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ReversiGame.cpp
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ReversiGame.cpp
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//Copyright 2011 Spencer Clark
/*
---------------------------------------------------------------------
This file is part of DeathReversi.
DeathReversi 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 3 of the License, or
(at your option) any later version.
DeathReversi 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 DeathReversi. If not, see <http://www.gnu.org/licenses/>.
---------------------------------------------------------------------
*/
#include "ReversiGame.h"
#include <QtDebug>
ReversiGame::ReversiGame()
{
this->setBoard(QSharedPointer<ReversiBoard>(new ReversiBoard(8)));
}
ReversiGame::~ReversiGame()
{
}
QSharedPointer<ReversiBoard> ReversiGame::getBoard() const
{
return this->board;
}
//public slot
void ReversiGame::handleCellClicked(BoardPos where)
{
this->board->makeMove(where,
this->board->getWhoseTurn());
}
//public slot
void ReversiGame::setBlackAIDepth(quint8)
{
}
//public slot
void ReversiGame::setWhiteAIDepth(quint8)
{
}
//private slot
void ReversiGame::handleTurnTaken(CELL_STATE byWhom, CELL_STATE nextTurn)
{
Q_UNUSED(byWhom);
Q_UNUSED(nextTurn);
//this->turnTaken(byWhom,nextTurn);
qDebug() << this->board->getScore();
}
//private slot
void ReversiGame::handleGameOver(CELL_STATE winner)
{
Q_UNUSED(winner);
//this->gameOver(winner);
}
//private slot
void ReversiGame::handleScoreChanged(quint16 white, quint16 black)
{
Q_UNUSED(white);
Q_UNUSED(black);
//this->scoreChanged(white,black);
}
//private
void ReversiGame::setBoard(QSharedPointer<ReversiBoard> nBoard)
{
if (nBoard.isNull())
return;
ReversiBoard * raw = nBoard.data();
connect(raw,
SIGNAL(moveMade(CELL_STATE,CELL_STATE)),
this,
SLOT(handleTurnTaken(CELL_STATE,CELL_STATE)));
connect(raw,
SIGNAL(moveMade(CELL_STATE,CELL_STATE)),
this,
SIGNAL(turnTaken(CELL_STATE,CELL_STATE)));
connect(raw,
SIGNAL(gameOver(CELL_STATE)),
this,
SLOT(handleGameOver(CELL_STATE)));
connect(raw,
SIGNAL(gameOver(CELL_STATE)),
this,
SIGNAL(gameOver(CELL_STATE)));
connect(raw,
SIGNAL(countChanged(quint16,quint16)),
this,
SLOT(handleScoreChanged(quint16,quint16)));
connect(raw,
SIGNAL(countChanged(quint16,quint16)),
this,
SIGNAL(scoreChanged(quint16,quint16)));
this->board = nBoard;
}