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/*
*******************************************************************
*******************************************************************
*
*
* 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);
}
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