CHECKDTA.H

// Some more defines 

#define PLAYER1 BLACK
#define PLAYER2 RED

// Game type definitions

#define GAME_CHECKERS 0
#define GAME_GIVEAWAY 1

// Cursor states

#define UNDEFINED_CURSOR -1
#define NORMAL_CURSOR 1
#define RESIZE_CURSOR 2

#define RESIZE_RANGE 10 // How far from bottom right should resize
// cursor be shown.

// Data structures for Checkers.

struct rGameStateRec
{
int iPlayerTurn; // Who's turn
BOOL fPlayAsForm; // If we are currently a form
BOOL fInitDone; // Game initialization over (when to use timer).
BOOL fContinuable; // Is the turn continuable?
BOOL fSetupMode; // Game in setup mode? Need for button processing
BOOL fThinking; // Is the computer thinking?
BOOL fPaused; // Is the game paused?
BOOL fGameInProgress; // Did the game start? How to react to "File:New"
BOOL fLMouseButtonDown; // Is the left mouse button currently down?
BOOL fRMouseButtonDown; // Is the right mouse button currently down?
BOOL fMoveInProgress; // Is the user in the middle of a move?
BOOL fComputerBusy; // Is the computer thinking?
BOOL fGameOver; // Is the game over?
BOOL fMouseResizeInProgress; // Is the user resizing the board with the mouse?
int iCursorState; // What state is the cursor in (resize, normal?)
};

struct rPlayerRec
{
int iPlayerType; // (ENUM) Human/Computer/Network
int iUseOpeningBook; // (BOOL) Use the opening-book moves
int iMemPositions; // (BOOL) Use memorized positions?
int iUseMoveTheory; // (BOOL) Use move theory?
int iUseMoveShuffling; // (BOOL) Use move shuffling
int iUseEqualMoveSkipping; // (BOOL) Use Equal move skipping
long lUseGoodMoveSkipping; // (LONG) Use Good move skipping

int iMaxRecursionDepth; // (LONG) Max recursion depth
int iUseAlphaBetaPruning; // (BOOL) Use alpha-beta pruning
long lAlphaPruningOriginalDepth; // (LONG) Alpha pruning original depth
long lAlphaPruningWidth; // (LONG) Alpha pruning width
};

struct rCheckConfigRec
{
int iGameType; // (INT) enum game type (Checkers/FoxGoose)
int iMustJump; // (BOOL) Player must jump when available?
int iBoardFlipped; // (BOOL) Board flipped?
int iSquareSize; // (INT) Size of board square
int iSetupPurgeBoards; // (BOOL) Purge boards after setup?
int iMaxMoves;

struct rPlayerRec rPlayer[3]; // Config info for players
};