Пример #1
0
// remove lower line in game field    
// return true if there are still tiles that can be dropped down
// in contest
const bool GameField::removeLowerLine(const bool contest)
{
#ifdef DEBUG
    std::cout << "GameField::removeLowerLine("
              << contest
              << ")" << std::endl;
#endif

    bool ok = false;
              
    // create array with lower line
    ScoredTileArray tArray;
    ScoredTile sTile( FieldPos(0, 0), 10,
                      ScoredTile::FIELDDIRECTION_RIGHT,
                      m_field[0][0], 0 );
    tArray.push_back(sTile);
    
    // remove tiles
    removeTiles(tArray);
    
    // let all existing tiles fall to the ground
    ok = fallTilesToGround(contest);

    // and fill with new ones
    fillEmptyTiles();
        
    // clear array again
    tArray.clear();
            
    return ok;
}
Пример #2
0
BOOL COSMCtrlMapOperationsDlg::DeleteCachedTilesHelper()
{
  //What will be the return value from this function (assume the best)
  BOOL bSuccess = TRUE;

  //Accumulate how many tiles we have deleted and not deleted
  int nTilesDeleted = 0;
  int nTilesNotDeleted = 0;

  //Work thro all the tiles
  CString sCacheDirectory(m_pOSMCtrl->GetCacheDirectory());
  for (std::vector<COSMCtrlMapOperationsDlgTile>::size_type i=0; (i<m_Tiles.size()) && bSuccess; i++)
  {
    //Pull out the tile we are working on
    const COSMCtrlMapOperationsDlgTile& tile = m_Tiles[i];

    //Do the deletion of the tile        
    CString sTile(m_pOSMCtrl->GetTileCachePath(sCacheDirectory, tile.m_nZoom, tile.m_nTileX, tile.m_nTileY, FALSE));
    COSMCtrlMapOperationsDlgEvent dlgEvent;
    if (GetFileAttributes(sTile) != INVALID_FILE_ATTRIBUTES) //Don't bother doing anything if the tile does not already exist
    {
      if (DeleteFile(sTile))
      {
        //Update the stats
        ++nTilesDeleted;
        
        dlgEvent.m_bSuccess = true;
      }
      else
      {
        //Update the stats
        ++nTilesNotDeleted;
        
        dlgEvent.m_bSuccess = false;
      }
    }

    //Update the UI          
    dlgEvent.m_Event = COSMCtrlMapOperationsDlgEvent::SimpleStringStatus;
    dlgEvent.m_sString = sTile;
    dlgEvent.m_nItemData = i + 1;
    AddEvent(dlgEvent);
    
    //Check if we have been cancelled before we loop around
    bSuccess = (WaitForSingleObject(m_WorkerTerminateEvent, 0) == WAIT_TIMEOUT);
  }
  
  //Finally add a event about how many items have been deleted
  COSMCtrlMapOperationsDlgEvent dlgEvent;
  dlgEvent.m_Event = COSMCtrlMapOperationsDlgEvent::SimpleStringStatus;
  CString sTilesDeleted;
  sTilesDeleted.Format(_T("%d"), nTilesDeleted);
  CString sTilesNotDeleted;
  sTilesNotDeleted.Format(_T("%d"), nTilesNotDeleted);
  AfxFormatString2(dlgEvent.m_sString, IDS_OSMCTRL_DELETE_FILES_STATS, sTilesDeleted, sTilesNotDeleted);
  AddEvent(dlgEvent);
  
  return bSuccess;
}
Пример #3
0
menuWindow::menuWindow(GUIClient *pParent) :
  QObject(pParent),
  _parent(pParent), _windowMenu(0), _data(0)
{
  setObjectName("winModule");
  _data = new MenuWindowPrivate();

  _windowMenu = new QMenu(tr("&Window"), _parent);
  _windowMenu->setObjectName("menu.window");

  _data->_closeActive = new Action(_parent, "window.closeActiveWindow",
                           tr("Close &Active Window"), this,
                           SLOT(sCloseActive()), _windowMenu, true);
  _data->_closeAll    = new Action(_parent, "window.closeAllWindows",
                           tr("Close A&ll Windows"), this, SLOT(sCloseAll()),
                           _windowMenu, true);

