Exemplo n.º 1
0
void qGoBoardMatchInterface::timerEvent(QTimerEvent*)
{
	if (boardwindow->getGamePhase() != phaseOngoing)
		return;
	BoardDispatch * boarddispatch = boardwindow->getBoardDispatch();
	if(!boarddispatch)
	{
		qDebug("Match timer event but no board dispatch");
		return;
	}
	/* I added this clock stopping stuff but it seems unnecessary FIXME
	 * we could leave it in just in case, actually
	 * might still somehow be necessary for clientSendsTime()*/
	if(boarddispatch->isClockStopped())
		return;
	if(boarddispatch->clientCountsTime())
		boardwindow->getClockDisplay()->setTimeStep(getBlackTurn());
	
	
	if ((getBlackTurn() && boardwindow->getMyColorIsBlack()) ||
	   ((!getBlackTurn()) && boardwindow->getMyColorIsWhite()))
	{
		if(!boarddispatch->clientCountsTime() && boarddispatch->clientSendsTime())
			boardwindow->getClockDisplay()->setTimeStep(getBlackTurn());
		
		/* FIXME, probably don't want to send time and time loss... even if
		 * network protocols are exclusive with these... */
		if(!boardwindow->getClockDisplay()->warning(getBlackTurn()))
			boarddispatch->sendTimeLoss();
		
		if(boarddispatch->clientSendsTime())
			boarddispatch->sendTime();
	}		
}
Exemplo n.º 2
0
/*
 * 'Pass' button pressed
 * FIXME we could just overload the slotPassPressed
 * which would obviate sendPassToInterface
 */
void qGoBoard::slotPassPressed()
//was slot_doPass()
{
	StoneColor c = (getBlackTurn() ? stoneBlack : stoneWhite );

	if((getBlackTurn() && boardwindow->getMyColorIsBlack()) ||
	   (!getBlackTurn() && boardwindow->getMyColorIsWhite()))
		sendPassToInterface(c);
}
Exemplo n.º 3
0
void qGoBoardLocalInterface::checkComputersTurn()
{
    bool blackToPlay = getBlackTurn();
    if (blackToPlay && !(boardwindow->getMyColorIsBlack()))
        playComputer();
    else if (!blackToPlay && !(boardwindow->getMyColorIsWhite()))
        playComputer();
}
Exemplo n.º 4
0
void qGoBoardNetworkInterface::slotUndoPressed()
{
	if(boardwindow->getGamePhase() == phaseScore)
	{
		if(boardwindow->getBoardDispatch()->supportsRequestMatchMode())
		{
			QMessageBox mb(tr("Return to game?"),
		      		QString(tr("Ask opponent to return to game?\n")),
		      		QMessageBox::Question,
		      		QMessageBox::Yes | QMessageBox::Default,
		      		QMessageBox::No | QMessageBox::Escape,
		      		QMessageBox::NoButton);
			mb.raise();
//			qgo->playPassSound();

			if (mb.exec() == QMessageBox::Yes)
				boardwindow->getBoardDispatch()->sendRequestMatchMode();
			return;
		}
		else if(boardwindow->getBoardDispatch()->undoResetsScore())
		{
			boardwindow->getBoardDispatch()->sendMove(new MoveRecord(-1, MoveRecord::UNDO));
			return;
		}
	}
	int moves = tree->getCurrent()->getMoveNumber();
	//if its our turn - 2?
	if ((getBlackTurn() && boardwindow->getMyColorIsBlack()) ||
		    ((!getBlackTurn()) && boardwindow->getMyColorIsWhite()))
		moves -= 2;
	else
		moves--;
	// might want to prompt anyway FIXME ?
	if(boardwindow->getBoardDispatch()->supportsMultipleUndo())
	{
		UndoPrompt * up = new UndoPrompt(0, true, moves);
		int up_return = up->exec();
		if(up_return == -1)
			return;
		else
			moves = up_return;
	}
	
	boardwindow->getBoardDispatch()->sendMove(new MoveRecord(moves, MoveRecord::REQUESTUNDO));
}
Exemplo n.º 5
0
void qGoBoardNetworkInterface::sendPassToInterface(StoneColor /*c*/)
{
	/* doPass is called when we receive the move from the server, 
	 * as with moves */
	/* FIXME, we need to make sure the move is valid before we send it!!!!!
	 * but without playing it since we get that from server. */
	
