/****************************************************************************
** $Id:  qt/tictac.cpp   3.0.6   edited Nov 14 2001 $
**
** Copyright (C) 1992-2000 Trolltech AS.  All rights reserved.
**
** This file is part of an example program for Qt.  This example
** program may be used, distributed and modified without limitation.
**
*****************************************************************************/

#include "tictac.h"
#include <QApplication>
#include <QPainter>
#include <qdrawutil.h>
#include <QComboBox>
#include <QCheckBox>
#include <QLabel>
#include <QLayout>
//Added by qt3to4:
#include <Q3HBoxLayout>
#include <Q3GridLayout>
#include <Q3Frame>
#include <Q3VBoxLayout>
#include <QDebug>
#include <stdlib.h>                             // rand() function
#include <QDateTime>                          // seed for rand()


//***************************************************************************
//* TicTacButton member functions
//***************************************************************************

// --------------------------------------------------------------------------
// Creates a TicTacButton
//

TicTacButton::TicTacButton( QWidget *parent ) : QPushButton( parent )
{
    t = Blank;                                  // initial type
}

// --------------------------------------------------------------------------
// Paints TicTacButton
//

/*void TicTacButton::drawButtonLabel( QPainter *p )
{
    QRect r = rect();
    p->setPen( QPen( Qt::black,2 ) );               // set fat pen
    if ( t == Circle ) {
        p->drawEllipse( r.left()+4, r.top()+4, r.width()-8, r.height()-8 );
    } else if ( t == Cross ) {                  // draw cross
        p->drawLine( r.topLeft()   +QPoint(4,4), r.bottomRight()-QPoint(4,4));
        p->drawLine( r.bottomLeft()+QPoint(4,-4),r.topRight()   -QPoint(4,-4));
    }
}*/


//***************************************************************************
//* TicTacGameBoard member functions
//***************************************************************************

// --------------------------------------------------------------------------
// Creates a game board with N x N buttons and connects the "clicked()"
// signal of all buttons to the "buttonClicked()" slot.
//

TicTacGameBoard::TicTacGameBoard( bool meFirst, int n, QWidget *parent, const char *name )
    : QWidget( parent, name )
{
    st = Init;                                  // initial state
    nBoard = n;
    n *= n;                                     // make square
    comp_starts = false;                        // human starts
    buttons = new TicTacButtons(n);             // create real buttons
    btArray = new TicTacArray(n);               // create button model
    Q3GridLayout * grid = new Q3GridLayout( this, nBoard, nBoard, 4 );
	qDebug("added grid");
    QPalette p( Qt::blue );
    for ( int i=0; i<n; i++ ) {                 // create and connect buttons
        TicTacButton *ttb = new TicTacButton( this );
        ttb->setPalette( p );
        ttb->setEnabled( false );
        connect( ttb, SIGNAL(clicked()), SLOT(buttonClicked()) );
        grid->addWidget( ttb, i%nBoard, i/nBoard );
        buttons->insert( i, ttb );
        btArray->at(i) = TicTacButton::Blank;   // initial button type
    }
    QTime t = QTime::currentTime();             // set random seed
    srand( t.hour()*12+t.minute()*60+t.second()*60 );
	computerStarts(!meFirst);
}

TicTacGameBoard::~TicTacGameBoard()
{
    delete buttons;
    delete btArray;
}


// --------------------------------------------------------------------------
// TicTacGameBoard::computerStarts( bool v )
//
// Computer starts if v=TRUE. The human starts by default.
//

void TicTacGameBoard::computerStarts( bool v )
{
    comp_starts = v;
}


// --------------------------------------------------------------------------
// TicTacGameBoard::newGame()
//
// Clears the game board and prepares for a new game
//

void TicTacGameBoard::newGame()
{
    st = HumansTurn;
    for ( int i=0; i<nBoard*nBoard; i++ )
        btArray->at(i) = TicTacButton::Blank;
    if ( comp_starts )
		st = ComputersTurn;
        //computerMove();
    //else
    updateButtons();
}