  _data->_cascade = new Action(_parent, "window.cascade", tr("&Cascade"), this,
                               SLOT(sCascade()), _windowMenu, true);
  _data->_tile = new Action(_parent, "window.tile", tr("&Tile"), this,
                            SLOT(sTile()), _windowMenu, true);

  _data->_rememberPos = new Action(_parent, "window.rememberPositionToggle",
                            tr("Remember Position"), this,
                            SLOT(sRememberPositionToggle()), _windowMenu, true);
  _data->_rememberPos->setCheckable(true);

  _data->_rememberSize = new Action(_parent, "window.rememberSizeToggle",
                             tr("Remember Size"), this,
                             SLOT(sRememberSizeToggle()), _windowMenu, true);
  _data->_rememberSize->setCheckable(true);

  (void)_parent->menuBar()->addMenu(_windowMenu);

  connect(_windowMenu, SIGNAL(aboutToShow()), this, SLOT(sPrepareWindowMenu()));
  connect(_windowMenu, SIGNAL(aboutToHide()), this, SLOT(sHideWindowMenu()));

  _parent->populateCustomMenu(_windowMenu, "Window");
}
Пример #4
0
// search for equal tiles in columns
// return true if something has been found
const bool GameField::findSameTilesInColumns(ScoredTileArray& tArray) const
{
    bool found = false;
            
    // we will go through each column
    for ( unsigned int i = 0; i < FIELD_WIDTH; i++ )
    {
        // reset length
        unsigned int length = 0;
        unsigned int bombValue = 0;
        
        for ( unsigned int j = 0; j < FIELD_HEIGHT; j++ )
        {
            if ( 0 == j || m_field[i][j] == m_field[i][j-1] )
            {
                // same tile as before or new start tile
                length++;
                
                // check if bomb and add bomb value
                if ( m_field[i][j].isBomb() )
                {
                    bombValue += m_field[i][j].getBombValue();
                }
                
                // if the last tile in this column
                // we must check the length
                if ( FIELD_HEIGHT-1 == j && length >= 3 )
                {
                    // only store tiles if length is >= 3
                    ScoredTile sTile( FieldPos(i, j-length+1), length,
                                      ScoredTile::FIELDDIRECTION_UP,
                                      m_field[i][j], bombValue );
                    tArray.push_back(sTile);
                   
                    found = true;
                    
                    //std::cout << "GameField::findSameTilesInColumns1() " 
                              //<< i << " "  
                              //<< j-length+1 << " " 
                              //<< length << " " 
                              //<< (char)m_field[i][j].getType() << " "
                              //<< bombValue
                              //<< std::endl;
                }                
            }
            else
            {
                // new tile here
                if ( length >= 3 )
                {
                    // only store tiles if length is >= 3
                    ScoredTile sTile( FieldPos(i, j-length), length,
                                      ScoredTile::FIELDDIRECTION_UP,
                                      m_field[i][j-1], bombValue );
                    tArray.push_back(sTile);
                    
                    found = true;

                    //std::cout << "GameField::findSameTilesInColumns2() " 
                              //<< i << " "  
                              //<< j-length << " " 
                              //<< length << " " 
                              //<< (char)m_field[i][j-1].getType() << " "
                              //<< bombValue
                              //<< std::endl;
                }

                // set new length
                length = 1;
                bombValue = 0;

                // check if bomb and add bomb value
                if ( m_field[i][j].isBomb() )
                {
                    bombValue += m_field[i][j].getBombValue();
                }
            }
        }
    }    
    
    return found;
}   
Пример #5
0
void
sTileset::AppendTiles(int num_tiles)
{
  m_Tiles.insert(m_Tiles.end(), num_tiles, sTile(m_TileWidth, m_TileHeight));
}
Пример #6
0
void
sTileset::InsertTiles(int insert_at, int num_tiles)
{
  // resize the tile array
  m_Tiles.insert(m_Tiles.begin() + insert_at, num_tiles, sTile(m_TileWidth, m_TileHeight));
}