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/*
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Copyright (C) 2001 Jens Hoefkens
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jens@hoefkens.com
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This program 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 of the License, or
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(at your option) any later version.
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This program 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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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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$Id$
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*/
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#ifndef KBGSTATUS_H
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#define KBGSTATUS_H
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#include <tqobject.h>
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/**
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* This is a the fundamental class of the KBg* hierarchy. It represents
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* the state of backgammon games.
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*
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* The game states can be initialized in a variety of information and
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* are meant to be passed to the board. In addition to that, the class
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* has several utility functions that are helpful for engines that
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* maintain a local state.
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*
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* @short The backgammon status object
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* @author Jens Hoefkens <jens@hoefkens.com>
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* @version $Id$
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*/
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class KBgStatus : public TQObject
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{
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TQ_OBJECT
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public:
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/**
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* These numbers are used to distinguish the two players. The
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* notion of US and THEM is a leftover from ancient times.
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*/
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enum {NONE = -1, US = 0, THEM = 1, BOTH = 2};
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/**
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* The names are just to distinguish the two different colors.
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*/
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enum {Black = -1, White = +1};
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/**
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* The default constructor initializes the status to an "empty"
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* state. The board and dice are empty and the cube shows 1.
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*/
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KBgStatus();
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/**
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* Constructor from a FIBS rawboard string
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*/
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KBgStatus(const TQString &rawboard);
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/**
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* Copy constructor
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*/
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KBgStatus(const KBgStatus &rhs);
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/**
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* Assignment operator
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*/
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KBgStatus& operator=(const KBgStatus &rhs);
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/**
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* Destructor
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*/
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virtual ~KBgStatus();
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/*
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* The absolute value of the return value is the number of
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* checkers on the i-th field (or zero if i is out of
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* bounds). If the return value has the same sign as the
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* current color of US, it belongs to US, otherwise it belongs
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* to THEM.
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*/
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int board(const int &i) const;
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/*
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* The absolute value of the return value is the number of
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* checkers on the home of player w (or zero if i is out of
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* bounds). If the return value has the same sign as the
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* current color of US, it belongs to US, otherwise it belongs
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* to THEM.
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*
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* The encoding of the color is slighly redundant. See also board(...).
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*/
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int home(const int &w = US) const;
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/*
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* The absolute value of the return value is the number of
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* checkers on the bar of player w (or zero if i is out of
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* bounds). If the return value has the same sign as the
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* current color of US, it belongs to US, otherwise it belongs
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* to THEM.
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*
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* The encoding of the color is slighly redundant. See also board(...).
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*/
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int bar(const int &w = US) const;
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/*
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* Return the current color of player w. If w is invalid, the
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* color of US is returned. The return value will be either
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* Black or White.
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*/
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int color(const int& w = US) const;
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/*
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* Returns the current direction of the game. It is -1 if US
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* plays from 24 to 1 and +1 if US plays from 1 to 24.
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*/
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int direction() const;
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/*
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* Returns the n-th dice of player w. If w is invalid or if n
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* is out of bounds, return zero. Also, if the dice haven't
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* been set, zero is returned.
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*/
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int dice(const int &w, const int &n) const;
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/*
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* Returns the value of the cube. If w can double, the return
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* value is positive, if w may not double, the negative value
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* of the cube is returned. If w is not legal, zero is
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* returned.
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*/
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int cube(const int &w = US) const;
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/*
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* Return the points of w in th ecurrent game. Negative values
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* indicate that either w was not a legal player ID or that
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* the engine doesn't have any information on points.
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*/
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int points(const int &w) const;
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/*
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* Return the name of player w. If w is out of bounds or if
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* the player names have not been set, TQString() is
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* returned.
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*/
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TQString player(const int &w = US) const;
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/*
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* Return the length of the game. Negative values should be used to
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* indicate that the game is over. Zero indicates that the game is
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* unlimited.