	/* Rerack time before sending our move 
	 * Is this okay here?  Do we need to rerack for passes or what ? FIXME*/
	boardwindow->getClockDisplay()->makeMove(getBlackTurn());
	boardwindow->getBoardDispatch()->sendMove(new MoveRecord(tree->getCurrent()->getMoveNumber(), MoveRecord::PASS));
}
Exemplo n.º 6
0
/*
 * This asks the computer to make a move
 */
void qGoBoardLocalInterface::playComputer()
{
    if (gtp->isBusy())
        return;
    int result;
    if (getBlackTurn())
        result= gtp->genmoveBlack();
    else
        result = gtp->genmoveWhite();
    if (result == FAIL)
        QMessageBox::warning(boardwindow, PACKAGE, tr("Move request from engine failed\n") + gtp->getLastMessage());
}
Exemplo n.º 7
0
/*
 * This slot is triggered by the signal emitted by 'gtp' when getting a move
 */
void qGoBoardLocalInterface::slot_playComputer(int x, int y)
{
    bool b = getBlackTurn();
    if (!doMove(b ? stoneBlack : stoneWhite, x, y))
        QMessageBox::warning(boardwindow, tr("Invalid Move"), tr("The incoming move (%1, %2) seems to be invalid").arg(x).arg(y));
    boardwindow->getBoardHandler()->updateMove(tree->getCurrent());

    // We can also let computer play against itself.
    checkComputersTurn();

    /* We shouldn't be able to resign during computers turn
     * but this is a little awkward to put it in the comp
     * interface here.  But otherwise there's no real
     * way to check who the current player is since the computer
     * moves are done with a function call rather than based on
     * some check of who's turn it is */
    boardwindow->getUi()->resignButton->setEnabled(true);
}
Exemplo n.º 8
0
// send regular time Info
void qGoBoard::timerEvent(QTimerEvent*)
{
	// wait until first move
//	if (mv_counter < 0 || id < 0 || game_paused)
	if (boardwindow->getGamePhase() != phaseOngoing)
		return;

	boardwindow->getClockDisplay()->setTimeStep(getBlackTurn(true));
/*
	// warn if I am within the last 10 seconds
	if (gameMode == modeMatch)
	{
		if (myColorIsBlack && bt_i <= BY_timer && bt_i > -1 && mv_counter % 2) // ||
		{
			// each second we alternate button background color
			if (bt_i %2)
				win->getInterfaceHandler()->normalTools->pb_timeBlack->setPaletteBackgroundColor(Qt::red);
			else 
				win->getInterfaceHandler()->normalTools->pb_timeBlack->setPaletteBackgroundColor(win->getInterfaceHandler()->normalTools->palette().color(QPalette::Active,QColorGroup::Button)) ;//setPaletteBackgroundColor(Qt::PaletteBase);
			qgo->playTimeSound();
		}		
	
		else if ( !myColorIsBlack && wt_i <= BY_timer && wt_i > -1 && (mv_counter % 2) == 0)
		{
			if (wt_i %2)
				win->getInterfaceHandler()->normalTools->pb_timeWhite->setPaletteBackgroundColor(Qt::red);
			else 
				win->getInterfaceHandler()->normalTools->pb_timeWhite->setPaletteBackgroundColor(win->getInterfaceHandler()->normalTools->palette().color(QPalette::Active,QColorGroup::Button)) ;//setPaletteBackgroundColor(Qt::PaletteBase);
			qgo->playTimeSound();
		}
		
