eliot/game/board.h
Olivier Teulière 3c7a84d543 Support saving/loading games (any game type) in XML format.
Status:
It works well, but there are still a few details to improve/fix

More details about the changes:
 - New dependency on Arabica and Libxml2 to parse the XML
 - Loading the old format is still supported for this release, but won't be supported anymore in the next one
 - Games are now only saved in the new format
 - In training mode, the player is now created externally, like in the other modes
 - Avoid using GameIO (the one from game/) whenever possible
 - Do not use a FILE* argument anymore when loading a game
 - Throw and catch exceptions correctly when a game cannot be loaded or saved
 - The non-regression tests now use a new method to print the game history
2009-11-29 16:01:31 +00:00

129 lines
3.3 KiB
C++

/*****************************************************************************
* Eliot
* Copyright (C) 1999-2007 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 BOARD_H_
#define BOARD_H_
#include <string>
#include "matrix.h"
#include "tile.h"
#include "cross.h"
class Dictionary;
class Rack;
class Round;
class Results;
using namespace std;
#define BOARD_MIN 1
#define BOARD_MAX 15
#define BOARD_DIM 15
#define BOARD_REALDIM (BOARD_DIM + 2)
/**
* Representation of the board.
*
* In all the methods, the given coordinates
* have to be BOARD_MIN <= int <= BOARD_MAX.
*/
class Board
{
public:
Board();
bool isJoker(int iRow, int iCol) const;
bool isVacant(int iRow, int iCol) const;
const Tile& getTile(int iRow, int iCol) const;
wstring getDisplayStr(int iRow, int iCol) const;
void addRound(const Dictionary &iDic, const Round &iRound);
void removeRound(const Dictionary &iDic, const Round &iRound);
int checkRound(Round &iRound) const;
/**
*
*/
bool isTestChar(int iRow, int iCol) const;
void testRound(const Round &iRound);
void removeTestRound();
/**
* board_search.c
*/
void search(const Dictionary &iDic, const Rack &iRack, Results &oResults) const;
void searchFirst(const Dictionary &iDic, const Rack &iRack, Results &oResults) const;
/**
* board_cross.c
*/
void buildCross(const Dictionary &iDic);
/**
*
*/
static int GetWordMultiplier(int iRow, int iCol);
static int GetLetterMultiplier(int iRow, int iCol);
/**
*
*/
string getCellContent_row(int row, int col) const;
string getCellContent_col(int row, int col) const;
private:
Matrix<Tile> m_tilesRow;
Matrix<Tile> m_tilesCol;
Matrix<bool> m_jokerRow;
Matrix<bool> m_jokerCol;
Matrix<Cross> m_crossRow;
Matrix<Cross> m_crossCol;
Matrix<int> m_pointRow;
Matrix<int> m_pointCol;
Matrix<bool> m_testsRow;
/// Flag indicating if the board is empty or if it has letters
bool m_isEmpty;
static const int m_tileMultipliers[BOARD_REALDIM][BOARD_REALDIM];
static const int m_wordMultipliers[BOARD_REALDIM][BOARD_REALDIM];
int checkRoundAux(const Matrix<Tile> &iTilesMx,
const Matrix<Cross> &iCrossMx,
const Matrix<int> &iPointsMx,
const Matrix<bool> &iJokerMx,
Round &iRound) const;
#ifdef DEBUG
void checkDouble();
#endif
};
#endif