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GoBoardUpdater.cpp

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00001 //----------------------------------------------------------------------------
00002 /** @file GoBoardUpdater.cpp */
00003 //----------------------------------------------------------------------------
00004 
00005 #include "SgSystem.h"
00006 #include "GoBoardUpdater.h"
00007 
00008 #include "GoBoard.h"
00009 #include "GoSetupUtil.h"
00010 #include "SgNode.h"
00011 #include "SgUtil.h"
00012 
00013 using namespace std;
00014 
00015 //----------------------------------------------------------------------------
00016 
00017 namespace {
00018 
00019 SgEmptyBlackWhite GetPlayer(const SgNode* node)
00020 {
00021     if (! node->HasProp(SG_PROP_PLAYER))
00022         return SG_EMPTY;
00023     SgPropPlayer* prop =
00024         dynamic_cast<SgPropPlayer*>(node->Get(SG_PROP_PLAYER));
00025     return prop->Value();
00026 }
00027 
00028 } // namespace
00029 
00030 //----------------------------------------------------------------------------
00031 
00032 void GoBoardUpdater::Update(const SgNode* node, GoBoard& bd)
00033 {
00034     SG_ASSERT(node != 0);
00035     m_nodes.clear();
00036     while (node != 0)
00037     {
00038         m_nodes.push_back(node);
00039         node = node->Father();
00040     }
00041     const SgNode* root = m_nodes[m_nodes.size() - 1];
00042     int size = GO_DEFAULT_SIZE;
00043     SgPropInt* boardSize = static_cast<SgPropInt*>(root->Get(SG_PROP_SIZE));
00044     if (boardSize)
00045     {
00046         size = boardSize->Value();
00047         SG_ASSERT(SgUtil::InRange(size, SG_MIN_SIZE, SG_MAX_SIZE));
00048     }
00049     bd.Init(size);
00050     for (vector<const SgNode*>::reverse_iterator it = m_nodes.rbegin();
00051          it != m_nodes.rend(); ++it)
00052     {
00053         const SgNode* node = *it;
00054         SgEmptyBlackWhite player = GetPlayer(node);
00055         if (node->HasProp(SG_PROP_ADD_EMPTY)
00056             || node->HasProp(SG_PROP_ADD_BLACK)
00057             || node->HasProp(SG_PROP_ADD_WHITE))
00058         {
00059             // Compute the new initial setup position to re-initialize the
00060             // board with
00061             GoSetup setup = GoSetupUtil::CurrentPosSetup(bd);
00062             if (player != SG_EMPTY)
00063                 setup.m_player = player;
00064             if (node->HasProp(SG_PROP_ADD_BLACK))
00065             {
00066                 SgPropAddStone* prop =
00067                   dynamic_cast<SgPropAddStone*>(node->Get(SG_PROP_ADD_BLACK));
00068                 const SgVector<SgPoint>& addBlack = prop->Value();
00069                 for (SgVectorIterator<SgPoint> it2(addBlack); it2; ++it2)
00070                 {
00071                     SgPoint p = *it2;
00072                     setup.m_stones[SG_WHITE].Exclude(p);
00073                     if (! setup.m_stones[SG_BLACK].Contains(p))
00074                         setup.AddBlack(p);
00075                 }
00076             }
00077             if (node->HasProp(SG_PROP_ADD_WHITE))
00078             {
00079                 SgPropAddStone* prop =
00080                   dynamic_cast<SgPropAddStone*>(node->Get(SG_PROP_ADD_WHITE));
00081                 const SgVector<SgPoint>& addWhite = prop->Value();
00082                 for (SgVectorIterator<SgPoint> it2(addWhite); it2; ++it2)
00083                 {
00084                     SgPoint p = *it2;
00085                     setup.m_stones[SG_BLACK].Exclude(p);
00086                     if (! setup.m_stones[SG_WHITE].Contains(p))
00087                         setup.AddWhite(p);
00088                 }
00089             }
00090             if (node->HasProp(SG_PROP_ADD_EMPTY))
00091             {
00092                 SgPropAddStone* prop =
00093                   dynamic_cast<SgPropAddStone*>(node->Get(SG_PROP_ADD_EMPTY));
00094                 const SgVector<SgPoint>& addEmpty = prop->Value();
00095                 for (SgVectorIterator<SgPoint> it2(addEmpty); it2; ++it2)
00096                 {
00097                     SgPoint p = *it2;
00098                     setup.m_stones[SG_BLACK].Exclude(p);
00099                     setup.m_stones[SG_WHITE].Exclude(p);
00100                 }
00101             }
00102             bd.Init(bd.Size(), setup);
00103         }
00104         else if (player != SG_EMPTY)
00105             bd.SetToPlay(player);
00106         if (node->HasProp(SG_PROP_MOVE))
00107         {
00108             SgPropMove* prop =
00109                 dynamic_cast<SgPropMove*>(node->Get(SG_PROP_MOVE));
00110             SgPoint p = prop->Value();
00111             if (p == SG_PASS || ! bd.Occupied(p))
00112                 bd.Play(p, prop->Player());
00113         }
00114     }
00115 }
00116 
00117 //----------------------------------------------------------------------------


17 Jun 2010 Doxygen 1.4.7