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author | toma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2009-11-25 17:56:58 +0000 |
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committer | toma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2009-11-25 17:56:58 +0000 |
commit | c90c389a8a8d9d8661e9772ec4144c5cf2039f23 (patch) | |
tree | 6d8391395bce9eaea4ad78958617edb20c6a7573 /kbackgammon/kbgstatus.cpp | |
download | tdegames-c90c389a8a8d9d8661e9772ec4144c5cf2039f23.tar.gz tdegames-c90c389a8a8d9d8661e9772ec4144c5cf2039f23.zip |
Copy the KDE 3.5 branch to branches/trinity for new KDE 3.5 features.
BUG:215923
git-svn-id: svn://anonsvn.kde.org/home/kde/branches/trinity/kdegames@1054174 283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Diffstat (limited to 'kbackgammon/kbgstatus.cpp')
-rw-r--r-- | kbackgammon/kbgstatus.cpp | 544 |
1 files changed, 544 insertions, 0 deletions
diff --git a/kbackgammon/kbgstatus.cpp b/kbackgammon/kbgstatus.cpp new file mode 100644 index 00000000..1215324e --- /dev/null +++ b/kbackgammon/kbgstatus.cpp @@ -0,0 +1,544 @@ +/* Yo Emacs, this -*- C++ -*- + + Copyright (C) 2001 Jens Hoefkens + jens@hoefkens.com + + This program 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 of the License, or + (at your option) any later version. + + This program 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 this program; if not, write to the Free Software + Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + +*/ + +#include "kbgstatus.h" +#include "kbgstatus.moc" + +#include <stdlib.h> +#include <stdio.h> + + +/* + * Parse a rawboard description from FIBS and initialize members. + */ +KBgStatus::KBgStatus(const QString &rawboard) +{ + /* + * This is the format string from hell... + */ + const char *format = ("%*[^:]%*[:]%99[^:]%*[:]%99[^:]%*[:]%i%*[:]%i%*[:]%i%*[:]" + "%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]" + "%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]" + "%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]" + "%i%*[:]" + "%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]" + "%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]" + "%i%*[:]%i%*[:]"); + + char opponent[100], player[100]; + + QString cap; + + int board[26], ldice[2][2], maydouble[2], scratch[4], onhome[2], onbar[2]; + int points[2]; + int tomove, lturn, color, cube, direction, redoubles, bar, home, length; + + // split the incoming line at colons - latin1() is fine, since the string comes from FIBS. + sscanf (rawboard.latin1(), format, + player, opponent, + &length, + &points[0], &points[1], + &board[ 0], &board[ 1], &board[ 2], &board[ 3], &board[ 4], &board[ 5], + &board[ 6], &board[ 7], &board[ 8], &board[ 9], &board[10], &board[11], + &board[12], &board[13], &board[14], &board[15], &board[16], &board[17], + &board[18], &board[19], &board[20], &board[21], &board[22], &board[23], + &board[24], &board[25], + <urn, + &ldice[US ][0], &ldice[US ][1], &ldice[THEM][0], &ldice[THEM][1], + &cube, + &maydouble[US], &maydouble[THEM], + &doubled_, + &color, + &direction, + &home, &bar, + &onhome[US], &onhome[THEM], // on home + &onbar[US], &onbar[THEM], // on bar + &tomove, + &scratch[2], &scratch[3], // forced move & did crawford + &redoubles); + + player_[US] = player; + player_[THEM] = opponent; + + setCube(cube, maydouble[US], maydouble[THEM]); + setDirection(direction); + setColor(color); + for (int i = 1; i < 25; i++) { + if (board[i] == 0 || color == board[i]/abs(board[i])) + setBoard(i, US, abs(board[i])); + else + setBoard(i, THEM, abs(board[i])); + } + setDice(US , 0, ldice[US ][0]); + setDice(US , 1, ldice[US ][1]); + setDice(THEM, 0, ldice[THEM][0]); + setDice(THEM, 1, ldice[THEM][1]); + + setHome(US, onhome[US ]); + setHome(THEM, onhome[THEM]); + + setBar(US, board[ bar]); + setBar(THEM, board[25-bar]); + + setPoints(US, points[0]); + setPoints(THEM, points[1]); + + if (lturn == 0) + setLength(-1); + else + setLength(length); + + int t = lturn*color; + if (t > 0) setTurn(US); + if (t < 0) setTurn(THEM); + if (t == 0) setTurn(NONE); +} + +/* + * Constructor initializes the status to an empty board with