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
* @param stream - the stream to print information to
* @param reveal - Pieces matching this colour will have their identify revealed, other pieces will be shown as '#'
*/
-void Board::PrintPretty(FILE * stream, const Piece::Colour & reveal)
+void Board::PrintPretty(FILE * stream, const Piece::Colour & reveal, bool showRevealed)
{
for (int y=0; y < height; ++y)
{
{
fprintf(stream, ".");
}
- else if (piece->colour != Piece::NONE && (piece->colour == reveal || reveal == Piece::BOTH))
+ else if ((piece->colour != Piece::NONE && (piece->colour == reveal || reveal == Piece::BOTH))
+ || (piece->beenRevealed && showRevealed))
{
switch (piece->colour)
{
{
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.