eliot/game/move.h

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/*****************************************************************************
* Eliot
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* Copyright (C) 2007-2012 Olivier Teulière
* Authors: Olivier Teulière <ipkiss @@ gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*****************************************************************************/
#ifndef MOVE_H_
#define MOVE_H_
#include <string>
#include "round.h"
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#include "logging.h"
class PlayedRack;
using std::wstring;
/**
* A Move is what a player can do during the game:
* - play a valid word
* - play an invalid or misplaced word
* - pass the turn (freegame only)
* - change letters (freegame only)
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* - play nothing (timeout, for example)
*
* Moves are useful to record what happened, even if the board doesn't keep
* a trace of the move (e.g.: an invalid move which was rejected will still
* be remembered in the player history).
*/
class Move
{
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DEFINE_LOGGER();
public:
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/**
* Default constructor, corresponding to no move
*/
Move(int iPoints = 0);
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/**
* Constructor taking a (valid) round
*/
explicit Move(const Round &iRound);
/**
* Constructor taking a word and its coordinates, corresponding
* to an invalid move by the player (invalid word, invalid coordinates,
* letters not corresponding to the rack, ...)
* Note: the invalid word must be given in the display form.
*/
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Move(const wstring &iWord, const wstring &iCoord);
/**
* Constructor taking letters to change.
* An empty string means that the player simply passes without
* changing any letter.
* The given letters must have been already validated for correctness.
*/
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Move(const wstring &iLetters);
// Return the type of move
bool isValid() const { return m_type == VALID_ROUND; }
bool isInvalid() const { return m_type == INVALID_WORD; }
bool isPass() const { return m_type == PASS; }
bool isChangeLetters() const { return m_type == CHANGE_LETTERS; }
bool isNull() const { return m_type == NO_MOVE; }
/// Get the score of this move (0 unless the round is valid)
int getScore() const { return m_score; }
/**
* Return the round associated with the move, or throw an exception
* if this move was not constructed from a valid round
*/
const Round & getRound() const;
/**
* Return the word played at this move associated with the move, or
* throw an exception if this move was not constructed from an invalid
* pair (word, coord)
*/
const wstring & getBadWord() const;
/**
* Return the coordinates of the (incorrect) word played at this move,
* or throw an exception if this move was not constructed from an
* invalid pair (cord, coord)
*/
const wstring & getBadCoord() const;
/**
* Return the changed letters (possibly an empty string if the player
* simply wanted to pass the turn), or throw an exception if this move
* does not correspond to a passed turn
*/
const wstring & getChangedLetters() const;
/**
* Return the rack obtained from the given one, after playing the
* given move.
* The move is supposed to be possible for the given rack.
*/
static PlayedRack ComputeRackForMove(const PlayedRack &iOldRack,
const Move &iMove);
/// To help debugging
wstring toString() const;
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/// Equality operator
bool operator==(const Move &iOther) const;
private:
enum Type
{
VALID_ROUND,
INVALID_WORD,
PASS,
CHANGE_LETTERS,
NO_MOVE,
};
/// Type of move
Type m_type;
/// Score associated with this move
int m_score;
/// Round played at this turn
Round m_round;
/// Word played (incorrectly)
wstring m_word;
/// Coordinates of the word played (incorrectly)
wstring m_coord;
/// Changed letters (or empty string for passed turn)
wstring m_letters;
};
#endif