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CHAPTER 6 CLASSES AND STRUCTS
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Player s Tiles Lists: C B I Q X J A L M I E A S E T R N N O
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Figure 6-1. The memory layout of some features in the Scrabble game program You ll also notice a few additional features of the Console class that are used: the background color and foreground color. We will restrain ourselves from using the Console::Beep method. Listing 6-10. The Scrabble Program // Scrabble.cpp using namespace System; using namespace System::Collections::Generic; enum class Characters { NEWLINE = 13 }; // Letter represents the different tile letters and the blank, represented // by _ enum class Letter { _ = 0, A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U, V, W, X, Y, Z };
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CHAPTER 6 CLASSES AND STRUCTS
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// PlayType represents the direction of play: across, down, or pass. enum class PlayType { Across, Down, Pass }; // The types of spaces on the board. // DLS == Double Letter Score // DWS == Double Word Score // TLS == Triple Letter Score // TWS == Triple Word Score enum class SpaceType { Normal = 0, DLS = 1, DWS = 2, TLS = 3, TWS = 4, Center = 5 }; // A Scrabble Tile contains a letter and a fixed point value // that depends on the letter. We also include a property for the // letter that a blank tile represents once it is played. // Tiles are not the same as board spaces: tiles are placed into // board spaces as play goes on. ref struct Tile { property Letter LetterValue; property int PointValue; property Char BlankValue; // This array contains the static point values of each tile // in alphabetical order, starting with the blank. static array<int>^ point_values = {0, 1, 3, 3, 2, 1, 4, 2, 4, 1, 8, 5, 1, 2, 1, 1, 3, 10, 1, 1, 1, 1, 4, 3, 8, 4, 10}; // The Tile constructor initializes the tile from its letter // and the point value. Tile(Letter letter) { LetterValue = letter; PointValue = point_values[ safe_cast<int>( letter )]; } // Used when displaying the tile on the gameboard virtual String^ ToString() override { // Format(LetterValue) won't work because the compiler // won't be able to identify the right overload when the // type is an enum class. return String::Format("{0}", LetterValue); } };
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CHAPTER 6 CLASSES AND STRUCTS
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ref struct Player { int number; // number specifying which player this is List<Tile^>^ tiles; // the player's rack of tiles // The number of tiles in the player's rack is // normally 7, but may be fewer at the end of the game. property int TileCount { int get() { return tiles->Count; } } property String^ Name; // the name of the player property int Score; // the player's cumulative point total // the constructor Player(String^ s, int n) : number(n) { Name = s; Score = 0; Console::WriteLine("Player {0} is {1}.", n, Name); } // Display the player's rack of tiles. void PrintPlayerTiles() { Console::WriteLine("Tiles in hand: "); for (int j = 0; j < TileCount; j++) { Console::Write("{0} ", tiles[j]->ToString()); } Console::WriteLine(); } }; // This class is the main class including all the functionality // and data for a Scrabble game. ref class ScrabbleGame { // Literals are constants that can be initialized in the class body. literal int TILE_COUNT = 100; // the number of tiles altogether literal int MAX_TILES_IN_HAND = 7; // the maximum number of tiles in each hand
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CHAPTER 6 CLASSES AND STRUCTS
// the array of players array<Player^>^ players; // spaces is the array of board spaces. static array<int, 2>^ spaces = gcnew array<int, { { 4, 0, 0, 1, 0, 0, 0, 4, 0, 0, 0, 1, 0, 0, 4 { 0, 2, 0, 0, 0, 3, 0, 0, 0, 3, 0, 0, 0, 2, 0 { 0, 0, 2, 0, 0, 0, 1, 0, 1, 0, 0, 0, 2, 0, 0 { 1, 0, 0, 2, 0, 0, 0, 1, 0, 0, 0, 2, 0, 0, 1 { 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0 { 0, 3, 0, 0, 0, 3, 0, 0, 0, 3, 0, 0, 0, 3, 0 { 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0 { 4, 0, 0, 1, 0, 0, 0, 5, 0, 0, 0, 1, 0, 0, 4 { 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0 { 0, 3, 0, 0, 0, 3, 0, 0, 0, 3, 0, 0, 0, 3, 0 { 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0 { 1, 0, 0, 2, 0, 0, 0, 1, 0, 0, 0, 2, 0, 0, 1 { 0, 0, 2, 0, 0, 0, 1, 0, 1, 0, 0, 0, 2, 0, 0 { 0, 2, 0, 0, 0, 3, 0, 0, 0, 3, 0, 0, 0, 2, 0 { 4, 0, 0, 1, 0, 0, 0, 4, 0, 0, 0, 1, 0, 0, 4
2> }, }, }, }, }, }, }, }, }, }, }, }, }, }, }};
// spaceTypeColors tell us how to draw the tiles when displaying the // board at the console. static initonly array<ConsoleColor>^ spaceTypeColors = { ConsoleColor::Gray, ConsoleColor::Cyan, ConsoleColor::Red, ConsoleColor::Blue, ConsoleColor::DarkRed, ConsoleColor::Red }; // the gameboard representing all played tiles array<Tile^, 2>^ gameBoard; // the bag, containing the tiles that have not yet been drawn List<Tile^>^ bag; // an array of the amount of each tile static initonly array<int>^ tilePopulation = gcnew array<int> { 2, 9, 2, 2, 4, 12, 2, 3, 2, 9, 1, 1, 4, 2, 6, 8, 2, 1, 6, 4, 6, 4, 2, 2, 1, 2, 1 }; int nPlayer; // the number of players in this game int playerNum; // the current player int moveNum; // count of the number of moves Random^ random; // a random number generator bool gameOver; // set to true when a condition results in the end of the game bool endBonus; // true at the end of the game when a player uses up all of // his or her tiles
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