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+/* Yo Emacs, this -*- C++ -*-
+ *******************************************************************
+ *******************************************************************
+ *
+ *
+ * KREVERSI
+ *
+ *
+ *******************************************************************
+ *
+ * A Reversi (or sometimes called Othello) game
+ *
+ *******************************************************************
+ *
+ * Created 1997 by Mario Weilguni <mweilguni@sime.com>. This file
+ * is ported from Mats Luthman's <Mats.Luthman@sylog.se> 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, 51 Franklin Street, Fifth Floor,
+ * Boston, MA 02110-1301, 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 &move)
+// 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 <assert.h>
+
+#include "Game.h"
+
+
+
+Game::Game()
+{
+ newGame();
+}
+
+Game::~Game()
+{
+}
+
+
+// Start a new game and reset the position to before the first move.
+//
+
+void Game::newGame()
+{
+ m_position.setupStartPosition();
+ m_moveNumber = 0;
+}
+
+
+// Return the last move made in the game.
+//
+
+Move Game::lastMove() const
+{
+ // If no moves where made, return a NULL move.
+ if (m_moveNumber == 0)
+ return Move();
+
+ return m_moves[m_moveNumber - 1];
+}
+
+
+Move
+Game::move(uint moveNo) const
+{
+ assert(moveNo < m_moveNumber);
+
+ return m_moves[moveNo];
+}
+
+
+
+// Return true if the move is legal in the current position.
+//
+
+bool Game::moveIsLegal(SimpleMove &move) const
+{
+ return m_position.moveIsLegal(move);
+}
+
+
+// Return true if the color can make a move in the current position.
+
+bool Game::moveIsPossible(Color color) const
+{
+ return m_position.moveIsPossible(color);
+}
+
+
+// Return true if any side can make a move in the current position.
+//
+
+bool Game::moveIsAtAllPossible() const
+{
+ return m_position.moveIsAtAllPossible();
+}
+
+
+// Make a move in the game, resulting in a new position.
+//
+// If everything went well, return true. Otherwise return false and
+// do nothing.
+
+bool Game::doMove(Move &move)
+{
+ Position lastPos = m_position;
+
+ // Some sanity checks.
+ if (move.color() == Nobody)
+ return false;
+
+ if (toMove() != move.color())
+ return false;
+
+ // Make the move in the position and store it. Don't allow illegal moves.
+ if (!m_position.doMove(move))
+ return false;
+
+ m_moves[m_moveNumber++] = move;
+
+ return true;
+}
+
+
+bool Game::doMove(SimpleMove &smove)
+{
+ Move move(smove);
+
+ return doMove(move);
+}
+
+
+// Take back the last move.
+//
+// Note: The removed move is not remembered, so a redo is not possible.
+//
+
+bool Game::undoMove()
+{
+ if (m_moveNumber == 0)
+ return false;
+
+#if 0
+ m_position.setupStartPosition();
+ m_moveNumber--;
+ for (uint i = 0; i < m_moveNumber; i++)
+ m_position.doMove(m_moves[i]);
+#else
+ m_position.undoMove(m_moves[--m_moveNumber]);
+#endif
+
+ return true;
+}
+
+
+// ----------------------------------------------------------------
+// Reversi specific methods
+
+
+// Return true if the square at (x, y) was changed during the last move.
+//
+
+bool Game::squareModified(uint x, uint y) const
+{
+ // If the move number is zero, we want to redraw all squares.
+ // That's why we return true here.
+ if (m_moveNumber == 0)
+ return true;
+
+ return m_moves[m_moveNumber - 1].squareModified(x, y);
+}
+
+
+// Return true if the piece at square (x, y) was turned during the last move.
+//
+
+bool Game::wasTurned(uint x, uint y) const
+{
+ // Nothing turned before the first move.
+ if (m_moveNumber == 0)
+ return false;
+
+ Color color = m_position.color(x, y);
+
+ if (color == Nobody)
+ return false;
+
+ return m_moves[m_moveNumber - 1].wasTurned(x, y);
+}