// --------------------------------------------------------------------------
// TicTacGameBoard::buttonClicked()             - SLOT
//
// This slot is activated when a TicTacButton emits the signal "clicked()",
// i.e. the user has clicked on a TicTacButton.
//

void TicTacGameBoard::buttonClicked()
{
    if ( st != HumansTurn )                     // not ready
        return;
    int i = buttons->findRef( (TicTacButton*)sender() );
    TicTacButton *b = buttons->at(i);           // get piece that was pressed
    if ( b->type() == TicTacButton::Blank ) {   // empty piece?
        btArray->at(i) = TicTacButton::Circle;
		emit myMove(i);
		st = ComputersTurn;
        updateButtons();
        //if ( checkBoard( btArray ) == 0 )       // not a winning move?
            //computerMove();
        int s = checkBoard( btArray );
        if ( s ) {                              // any winners yet?
            st = s == TicTacButton::Circle ? HumanWon : ComputerWon;
            emit finished();
        }
    }
}

void TicTacGameBoard::theirMove(int space)
{
	if (st != ComputersTurn)
		return;
	qDebug() << (qPrintable(QString("they moved to %1 of %2").arg(space).arg(nBoard*nBoard)));
	if (space>=nBoard*nBoard)
		return;
	qDebug() << (qPrintable(QString("Space %1 was %2").arg(space).arg((int)(btArray->at(space)))));
	(*btArray)[space] = TicTacButton::Cross;
	qDebug() << (qPrintable(QString("Set %1 to %2 in btArray").arg(space).arg((int)(btArray->at(space)))));
	updateButtons();

	qDebug("buttons updated");
	int s = checkBoard( btArray );
	st = HumansTurn;
	qDebug("board checked");
    if ( s ) {                              // any winners yet?
        st = s == TicTacButton::Circle ? HumanWon : ComputerWon;
        emit finished();
    }

	qDebug("thoir move finished");
}

// --------------------------------------------------------------------------
// TicTacGameBoard::updateButtons()
//
// Updates all buttons that have changed state
//

void TicTacGameBoard::updateButtons()
{
    for ( int i=0; i<nBoard*nBoard; i++ ) {
        if ( buttons->at(i)->type() != btArray->at(i) )
            buttons->at(i)->setType( (TicTacButton::Type)btArray->at(i) );
        buttons->at(i)->setEnabled( buttons->at(i)->type() ==
                                    TicTacButton::Blank );
    }
	emit stateChanged();
}


// --------------------------------------------------------------------------
// TicTacGameBoard::checkBoard()
//
// Checks if one of the players won the game, works for any board size.
//
// Returns:
//  - TicTacButton::Cross  if the player with X buttons won
//  - TicTacButton::Circle if the player with O buttons won
//  - Zero (0) if there is no winner yet
//

int TicTacGameBoard::checkBoard( TicTacArray *a )
{
    int  t = 0;
    int  row, col;
    bool won = false;
    for ( row=0; row<nBoard && !won; row++ ) {  // check horizontal
        t = a->at(row*nBoard);
        if ( t == TicTacButton::Blank )
            continue;
        col = 1;
        while ( col<nBoard && a->at(row*nBoard+col) == t )
            col++;
        if ( col == nBoard )
            won = true;
    }
    for ( col=0; col<nBoard && !won; col++ ) {  // check vertical
        t = a->at(col);
        if ( t == TicTacButton::Blank )
            continue;
        row = 1;
        while ( row<nBoard && a->at(row*nBoard+col) == t )
            row++;
        if ( row == nBoard )
            won = true;
    }
    if ( !won ) {                               // check diagonal top left
        t = a->at(0);                           //   to bottom right
        if ( t != TicTacButton::Blank ) {
            int i = 1;
            while ( i<nBoard && a->at(i*nBoard+i) == t )
                i++;
            if ( i == nBoard )
                won = true;
        }
    }
    if ( !won ) {                               // check diagonal bottom left
        int j = nBoard-1;                       //   to top right
        int i = 0;
        t = a->at(i+j*nBoard);
        if ( t != TicTacButton::Blank ) {
            i++; j--;
            while ( i<nBoard && a->at(i+j*nBoard) == t ) {
                i++; j--;
            }
            if ( i == nBoard )
                won = true;
        }
    }
    if ( !won )                                 // no winner
        t = 0;
    return t;
}


