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