eliot/game/player.h
Olivier Teulière bce4ce4604 - The main game modifications (playing a move, setting a new rack, ...) are now done using the Command design pattern, which alows undoing these changes easily.
- Added support for navigation in the game history to the text interface (not unit-tested yet)
2008-11-23 08:18:03 +00:00

115 lines
3.1 KiB
C++

/*****************************************************************************
* Eliot
* Copyright (C) 2004-2007 Olivier Teulière & Antoine Fraboulet
* Authors: Olivier Teulière <ipkiss @@ gmail.com>
* Antoine Fraboulet <antoine.fraboulet @@ free.fr>
*
* 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 _PLAYER_H_
#define _PLAYER_H_
#include <vector>
#include <string>
#include "pldrack.h"
#include "history.h"
using std::wstring;
class Turn;
class Rack;
/**
* This class is the parent class for all the players involved in a game.
* It defines the common methods to update the rack, score, etc...
*/
class Player
{
public:
explicit Player();
virtual ~Player() {}
// Pseudo RTTI
virtual bool isHuman() const = 0;
/// Get the name of the player
const wstring & getName() const { return m_name; }
/// Set the name of the player
void setName(const wstring &iName) { m_name = iName; }
/// ID handling
unsigned int getId() const { return m_id; }
void setId(unsigned int iId) { m_id = iId; }
/**************************
* General getters
**************************/
/// Get the (possibly incomplete) rack of the player
const PlayedRack & getCurrentRack() const;
/// Get the previous rack
const PlayedRack & getLastRack() const;
/// Get the previous move (corresponding to the previous rack...)
const Move & getLastMove() const;
void setCurrentRack(const PlayedRack &iPld);
const History& getHistory() const { return m_history; }
History & accessHistory() { return m_history; }
/// Remove last turn
void removeLastTurn();
/**************************
* Accessors for the score of the player
**************************/
// Add (or remove, if iPoints is negative) points to the score
// of the player
void addPoints(int iPoints) { m_score += iPoints; }
int getPoints() const { return m_score; }
wstring toString() const;
private:
/// ID of the player
unsigned int m_id;
/// Score of the player
int m_score;
/// Name of the player
wstring m_name;
/// History of the racks and rounds for the player
History m_history;
};
/**
* Human player.
*/
class HumanPlayer: public Player
{
public:
HumanPlayer(): Player() {}
virtual ~HumanPlayer() {}
// Pseudo RTTI
virtual bool isHuman() const { return true; }
};
#endif