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bce4ce4604
- Added support for navigation in the game history to the text interface (not unit-tested yet)
101 lines
3.1 KiB
C++
101 lines
3.1 KiB
C++
/*****************************************************************************
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* Eliot
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* Copyright (C) 2005-2007 Antoine Fraboulet & Olivier Teulière
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* Authors: Antoine Fraboulet <antoine.fraboulet @@ free.fr>
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* Olivier Teulière <ipkiss @@ gmail.com>
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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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*****************************************************************************/
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#ifndef _HISTORY_H
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#define _HISTORY_H
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#include <string>
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#include <vector>
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using std::wstring;
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using std::vector;
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class Move;
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class Turn;
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class PlayedRack;
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/**
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* History stores all the turns that have been played
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* This class is used many times in the game
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* - one for the complete game
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* - one for each player
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*
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* The top of the history is an empty Turn until it has been filled
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* and the game is up to a new turn. So a History object is never empty.
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* However, the getSize() method only returns the number of complete
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* turns, and can therefore return 0.
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*
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* 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
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* modified.
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*
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* History owns the turns that it stores. Do not delete a turn referenced
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* by History
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*/
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class History
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{
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public:
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History();
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~History();
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/// Get the size of the history (without the current incomplete turn)
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unsigned int getSize() const;
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/// Get the (possibly incomplete) rack
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const PlayedRack& getCurrentRack() const;
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/// Set the current rack
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void setCurrentRack(const PlayedRack &iPld);
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/// Get the previous (complete) turn
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const Turn& getPreviousTurn() const;
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/// Get turn 'n' (starting at 0)
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const Turn& getTurn(unsigned int) const;
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/**
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* Return true if the history doesn't contain at least one move
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* corresponding to a valid round, false otherwise.
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* Said differently, this method checks whether a word was already played
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* on the board.
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*/
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bool beforeFirstRound() const;
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/**
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* Update the history with the given move and complete the turn.
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* A new turn is created with the unplayed letters in the rack
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* 03 sept 2000: We have to sort the tiles according to the new rules
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*/
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void playMove(unsigned int player, const Move &iMove,
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const Rack &iNewRack);
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/// Remove last turn
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void removeLastTurn();
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/// String handling
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wstring toString() const;
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private:
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vector<Turn*> m_history;
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};
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#endif
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