// --------------------------------------------------------------------------
// TicTacGameBoard::computerMove()
//
// Puts a piece on the game board. Very, very simple.
//

void TicTacGameBoard::computerMove()
{
    int numButtons = nBoard*nBoard;
    int *altv = new int[numButtons];            // buttons alternatives
    int altc = 0;
    int stopHuman = -1;
    TicTacArray a = btArray->copy();
    int i;
    for ( i=0; i<numButtons; i++ ) {            // try all positions
        if ( a[i] != TicTacButton::Blank )      // already a piece there
            continue;
        a[i] = TicTacButton::Cross;             // test if computer wins
        if ( checkBoard(&a) == a[i] ) {         // computer will win
            st = ComputerWon;
            stopHuman = -1;
            break;
        }
        a[i] = TicTacButton::Circle;            // test if human wins
        if ( checkBoard(&a) == a[i] ) {         // oops...
            stopHuman = i;                      // remember position
            a[i] = TicTacButton::Blank;         // restore button
            continue;                           // computer still might win
        }
        a[i] = TicTacButton::Blank;             // restore button
        altv[altc++] = i;                       // remember alternative
    }
    if ( stopHuman >= 0 )                       // must stop human from winning
        a[stopHuman] = TicTacButton::Cross;
    else if ( i == numButtons ) {               // tried all alternatives
        if ( altc > 0 )                         // set random piece
            a[altv[rand()%(altc--)]] = TicTacButton::Cross;
        if ( altc == 0 ) {                      // no more blanks
            st = NobodyWon;
            emit finished();
        }
    }
    *btArray = a;                               // update model
    updateButtons();                            // update buttons
    delete[] altv;
}


//***************************************************************************
//* TicTacToe member functions
//***************************************************************************

// --------------------------------------------------------------------------
// Creates a game widget with a game board and two push buttons, and connects
// signals of child widgets to slots.
//

TicTacToe::TicTacToe( bool meFirst, int boardSize, QWidget *parent, const char *name )
    : QWidget( parent, name )
{
    Q3VBoxLayout * l = new Q3VBoxLayout( this, 6 );

    // Create a message label

    message = new QLabel( this );
    message->setFrameStyle( Q3Frame::WinPanel | Q3Frame::Sunken );
    message->setAlignment( Qt::AlignCenter );
    l->addWidget( message );

    // Create the game board and connect the signal finished() to this
    // gameOver() slot

    board = new TicTacGameBoard( meFirst, boardSize, this );
    connect( board, SIGNAL(finished()), SLOT(gameOver()) );
    l->addWidget( board );

    // Create a horizontal frame line

    Q3Frame *line = new Q3Frame( this );
    line->setFrameStyle( Q3Frame::HLine | Q3Frame::Sunken );
    l->addWidget( line );

    // Create the combo box for deciding who should start, and
    // connect its clicked() signals to the buttonClicked() slot

    whoStarts = new QComboBox( this );
    whoStarts->insertItem( "Opponent starts" );
    whoStarts->insertItem( "You start" );
    l->addWidget( whoStarts );

	whoStarts->setEnabled(false);
	whoStarts->setCurrentIndex(meFirst);
    // Create the push buttons and connect their clicked() signals
    // to this right slots.

	connect( board, SIGNAL(myMove(int)), this, SIGNAL(myMove(int)));
	connect( board, SIGNAL(stateChanged()), this, SLOT(newState()));
    newGame = new QPushButton( "Play!", this );
    connect( newGame, SIGNAL(clicked()), SLOT(newGameClicked()) );
	newGame->setEnabled(false);
    quit = new QPushButton( "Quit", this );
    connect( quit, SIGNAL(clicked()), this, SIGNAL(closing()) );
    Q3HBoxLayout * b = new Q3HBoxLayout;
    l->addLayout( b );
    b->addWidget( newGame );
    b->addWidget( quit );

    newState();
	//board->newGame();
	newGameClicked();
}

void TicTacToe::theirMove(int space)
{
	board->theirMove(space);
}

// --------------------------------------------------------------------------
// TicTacToe::newGameClicked()                  - SLOT
//
// This slot is activated when the new game button is clicked.
//

void TicTacToe::newGameClicked()
{
    board->computerStarts( whoStarts->currentItem() == 0 );
    board->newGame();
    newState();
}


// --------------------------------------------------------------------------
// TicTacToe::gameOver()                        - SLOT
//
// This slot is activated when the TicTacGameBoard emits the signal
// "finished()", i.e. when a player has won or when it is a draw.
//

void TicTacToe::gameOver()
{
    newState();                                 // update text box
	emit gameOverSignal(board->state());
}


// --------------------------------------------------------------------------
// Updates the message to reflect a new state.
//

void TicTacToe::newState()
{
    static const char *msg[] = {                // TicTacGameBoard::State texts
        "Click Play to start", "Make your move", "Waiting for other player",
        "You won!", "Opponent won!", "It's a draw" };
    message->setText( msg[board->state()] );
    return;
}