		//we have to reset the color when not anymore in warning period)
		else if (win->getInterfaceHandler()->normalTools->pb_timeBlack->paletteBackgroundColor() == Qt::red)
			win->getInterfaceHandler()->normalTools->pb_timeBlack->setPaletteBackgroundColor(win->getInterfaceHandler()->normalTools->palette().color(QPalette::Active,QColorGroup::Button)) ;

		
		else if (win->getInterfaceHandler()->normalTools->pb_timeWhite->paletteBackgroundColor() == Qt::red)
			win->getInterfaceHandler()->normalTools->pb_timeWhite->setPaletteBackgroundColor(win->getInterfaceHandler()->normalTools->palette().color(QPalette::Active,QColorGroup::Button)) ;

		

	}
*/
}
Exemplo n.º 9
0
/*
 * This functions adds a move to a game. returns 1 if move was valid, 0 if not)
 */
bool qGoBoard::doMove(StoneColor c, int x, int y)
{
    bool validMove = (dontCheckValidity || tree->checkMoveIsValid(c, x, y));
    dontCheckValidity = false;

    if(validMove)
    {
        tree->addMove(c,x,y);
        setModified(true);
        /* Not a great place for this, but maybe okay: */
        TimeRecord t = boardwindow->getClockDisplay()->getTimeRecord(!getBlackTurn());
        if(t.time != 0 || t.stones_periods != -1)
        {
            tree->getCurrent()->setTimeinfo(true);
            tree->getCurrent()->setTimeLeft(t.time);
            tree->getCurrent()->setOpenMoves(t.stones_periods);
        }
    }

	/* Non trivial here.  We don't want to play a sound as we get all
	 * the moves from an observed game.  But there's no clean way
	 * to tell when the board has stopped loading, particularly for IGS.
	 * so we only play a sound every 500 msecs... 
	 * Also, maybe it should play even if we aren't looking at last move, yeah not sure on that FIXME */
    if(validMove && boardwindow->getGamePhase() == phaseOngoing &&
		   QTime::currentTime() > lastSound /*&& (boardwindow->getGameMode() != modeObserve ||
		   tree->getCurrent()->getMoveNumber() == tree->findLastMoveInMainBranch()->getMoveNumber())*/)
	{
			if (playSound)
				clickSound->play();
			//setModified();
			lastSound = QTime::currentTime();	
			lastSound = lastSound.addMSecs(250);	//500 too slow
	}
	
	return validMove;
}
Exemplo n.º 10
0
void qGoBoardNetworkInterface::sendMoveToInterface(StoneColor c, int x, int y)
{
	if(controlling_player != QString() && controlling_player != boardwindow->getBoardDispatch()->getUsername())
		return;
	if(boardwindow->getGameData()->nigiriToBeSettled)
	{
		qDebug("Nigiri unsettled");
		//return;
	}
	if(boardwindow->getGamePhase() == phaseScore && !boardwindow->getBoardDispatch()->canMarkStonesDeadinScore())
			return;
	if(dontsend)
		return;
	// to prevent double clicking and upsetting servers...
	dontsend = true;
	if(boardwindow->getGamePhase() == phaseScore)
	{
		/* A little awkward... FIXME, why is there no getMyColor()
		 * function ?!?! */
		//also "c" refers most likely to player color, not the stone clicked on
		if(((tree->getCurrent()->getMatrix()->getStoneAt(x, y) == stoneBlack && boardwindow->getMyColorIsWhite()) ||
		   (tree->getCurrent()->getMatrix()->getStoneAt(x, y) == stoneWhite && boardwindow->getMyColorIsBlack()))
		   && boardwindow->getBoardDispatch()->cantMarkOppStonesDead())
		{
			dontsend = false;	//ready to send again
			return;
		}
		MoveRecord * m = new MoveRecord();
		if(tree->getCurrent()->getMatrix()->isStoneDead(x, y))
		{
			if(boardwindow->getBoardDispatch()->unmarkUnmarksAllDeadStones())
			{
					QMessageBox mb(tr("Unmark All?"),
		      			QString(tr("Unmark all your dead stones?\n")),
		      			QMessageBox::Question,
		      			QMessageBox::Yes,
		      			QMessageBox::No | QMessageBox::Escape | QMessageBox::Default,
		      			QMessageBox::NoButton);
						mb.raise();
						//qgo->playPassSound();	//FIXME sound here? chime?

