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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