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b7032e2d78
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).
74 lines
2.1 KiB
C++
74 lines
2.1 KiB
C++
/*****************************************************************************
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* Copyright (C) 1999-2005 Eliot
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* Authors: Antoine Fraboulet <antoine.fraboulet@free.fr>
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* Olivier Teuliere <ipkiss@via.ecp.fr>
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*
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* $Id: pldrack.h,v 1.3 2005/02/05 11:14:56 ipkiss Exp $
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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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*****************************************************************************/
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#ifndef _PLAYEDRACK_H_
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#define _PLAYEDRACK_H_
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#include <vector>
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#include "tile.h"
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class Rack;
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using namespace std;
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/*************************
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* A Playedrack is
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*
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*************************/
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class PlayedRack
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{
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public:
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PlayedRack() {}
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virtual ~PlayedRack() {}
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void reset();
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void resetNew();
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void getOld(Rack &oRack) const;
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void getNew(Rack &oRack) const;
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void getRack(Rack &oRack) const;
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void setOld(const Rack &iRack);
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void setNew(const Rack &iRack);
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int nTiles() const { return nNew() + nOld(); }
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int nNew() const { return m_newTiles.size(); }
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int nOld() const { return m_oldTiles.size(); }
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void addNew(const Tile &t);
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void addOld(const Tile &t);
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void getNewTiles(vector<Tile> &oTiles) const;
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void getOldTiles(vector<Tile> &oTiles) const;
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void getAllTiles(vector<Tile> &oTiles) const;
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bool checkRack(int iMin);
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void operator=(const PlayedRack &iOther);
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private:
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vector<Tile> m_oldTiles;
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vector<Tile> m_newTiles;
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};
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#endif
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