1 | #ifndef MARS_MagicReversi
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2 | #define MARS_MagicReversi
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3 |
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4 | #ifndef MARS_MAGIC
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5 | #include "MAGIC.h"
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6 | #endif
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7 | #ifndef ROOT_TClonesArray
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8 | #include <TClonesArray.h>
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9 | #endif
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10 |
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11 | class TText;
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12 | class TMarker;
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13 | class TVirtualPad;
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14 |
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15 | class MGeomCam;
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16 | class MHexagon;
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17 |
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18 | class MagicReversi : public TObject
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19 | {
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20 | private:
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21 | MGeomCam *fGeomCam; // pointer to camera geometry
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22 |
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23 | UInt_t fNumPixels; // number of pixels in the present geometry
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24 | Float_t fRange; // the range in millimeters of the present geometry
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25 |
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26 | TClonesArray *fPixels; // array of all hexagons
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27 | TClonesArray *fText; // array of all texts
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28 | TClonesArray *fFlags; // array of all texts
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29 |
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30 | TText *fDone; // TText showing the 'Game over'
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31 | TText *fUsrTxt[6]; // TText showing the numbers of pixels and bombs
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32 |
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33 | UInt_t fW; // Width of canvas
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34 | UInt_t fH; // Height of canvas
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35 | TVirtualPad *fDrawingPad; // pad in which we are drawing
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36 | Bool_t fIsAllocated;
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37 |
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38 | Int_t fNumUsers;
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39 | Int_t fNumUser;
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40 | Int_t fUsrPts[6];
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41 |
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42 | enum
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43 | {
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44 | kEmpty = 50,
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45 | kIsVisible = BIT(16),
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46 | kHasBomb = BIT(17),
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47 | kHasFlag = BIT(18),
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48 | kUserBits = 0x7fc000 // 14-23 are allowed
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49 | };
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50 |
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51 | MHexagon &operator[](int i) { return *((MHexagon*)fPixels->At(i)); }
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52 |
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53 | TText *GetText(Int_t i) { return (TText*)fText->At(i); }
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54 | TMarker *GetFlag(Int_t i) { return (TMarker*)fFlags->At(i); }
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55 |
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56 | void Remove(TObject *);
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57 | void Done();
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58 | void Update();
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59 | void SetNewCamera(MGeomCam *);
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60 | void DrawHexagons();
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61 | void Free();
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62 | void Init();
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63 |
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64 | Bool_t Flip(Int_t idx, Bool_t flip);
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65 | Bool_t CheckMoves();
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66 |
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67 | void Paint(Option_t *option="");
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68 | void Draw(Option_t *option="");
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69 | void ExecuteEvent(Int_t event, Int_t px, Int_t py);
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70 | Int_t DistancetoPrimitive(Int_t px, Int_t py) { return 0; }
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71 |
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72 | public:
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73 | MagicReversi();
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74 | MagicReversi(const MGeomCam &geom);
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75 | ~MagicReversi();
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76 |
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77 | void Reset(); //*MENU*
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78 | void ChangeCamera(); //*MENU*
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79 | void TwoPlayer(); //*MENU*
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80 | void ThreePlayer(); //*MENU*
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81 | void FourPlayer(); //*MENU*
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82 | void FivePlayer(); //*MENU*
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83 | void SixPlayer(); //*MENU*
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84 |
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85 | ClassDef(MagicReversi, 0) // Magic Camera Games: Reversi
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86 | };
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87 |
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88 | #endif
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