/* Yo Emacs, this -*- C++ -*- ******************************************************************* ******************************************************************* * * * KREVERSI * * ******************************************************************* * * A Reversi (or sometimes called Othello) game * ******************************************************************* * * Created 1997 by Mario Weilguni . This file * is ported from Mats Luthman's JAVA applet. * Many thanks to Mr. Luthman who has allowed me to put this port * under the GNU GPL. Without his wonderful game engine kreversi * would be just another of those Reversi programs a five year old * child could beat easily. But with it it's a worthy opponent! * * If you are interested on the JAVA applet of Mr. Luthman take a * look at http://www.sylog.se/~mats/ * ******************************************************************* * * This file is part of the KDE project "KREVERSI" * * KREVERSI is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2, or (at your option) * any later version. * * KREVERSI is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with KREVERSI; see the file COPYING. If not, write to * the Free Software Foundation, 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. * ******************************************************************* */ // The class Game represents a complete or incomplete Othello game. It uses // the classes Score and Move (and internally Position). // You can make moves, take back one move at a time, reset to initial position // and get certain data on the current position. // Public functions: // public Game() // Creates a game with the initial position. // public void Reset() // Resets to the initial position. // public boolean MakeMove(Move m) // Makes the move m. Returns false if the move is not legal or when called // with a move where the player is Score.NOBODY. // public boolean TakeBackMove() // Takes back a move. Returns true if not at the initial position. // public int GetSquare(int x, int y) // Returns the piece at (x, y). Returns Score.NOBODY if the square is not // occupied. // public int GetScore(int player) // Returns the score for player. // public Move GetLastMove() // Returns the last move. Returns null if at the initial position. // public boolean MoveIsLegal(Move m) // Checks if move m is legal. // public boolean MoveIsPossible(int player) // Checks if there is a legal move for player. // public boolean MoveIsAtAllPossible() // Checks if there are any legal moves at all. // public int GetMoveNumber() // Returns move number. // public int GetWhoseTurn() // Returns the player in turn to play (if there are no legal moves // Score.NOBODY is returned). // public Move[] TurnedByLastMove() // Returns a vector of the squares that were changed by the last move. // The move that was actually played is at index 0. At the initial // position the length of the vector returned is zero. (Could be used // for faster updates of a graphical board). #include "Game.h" Game::Game() { m_positions[0].constrInit(); m_movenumber = 0; } void Game::Reset() { m_positions[0].constrInit(); m_movenumber = 0; } bool Game::MakeMove(Move m) { if (m.player() == Nobody) return false; if (whoseTurn() != m.player()) return false; if (! m_positions[m_movenumber].moveIsLegal(m)) return false; m_positions[m_movenumber+1].constrCopy(m_positions[m_movenumber], m); m_movenumber++; return true; } bool Game::TakeBackMove() { if (m_movenumber == 0) return false; m_movenumber--; return true; } Player Game::player(uint x, uint y) const { return m_positions[m_movenumber].player(x, y); } uint Game::score(Player player) const { return m_positions[m_movenumber].score(player); } Move Game::lastMove() const { return m_positions[m_movenumber].lastMove(); } bool Game::moveIsLegal(Move m) const { return m_positions[m_movenumber].moveIsLegal(m); } bool Game::moveIsPossible(Player player) const { return m_positions[m_movenumber].moveIsPossible(player); } bool Game::moveIsAtAllPossible() const { return m_positions[m_movenumber].moveIsAtAllPossible(); } Player Game::whoseTurn() const { if (m_movenumber == 0) return Black; Player player = lastMove().player(); Player opponent = ::opponent(player); if (moveIsPossible(opponent)) return opponent; if (moveIsPossible(player)) return player; return Nobody; } bool Game::squareModified(uint x, uint y) const { if(moveNumber() == 0) return true; else return (m_positions[m_movenumber].player(x, y) != m_positions[m_movenumber-1].player(x, y)); } bool Game::wasTurned(uint x, uint y) const { if(moveNumber() == 0) return false; else { Player c1 = m_positions[m_movenumber-1].player(x, y); Player c2 = m_positions[m_movenumber].player(x, y); if(c1 == Nobody) return false; else if(c1 == c2) return false; else return true; } }