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/*
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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>. This file
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* is ported from Mats Luthman's <Mats.Luthman@sylog.se> JAVA applet.
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* Many thanks to Mr. Luthman who has allowed me to put this port
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* under the GNU GPL. Without his wonderful game engine kreversi
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* would be just another of those Reversi programs a five year old
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* child could beat easily. But with it it's a worthy opponent!
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*
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* If you are interested on the JAVA applet of Mr. Luthman take a
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* look at http://www.sylog.se/~mats/
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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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// The class Game represents a complete or incomplete Othello game. It uses
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// the classes Score and Move (and internally Position).
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// You can make moves, take back one move at a time, reset to initial position
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// and get certain data on the current position.
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// Public functions:
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// public Game()
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// Creates a game with the initial position.
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// public void Reset()
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// Resets to the initial position.
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// public boolean makeMove(Move &move)
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// Makes the move m. Returns false if the move is not legal or when called
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// with a move where the player is Score.NOBODY.
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// public boolean TakeBackMove()
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// Takes back a move. Returns true if not at the initial position.
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// public int GetSquare(int x, int y)
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// Returns the piece at (x, y). Returns Score.NOBODY if the square is not
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// occupied.
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// public int GetScore(int player)
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// Returns the score for player.
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// public Move GetLastMove()
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// Returns the last move. Returns null if at the initial position.
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// public boolean MoveIsLegal(Move m)
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// Checks if move m is legal.
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// public boolean MoveIsPossible(int player)
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// Checks if there is a legal move for player.
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// public boolean MoveIsAtAllPossible()
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// Checks if there are any legal moves at all.
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// public int GetMoveNumber()
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// Returns move number.
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// public int GetWhoseTurn()
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// Returns the player in turn to play (if there are no legal moves
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// Score.NOBODY is returned).
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// public Move[] TurnedByLastMove()
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// Returns a vector of the squares that were changed by the last move.
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// The move that was actually played is at index 0. At the initial
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// position the length of the vector returned is zero. (Could be used
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// for faster updates of a graphical board).
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#include <assert.h>
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#include "Game.h"
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Game::Game()
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{
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newGame();
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}
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Game::~Game()
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{
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}
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// Start a new game and reset the position to before the first move.
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//
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void Game::newGame()
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{
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m_position.setupStartPosition();
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m_moveNumber = 0;
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}
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// Return the last move made in the game.
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//
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Move Game::lastMove() const
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{
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// If no moves where made, return a NULL move.
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if (m_moveNumber == 0)
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return Move();
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return m_moves[m_moveNumber - 1];
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}
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Move
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Game::move(uint moveNo) const
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{
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assert(moveNo < m_moveNumber);
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return m_moves[moveNo];
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}
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// Return true if the move is legal in the current position.
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//
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bool Game::moveIsLegal(SimpleMove &move) const
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{
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return m_position.moveIsLegal(move);
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}
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// Return true if the color can make a move in the current position.
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bool Game::moveIsPossible(Color color) const
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{
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return m_position.moveIsPossible(color);
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}
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// Return true if any side can make a move in the current position.
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//
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bool Game::moveIsAtAllPossible() const
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{
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return m_position.moveIsAtAllPossible();
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}
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// Make a move in the game, resulting in a new position.
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//
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// If everything went well, return true. Otherwise return false and
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// do nothing.
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bool Game::doMove(Move &move)
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{
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Position lastPos = m_position;
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// Some sanity checks.
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if (move.color() == Nobody)
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return false;
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if (toMove() != move.color())
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return false;
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// Make the move in the position and store it. Don't allow illegal moves.
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if (!m_position.doMove(move))
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return false;
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m_moves[m_moveNumber++] = move;
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return true;
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}
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bool Game::doMove(SimpleMove &smove)
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{
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Move move(smove);
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return doMove(move);
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}
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// Take back the last move.
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//
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// Note: The removed move is not remembered, so a redo is not possible.
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//
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bool Game::undoMove()
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{
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if (m_moveNumber == 0)
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return false;
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#if 0
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m_position.setupStartPosition();
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m_moveNumber--;
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for (uint i = 0; i < m_moveNumber; i++)
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m_position.doMove(m_moves[i]);
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#else
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m_position.undoMove(m_moves[--m_moveNumber]);
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#endif
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return true;
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}
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// ----------------------------------------------------------------
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// Reversi specific methods
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// Return true if the square at (x, y) was changed during the last move.
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//
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bool Game::squareModified(uint x, uint y) const
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{
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// If the move number is zero, we want to redraw all squares.
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// That's why we return true here.
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if (m_moveNumber == 0)
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return true;
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return m_moves[m_moveNumber - 1].squareModified(x, y);
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}
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// Return true if the piece at square (x, y) was turned during the last move.
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//
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bool Game::wasTurned(uint x, uint y) const
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{
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// Nothing turned before the first move.
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if (m_moveNumber == 0)
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return false;
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Color color = m_position.color(x, y);
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if (color == Nobody)
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return false;
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return m_moves[m_moveNumber - 1].wasTurned(x, y);
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}
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