eliot/game/move.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

144 lines
4.5 KiB
C++

/*****************************************************************************
* Eliot
* Copyright (C) 2007 Olivier Teulière
* Authors: 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 _MOVE_H
#define _MOVE_H
#include <string>
#include "round.h"
class Rack;
class PlayedRack;
using std::wstring;
/**
* A Move is what a player can do during the game:
* - play a valid word
* - play an invalid or misplaced word
* - pass the turn (freegame only)
* - change letters (freegame only)
* - play nothing (timeout) (not supported yet)
*
* Moves are useful to record what happened, even if the board doesn't keep
* a trace of the move (e.g.: an invalid move which was rejected will still
* be remembered in the player history).
*
* Currently, moves are not used by the interfaces (they are only used
* internally), but this could change in the future.
*/
class Move
{
public:
/**
* Constructor taking a (valid) round
*/
explicit Move(const Round &iRound);
/**
* Constructor taking a word and its coordinates, corresponding
* to an invalid move by the player (invalid word, invalid coordinates,
* letters not corresponding to the rack, ...)
*/
explicit Move(const wstring &iWord, const wstring &iCoord);
/**
* Constructor taking letters to change.
* An empty string means that the player simply passes without
* changing any letter.
* The given letters must have been already validated for correctness.
*/
explicit Move(const wstring &iLetters);
enum Type
{
VALID_ROUND,
INVALID_WORD,
PASS,
CHANGE_LETTERS
};
/// Return the type of move
Type getType() const { return m_type; }
/// Get the score of this move (0 unless the round is valid)
int getScore() const { return m_score; };
/**
* Return the round associated with the move, or throw an exception
* if this move was not constructed from a valid round
*/
const Round & getRound() const;
/**
* Return the word played at this move associated with the move, or
* throw an exception if this move was not constructed from an invalid
* pair (word, coord)
*/
const wstring & getBadWord() const;
/**
* Return the coordinates of the (incorrect) word played at this move,
* or throw an exception if this move was not constructed from an
* invalid pair (cord, coord)
*/
const wstring & getBadCoord() const;
/**
* Return the changed letters (possibly an empty string if the player
* simply wanted to pass the turn), or throw an exception if this move
* does not correspond to a passed turn
*/
const wstring & getChangedLetters() const;
/**
* Return the rack obtained from the given one, after playing the
* given move.
* The move is supposed to be possible for the given rack.
*/
static Rack ComputeRackForMove(const PlayedRack &iOldRack,
const Move &iMove);
/// To help debugging
wstring toString() const;
private:
/// Type of move
Type m_type;
/// Score associated with this move
int m_score;
/// Round played at this turn
Round m_round;
/// Word played (incorrectly)
wstring m_word;
/// Coordinates of the word played (incorrectly)
wstring m_coord;
/// Changed letters (or empty string for passed turn)
wstring m_letters;
};
#endif