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tdegames/kbackgammon/kbgstatus.h

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/*
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.
$Id$
*/
#ifndef KBGSTATUS_H
#define KBGSTATUS_H
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#include <tqobject.h>
/**
* This is a the fundamental class of the KBg* hierarchy. It represents
* the state of backgammon games.
*
* The game states can be initialized in a variety of information and
* are meant to be passed to the board. In addition to that, the class
* has several utility functions that are helpful for engines that
* maintain a local state.
*
* @short The backgammon status object
* @author Jens Hoefkens <jens@hoefkens.com>
* @version $Id$
*/
class KBgtqStatus : public TQObject
{
Q_OBJECT
TQ_OBJECT
public:
/**
* These numbers are used to distinguish the two players. The
* notion of US and THEM is a leftover from ancient times.
*/
enum {NONE = -1, US = 0, THEM = 1, BOTH = 2};
/**
* The names are just to distinguish the two different colors.
*/
enum {Black = -1, White = +1};
/**
* The default constructor initializes the status to an "empty"
* state. The board and dice are empty and the cube shows 1.
*/
KBgtqStatus();
/**
* Constructor from a FIBS rawboard string
*/
KBgtqStatus(const TQString &rawboard);
/**
* Copy constructor
*/
KBgtqStatus(const KBgtqStatus &rhs);
/**
* Assignment operator
*/
KBgtqStatus& operator=(const KBgtqStatus &rhs);
/**
* Destructor
*/
virtual ~KBgtqStatus();
/*
* The absolute value of the return value is the number of
* checkers on the i-th field (or zero if i is out of
* bounds). If the return value has the same sign as the
* current color of US, it belongs to US, otherwise it belongs
* to THEM.
*/
int board(const int &i) const;
/*
* The absolute value of the return value is the number of
* checkers on the home of player w (or zero if i is out of
* bounds). If the return value has the same sign as the
* current color of US, it belongs to US, otherwise it belongs
* to THEM.
*
* The encoding of the color is slighly redundant. See also board(...).
*/
int home(const int &w = US) const;
/*
* The absolute value of the return value is the number of
* checkers on the bar of player w (or zero if i is out of
* bounds). If the return value has the same sign as the
* current color of US, it belongs to US, otherwise it belongs
* to THEM.
*
* The encoding of the color is slighly redundant. See also board(...).
*/
int bar(const int &w = US) const;
/*
* Return the current color of player w. If w is invalid, the
* color of US is returned. The return value will be either
* Black or White.
*/
int color(const int& w = US) const;
/*
* Returns the current direction of the game. It is -1 if US
* plays from 24 to 1 and +1 if US plays from 1 to 24.
*/
int direction() const;
/*
* Returns the n-th dice of player w. If w is invalid or if n
* is out of bounds, return zero. Also, if the dice haven't
* been set, zero is returned.
*/
int dice(const int &w, const int &n) const;
/*
* Returns the value of the cube. If w can double, the return
* value is positive, if w may not double, the negative value
* of the cube is returned. If w is not legal, zero is
* returned.
*/
int cube(const int &w = US) const;
/*
* Return the points of w in th ecurrent game. Negative values
* indicate that either w was not a legal player ID or that
* the engine doesn't have any information on points.
*/
int points(const int &w) const;
/*
* Return the name of player w. If w is out of bounds or if
* the player names have not been set, TQString() is
* returned.
*/
TQString player(const int &w = US) const;
/*
* Return the length of the game. Negative values should be used to
* indicate that the game is over. Zero indicates that the game is
* unlimited.
*/
int length() const;
/*
* Return whose turn it is. The possible return values are US,
* THEM, and NONE.
*/
int turn() const;
/*
* Return true if the cube has just been offered. If this
* information is not available or if this is not the case,
* return false.
*/
bool doubled() const;
/*
* Set the number of checkers of player w on the i-th field to
* the absolute value of v. If either i or w are out of bound,
* nothing is done.
*
* Internally, positive numbers are stored for US and negative
* ones for THEM. While this coding is redundant, it is
* consistent with the storing of board positions.
*/
void setBoard(const int &i, const int &w, const int &v);
/*
* Set the number of checkers on the home of player w to the
* absolute value of v. If w is out of bound, nothing is done.
*
* Internally, positive numbers are stored for US and negative
* ones for THEM. While this coding is redundant, it is
* consistent with the storing of board positions. See also
* setBoard(...).
*/
void setHome(const int &w = US, const int &v = 0);
/*
* Set the number of checkers on the bar of player w to the
* absolute value of v. If w is out of bound, nothing is done.
*
* Internally, positive numbers are stored for US and negative
* ones for THEM. While this coding is redundant, it is
* consistent with the storing of board positions. See also
* setBoard(...).
*/
void setBar(const int &w = US, const int &v = 0);
/*
* This function sets the color of player w to c. Negative
* values of c translate to Black for US (and White for
* THEM). Non-negative values for c translate to White for US
* and Black for THEM.
*/
void setColor(const int& col, const int& w = US);
/*
* Set the direction of the game. If dir is negative, US plays
* from 24 to 1. If dir is positive, US plays from 1 to 24.
*/
void setDirection(const int &dir);
/*
* Set the n-th dice of player w to v. Nothing is done if w is
* invalid or if n is out of bounds. If v is invalid, the
* value zero is assigned (i.e., the dice is invalidated).
*/
void setDice(const int &w, const int &n, const int &v);
/*
* Set the cube to c us indicates if US can double, them
* indicates if THEM can double.
*
* This function is depreciated.
*/
void setCube(const int &c, const bool &us, const bool &them);
/*
* Set the cube to c, which must be a legal value (i.e., a
* power of 2). w indicates who can double. Legal values are
* NONE, US, THEM, and BOTH.
*/
void setCube(const int &c, const int &w);
/*
* Set the points of w in the current game to p. Nothing is
* done if w is illegal.
*/
void setPoints(const int &w, const int &p);
/*
* Set the name of player w to name. If w is out of bound,
* nothing is done.
*/
void setPlayer(const int &w, const TQString &name);
/*
* Set the length of the game. Negative values should be used to
* indicate that the game is over. Zero indicates that the game
* is unlimited.
*/
void setLength(const int &l);
/*
* Set the turn to w. Legal values for w are US, THEM, and
* NONE (which should indicate that the game is over).
*/
void setTurn(const int &w);
/*
* Return the number of possible moves basesd on the current
* dice, checkers, etc.
*/
int moves() const;
private:
/*
* Determine if there is any possibility to move a steps
* anywhere starting from start or later into direction
* dir in the game given by sc.
*/
bool movePossible(KBgtqStatus &sc, int a, int start, int dir) const;
/*
* Copy constr. and assignment share a lot of code.
*/
void copy(const KBgtqStatus &rhs);
/*
* Private variables with self-expalanatory names.
*/
TQString player_[2];
int board_[26], home_[2], bar_[2], dice_[2][2], points_[2];
int color_, direction_, cube_, length_, turn_;
int doubled_;
bool maydouble_[2];
};
#endif // KBGSTATUS_H