/* * initialises the scoring phase in match mode */ void qGoBoardMatchInterface::enterScoreMode() { if(boardwindow->getGamePhase() == phaseScore) return; stopTime(); qGoBoard::enterScoreMode(); //boardwindow->getUi().doneButton->setEnabled(true); kibitzReceived(tr("SCORE MODE: click on a stone to mark as dead...")); }
void qGoBoardMatchInterface::leaveScoreMode() { if(boardwindow->getGamePhase() != phaseScore) return; qGoBoard::leaveScoreMode(); /* Make sure this doesn't conflict with game result stuff */ if(!boardwindow->getBoardDispatch()->startTimerOnOpen() && (boardwindow->getBoardDispatch()->clientCountsTime() || boardwindow->getBoardDispatch()->clientSendsTime())) boardTimerId = startTimer(1000); //boardwindow->getUi().doneButton->setEnabled(true); kibitzReceived(tr("LEAVING SCORE MODE")); //awkward text FIXME }
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); } } }
void qGoBoard::setResult(GameResult & r) { if (tree->getCurrent() == NULL) //how can this happen??? { qDebug("How can this possibly happen???"); return; } if(boardwindow->getGamePhase() == phaseEnded) { /* FIXME This is only okay if this is the only function * setting the gamePhase to phaseEnded */ qDebug("Already received result"); return; } lastMoveInGame = tree->getCurrent(); if(r.result != GameResult::NOGAME) kibitzReceived("\n" + r.shortMessage()); boardwindow->getGameData()->result = r.shortMessage(); /* This is all a little ugly. FIXME. The problem is that the * QString result is used by the sgf loader, its sort of * an easy way to store and load results through sgf files. * The problem is that these aren't necessarily anything * more than a string which means either we have to interpret * them and allow partial GameResult records or this, * which is to have two different results on the game data. And then * all of this is just basically so the network code * can get the margin when the client calulates it for * a protocol. So yeah, find a better way. FIXME * Really, I'd like to make the gamedata be one, single * stand alone object instead of something we copy to different * places, and then I'd like to do the same with the result * as an add on to it. Just add whatever interpretation of * SGF files is necessary.*/ boardwindow->getGameData()->fullresult = new GameResult(r); //just one gamedata now, FIXME delete comment BoardDispatch * boarddispatch = 0; boarddispatch = boardwindow->getBoardDispatch(); /*if(!boarddispatch) { qDebug("No board dispatch for game result"); return; } GameData * gr = boarddispatch->getGameData(); gr->fullresult = new GameResult(r);*/ /* This should be parent window modal, otherwise its annoying. * I'm going to make it its own dialog so it could be extended * later */ if(boarddispatch && r.result != GameResult::NOGAME) { ResultDialog * rd = new ResultDialog(boardwindow, boarddispatch, boardwindow->getId(), &r); boarddispatch->setRematchDialog(rd); //necessary right? rd->setWindowModality(Qt::WindowModal); rd->show(); } QSettings settings; if( settings.value("AUTOSAVE").toBool()) boardwindow->doSave(boardwindow->getCandidateFileName(),true); boardwindow->setGamePhase(phaseEnded); /* FIXME: getting the result doesn't set the result * in the toolbar for some reason. Like it doesn't * show score or captures or anything else. * this was an enterScoreMode thing, but there's more * issues there*/ }