eliot/game/cross.cpp
Olivier Teulière b7032e2d78 - The Game library is now in C++.
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).
2005-02-05 11:14:56 +00:00

45 lines
1.4 KiB
C++

/*****************************************************************************
* Copyright (C) 2005 Eliot
* Authors: Olivier Teuliere <ipkiss@via.ecp.fr>
*
* $Id: cross.cpp,v 1.1 2005/02/05 11:14:56 ipkiss Exp $
*
* 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*****************************************************************************/
#include "cross.h"
Cross::Cross()
{
// the default behaviour is to match everything
m_any = true;
}
void Cross::clear()
{
m_tilesSet.clear();
m_any = false;
}
bool Cross::check(const Tile& iTile) const
{
if (m_any || (iTile.isJoker() && !m_tilesSet.empty()))
return true;
set<Tile>::const_iterator it = m_tilesSet.find(iTile);
return it != m_tilesSet.end();
}