eliot/game/history.h

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/*****************************************************************************
* Eliot
* Copyright (C) 2005-2007 Antoine Fraboulet & Olivier Teulière
* Authors: Antoine Fraboulet <antoine.fraboulet @@ free.fr>
* 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 _HISTORY_H
#define _HISTORY_H
#include <string>
#include <vector>
using std::wstring;
using std::vector;
class Move;
class Turn;
class PlayedRack;
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/**
* History stores all the turns that have been played
* This class is used many times in the game
* - one for the complete game
* - one for each player
*
* The top of the history is an empty Turn until it has been filled
* and the game is up to a new turn. So a History object is never empty.
* However, the getSize() method only returns the number of complete
* turns, and can therefore return 0.
*
* getCurrentRack() can/should be used to store the current played rack.
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* setCurrentRack must be called whenever the current played rack is
* modified.
*
* History owns the turns that it stores. Do not delete a turn referenced
* by History
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*/
class History
{
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public:
History();
~History();
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/// Get the size of the history (without the current incomplete turn)
unsigned int getSize() const;
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/// Get the (possibly incomplete) rack
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const PlayedRack& getCurrentRack() const;
/// Set the current rack
void setCurrentRack(const PlayedRack &iPld);
/// Get the previous (complete) turn
const Turn& getPreviousTurn() const;
/// Get turn 'n' (starting at 0)
const Turn& getTurn(unsigned int) const;
/**
* Return true if the history doesn't contain at least one move
* corresponding to a valid round, false otherwise.
* Said differently, this method checks whether a word was already played
* on the board.
*/
bool beforeFirstRound() const;
/**
* Update the history with the given move and complete the turn.
* A new turn is created with the unplayed letters in the rack
* 03 sept 2000: We have to sort the tiles according to the new rules
*/
void playMove(unsigned int player, const Move &iMove,
const Rack &iNewRack);
/// Remove last turn
void removeLastTurn();
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/// String handling
wstring toString() const;
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private:
vector<Turn*> m_history;
};
#endif