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b7032e2d78
This simplifies the code in many places, and allows inheritance of the game mode classes (Training, Duplicate and FreeGame). - A Tile is no more an unsigned char, but a class: it should help supporting i18n of the game. The Dic library still uses unsigned chars though. - Improved the configure script, to enable/disable the compilation of some interfaces. - Added a ncurses interface, much nicer than the text one. The game mode and the number of players are currently hardcoded, it is not possible to change them interactively (yet). - Repaired the save/load functions. NOTE: The wxWindows interface compiles, but is completely broken. I'm afraid it needs a full rewrite (to support the various game modes in particular).
194 lines
4.6 KiB
C++
194 lines
4.6 KiB
C++
/*****************************************************************************
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* Copyright (C) 1999-2005 Eliot
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* Authors: Olivier Teuliere <ipkiss@via.ecp.fr>
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*
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* $Id: tile.cpp,v 1.1 2005/02/05 11:14:56 ipkiss Exp $
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*****************************************************************************/
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#include "tile.h"
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#include <ctype.h>
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/*************************
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* Zero + 26 letters + joker
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*************************/
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#define TILES_NUMBER 28
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/* The jokers and the 'Y' can be considered both as vowels or consonants */
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const int Tiles_vowels[TILES_NUMBER] =
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{
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/* x A B C D E F G H I J K L M N O P Q R S T U V W X Y Z ? */
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0,1,0,0,0, 1,0,0,0,1,0, 0,0,0,0,1,0,0,0,0,0,1,0, 0, 0, 1, 0,1
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};
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const int Tiles_consonants[TILES_NUMBER] =
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{
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/* x A B C D E F G H I J K L M N O P Q R S T U V W X Y Z ? */
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0,0,1,1,1, 0,1,1,1,0,1, 1,1,1,1,0,1,1,1,1,1,0,1, 1, 1, 1, 1,1
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};
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const int Tiles_numbers[TILES_NUMBER] =
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{
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/* x A B C D E F G H I J K L M N O P Q R S T U V W X Y Z ? */
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0,9,2,2,3,15,2,2,2,8,1, 1,5,3,6,6,2,1,6,6,6,6,2, 1, 1, 1, 1,2
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};
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const int Tiles_points[TILES_NUMBER] =
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{
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/* x A B C D E F G H I J K L M N O P Q R S T U V W X Y Z ? */
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0,1,3,3,2, 1,4,2,4,1,8,10,1,2,1,1,3,8,1,1,1,1,4,10,10,10,10,0
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};
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list<Tile> Tile::m_tilesList;
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const Tile Tile::m_TheJoker('?');
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const Tile Tile::m_TheDummy(0);
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Tile::Tile(char c)
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{
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if (c == '?')
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{
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m_joker = true;
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m_dummy = false;
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m_char = 63;
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}
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else if (isalpha(c))
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{
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// XXX: is a lowercase character always a joker?
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m_joker = islower(c);
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m_dummy = false;
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m_char = toupper(c);
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}
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else
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{
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m_joker = false;
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m_dummy = true;
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m_char = 0;
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}
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}
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bool Tile::isVowel() const
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{
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if (m_dummy)
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return false;
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if (m_joker)
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return Tiles_vowels[27];
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return Tiles_vowels[m_char - 'A' + 1];
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}
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bool Tile::isConsonant() const
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{
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if (m_dummy)
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return false;
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if (m_joker)
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return Tiles_consonants[27];
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return Tiles_consonants[m_char - 'A' + 1];
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}
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int Tile::maxNumber() const
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{
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if (m_dummy)
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return false;
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if (m_joker)
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return Tiles_numbers[27];
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return Tiles_numbers[m_char - 'A' + 1];
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}
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int Tile::getPoints() const
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{
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if (m_dummy)
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return false;
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if (m_joker)
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return Tiles_points[27];
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return Tiles_points[m_char - 'A' + 1];
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}
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const list<Tile>& Tile::getAllTiles()
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{
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if (Tile::m_tilesList.size() == 0)
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{
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// XXX: this should be filled from a "language file" instead
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for (char i = 'A'; i <= 'Z'; i++)
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Tile::m_tilesList.push_back(Tile(i));
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m_tilesList.push_back(Tile('?'));
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}
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return Tile::m_tilesList;
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}
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char Tile::toChar() const
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{
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// XXX: What should we return for a dummy char?
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if (m_dummy)
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return '%';
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// XXX: is this clever enough?
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if (m_joker)
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{
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if (isalpha(m_char))
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return tolower(m_char);
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else
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return '?';
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}
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return m_char;
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}
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bool Tile::operator <(const Tile &iOther) const
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{
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if (iOther.m_dummy)
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return false;
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else if (m_dummy)
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return true;
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else if (m_joker)
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return false;
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else if (iOther.m_joker)
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return true;
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else
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return m_char < iOther.m_char;
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}
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bool Tile::operator ==(const Tile &iOther) const
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{
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if (m_dummy || iOther.m_dummy)
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return m_dummy == iOther.m_dummy;
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if (m_joker || iOther.m_joker)
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{
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if (m_joker != iOther.m_joker)
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return false;
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return m_char == iOther.m_char;
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}
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return m_char == iOther.m_char;
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// return (m_joker && iOther.m_joker && m_char == iOther.m_char) ||
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// (m_dummy && iOther.m_dummy) ||
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// (!m_dummy && !iOther.m_dummy
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// && !m_joker && !iOther.m_joker
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// && m_char == iOther.m_char);
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}
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bool Tile::operator !=(const Tile &iOther) const
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{
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return !(*this == iOther);
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}
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