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gamestate.h
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gamestate.h
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/*
* Copyright (C) 1995 Paul Olav Tvete <[email protected]>
* Copyright (C) 2000-2009 Stephan Kulow <[email protected]>
*
* License of original code:
* -------------------------------------------------------------------------
* Permission to use, copy, modify, and distribute this software and its
* documentation for any purpose and without fee is hereby granted,
* provided that the above copyright notice appear in all copies and that
* both that copyright notice and this permission notice appear in
* supporting documentation.
*
* This file is provided AS IS with no warranties of any kind. The author
* shall have no liability with respect to the infringement of copyrights,
* trade secrets or any patents by this file or any part thereof. In no
* event will the author be liable for any lost revenue or profits or
* other special, indirect and consequential damages.
* -------------------------------------------------------------------------
*
* License of modifications/additions made after 2009-01-01:
* -------------------------------------------------------------------------
* This program 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 of
* the License, or (at your option) any later version.
*
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
* -------------------------------------------------------------------------
*/
#ifndef GAMESTATE_H
#define GAMESTATE_H
#include "patsolve/patsolve.h"
class KCard;
class KCardPile;
#include <QSet>
#include <QString>
class CardState
{
public:
KCardPile * pile;
int index;
bool faceUp;
bool takenDown;
CardState()
: pile( 0 ),
index( -1 ),
faceUp( false ),
takenDown( false )
{
}
CardState( KCardPile * pile, int index, bool faceUp, bool takenDown )
: pile( pile ),
index( index ),
faceUp( faceUp ),
takenDown( takenDown )
{
}
bool operator==( const CardState & rhs ) const
{
return pile == rhs.pile
&& index == rhs.index
&& faceUp == rhs.faceUp
&& takenDown == rhs.takenDown;
}
bool operator!=( const CardState & rhs ) const
{
return !operator==( rhs );
}
};
class CardStateChange
{
public:
CardState oldState;
CardState newState;
QList<KCard*> cards;
CardStateChange( CardState oldState, CardState newState, QList<KCard*> cards )
: oldState( oldState ),
newState( newState ),
cards( cards )
{
};
};
class GameState
{
public:
QList<CardStateChange> changes;
QString stateData;
Solver::ExitStatus solvability;
QList<MOVE> winningMoves;
GameState( QList<CardStateChange> changes, QString stateData )
: changes ( changes ),
stateData( stateData ),
solvability( Solver::SearchAborted )
{
}
};
#endif