// --------------------------------------------------------------------------- // CIAUpdateFwPurchaseOperation::PurchaseL // // --------------------------------------------------------------------------- // MNcdOperation* CIAUpdateFwPurchaseOperation::PurchaseL() { IAUPDATE_TRACE("[IAUPDATE] CIAUpdateFwPurchaseOperation::PurchaseL() begin"); MNcdOperation* operation( NULL ); MNcdNodePurchase* purchase( Node().Node().QueryInterfaceLC< MNcdNodePurchase >() ); if ( purchase ) { // Purchase interface exists. So, we can do purchasing. if ( !purchase->IsPurchased() ) { IAUPDATE_TRACE("[IAUPDATE] Item was not purchased yet"); // Only do purchase operation if we have not already done purchasing // and the purchase option is usable and not obsolete. RCatalogsArray< MNcdPurchaseOption > options( purchase->PurchaseOptionsL() ); CleanupResetAndDestroyPushL( options ); // Notice, IsUsableL() will leave with KNcdErrorObsolete if the option // is obsolete. Let it leave then, because we could not purchase then // anyways. if( options.Count() == 1 && options[ 0 ]->IsFree() && options[ 0 ]->IsUsableL() ) { IAUPDATE_TRACE("[IAUPDATE] Purchase option was correct."); operation = purchase->PurchaseL( *options[ 0 ], *this ); if( !operation ) { // Could not create the operation for some reason. IAUPDATE_TRACE("[IAUPDATE] ERROR Could not create the operation."); User::Leave( KErrGeneral ); } } else { // Wrong kind of purchase information gotten from the server. IAUPDATE_TRACE("[IAUPDATE] ERROR Wrong purchase info from server."); User::Leave( KErrGeneral ); } CleanupStack::PopAndDestroy( &options ); } CleanupStack::PopAndDestroy( purchase ); } else { IAUPDATE_TRACE("[IAUPDATE] Purchase interface was not found."); User::Leave( KErrNotFound ); } IAUPDATE_TRACE("[IAUPDATE] CIAUpdateFwPurchaseOperation::PurchaseL() end"); return operation; }
void MainWindow::if_normal_card(int player_id,int card_id) { std::cout<<"\ninside normal card...\n"; if(array_of_cards[card_id].owner==0) { buy_button->setEnabled(true); pid=player_id; cid=card_id; connect(buy_button,SIGNAL(clicked()),this,SLOT(purchase())); std::cout<<"\nbuy_button connected...\n"; } else { if((player_id+1)==array_of_cards[card_id].owner) { sell_button->setEnabled(true); build_button->setEnabled(true); pid=player_id; cid=card_id; connect(sell_button,SIGNAL(clicked()),this,SLOT(sell())); connect(build_button,SIGNAL(clicked()),this,SLOT(renovate())); } else { sell_button->setEnabled(false); build_button->setEnabled(false); buy_button->setEnabled(false); pay_rent(player_id,card_id); } } }
void MainWindow::setdie() { srand(time(NULL)); disconnect(sell_button,SIGNAL(clicked()),this,SLOT(sell())); disconnect(buy_button,SIGNAL(clicked()),this,SLOT(purchase())); int y=(rand()%6+1); dice_display[0]->setText(QString::number(y)); int z=(rand()%6+1); dice_display[1]->setText(QString::number(z)); int x=y+z; // x=4;//------------------------------------------------------------------------------------------------------------------- int i=1; std::cout<<"chance is:-"<<chance<<"\n"; chance=chance%number_of_players; show_frames(); update_current_player(); if(chance==0) { prev=index1; while(i<=x) { index1=(index1+1)%32; player[0]->b->setParent(window); player[0]->b->setGeometry(button[index1]->x(),button[index1]->y(),player_width,player_height); player[0]->b->show(); i++; dice->setEnabled(false); delay(); dice->setEnabled(true); } set_current_card(); if(x!