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103 lines
2.5 KiB
103 lines
2.5 KiB
/* Yo Emacs, this -*- C++ -*-
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*******************************************************************
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*******************************************************************
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*
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*
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* KREVERSI
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*
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*
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*******************************************************************
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*
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* A Reversi (or sometimes called Othello) game
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*
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*******************************************************************
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*
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* created 2005 by Inge Wallin <inge@lysator.liu.se>
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*
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*******************************************************************
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*
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* This file is part of the KDE project "KREVERSI"
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*
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* KREVERSI is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* KREVERSI is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with KREVERSI; see the file COPYING. If not, write to
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* the Free Software Foundation, 51 Franklin Street, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*
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*******************************************************************
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*/
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#ifndef __TQREVERSIGAME__H__
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#define __TQREVERSIGAME__H__
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#include <tqwidget.h>
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#include <tqpixmap.h>
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#include "Position.h"
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#include "Game.h"
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#include "Move.h"
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class TDEConfig;
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// The main document class in the reversi program. The thing that
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// makes this a QReversiGame instead of just a ReversiGame is that it
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// emits signals that can be used to update a view.
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//
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// Signals:
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// updateBoard()
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// score()
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// turn(Color)
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// gameOver()
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//
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class QReversiGame : public TQObject, public Game {
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Q_OBJECT
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public:
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QReversiGame(TQObject *parent = 0);
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~QReversiGame();
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// Methods dealing with the game
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void newGame();
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bool doMove(Move move);
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bool undoMove();
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#if 0
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void loadSettings();
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bool loadGame(TDEConfig *, bool noupdate = FALSE);
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void saveGame(TDEConfig *);
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#endif
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signals:
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void sig_newGame();
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void sig_move(uint, Move&); // A move has just been done.
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void sig_update(); // Some other change than a move has been done
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// Example: loadFile(), undoMove();
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void sig_gameOver(); // The game is over.
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// FIXME: To be removed:
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//void updateBoard();
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//void sig_score();
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//void turn(Color);
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private:
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// No members.
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};
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#endif
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