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bsdgames/dab/board.h

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/* $NetBSD: board.h,v 1.1.1.1 2003/12/26 17:57:03 christos Exp $ */
/*-
* Copyright (c) 2003 The NetBSD Foundation, Inc.
* All rights reserved.
*
* This code is derived from software contributed to The NetBSD Foundation
* by Christos Zoulas.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3. All advertising materials mentioning features or use of this software
* must display the following acknowledgement:
* This product includes software developed by the NetBSD
* Foundation, Inc. and its contributors.
* 4. Neither the name of The NetBSD Foundation nor the names of its
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE NETBSD FOUNDATION, INC. AND CONTRIBUTORS
* ``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE FOUNDATION OR CONTRIBUTORS
* BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE.
*/
/*
* board.h: Board functions
*/
#ifndef _H_BOARD
#define _H_BOARD
#include <stdlib.h>
class GAMESCREEN;
class PLAYER;
class BOARD {
public:
// Constructors and destructor
BOARD(size_t y, size_t x, GAMESCREEN* scrn);// For the main screen
BOARD(const BOARD& b); // For scratch screens
~BOARD();
// member access
size_t nx(void) const { return _nx; }
size_t ny(void) const { return _ny; }
size_t tx(void) const { return _tx; }
size_t ty(void) const { return _ty; }
GAMESCREEN* getScrn(void) const { return _scrn; }
int& data(size_t y, size_t x) { return _b[y][x]; }
// Computing
int domove(size_t y, size_t x, int dir, char c); // Play move
void init(void); // Initialize a new game
int full(void) const; // True if no more moves
int bounds(size_t y, size_t x) const; // True if in bounds
// Screen updates
void paint(void) const; // Redraw screen
void clean(void) const; // Clear screen
void setpos(size_t y, size_t x) const; // move cursor to pos
int getmove(void) const; // Return move
void bell(void) const; // Beep!
void score(size_t i, const PLAYER& p); // Post score
void games(size_t i, const PLAYER& p); // Post games
void total(size_t i, const PLAYER& p); // Post totals
void ties(const PLAYER& p); // Post ties
void abort(const char *s, ...) const; // Algorithm error
private:
size_t _ty, _tx; // number of symbols in x and y dimension
size_t _ny, _nx; // number of boxes in the x and y dimension
int** _b; // board array of symbols
GAMESCREEN* _scrn; // screen access, if we have one
};
#endif