head	1.6;
access;
symbols
	tonic_4:1.6
	tonic_3:1.6
	tonic_2:1.6
	demo:1.6.0.4
	design_report:1.6
	oral_presentation_freeze:1.6.0.2
	DAVEG_CDP:1.4.0.4
	template_integ:1.4.0.2;
locks; strict;
comment	@ * @;


1.6
date	95.11.30.06.31.50;	author hartmans;	state Exp;
branches;
next	1.5;

1.5
date	95.11.28.03.31.33;	author hartmans;	state Exp;
branches;
next	1.4;

1.4
date	95.11.23.05.32.18;	author hartmans;	state Exp;
branches;
next	1.3;

1.3
date	95.11.21.07.38.33;	author jered;	state Exp;
branches;
next	1.2;

1.2
date	95.11.21.05.22.45;	author hartmans;	state Exp;
branches;
next	1.1;

1.1
date	95.11.19.22.45.52;	author hartmans;	state Exp;
branches;
next	;


desc
@@


1.6
log
@Fix bugs so it builds
@
text
@// Implement board abstraction

// $Id: board.C,v 1.5 1995/11/28 03:31:33 hartmans Exp $

#include <board.h>
#include <player.h>
#include <game.h>
#include <move.h>

board::board() {
  g = 0;
i_am_clone = 0;
}

board::~board() {

}

void board::associate (game *g_to_assoc) {
check(g == 0, "Associating me twice was a fatal mistake.");
  g = g_to_assoc;
}

const void * board::force(typeinfo_t &type) const {
register board *ptr = (board *) this;
return (const void *) ptr->force(type);
}


void board::clone_part(board &b) const {
    b.g = g;
    b.i_am_clone = 1;
}
@


1.5
log
@Change players to be indexes, add a few new methods.
@
text
@d3 1
a3 1
// $Id: board.C,v 1.4 1995/11/23 05:32:18 hartmans Exp $
d30 1
a30 1
void board::clone_part(board &b) {
@


1.4
log
@Implement const force,
add checks clause
@
text
@d3 1
a3 1
// $Id: board.C,v 1.3 1995/11/21 07:38:33 jered Exp $
d12 1
d29 5
@


1.3
log
@Fixed some fill and spacing stuff, other minor things in board, test_board.
@
text
@d3 1
a3 1
// $Id: board.C,v 1.2 1995/11/21 05:22:45 hartmans Exp $
d15 1
d19 1
a19 2
  // We should decide what happens if you try to associate an 
  // already-associated board.
d22 6
@


1.2
log
@Lots of fixes to make stuff compile
@
text
@d3 1
a3 2
// $Id: board.C,v 1.1 1995/11/19 22:45:52 hartmans Exp $

d11 1
a11 1
    g = 0;
a13 1

a16 1

d18 3
a20 2
    // We should decide what happens if you try to associate an already-associated board.
    g = g_to_assoc;
a21 1

@


1.1
log
@add initial board.C
@
text
@d3 1
a3 1
// $Id$
d8 1
a8 1
#includegame.h>
@
