eliot/game/training.cpp

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/*****************************************************************************
* Copyright (C) 1999-2005 Eliot
* Authors: Antoine Fraboulet <antoine.fraboulet@free.fr>
* Olivier Teuliere <ipkiss@via.ecp.fr>
*
* $Id: training.cpp,v 1.1 2005/02/05 11:14:56 ipkiss Exp $
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*****************************************************************************/
#include "dic.h"
#include "tile.h"
#include "rack.h"
#include "round.h"
#include "pldrack.h"
#include "results.h"
#include "player.h"
#include "training.h"
#include "debug.h"
/*********************************************************
*********************************************************/
Training::Training(const Dictionary &iDic): Game(iDic)
{
}
Training::~Training()
{
}
int Training::search()
{
// Search for the current player
return m_players[m_currPlayer]->aiSearch(*m_dic, m_board, getNRounds());
}
int Training::play(const string &iCoord, const string &iWord)
{
/* Perform all the validity checks, and fill a round */
Round round;
int res = checkPlayedWord(iCoord, iWord, round);
if (res != 0)
{
return res;
}
/* Update the rack and the score of the current player */
m_players[m_currPlayer]->addPoints(round.getPoints());
m_players[m_currPlayer]->endTurn(round, getNRounds());
/* Everything is OK, we can play the word */
helperPlayRound(round);
/* Next turn */
// XXX: Should it be done by the interface instead?
endTurn();
return 0;
}
int Training::playResult(int n)
{
Player *player = m_players[m_currPlayer];
const Results &results = player->aiGetResults();
if (n >= results.in())
return 2;
const Round &round = results.get(n);
/* Update the rack and the score of the current player */
player->addPoints(round.getPoints());
player->endTurn(round, getNRounds());
int res = helperPlayRound(round);
if (res == 0)
player->clearResults();
/* Next turn */
// XXX: Should it be done by the interface instead?
endTurn();
return res;
}
int Training::setRackRandom(int p, bool iCheck, set_rack_mode mode)
{
int res;
m_players[p]->clearResults();
do
{
res = helperSetRackRandom(p, iCheck, mode);
} while (res == 2);
return res;
}
int Training::setRackManual(bool iCheck, const string &iLetters)
{
int res;
int p = m_currPlayer;
m_players[p]->clearResults();
do
{
res = helperSetRackManual(p, iCheck, iLetters);
} while (res == 2);
return res;
}
int Training::start()
{
if (getNPlayers() != 0)
return 1;
/* Training mode implicitly uses 1 human player */
addHumanPlayer();
m_currPlayer = 0;
return 0;
}
int Training::endTurn()
{
// Nothing to do?
return 0;
}