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#ifndef TILE_H
#define TILE_H
#include "list.h"
class Tile {
public:
enum Type {
// Face-down tile:
Back,
// Characters set:
Man_1,
Man_2,
Man_3,
Man_4,
Man_5,
Man_6,
Man_7,
Man_8,
Man_9,
// Circles set:
Pin_1,
Pin_2,
Pin_3,
Pin_4,
Pin_5,
Pin_6,
Pin_7,
Pin_8,
Pin_9,
// Bamboo set:
Sou_1,
Sou_2,
Sou_3,
Sou_4,
Sou_5,
Sou_6,
Sou_7,
Sou_8,
Sou_9,
// Winds:
Ton,
Nan,
Xia,
Pei,
// Dragons:
Chun,
Haku,
Hatsu
};
enum Set {
Honor,
Man,
Pin,
Sou
};
Type type;
bool red;
bool rotated;
bool invisible;
//! Construct tile by type.
Tile(Type t = Back, bool re = false);
//! Construct tile by set and number.
Tile(Set s, int num, bool re = false);
virtual ~Tile(){};
//! Get the numeric value of the tile (if one of the man/pin/sou-sets).
int get_num() const;
//! Get the set type of the tile (if one of the man/pin/sou-sets).
Set get_set() const;
//! Check if the tile is one of the simples (e.g. 2-8).
bool is_simple() const;
//! Compare two tiles. Equal if type matches; flags are not compared.
bool operator==(const Tile& other) const;
//! Compare two tiles. Ordered by type, red < non-red.
bool operator<(const Tile& other) const;
//! Increment type. Useful for iterating over all possible types.
Tile operator++(int);
template<class Archive>
void serialize(Archive & ar, const unsigned int version) {
ar & type;
ar & red;
ar & rotated;
ar & invisible;
}
};
//! List of tiles.
typedef List<Tile> Tiles;
//! List of list of tiles.
typedef List<Tiles> Tilegroups;
#endif
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