cube one + * and empty dice. + */ +KBgStatus::KBgStatus() + : QObject() +{ + /* + * Initialize members + */ + for (int i = 0; i < 26; ++i) + setBoard(i, US, 0); + + for (int i = US; i <= THEM; i++) { + setDice (i, 0, 0); + setDice (i, 1, 0); + setHome (i, 0); + setBar (i, 0); + setPoints(i, -1); + setPlayer(i, QString::null); + } + setColor(White, US); + setCube(1, BOTH); // also initializes maydouble + setDirection(1); + setLength(-1); + setTurn(NONE); + + // initialize members without assignment functions + doubled_ = 0; +} + +/* + * Copy constructor calls private utility function. + */ +KBgStatus::KBgStatus(const KBgStatus &rhs) + : QObject() +{ + copy(rhs); +} + +/* + * Destructor + */ +KBgStatus::~KBgStatus() +{ + // nothing to do +} + +/* + * Assignment operator shares a lot of code with the copy + * constructor. + */ +KBgStatus& KBgStatus::operator=(const KBgStatus &rhs) +{ + if (this == &rhs) return *this; + copy(rhs); + return *this; +} + +void KBgStatus::copy(const KBgStatus &rhs) +{ + for (int i = 0; i < 26; i++) + board_[i] = rhs.board_[i]; + + for (int i = US; i <= THEM; i++) { + + home_[i] = rhs.home_[i]; + bar_ [i] = rhs.bar_ [i]; + dice_[i][0] = rhs.dice_[i][0]; + dice_[i][1] = rhs.dice_[i][1]; + + maydouble_[i] = rhs.maydouble_[i]; + player_ [i] = rhs.player_ [i]; + points_ [i] = rhs.points_ [i]; + } + + cube_ = rhs.cube_; + direction_ = rhs.direction_; + color_ = rhs.color_; + turn_ = rhs.turn_; + doubled_ = rhs.doubled_; +} + + +/* + * Access functions + */ +int KBgStatus::board(const int &i) const +{ + return ((0 < i && i < 25) ? color_*board_[i] : 0); +} + +int KBgStatus::home(const int &w) const +{ + return ((w == US || w == THEM) ? color_*home_[w] : 0); +} + +int KBgStatus::bar(const int &w) const +{ + return ((w == US || w == THEM) ? color_*bar_[w] : 0); +} + +int KBgStatus::color(const int &w) const +{ + return ((w == THEM) ? -color_ : color_); +} + +int KBgStatus::direction() const +{ + return direction_; +} + +int KBgStatus::dice(const int &w, const int &n) const +{ + if ((w == US || w == THEM) && (n == 0 || n == 1)) + return dice_[w][n]; + else + return 0; +} + +int KBgStatus::cube(const int &w) const +{ + if (w == US || w == THEM) + return ((maydouble_[w]) ? cube_ : -cube_); + return 0; +} + +int KBgStatus::points(const int& w) const +{ + return ((w == US || w == THEM) ? points_[w] : -1); +} + +QString KBgStatus::player(const int &w) const +{ + return ((w == US || w == THEM) ? player_[w] : QString::null); +} + +int KBgStatus::length() const +{ + return length_; +} + +int KBgStatus::turn() const +{ + return turn_; +} + +bool KBgStatus::doubled() const +{ + return doubled_; +} + + +/* + * Assignment functions + */ +void KBgStatus::setBoard(const int &i, const int &w, const int &v) +{ + if (0 < i && i < 25) { + if (w == US) + board_[i] = abs(v); + else if (w == THEM) + board_[i] = -abs(v); + } +} + +void KBgStatus::setHome(const int &w, const int &v) +{ + if (w == US) + home_[w] = abs(v); + else if (w == THEM) + home_[w] = -abs(v); +} + +void KBgStatus::setBar(const int& w, const int& v) +{ + if (w == US) + bar_[w] = abs(v); + else if (w == THEM) + bar_[w] = -abs(v); +} + +void KBgStatus::setColor(const int &c, const int &w) +{ + if (w == US) + color_ = ((c < 0) ? Black : White); + else if (w == THEM) + color_ = ((c < 0) ? White : Black); +} + +void KBgStatus::setDirection(const int &dir) +{ + direction_ = ((dir < 0) ? -1 : +1); +} + +void KBgStatus::setDice(const int &w, const int &n, const int &v) +{ + if ((w == US || w == THEM) && (n == 0 || n == 1)) { + if (0 <= v && v <= 6) + dice_[w][n] = v; + else + dice_[w][n] = 0; + } +} + +void KBgStatus::setCube(const int &c, const bool &us, const bool &them) +{ + int w = NONE; + if (us) w = US; + if (them) w = THEM; + if (us && them) w = BOTH; + setCube(c, w); +} + +void KBgStatus::setCube(const int &c, const int &w) +{ + // assume that int has at least 32 bits... + for (int i = 0; i < 31; i++) { + if (1<<i == (cube_ = c)) break; + cube_ = 0; + } + maydouble_[US ] = (w == US || w == BOTH); + maydouble_[THEM] = (w == THEM || w == BOTH); +} + +void KBgStatus::setPoints(const int &w, const int &p) +{ + if (w == US || w == THEM) + points_[w] = p; +} + +void KBgStatus::setPlayer(const int &w, const QString &name) +{ + if (w == US || w == THEM) + player_[w] = name; +} + +void KBgStatus::setLength(const int &l) +{ + length_ = l; +} + +void KBgStatus::setTurn(const int &w) +{ + if (w == US || w == THEM || w == BOTH) + turn_ = w; +} + + +/* + * Utility functions + */ +int KBgStatus::moves() const +{ + int start, dir; + + /* + * Return an error if it isn't anybodies turn. + */ + if ((turn() != US) && (turn() != THEM)) + return -1; + + /* + * Determine tha direction of the current move + */ + if ((turn() == US && direction() < 0) || (turn() == THEM && direction() > 0)) { + start = 25; + dir = -1; + } else { + start = 0; + dir = 1; + } + + /* + * Get the current dice transferred into the move[] array. The + * final zero is a marker + */ + int move[5] = {0, 0, 0, 0, 0}; + move[0] = dice(turn(), 0); + move[1] = dice(turn(), 1); + if (move[0] == move[1]) { + move[3] = move[2] = move[0]; + // saves some work further down + if (move[0] == 0) + return 0; + + } + + bool doubledice = (move[3] != 0); + int count = 4; + + /* + * Get a copy of ourselves. That way we can mess around with + * the internals of the game. + */ + KBgStatus sc(*this); + + /* + * Start with getting all checkers off the bar + */ + while (count > 0 && sc.bar(turn()) != 0) { + if (move[--count] != 0) { + if (color(turn())*sc.board(start+dir*move[count]) >= -1) { + sc.setBar(turn(), abs(sc.bar(turn()))-1); + sc.setBoard(start + dir*move[count], turn(), 1); + move[count] = 0; + } + } + } + + /* + * Collect remaining moves in the beginning of the move array + */ + int j = 0; + for (int i = 0; i < 4; i++) { + if ((move[j] = move[i])) + ++j; + if (i > j) move[i] = 0; + } + + + /* + * Find number of remaining moves + */ + int moves = 0; + move[4] = 0; + while (move[moves]) + ++moves; + + /* + * Done or no more moves because the bar is not empty + */ + if (sc.bar(turn()) != 0 || move[0] == 0) + return (move[3] ? 4 - moves : 2 - moves); + + /* + * Try to find possible moves on the board + */ + if (moves == 1 || move[0] == move[1]) { + + /* + * Order doesn't matter, all moves are equal + */ + while (--moves >= 0 && movePossible(sc, move[moves], start, dir)); + moves++; + return (doubledice ? 4 - moves : 2 - moves); + + } else { + + /* + * Order does matter; try both ways. + */ + moves = 0; + for (int i = 0; i < 25; i++) { + if (movePossible(sc, move[0], start + i*dir, dir)) { + moves = 1; + if (movePossible(sc, move[1], start, dir)) { + return 2; + } + } + // Restore scratch copy... + sc = *this; + } + for (int i = 0; i < 25; i++) { + + if (movePossible(sc, move[1], start + i*dir, dir)) { + moves = 1; + if (movePossible(sc, move[0], start, dir)) { + return 2; + } + } + // Restore scratch copy... + sc = *this; + } + return moves; + } +} + +bool KBgStatus::movePossible(KBgStatus &sc, int a, int start, int dir) const +{ + /* + * Determine where the first checker in moving direction is + * located + */ + int first = (dir > 0) ? 1 : 24; + int last = (dir > 0) ? 25 : 0; + while (first != last && color(turn())*sc.board(first) <= 0) + first += dir; + + /* + * Are we moving off ? + */ + bool off = false; + if ((dir > 0 && first > 18) || (dir < 0 && first < 7)) + off = true; + + /* + * Find a move by exhaustive search. + */ + while (true) { + + start += dir; + int final = start+dir*a; + + /* + * Make absolutely sure that the loop terminates eventually + */ + if (start <= 0 || start >= 25) + return false; + + if (color(turn())*sc.board(start) > 0) { + + if (0 < final && final < 25 && color(turn())*sc.board(final) >= -1) { + sc.setBoard(start, turn(), abs(sc.board(start)) - 1); + sc.setBoard(final, turn(), abs(sc.board(final)) + 1); + return true; + } else if (off && (final == 0 || final == 25)) { + sc.setBoard(start, turn(), abs(sc.board(start)) - 1); + sc.setHome(turn(), abs(sc.home(turn())) + 1); + return true; + } else if (off && first == start && (final > 24 || final < 1)) { + sc.setBoard(start, turn(), abs(sc.board(start)) - 1); + sc.setHome(turn(), abs(sc.home(turn())) + 1); + return true; + } + } + } +} + +// EOF |