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/* 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 1997 by Mario Weilguni <mweilguni@sime.com>
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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 KREVERSI_H
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#define KREVERSI_H
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#include "kzoommainwindow.h"
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#include "Score.h"
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#include "Game.h"
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#include "Engine.h"
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//#include "board.h"
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#include "qreversigame.h"
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#include "qreversigameview.h"
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class TQLabel;
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class TDEAction;
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class KReversi : public KZoomMainWindow
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{
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Q_OBJECT
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public:
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enum State { Ready, Thinking, Hint};
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KReversi();
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~KReversi();
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bool isPlaying() const;
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// Methods that deal with the game
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Color toMove() const { return m_game->toMove(); }
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Color humanColor() const { return m_humanColor; }
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Color computerColor() const { return opponent(m_humanColor); }
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// Methods that deal with the engine.
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void setStrength(uint);
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uint strength() const { return m_engine->strength(); }
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void interrupt() { m_engine->setInterrupt(TRUE); }
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bool interrupted() const { return (m_game->toMove() == computerColor()
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&& m_state == Ready); }
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// State of the program (Hint, Ready, Thinking, etc).
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void setState(State);
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State state() const { return m_state; }
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private:
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// Initialisation
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void createTDEActions();
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// View functions.
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TQString getPlayerName();
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virtual void writeZoomSetting(uint zoom);
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virtual uint readZoomSetting() const;
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virtual void writeMenubarVisibleSetting(bool visible);
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virtual bool menubarVisibleSetting() const;
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virtual void saveProperties(TDEConfig *);
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virtual void readProperties(TDEConfig *);
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virtual bool queryExit();
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private slots:
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// Slots for TDEActions.
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void slotNewGame();
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void slotOpenGame();
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void slotSave();
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void slotHint();
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void slotUndo();
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void slotSwitchSides();
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// Interrupt and continue the engines thinking (also TDEActions).
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void slotInterrupt();
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void slotContinue();
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void slotShowLastMove();
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void slotShowLegalMoves();
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// Slots for game IO
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void slotSquareClicked(int, int);
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// Misc slots.
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void configureNotifications();
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// Some dialogs and other misc stuff.
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void showHighScoreDialog();
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void slotEditSettings();
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void loadSettings();
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public slots:
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// Slots for the view.
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void handleMove(uint moveno, Move &move);
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void showTurn();
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void showTurn(Color color);
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void slotGameOver();
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private:
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// Private methods
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void humanMakeMove(int row, int col);
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void computerMakeMove();
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void illegalMove();
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void showGameOver(Color);
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void saveGame(TDEConfig *);
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bool loadGame(TDEConfig *);
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private:
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// Some Actions that need to be manipulated.
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TDEAction *stopAction;
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TDEAction *continueAction;
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TDEToggleAction *showLastMoveAction;
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TDEToggleAction *showLegalMovesAction;
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// The game itself and game properties
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QReversiGame *m_game; // The main document - the game
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Color m_humanColor; // The Color of the human player.
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bool m_gameOver; // True if the game is over
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bool m_cheating; // True if the user has changed sides
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uint m_lowestStrength; // Lowest strength during the game.
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bool m_competitiveGame;// True if the game has been
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// competitive during all moves so far.
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State m_state; // Ready, Thinking, Hint
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Engine *m_engine; // The AI that creates the computers moves.
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// Widgets
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QReversiGameView *m_gameView; // The board widget.
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};
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#endif
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