/* ======================================================================== *\ ! ! * ! * This file is part of MARS, the MAGIC Analysis and Reconstruction ! * Software. It is distributed to you in the hope that it can be a useful ! * and timesaving tool in analysing Data of imaging Cerenkov telescopes. ! * It is distributed WITHOUT ANY WARRANTY. ! * ! * Permission to use, copy, modify and distribute this software and its ! * documentation for any purpose is hereby granted without fee, ! * provided that the above copyright notice appear in all copies and ! * that both that copyright notice and this permission notice appear ! * in supporting documentation. It is provided "as is" without express ! * or implied warranty. ! * ! ! ! Author(s): Thomas Bretz 03/2003 ! ! Copyright: MAGIC Software Development, 2000-2003 ! ! \* ======================================================================== */ ///////////////////////////////////////////////////////////////////////////// // // MagicReversi // ------------ // // Camera Display Games: Reversi // // Start the game by: // MagicReversi reversi; // // Rules: // ------ // // Use the mouse to put a stone at some place. If between your newly // placed stone and the next stone (in a row) of your color are stones // of other colors this stones are won by you. You can only place a // stone if you win at least one stone from your 'enemy'. If you // cannot do so, you are skipped. If nobody can make a move anymore // the game is over. The player has won who has the most stones in // his own color. // The present player is indicated by <*> // Use the Escape key to abort a game. // If the game was aborted or has been stopped youcan access the // options in the context menu. // //////////////////////////////////////////////////////////////////////////// #include "MagicReversi.h" #include #include #include #include #include #include #include #include #include "MHexagon.h" #include "MGeomPix.h" #include "MGeomCamCT1.h" #include "MGeomCamMagic.h" ClassImp(MagicReversi); using namespace std; /* const Int_t MagicReversi::fColorBombs[7] = { 22, kYellow, kGreen, kBlue, kCyan, kMagenta, kRed }; */ void MagicReversi::Free() { if (!fGeomCam) return; fPixels->Delete(); fText->Delete(); fFlags->Delete(); delete fText; delete fFlags; delete fPixels; delete fGeomCam; } void MagicReversi::ChangeCamera() { static Bool_t ct1=kFALSE; cout << "Change to " << (ct1?"Magic":"CT1") << endl; if (ct1) SetNewCamera(new MGeomCamMagic); else SetNewCamera(new MGeomCamCT1); ct1 = !ct1; Reset(); DrawHexagons(); } void MagicReversi::SetNewCamera(MGeomCam *geom) { Free(); // // Reset the display geometry // fW=0; fH=0; // // Set new camera // fGeomCam = geom; // // create the hexagons of the display // fNumPixels = fGeomCam->GetNumPixels(); fRange = fGeomCam->GetMaxRadius(); // // Construct all hexagons. Use new-operator with placement // // fNumBombs = fNumPixels/5; fText = new TClonesArray("TText", fNumPixels); fFlags = new TClonesArray("TMarker", fNumPixels); fPixels = new TClonesArray("MHexagon", fNumPixels); for (UInt_t i=0; i ROOT_VERSION(3,01,06) h.SetBit(kNoContextMenu|kCannotPick); #endif TText &t = *new ((*fText)[i]) TText; t.SetTextFont(122); t.SetTextAlign(22); // centered/centered t.SetTextSize(0.3*h.GetD()/fRange); #if ROOT_VERSION_CODE > ROOT_VERSION(3,01,06) t.SetBit(kNoContextMenu|kCannotPick); #endif const MGeomPix &pix = (*fGeomCam)[i]; TMarker &m = *new ((*fFlags)[i]) TMarker(pix.GetX(), pix.GetY(), kOpenStar); #if ROOT_VERSION_CODE > ROOT_VERSION(3,01,06) m.SetBit(kNoContextMenu|kCannotPick); #endif } } // ------------------------------------------------------------------------ // // Draw all pixels of the camera // (means apend all pixelobjects to the current pad) // void MagicReversi::DrawHexagons() { for (UInt_t i=0; iDeleteGlobal(this); fNumUsers = 2; Draw(); } // ------------------------------------------------------------------------ // // Destructor. Deletes TClonesArrays for hexagons and legend elements. // MagicReversi::~MagicReversi() { Free(); for (int i=0; i<6; i++) delete fUsrTxt[i]; if (fDone) delete fDone; if (fDrawingPad->GetListOfPrimitives()->FindObject(this)==this) { fDrawingPad->RecursiveRemove(this); delete fDrawingPad; } } // ------------------------------------------------------------------------ // // This is called at any time the canvas should get repainted. // Here we maintain an aspect ratio of 5/4=1.15. This makes sure, // that the camera image doesn't get distorted by resizing the canvas. // void MagicReversi::Paint(Option_t *opt) { const UInt_t w = (UInt_t)(gPad->GetWw()*gPad->GetAbsWNDC()); const UInt_t h = (UInt_t)(gPad->GetWh()*gPad->GetAbsHNDC()); // // Check for a change in width or height, and make sure, that the // first call also sets the range // if (w*fH == h*fW && fW && fH) return; // // Calculate aspect ratio (5/4=1.25 recommended) // const Double_t ratio = (Double_t)w/h; Float_t x; Float_t y; if (ratio>1.0) { x = fRange*(ratio*2-1); y = fRange; } else { x = fRange; y = fRange/ratio; } fH = h; fW = w; // // Set new range // fDrawingPad->Range(-fRange, -y, x, y); // // Adopt absolute sized of markers to relative range // for (UInt_t i=0; iXtoAbsPixel(1)/325; GetFlag(i)->SetMarkerSize(20.0*r/fRange); } } // ------------------------------------------------------------------------ // // Call this function to draw the camera layout into your canvas. // Setup a drawing canvas. Add this object and all child objects // (hexagons, etc) to the current pad. If no pad exists a new one is // created. // void MagicReversi::Draw(Option_t *option) { // root 3.02: // gPad->SetFixedAspectRatio() if (fDrawingPad) return; // // if no canvas is yet existing to draw into, create a new one // if (!gPad) { /*TCanvas *c =*/ new TCanvas("MagicReversi", "Magic Reversi", 0, 0, 800, 800); //c->ToggleEventStatus(); fIsAllocated = kTRUE; } else fIsAllocated = kFALSE; fDrawingPad = gPad; fDrawingPad->SetBorderMode(0); // // Append this object, so that the aspect ratio is maintained // (Paint-function is called) // AppendPad(option); // // Draw the title text // for (int i=0; i<6; i++) { fUsrTxt[i] = new TText; fUsrTxt[i]->SetTextAlign(13); // left/bottom fUsrTxt[i]->SetTextSize(0.03); fUsrTxt[i]->SetTextColor(kRed+i); #if ROOT_VERSION_CODE > ROOT_VERSION(3,01,06) fUsrTxt[i]->SetBit(kNoContextMenu|kCannotPick); #endif fUsrTxt[i]->Draw(); } // // Reset the game pad // Reset(); DrawHexagons(); } void MagicReversi::Update() { int i; for (i=0; iSetText(-fRange*0.95, fRange-(i+1)*fRange*0.06, txt); } for (; i<6; i++) fUsrTxt[i]->SetText(0, 0, ""); } void MagicReversi::TwoPlayer() { fNumUsers = 2; Reset(); } void MagicReversi::ThreePlayer() { fNumUsers = 3; Reset(); } void MagicReversi::FourPlayer() { fNumUsers = 4; Reset(); } void MagicReversi::FivePlayer() { fNumUsers = 5; Reset(); } void MagicReversi::SixPlayer() { fNumUsers = 6; Reset(); } // ------------------------------------------------------------------------ // // reset the all pixel colors to a default value // void MagicReversi::Reset() { if (fDone) { delete fDone; fDone = NULL; } for (UInt_t i=0; iSetMarkerColor(kBlack); } fNumUser = 0; for (int i=0; i<6; i++) fUsrPts[i]=0; for (int i=1; i<5*fNumUsers; i++) { (*this)[i-1].SetFillColor(i%fNumUsers+kRed); fUsrPts[i%fNumUsers]++; } Update(); fDrawingPad->SetFillColor(22); #if ROOT_VERSION_CODE > ROOT_VERSION(3,01,06) fDrawingPad->SetBit(kNoContextMenu); SetBit(kNoContextMenu); #endif } void MagicReversi::Done() { Int_t max = 0; Int_t winner = 0; for (int i=0; i<6; i++) if (fUsrPts[i]>max) { winner = i; max = fUsrPts[i]; } TString txt = "Player #"; txt += winner+1; txt += " wins ("; txt += max; txt += ")"; fDone = new TText(0, 0, txt); fDone->SetTextColor(kWhite); fDone->SetTextAlign(22); fDone->SetTextSize(0.05); #if ROOT_VERSION_CODE > ROOT_VERSION(3,01,06) fDone->SetBit(kNoContextMenu|kCannotPick); #endif fDone->Draw(); fDrawingPad->SetFillColor(winner+kRed); #if ROOT_VERSION_CODE > ROOT_VERSION(3,01,06) fDrawingPad->ResetBit(kNoContextMenu); ResetBit(kNoContextMenu); #endif } void MagicReversi::Remove(TObject *obj) { fDrawingPad->RecursiveRemove(obj); } Int_t MagicReversi::GetDirection(Int_t src, Int_t dst) const { const MGeomPix &pix1=(*fGeomCam)[dst]; const MGeomPix &pix2=(*fGeomCam)[src]; const Double_t x1 = pix1.GetX(); const Double_t y1 = pix1.GetY(); const Double_t x2 = pix2.GetX(); const Double_t y2 = pix2.GetY(); if (x1>=x2 && y1>y2) return kRightTop; if (x1>=x2 && y1y2) return kLeftTop; if (x1<=x2 && y1x2) return kRight; if (x1Modified(); fDrawingPad->Update(); return; } UInt_t idx; for (idx=0; idxDistancetoPrimitive(px, py)==0) break; if (idx==fNumPixels) return; if (event==kButton1Down && (*this)[idx].GetFillColor()==kEmpty) { if (!Flip(idx, kTRUE)) return; fUsrPts[fNumUser]++; (*this)[idx].SetFillColor(kRed+fNumUser); Int_t start = fNumUser; fNumUser++; fNumUser%=fNumUsers; while (!CheckMoves()) { cout << "Sorry, no moves possible for player #" << fNumUser << endl; fNumUser++; fNumUser%=fNumUsers; if (fNumUser==start) { Done(); break; } } Update(); } fDrawingPad->Modified(); }