=12) { chance=1; } next=index1; if(abs(prev-next)>19) { player[0]->rounds++; player[0]->balance+=1500; } std::cout<<"Index1 is:-"<<index1<<"\n"; update_info(0,index1,x); score_board_update(); after_roll(); //player1_score->setText(QString::number(player[0]->balance)); //setting the value of score-------------- } else if(chance==1) { prev=index2; while(i<=x) { index2=(index2+1)%32; player[1]->b->setParent(window); player[1]->b->setGeometry(button[index2]->x(),button[index2]->y(),player_width,player_height); player[1]->b->show(); i++; dice->setEnabled(false); delay(); dice->setEnabled(true); } set_current_card(); if(x!=12) { chance=2; } next=index2; if(abs(prev-next)>19) { player[1]->rounds++; player[1]->balance+=1500; } update_info(1,index2,x); score_board_update(); after_roll(); //player2_score->setText(QString::number(player[1]->balance)); //setting the value std::cout<<"Index2 is:-"<<index2<<"\n"; } else if(chance==2) { prev=index3; while(i<=x) { index3=(index3+1)%32; player[2]->b->setParent(window); player[2]->b->setGeometry(button[index3]->x(),button[index3]->y(),player_width,player_height); player[2]->b->show(); i++; dice->setEnabled(false); delay(); dice->setEnabled(true); } set_current_card(); if(x!=12) { chance=3; } std::cout<<"Index3 is:-"<<index3<<"\n"; next=index3; if(abs(prev-next)>19) { player[2]->rounds++; player[2]->balance+=1500; } update_info(2,index3,x); score_board_update(); after_roll(); //player3_score->setText(QString::number(player[2]->balance)); } else if(chance==3) { prev=index4; while(i<=x) { index4=(index4+1)%32; player[3]->b->setParent(window); player[3]->b->setGeometry(button[index4]->x(),button[index4]->y(),player_width,player_height); player[3]->b->show(); i++; dice->setEnabled(false); delay(); dice->setEnabled(true); } set_current_card(); if(x!=12) { chance=0; } std::cout<<"Index4 is:-"<<index4<<"\n"; next=index4; if(abs(prev-next)>19) { player[3]->rounds++; player[3]->balance+=1500; } update_info(3,index4,x); score_board_update(); after_roll(); //player4_score->setText(QString::number(player[3]->balance)); } }
BottomBar::BottomBar() { currentPlayerNum = 0; bank = new Bank; freePark = new Player(0); communityCount = 0; chanceCount = 0; //creating shuffled index for( int i = 0; i < 10; i++){ index[i] = i; } int random1 = -1; int random2 = -1; int tempNum = -1; for(int i = 0; i < 50; i++){ random1 = rand()%10; random2 = rand()%10; tempNum = index[random1]; index[random1] = index[random2]; index[random2] = tempNum; } //setting up the Community Chest cards community = new Card*[10]; community[index[0]] = new CardMove(); community[index[1]] = new CardMoney(); community[index[2]] = new CardMoney(); community[index[3]] = new CardMove(); community[index[4]] = new CardMoney(); community[index[5]] = new CardMoney(); community[index[6]] = new CardMove(); community[index[7]] = new CardMoney(); community[index[8]] = new CardMoney(); community[index[9]] = new CardMoney(); //Community Card 0 community[index[0]]->setCardText("./community/community0.png"); community[index[0]]->setAmount(0); //Community Card 1 community[index[1]]->setCardText("./community/community1.png"); community[index[1]]->setAmount(75); //Community Card 2 community[index[2]]->setCardText("./community/community2.png"); community[index[2]]->setAmount(150); //Community Card 3 community[index[3]]->setCardText("./community/community3.png"); community[index[3]]->setAmount(24); //Community Card 4 community[index[4]]->setCardText("./community/community4.png"); community[index[4]]->setAmount(100); //Community Card 5 community[index[5]]->setCardText("./community/community5.png"); community[index[5]]->setAmount(20); //Community