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tdegames/kreversi/kreversi.h

180 lines
4.7 KiB

/*
*******************************************************************
*******************************************************************
*
*
* KREVERSI
*
*
*******************************************************************
*
* A Reversi (or sometimes called Othello) game
*
*******************************************************************
*
* created 1997 by Mario Weilguni <mweilguni@sime.com>
*
*******************************************************************
*
* 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
{
Q_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