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# Source code for tutorial 14: gamebrd.cpp

    /****************************************************************
    **
    ** Implementation of GameBoard class, Qt tutorial 14
    **
    ****************************************************************/

    #include "gamebrd.h"

    #include <qfont.h>
    #include <qapplication.h>
    #include <qlabel.h>
    #include <qaccel.h>
    #include <qpushbutton.h>
    #include <qlcdnumber.h>
    #include <qlayout.h>
    #include <qvbox.h>

    #include "lcdrange.h"
    #include "cannon.h"

    GameBoard::GameBoard( QWidget *parent, const char *name )
            : QWidget( parent, name )
    {
        QPushButton *quit = new QPushButton( "&Quit", this, "quit" );
        quit->setFont( QFont( "Times", 18, QFont::Bold ) );

        connect( quit, SIGNAL(clicked()), qApp, SLOT(quit()) );

        LCDRange *angle  = new LCDRange( "ANGLE", this, "angle" );
        angle->setRange( 5, 70 );

        LCDRange *force  = new LCDRange( "FORCE", this, "force" );
        force->setRange( 10, 50 );

        QVBox *box = new QVBox( this, "cannonFrame" );
        box->setFrameStyle( QFrame::WinPanel | QFrame::Sunken );

        cannonField = new CannonField( box, "cannonField" );

        connect( angle, SIGNAL(valueChanged(int)),
                 cannonField, SLOT(setAngle(int)) );
        connect( cannonField, SIGNAL(angleChanged(int)),
                 angle, SLOT(setValue(int)) );

        connect( force, SIGNAL(valueChanged(int)),
                 cannonField, SLOT(setForce(int)) );
        connect( cannonField, SIGNAL(forceChanged(int)),
                 force, SLOT(setValue(int)) );

        connect( cannonField, SIGNAL(hit()),
                 this, SLOT(hit()) );
        connect( cannonField, SIGNAL(missed()),
                 this, SLOT(missed()) );

        QPushButton *shoot = new QPushButton( "&Shoot", this, "shoot" );
        shoot->setFont( QFont( "Times", 18, QFont::Bold ) );

        connect( shoot, SIGNAL(clicked()), SLOT(fire()) );

        QPushButton *restart
            = new QPushButton( "&New Game", this, "newgame" );
        restart->setFont( QFont( "Times", 18, QFont::Bold ) );

        connect( restart, SIGNAL(clicked()), this, SLOT(newGame()) );

        hits = new QLCDNumber( 2, this, "hits" );
        shotsLeft = new QLCDNumber( 2, this, "shotsleft" );
        QLabel *hitsL = new QLabel( "HITS", this, "hitsLabel" );
        QLabel *shotsLeftL
            = new QLabel( "SHOTS LEFT", this, "shotsleftLabel" );

        QAccel *accel = new QAccel( this );
        accel->connectItem( accel->insertItem( Key_Enter ),
                            this, SLOT(fire()) );
        accel->connectItem( accel->insertItem( Key_Return ),
                            this, SLOT(fire()) );
        accel->connectItem( accel->insertItem( CTRL+Key_Q ),
                            qApp, SLOT(quit()) );

        QGridLayout *grid = new QGridLayout( this, 2, 2, 10 );
        grid->addWidget( quit, 0, 0 );
        grid->addWidget( box, 1, 1 );
        grid->setColStretch( 1, 10 );

        QVBoxLayout *leftBox = new QVBoxLayout;
        grid->addLayout( leftBox, 1, 0 );
        leftBox->addWidget( angle );
        leftBox->addWidget( force );

        QHBoxLayout *topBox = new QHBoxLayout;
        grid->addLayout( topBox, 0, 1 );
        topBox->addWidget( shoot );
        topBox->addWidget( hits );
        topBox->addWidget( hitsL );
        topBox->addWidget( shotsLeft );
        topBox->addWidget( shotsLeftL );
        topBox->addStretch( 1 );
        topBox->addWidget( restart );

        angle->setValue( 60 );
        force->setValue( 25 );
        angle->setFocus();

        newGame();
    }

    void GameBoard::fire()
    {
        if ( cannonField->gameOver() || cannonField->isShooting() )
            return;
        shotsLeft->display( shotsLeft->intValue() - 1 );
        cannonField->shoot();
    }

    void GameBoard::hit()
    {
        hits->display( hits->intValue() + 1 );
        if ( shotsLeft->intValue() == 0 )
            cannonField->setGameOver();
        else
            cannonField->newTarget();
    }

    void GameBoard::missed()
    {
        if ( shotsLeft->intValue() == 0 )
            cannonField->setGameOver();
    }

    void GameBoard::newGame()
    {
        shotsLeft->display( 15 );
        hits->display( 0 );
        cannonField->restartGame();
        cannonField->newTarget();
    }