					if (mb.exec() == QMessageBox::No)
					{
						dontsend = false;	//ready to send again
						delete m;
						return;
					}
			}
			m->flags = MoveRecord::UNREMOVE;
		}
		else
			m->flags = MoveRecord::REMOVE;
		m->x = x;
		m->y = y;
		//move number shouldn't matter
		m->color = c;
		boardwindow->getBoardDispatch()->sendMove(m);
		delete m;
		return;
	}
	else
	{
		/* Check validity of move before sending */
        if(tree->getCurrent()->checkMoveIsValid(c, x, y))
            dontCheckValidity = true;
        else
        {
			QMessageBox::warning(boardwindow, tr("Invalid Move"), tr("Move %1 %2 is invalid").arg(QString::number(x), QString::number(y)));
			dontsend = false;	//okay to send again
			return;
		}
		/* Rerack time before sending our move */
		boardwindow->getClockDisplay()->makeMove(getBlackTurn());
		boardwindow->getBoardDispatch()->sendMove(new MoveRecord(
			tree->getCurrent()->getMoveNumber(), x, y, c));
	}
}
Exemplo n.º 11
0
void qGoBoardNetworkInterface::handleMove(MoveRecord * m)
{
    // This handles territory marks provided by the server.
    /* Separate handling is needed because we want to
     * avoid GUI updates until the full information is available.
     * The remaining part of the function should in principle also be rewritten in such a way that
     * GUI updates are only made when needed. */
    if (m->flags == MoveRecord::TERRITORY)
    {
        tree->getCurrent()->getMatrix()->insertMark(m->x,m->y,m->color == stoneBlack ? markTerrBlack : markTerrWhite);
        return;
    } else if (m->flags == MoveRecord::DONE_SCORING)
    {
        tree->countMarked();
        tree->setCurrent(tree->getCurrent()); // Updates GUI
        return;
    }

	int move_number, move_counter, handicap;
	Move * remember, * last;
	Move * goto_move;
	//static bool offset_1 = false;
	int i;
	
	dontsend = false;		//clear the dontsend bit
	
	/* In case we join in score phase */
	if(m->flags == MoveRecord::NONE && boardwindow->getGamePhase() == phaseScore)
		m->flags = MoveRecord::REMOVE;

	remember = tree->getCurrent();
	
	if(boardwindow->getGameData()->gameMode == modeReview)
	{
		if(!reviewCurrent)
			reviewCurrent = tree->findLastMoveInMainBranch();
		last = reviewCurrent;
	}
	else
		last = tree->findLastMoveInMainBranch();
	tree->setCurrent(last);

	move_number = m->number;
	//bool hcp_move = tree->getCurrent()->isHandicapMove();
	move_counter = tree->getCurrent()->getMoveNumber();
	if(move_number == NOMOVENUMBER)	//not all services number
		move_number = move_counter + 1;		//since we add one to move counter later
	
	//qDebug("MN: %d MC: %d", move_number, move_counter);
	
	handicap = boardwindow->getGameData()->handicap;

