if (gameModel->doTurn(x, y, local)) {
const QModelIndex mi = index(y + 2, x + 2); // Offset for margin
emit dataChanged(mi, mi);
return true;
}
const QString msg = gameModel->getLastError();
if (!msg.isEmpty())
emit doPopup(msg);
return false;
}
/**
* Возвращает номер ожидаемого хода
*/
int BoardModel::turnNum()
{
return (gameModel->turnsCount() + 1);
}
/**
* Переключает цвет игрока (предусмотрено международными правилами)
*/
bool BoardModel::doSwitchColor(bool local)
{
if (gameModel->doSwitchColor(local)) {
if (local)
emit switchColor();
return true;
}
return false;
}
/**
* Сохраняет состояние игры в строку
*/
QString BoardModel::saveToString() const
{
return gameModel->toString();
}
/**
* Устанавливает новые координаты подсвечиваемого объекта и дает команды на перисовку
*/
void BoardModel::setSelect(int x, int y)
{
int old_x = selectX;
int old_y = selectY;
selectX = x + 2;
selectY = y + 2;
if (old_x != selectX || old_y != selectY) {
if (old_x != -1 && old_y != -1) {
QModelIndex idx = index(old_y, old_x);
emit dataChanged(idx, idx);
}
QModelIndex idx = index(selectY, selectX);
emit dataChanged(idx, idx);
}
}
GameElement::ElementType BoardModel::myElementType() const
{
if (gameModel) {
return gameModel->myElementType();
}
return GameElement::TypeNone;
}
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