Пример #1
0
void MoveEngine::diceroll(const int& newplayer,const int& face1,const int& face2,const int& face3,const int& face4,bool computer)
{
    checkstate();
    player=newplayer;
    otherplayer=(player==1) ? 2 : 1;
    dice[0]=face1;
    dice[1]=face2;
    dice[2]=face3;
    dice[3]=face4;
    marker_current=-1;
    if(getPossibleMoves()==0)
    {
        emit nomove();
        return; // player will be changed
    }
    if(!computer)
        return; //human intervention required

    QTimer::singleShot(2000,this,SLOT(automove()));
}
Пример #2
0
SPItem *SPUse::unlink() {
    Inkscape::XML::Node *repr = this->getRepr();

    if (!repr) {
        return NULL;
    }

    Inkscape::XML::Node *parent = repr->parent();
    SPDocument *document = this->document;
    Inkscape::XML::Document *xml_doc = document->getReprDoc();

    // Track the ultimate source of a chain of uses.
    SPItem *orig = this->root();

    if (!orig) {
        return NULL;
    }

    // Calculate the accumulated transform, starting from the original.
    Geom::Affine t = this->get_root_transform();

    Inkscape::XML::Node *copy = NULL;

    if (dynamic_cast<SPSymbol *>(orig)) { // make a group, copy children
        copy = xml_doc->createElement("svg:g");

        for (Inkscape::XML::Node *child = orig->getRepr()->firstChild() ; child != NULL; child = child->next()) {
                Inkscape::XML::Node *newchild = child->duplicate(xml_doc);
                copy->appendChild(newchild);
        }
    } else { // just copy
        copy = orig->getRepr()->duplicate(xml_doc);
    }

    // Add the duplicate repr just after the existing one.
    parent->addChild(copy, repr);

    // Retrieve the SPItem of the resulting repr.
    SPObject *unlinked = document->getObjectByRepr(copy);

    // Merge style from the use.
    unlinked->style->merge( this->style );
    unlinked->style->cascade( unlinked->parent->style );
    unlinked->updateRepr();

    // Hold onto our SPObject and repr for now.
    sp_object_ref(this, NULL);
    Inkscape::GC::anchor(repr);

    // Remove ourselves, not propagating delete events to avoid a
    // chain-reaction with other elements that might reference us.
    this->deleteObject(false);

    // Give the copy our old id and let go of our old repr.
    copy->setAttribute("id", repr->attribute("id"));
    Inkscape::GC::release(repr);

    // Remove tiled clone attrs.
    copy->setAttribute("inkscape:tiled-clone-of", NULL);
    copy->setAttribute("inkscape:tile-w", NULL);
    copy->setAttribute("inkscape:tile-h", NULL);
    copy->setAttribute("inkscape:tile-cx", NULL);
    copy->setAttribute("inkscape:tile-cy", NULL);

    // Establish the succession and let go of our object.
    this->setSuccessor(unlinked);
    sp_object_unref(this, NULL);

    SPItem *item = dynamic_cast<SPItem *>(unlinked);
    g_assert(item != NULL);

    // Set the accummulated transform.
    {
        Geom::Affine nomove(Geom::identity());
        // Advertise ourselves as not moving.
        item->doWriteTransform(item->getRepr(), t, &nomove);
    }

    return item;
}