	/* This is insanely ugly: setHandicap should properly update the
	 * move counter */
	//if(handicap)
	//	move_counter++;
	//if(offset_1)
	move_counter++;
		
	switch(m->flags)
    {
		case MoveRecord::UNDO_TERRITORY:
		{
            int boardsize = last->getMatrix()->getSize();
            for(int i = 1; i <= boardsize; i++)
			{
                for(int j = 1; j <= boardsize; j++)
				{
                    if(last->getMatrix()->isStoneDead(i, j))
                        markLiveStone(i, j);
				}
			}
			break;
		}
		case MoveRecord::REQUESTUNDO:
		{
			qDebug("Got undo message in network interface!!\n");
			BoardDispatch * dispatch = boardwindow->getBoardDispatch();
			//move_number = mv_counter - 1;
			QString opp = dispatch->getOpponentName();
			UndoPrompt * up = new UndoPrompt(&opp,
							 dispatch->supportsMultipleUndo(),
							 m->number);
			
			int up_return = up->exec();
			if (up_return != -1)
			{
				dispatch->sendMove(new MoveRecord(m->number, MoveRecord::UNDO));
			}
			else
			{
				dispatch->sendMove(new MoveRecord(m->number, MoveRecord::REFUSEUNDO));
			}
		}
			break;
		case MoveRecord::UNDO:
			{
			/* Are we supposed to make a brother node or something ??? FIXME 
			* qgoboard.cpp also does this.*/
			BoardDispatch * dispatch = boardwindow->getBoardDispatch();
			if(dispatch->supportsMultipleUndo())
			{
				while(move_counter > move_number + 1)	//move_numbe r+ 1 if our turn?
				{
					tree->undoMove();
                    move_counter--;
				}
			}
			else
			{
				tree->undoMove();
				if ((getBlackTurn() && m->color == stoneBlack) ||
					((!getBlackTurn()) && m->color == stoneWhite))
                {
					tree->undoMove();
				}
			}
			/* I've turned off multiple undo for tygem, just for now... 
			 * since NOMOVENUMBER FIXME, actually I'm not sure if tygem
			 * has a normal multiple undo, though it might for review games */
			qDebug("Undoing move %d = %d - 1", move_number, move_counter);
			/* FIXME This can get screwy especially around the scoreMode
			 * stuff.... apparently we can only undo our own passes
			 * unlike other WING moves and it only takes 2 undos, not
			 * 3... as if the first undo just gets you out of the 
			 * score place. */
			if(boardwindow->getGamePhase() == phaseScore)
			{
				/* Not sure if this is always true, but it appears
				 * that the last pass doesn't count as a move or
				 * something, meaning that we should delete twice
				 * for it. This is going to be a problem later
				 * FIXME FIXME FIXME*/
				/* IGS does not leave score mode, ever !!!
				 * nor should anything else do to what scoremode
				 * does. Simply clears some of the dead marks*/
				/* Actually, I'm not sure, its possible that the
				 * glGo client we've been using to test this
				 * doesn't handle undo from score very well.  I've
				 * seen some bugs in it before. */
				tree->undoMove();
				leaveScoreMode();
			}
			}
			break;
		case MoveRecord::PASS:
			/* FIXME what about a kibitz here saying opponent name
			 * has passed.  I think IGS needs it, not sure about
			 * other protocols which may have it, but if they do,
			 * it should be moved here.  Otherwise easy to miss. */
			/* If there's three passes, we should stop the clock,
			 * although some servers might have two pass models
			 * and we need a flag for that */
			//if(!boardwindow->getMyColorIsBlack())	//if we're white
			if(!boardwindow->getBoardDispatch()->netWillEnterScoreMode())	//ugly for oro FIXME
			{
				if(boardwindow->getBoardDispatch()->twoPassesEndsGame())
				{
                    if(last->isPassMove())
						enterScoreMode();
				}
				else
				{
                    if(last->parent &&
                    last->isPassMove() &&
                    last->parent->isPassMove())
						enterScoreMode();
						//boardwindow->setGamePhase ( phaseScore );	//okay?	
				}
			}
			//FIXME potentially white/black here should come from color from network which is unreliable now
            kibitzReceived(QString(getBlackTurn() ? "Black" : "White") + " passes.");
			doPass();
			break;
		case MoveRecord::HANDICAP:
			handicap = boardwindow->getGameData()->handicap;
			//if(!handicap)
			//{
				/* Double usage of x is a little ugly */
				setHandicap(m->x);
			//}
			break;
		case MoveRecord::REMOVE:
			//qDebug("md!! toggling life of %d %d", m->x, m->y);
            markDeadStone(m->x, m->y);
			//tree->getCurrent()->getMatrix()->toggleGroupAt(m->x, m->y);
			//boardwindow->qgoboard->kibitzReceived("removing @ " + pt);
			break;
		case MoveRecord::REMOVE_AREA:
			//FIXME
            markDeadArea(m->x, m->y);
			break;
		case MoveRecord::UNREMOVE_AREA:
			//FIXME
			if(boardwindow->getBoardDispatch()->unmarkUnmarksAllDeadStones())
			{
				/* Not sure where we get the dead groups from, FIXME 
				 * okay, really, we should have a list of dead groups
				 * for each player that can be checked on here.
				 * The thing is, ORO also has such a list that it tracks
				 * and I don't want duplication of that code but right
				 * now I have other things on my mind and I just want to
				 * get this done, so I'm going to do something really
				 * quick, dirty, and awkward here and I'll fix it in
				 * a later version... ignoring the stitch in time
				 * thing.  So cut this out soon.  Note also that it
				 * might make sense to have an evaluation function
				 * in the board code, to do something to every
				 * stone of a type... maybe not.*/
                int boardsize = last->getMatrix()->getSize();
                for(int i = 1; i <= boardsize; i++)
				{
                    for(int j = 1; j <= boardsize; j++)
					{
                        if(last->getMatrix()->isStoneDead(i, j))
						{
                            if(last->getMatrix()->getStoneAt(i, j) == m->color)
							{
                                markLiveArea(i, j);
							}
						}
					}
				}
				
