/* $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 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