Card 6 community[index[6]]->setCardText("./community/community6.png"); community[index[6]]->setAmount(39); //Community Card 7 community[index[7]]->setCardText("./community/community7.png"); community[index[7]]->setAmount(15); //Community Card 8 community[index[8]]->setCardText("./community/community8.png"); community[index[8]]->setAmount(200); //Community Card 9 community[index[9]]->setCardText("./community/community9.png"); community[index[9]]->setAmount(20); //setting up the Chance cards chance = new Card*[10]; chance[index[0]] = new CardMove(); chance[index[1]] = new CardMove(); chance[index[2]] = new CardMoney(); chance[index[3]] = new CardMove(); chance[index[4]] = new CardMoney(); chance[index[5]] = new CardMoney(); chance[index[6]] = new CardMove(); chance[index[7]] = new CardMoney(); chance[index[8]] = new CardMove(); chance[index[9]] = new CardMoney(); //Chance Card 0 chance[index[0]]->setCardText("./chance/chance0.png"); chance[index[0]]->setAmount(0); //Chance Card 1 chance[index[1]]->setCardText("./chance/chance1.png"); chance[index[1]]->setAmount(28); //Chance Card 2 chance[index[2]]->setCardText("./chance/chance2.png"); chance[index[2]]->setAmount(50); //Chance Card 3 chance[index[3]]->setCardText("./chance/chance3.png"); chance[index[3]]->setAmount(11); //Chance Card 4 chance[index[4]]->setCardText("./chance/chance4.png"); chance[index[4]]->setAmount(100); //Chance Card 5 chance[index[5]]->setCardText("./chance/chance5.png"); chance[index[5]]->setAmount(15); //Chance Card 6 chance[index[6]]->setCardText("./chance/chance6.png"); chance[index[6]]->setAmount(15); //Chance Card 7 chance[index[7]]->setCardText("./chance/chance7.png"); chance[index[7]]->setAmount(15); //Chance Card 8 chance[index[8]]->setCardText("./chance/chance8.png"); chance[index[8]]->setAmount(5); //Chance Card 9 chance[index[9]]->setCardText("./chance/chance9.png"); chance[index[9]]->setAmount(100); //setting up all the buttons rollButton = new QPushButton("Roll Dice"); upgradeButton = new QPushButton("Upgrade"); purchaseButton = new QPushButton("Purchase"); player1Button = new QPushButton("See Player 1"); player2Button = new QPushButton("See Player 2"); player3Button = new QPushButton("See Player 3"); player4Button = new QPushButton("See Player 4"); endTurnButton = new QPushButton("End Turn"); layout = new QGridLayout; layout->addWidget(endTurnButton, 0, 0, 0); layout->addWidget(upgradeButton, 0, 1, 0); layout->addWidget(purchaseButton, 0, 2, 0); layout->addWidget(rollButton, 0, 3, 0); layout->addWidget(player1Button, 1, 0, 0); layout->addWidget(player2Button, 1, 1, 0); layout->addWidget(player3Button, 1, 2, 0); layout->addWidget(player4Button, 1, 3, 0); this->setMaximumSize(QSize(800, 100)); bottomWidget = new QWidget(this); bottomWidget->setLayout(layout); setWidget(bottomWidget); //connecting buttons connect(player1Button, SIGNAL(clicked()), this, SLOT(seePlayer1()) ); connect(player2Button, SIGNAL(clicked()), this, SLOT(seePlayer2()) ); connect(player3Button, SIGNAL(clicked()), this, SLOT(seePlayer3()) ); connect(player4Button, SIGNAL(clicked()), this, SLOT(seePlayer4()) ); connect(rollButton, SIGNAL(clicked()), this, SLOT(rollDice()) ); connect(endTurnButton, SIGNAL(clicked()), this, SLOT(endTurn()) ); connect(purchaseButton, SIGNAL(clicked()), this, SLOT(purchase()) ); connect(upgradeButton, SIGNAL(clicked()), this, SLOT(upgrade()) ); //disabling the endTurnButton endTurnButton->setEnabled(false); purchaseButton->setEnabled(false); upgradeButton->setEnabled(false); }