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+/*
+ * Quackle -- Crossword game artificial intelligence and analysis tool
+ * Copyright (C) 2005-2006 Jason Katz-Brown and John O'Laughlin.
+ *
+ * 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 Street, Fifth Floor, Boston, MA
+ * 02110-1301 USA
+ */
+
+#ifndef QUACKLE_PLAYER_H
+#define QUACKLE_PLAYER_H
+
+#include "rack.h"
+#include "uv.h"
+
+namespace Quackle
+{
+
+class ComputerPlayer;
+
+class Player
+{
+public:
+ enum PlayerType { ComputerPlayerType = 0, HumanPlayerType = 1};
+
+ // creates a Computer player whose id is -1 and zero score
+ Player();
+
+ // creates a player with zero score
+ Player(const UVString &name, int playerType = HumanPlayerType, int id = -1);
+
+ void setName(const UVString &newName) { m_name = newName; }
+ const UVString &name() const { return m_name; }
+
+ void setAbbreviatedName(const UVString &newAbbreviatedName) { m_abbreviatedName = newAbbreviatedName; }
+ const UVString &abbreviatedName() const { return m_abbreviatedName; }
+
+ void setType(int playerType) { m_playerType = playerType; }
+ int type() const { return m_playerType; }
+
+ void setComputerPlayer(ComputerPlayer *computerPlayer) { m_computerPlayer = computerPlayer; }
+ ComputerPlayer *computerPlayer() const { return m_computerPlayer; }
+
+ // ID of real players must be greater than zero
+ int id() const { return m_id; }
+
+ // This never needs to be called by users!
+ void setId(int id) { m_id = id; }
+
+ void setRack(const Rack &newRack) { m_rack = newRack; }
+ void setRack(const LetterString &rack) { m_rack = Rack(rack); }
+ const Rack &rack() const { return m_rack; }
+
+ void setScore(int score) { m_score = score; }
+ int score() const { return m_score; }
+
+ // addition = negative -> subtract from score
+ void addToScore(int addition);
+
+ // what was drawn to get TO this rack
+ const Rack &drawnLetters() const { return m_drawnLetters; }
+ void setDrawnLetters(const Rack &drawnLetters) { m_drawnLetters = drawnLetters; }
+
+ // not used by libquackle -- whether the racks of this player are gibberish
+ // or correct correspondents to real life
+ bool racksAreKnown() const { return m_racksAreKnown; }
+ void setRacksAreKnown(bool racksAreKnown) { m_racksAreKnown = racksAreKnown; }
+
+ // returns true if rack, score are equal
+ bool positionallyEqual(const Player &otherPlayer) const;
+
+ UVString storeInformationToString() const;
+
+ // these do no error checking!!! careful!
+ void loadInformationFromString(const UVString &info);
+ static Player makePlayerFromString(const UVString &info);
+
+private:
+ UVString m_name;
+ UVString m_abbreviatedName;
+ int m_id;
+ int m_playerType;
+ ComputerPlayer *m_computerPlayer;
+
+ Rack m_rack;
+ int m_score;
+
+ Rack m_drawnLetters;
+ bool m_racksAreKnown;
+};
+
+}
+
+// comparison based on player ID
+inline bool operator<(const Quackle::Player &player1, const Quackle::Player &player2)
+{
+ return player1.id() < player2.id();
+}
+
+inline bool operator==(const Quackle::Player &player1, const Quackle::Player &player2)
+{
+ return player1.id() == player2.id();
+}
+
+UVOStream &operator<<(UVOStream &o, const Quackle::Player &player);
+
+#endif