summaryrefslogtreecommitdiffstats
path: root/kreversi/Game.cpp
blob: e389fdd329d6ce3847305d16a88c229084002b05 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
/* 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);
}