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*/
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int length() const;
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/*
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* Return whose turn it is. The possible return values are US,
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* THEM, and NONE.
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*/
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int turn() const;
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/*
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* Return true if the cube has just been offered. If this
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* information is not available or if this is not the case,
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* return false.
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*/
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bool doubled() const;
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/*
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* Set the number of checkers of player w on the i-th field to
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* the absolute value of v. If either i or w are out of bound,
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* nothing is done.
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*
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* Internally, positive numbers are stored for US and negative
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* ones for THEM. While this coding is redundant, it is
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* consistent with the storing of board positions.
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*/
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void setBoard(const int &i, const int &w, const int &v);
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/*
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* Set the number of checkers on the home of player w to the
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* absolute value of v. If w is out of bound, nothing is done.
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*
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* Internally, positive numbers are stored for US and negative
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* ones for THEM. While this coding is redundant, it is
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* consistent with the storing of board positions. See also
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* setBoard(...).
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*/
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void setHome(const int &w = US, const int &v = 0);
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/*
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* Set the number of checkers on the bar of player w to the
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* absolute value of v. If w is out of bound, nothing is done.
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*
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* Internally, positive numbers are stored for US and negative
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* ones for THEM. While this coding is redundant, it is
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* consistent with the storing of board positions. See also
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* setBoard(...).
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*/
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void setBar(const int &w = US, const int &v = 0);
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/*
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* This function sets the color of player w to c. Negative
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* values of c translate to Black for US (and White for
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* THEM). Non-negative values for c translate to White for US
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* and Black for THEM.
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*/
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void setColor(const int& col, const int& w = US);
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/*
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* Set the direction of the game. If dir is negative, US plays
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* from 24 to 1. If dir is positive, US plays from 1 to 24.
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*/
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void setDirection(const int &dir);
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/*
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* Set the n-th dice of player w to v. Nothing is done if w is
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* invalid or if n is out of bounds. If v is invalid, the
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* value zero is assigned (i.e., the dice is invalidated).
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*/
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void setDice(const int &w, const int &n, const int &v);
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/*
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* Set the cube to c us indicates if US can double, them
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* indicates if THEM can double.
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*
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* This function is depreciated.
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*/
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void setCube(const int &c, const bool &us, const bool &them);
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/*
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* Set the cube to c, which must be a legal value (i.e., a
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* power of 2). w indicates who can double. Legal values are
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* NONE, US, THEM, and BOTH.
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*/
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void setCube(const int &c, const int &w);
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/*
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* Set the points of w in the current game to p. Nothing is
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* done if w is illegal.
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*/
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void setPoints(const int &w, const int &p);
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/*
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* Set the name of player w to name. If w is out of bound,
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* nothing is done.
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*/
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void setPlayer(const int &w, const TQString &name);
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/*
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* Set the length of the game. Negative values should be used to
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* indicate that the game is over. Zero indicates that the game
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* is unlimited.
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*/
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void setLength(const int &l);
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/*
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* Set the turn to w. Legal values for w are US, THEM, and
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* NONE (which should indicate that the game is over).
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*/
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void setTurn(const int &w);
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/*
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* Return the number of possible moves basesd on the current
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* dice, checkers, etc.
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*/
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int moves() const;
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private:
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/*
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* Determine if there is any possibility to move a steps
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* anywhere starting from start or later into direction
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* dir in the game given by sc.
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*/
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bool movePossible(KBgStatus &sc, int a, int start, int dir) const;
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/*
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* Copy constr. and assignment share a lot of code.
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*/
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void copy(const KBgStatus &rhs);
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/*
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* Private variables with self-expalanatory names.
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*/
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TQString player_[2];
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int board_[26], home_[2], bar_[2], dice_[2][2], points_[2];
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int color_, direction_, cube_, length_, turn_;
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int doubled_;
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bool maydouble_[2];
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};
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#endif // KBGSTATUS_H
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