			}
			else
                markLiveArea(m->x, m->y);
			break;
        case MoveRecord::REFUSEUNDO:
			//handled by protocol as a recvKibitz for whatever reason
			break;
		case MoveRecord::FORWARD:
            if(!boardwindow->getBoardDispatch()->getReviewInVariation() && tree->isInMainBranch(last))
			{
				/* In case it was in a variation previously to remove the marker.
				 * this should be elsewhere like on the setReviewInVariation(); FIXME */
                last->marker = NULL;
			}
			for(i = 0; i < move_number; i++)
			{
				/*if(boardwindow->getBoardDispatch()->getReviewInVariation() && tree->isInMainBranch(tree->getCurrent()))
				{
					boardwindow->getBoardHandler()->gotoMove(inVariationBranch);
				}
				else*/
                    tree->slotNavForward();
			}
			break;
		case MoveRecord::BACKWARD:
			for(i = 0; i < move_number; i++)
			{
                if(boardwindow->getBoardDispatch()->getReviewInVariation() && last && tree->isInMainBranch(last))
					break;
                tree->slotNavBackward();
			}
			break;
		case MoveRecord::RESETBRANCH:
		case MoveRecord::DELETEBRANCH:
            goto_move = last;
			if(goto_move->getMoveNumber() > lastMoveInGame->getMoveNumber())
				goto_move = lastMoveInGame;
			else
			{
				while(!tree->isInMainBranch(goto_move))
					goto_move = goto_move->parent;
			}
            tree->setCurrent(goto_move);
			if(m->flags == MoveRecord::DELETEBRANCH) {}
				
			break;
		case MoveRecord::RESETGAME:
			goto_move = tree->getRoot();
            tree->setCurrent(goto_move);
			break;
		case MoveRecord::TOEND:
			if(boardwindow->getBoardDispatch()->getReviewInVariation())
				goto_move = tree->findLastMoveInCurrentBranch();
			else
				goto_move = lastMoveInGame;
            tree->setCurrent(goto_move);
			break;
		case MoveRecord::SETMOVE:
			/* Might later want to record this
			 * also we should have already set the game to the last move and disabled nav*/
			goto_move = tree->findNode(tree->getRoot(), m->number);

