game.cpp

来自「Siemens 的SIMpad是一个多媒体设备」· C++ 代码 · 共 226 行

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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, 59 Temple Place - Suite 330, * Boston, MA 02111-1307, 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 m)//     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 <qobject.h>#include "Game.h"Game::Game(){  // JAVA m_positions = new Position[61];  // JAVA m_positions[0] = new Position();  m_positions[0].constrInit();  m_movenumber = 0;}void Game::Reset(){  // JAVA m_positions = new Position[61];  // JAVA m_positions[0] = new Position();  m_positions[0].constrInit();  m_movenumber = 0;}bool Game::MakeMove(Move m){  if (m.GetPlayer() == Score::NOBODY) return false;  if (GetWhoseTurn() != m.GetPlayer()) return false;  if (! m_positions[m_movenumber].MoveIsLegal(m)) return false;    m_positions[m_movenumber+1].constrCopy(m_positions[m_movenumber], m);  m_movenumber++;  return true;}bool Game::TakeBackMove(){  if (m_movenumber <= 0) return false;  // JAVA m_positions[m_movenumber--] = null;  m_movenumber--;  return true;}int Game::GetSquare(int x, int y){  return m_positions[m_movenumber].GetSquare(x, y);}int Game::GetScore(int player){  return m_positions[m_movenumber].GetScore(player);}Move Game::GetLastMove() { return m_positions[m_movenumber].GetLastMove(); }bool Game::MoveIsLegal(Move m){  return m_positions[m_movenumber].MoveIsLegal(m);}bool Game::MoveIsPossible(int player){  return m_positions[m_movenumber].MoveIsPossible(player);}bool Game::MoveIsAtAllPossible(){  return m_positions[m_movenumber].MoveIsAtAllPossible();}int Game::GetMoveNumber() { return m_movenumber; }int Game::GetWhoseTurn(){  if (m_movenumber <= 0) return Score::BLACK;    int player = GetLastMove().GetPlayer();  int opponent = Score::GetOpponent(player);      if (MoveIsPossible(opponent)) return opponent;        if (MoveIsPossible(player)) return player;        return Score::NOBODY;}int Game::GetWhoseTurnOpponent() {  int color = GetWhoseTurn();  if(color == Score::NOBODY)    return Score::NOBODY;  else if(color == Score::BLACK)    return Score::WHITE;  else    return Score::BLACK;}bool Game::squareModified(int x, int y) {  if(GetMoveNumber() == 1)    return TRUE;  else    return (bool)(m_positions[m_movenumber].GetSquare(x, y) != m_positions[m_movenumber-1].GetSquare(x, y));}bool Game::wasTurned(int x, int y) {  if(GetMoveNumber() == 0)    return FALSE;  else {    int c1 = m_positions[m_movenumber-1].GetSquare(x, y);    int c2 = m_positions[m_movenumber].GetSquare(x, y);        if(c1 == Score::NOBODY)      return FALSE;    else if(c1 == c2)      return FALSE;    else      return TRUE;  }}

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