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header.def
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1992-04-15
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5KB
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99 lines
DEFINITION MODULE header;
(* This holds all the types, constants, and global variables to *)
(* be used for the ataxx program. Everything must therefore explicit- *)
(* ly import these types as needed. Data hiding is not used here, but *)
(* the types are organized in a decent way. *)
(****************************************)
CONST
(****************************************)
boardsize = 7; (* Dimensions of the square playing area *)
maxmovetypemoves = 200; (* Maximum number of moves in movetype *)
(****************************************)
TYPE
(****************************************)
squaretype = (empty, block, red, blue); (* All the possible states *)
(* of a single square. *)
playertype = [red..blue]; (* The players. *)
boardrange = [-1..boardsize + 2]; (* Limits the values of the board *)
(* locations. *)
boardtype = ARRAY [-1..boardsize + 2], [-1..boardsize + 2] OF squaretype;
histnodeptrtype = POINTER TO histnodetype; (* points of a history node *)
histnodetype = RECORD (* Each node contains the board of *)
board : boardtype; (* before the move, a pointer to *)
turn : playertype; (* the node that shows the board *)
previous : histnodeptrtype; (* before that move, after that *)
next : histnodeptrtype; (* move (if any), and whose turn *)
END; (* it was at that move. *)
historytype = RECORD (* The main variable for a list of *)
currentmove : histnodeptrtype; (* boards. They are strung out *)
nummoves : CARDINAL; (* in reverse order (most recent *)
END; (* is pointed at). *)
statetype = RECORD (* This describes the current state *)
board : boardtype; (* of the game: the status of all *)
turn : playertype; (* the squares on the board, whose *)
history : historytype; (* turn it is to move, and all the *)
END; (* previous moves. *)
movetype = RECORD (* This describes an actual move, *)
fromX, toX, (* not a board position. *)
fromY, toY : boardrange;
END;
allmovestype = RECORD (* Holds LOTS of moves! *)
nummoves : CARDINAL;
moves : ARRAY [1..maxmovetypemoves] OF movetype;
END;
pointercode = (RedCircle, BlueCircle, (* These are the codes for the *)
RedPointer, BluePointer, (* possible pointers for the *)
EmptySquare, BlockSquare, (* routine, ChangePointer in *)
DefaultPointer); (* ataxxgraphics module. *)
thinkertype = (human, computer); (* The two types of players. *)
printmsgtype = (GameOver, Thinking); (* Message to print at top of *)
(* screen. *)
(****************************************)
(* GLOBALS *)
(****************************************)
VAR
state : statetype; (* Many things will access this. It *)
(* describes the current state of the *)
(* game. *)
gameover : BOOLEAN; (* Indicates when the game is over (or *)
(* that there are no more moves left *)
(* to play). *)
currentpointer : pointercode; (* which pointer is being displayed. *)
difficulty : CARDINAL; (* This tells how nasty the compter is *)
(* to play. 0 is easiest, and the *)
(* higher the number, the harder! *)
whoisred, (* These tell who is playing what *)
whoisblue : thinkertype; (* color--human, or the computer. *)
backedup : BOOLEAN; (* Is true when the player just backed *)
(* up a move. *)
END header.