			if (goto_move)
                tree->setCurrent(goto_move);
			else
			{
				QMessageBox::warning(boardwindow, tr("Invalid Move"), tr("Cannot set move to move number %1").arg(m->number));
			}
			break;
		default:
		case MoveRecord::NONE:
			
			if(move_number == move_counter)
			{
				/* FIXME Can we guess at the color here ? */
				if(m->color == stoneNone)
					m->color = (getBlackTurn() ? stoneBlack : stoneWhite);
                if (doMove(m->color, m->x, m->y) == NULL)
					QMessageBox::warning(boardwindow, tr("Invalid Move"), tr("The incoming move %1 %2 seems to be invalid").arg(QString::number(m->x), QString::number(m->y)));
				else if(m->color == stoneWhite && !boardTimerId)  //awkward ?  FIXME for always move 1?
				{
					onFirstMove();
				}
			}
			else if(move_number < move_counter)
			{
				/* FIXME, this prevents the next if statement
				* partly, this whole thing is screwy */
				/* IGS, certain games have this remove a legit first
				 * move */
				qDebug("Repeat move after undo?? %d %d", move_number, move_counter);
			}
			/* This is for resetting the stones for canadian
			 * timesystems, its awkward for it to be here...  but
			 * I guess I'm getting lazy. FIXME */
			/* I don't think this matters for ORO because time
			 * comes in right after move.  It might matter for IGS */
			/* For stones, this should be called before the move is sent or here
			 * but with getBlackTurn() negated.  Otherwise, its like our move
			 * gets decremented possibly when they play.  It looks weird... double
			 * check with other time style though. */
			boardwindow->getClockDisplay()->rerackTime(getBlackTurn());
			break;
	}
	
	if(boardwindow->getGameData()->gameMode == modeReview)	//for now review mode means no navigation, see interfacehandler comment
		reviewCurrent = tree->getCurrent();
	else
	{
		if (remember != last)
		{
            tree->setCurrent(remember);
		}
    }
}
Exemplo n.º 12
0
void qGoBoardLocalInterface::slot_resignComputer()
{
    bool b = getBlackTurn();
    GameResult g((!b ? stoneBlack : stoneWhite), GameResult::RESIGN);
    setResult(g);
}
Exemplo n.º 13
0
void qGoBoard::slotResignPressed(void)
{
	GameResult g((getBlackTurn() ? stoneWhite : stoneBlack), GameResult::RESIGN);
	setResult(g);
}
Exemplo n.º 14
0
/*
 * This handles the main envent with qGo : something has been clicked on the board
 */
void qGoBoard::slotBoardClicked(bool , int x, int y , Qt::MouseButton mouseState)
{
	bool blackToPlay = getBlackTurn();
	
	switch (boardwindow->getGamePhase())
	{
		case phaseInit:
			//should not happen
			return ;
		
		case phaseNavTo:
		{
			boardwindow->getBoardHandler()->findMoveByPos(x, y); 
			return;
		}

		case phaseEdit:
		{
			switch (boardwindow->getEditMark())
			{
				case markNone:
				{
					if(tree->getCurrent()->getMatrix()->getStoneAt(x,y) == stoneNone)
						addStone(mouseState == Qt::LeftButton ? stoneBlack : stoneWhite, x, y);
					else
						addStone(stoneErase, x, y);
					setModified(true);
					return;
				}
				default:
				{
					if (mouseState == Qt::LeftButton)
						addMark(x,y, boardwindow->getEditMark());
					else
						removeMark(x,y);
					setModified(true);
					return;
				}
					
			}
			return;
		}

		case phaseEnded:
			return;

		case phaseScore:
		{
			localMarkDeadRequest(x,y);
			return;
		}

		case phaseOngoing:
			if (blackToPlay && boardwindow->getMyColorIsBlack())
				localMoveRequest(stoneBlack,x,y);

			if (!blackToPlay && boardwindow->getMyColorIsWhite())
				localMoveRequest(stoneWhite,x,y);
			return;
	}
}