-
+#ifdef BUILD_GRAPHICS
Piece::TextureManager Piece::textures;
-
-
-
Piece::TextureManager::~TextureManager()
{
Array<Texture*>::Iterator i(*this);
}
return *(Array<Texture*>::operator[](at));
}
-
+#endif //BUILD_GRAPHICS
/**
* Gets the type of a piece, based off a character token
return Piece::BOULDER;
}
+/**
+ * Gets the opposite to the indicated colour
+ */
+Piece::Colour Piece::OppositeColour(const Colour & colour)
+{
+ switch (colour)
+ {
+ case Piece::RED:
+ return Piece::BLUE;
+ break;
+ case Piece::BLUE:
+ return Piece::RED;
+ break;
+ case Piece::BOTH:
+ return Piece::BOTH;
+ break;
+ case Piece::NONE:
+ return Piece::NONE;
+ }
+}
+
/**
* Construct a new, empty board
* @param newWidth - the width of the board
}
-
+#ifdef BUILD_GRAPHICS
/**
* Draw the board state to graphics
* @param reveal - Pieces matching this colour will be revealed. If Piece::BOTH, all pieces will be revealed
*/
void Board::Draw(const Piece::Colour & reveal, bool showRevealed)
{
+
if (!Graphics::Initialised())
{
fprintf(stderr, "ERROR - Board::Draw called whilst graphics disabled!!!\n");
Graphics::UpdateScreen();
}
+#endif //BUILD_GRAPHICS
/**
* Adds a piece to the board
{
return MovementResult(MovementResult::IMMOBILE_UNIT);
}
+ if (multiplier < 1)
+ return MovementResult(MovementResult::INVALID_DIRECTION); //Don't allow moves that don't actually move forward
if (multiplier > 1 && target->type != Piece::SCOUT)
{
return MovementResult(MovementResult::INVALID_DIRECTION); //Can only move a scout multiple times.
if (defender->type == Piece::FLAG)
{
winner = target->colour;
- return MovementResult(MovementResult::VICTORY);
+ return MovementResult(MovementResult::VICTORY_FLAG);
}
else if (defender->type == Piece::BOMB)
{