eliot/game/duplicate.h

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/*****************************************************************************
* Eliot
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* Copyright (C) 2005-2009 Olivier Teulière
* Authors: Olivier Teulière <ipkiss @@ gmail.com>
*
* 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*****************************************************************************/
#ifndef DUPLICATE_H_
#define DUPLICATE_H_
#include "game.h"
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#include "move.h"
#include "logging.h"
class Player;
class PlayedRack;
class Move;
using std::string;
using std::wstring;
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/**
* This class handles the logic specific to a duplicate game.
* The trick in this mode is that the players will not necessarily play they
* word always in the same order, so we need to implement a "synchronization":
* - when a human player wants to play a word, he plays it, and its score
* and rack are updated. He cannot change his word afterwards.
* - if there is still a human player who has not played for the current
* turn, we wait for him
* - if all the human players have played, it's the turn of the AI players
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* (currently handled in a loop, but we could imagine that they are running
* in their own thread).
* - once all the players have played, we can really end the turn:
* the best word is played on the board, the history of the game is
* updated, and the new rack is chosen.
*
* AI players play after human ones, because with the current implementation
* of the interfaces it is too easy for a player to see the rack of other
* players, and in particular a human player could take advantage of that to
* have more clues about the best word.
* TODO: better isolation of the players...
*/
class Duplicate: public Game
{
DEFINE_LOGGER();
friend class GameFactory;
friend class MarkPlayedCmd;
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friend class MasterMoveCmd;
public:
/*************************
* Game handling
*************************/
/**
* In Duplicate mode, the start() method starts a new turn, and is
* automatically called when the previous turn is finished.
*
* Pre-requisite: all the players must have the same rack when this
* method is called
*/
virtual void start();
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virtual bool isFinished() const;
/**
* See description of Game::play() for the possible return values.
* Note that if the "duplicate-reject-invalid" setting is set to false
* the method always returns 0 (the player will have 0 for this turn)
*/
virtual int play(const wstring &iCoord, const wstring &iWord);
/**
* Set the current player, given its ID.
* The given player ID must correspond to a human player, who did not
* play yet for this turn.
* @param p: ID of the player
* @exception GameException: Thrown if the player is not human or if
* he has already played
*/
void setPlayer(unsigned int p);
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/**
* Set the master move.
* Two move types are possible: VALID_ROUND and NO_MOVE.
* Setting a master move to NO_MOVE means reseting it.
*/
void setMasterMove(const Move &iMove);
const Move &getMasterMove() const { return m_masterMove; }
/// Return true if the player has played for the current turn
virtual bool hasPlayed(unsigned int iPlayerId) const;
protected:
// Protected constructor to force using the GameFactory class
Duplicate(const GameParams &iParams);
/// Record a player move
void recordPlayerMove(const Move &iMove, Player &ioPlayer, bool isForHuman);
/// Cancel the last move of a player (in the current turn)
void undoPlayerMove(Player &ioPlayer);
/// Helper function to set the game rack and the players rack at the same time
void setGameAndPlayersRack(const PlayedRack &iRack);
/**
* This function does not terminate the turn itself, but performs some
* checks to know whether or not it should be terminated (with a call to
* endTurn()).
*
* For the turn to be terminated, all the players must have played.
* Since the AI players play after the human players, we check whether
* one of the human players has not played yet:
* - if so, we have nothing to do (we are waiting for him/her)
* - if not (all human players have played), the AI players can play,
* and we finish the turn.
*/
void tryEndTurn();
private: // Used by friend classes
/// Change the "has played" status of the given player to the given status
// Note: only used by friend classes
void setPlayedFlag(unsigned int iPlayerId, bool iNewFlag);
void innerSetMasterMove(const Move &iMove);
private:
/// Make the AI player whose ID is p play its turn
void playAI(unsigned int p);
/**
* Find the player who scored the most (with a valid move) at this turn.
* If several players have the same score, one is returned arbitrarily.
* If nobody played a valid move, the method returns a null pointer.
*/
Player * findBestPlayer() const;
/**
* This function really changes the turn, i.e. the best word is played,
* the game history is updated, a "solo" bonus is given if needed, and
* all racks are made equal to the one of the player who played the
* best move.
* We suppose here that all the players have finished to play for this
* turn (this should have been checked by tryEndturn())
*/
void endTurn();
/// Finish the game
void endGame();
/// m_hasPlayed[p] is true iff player p has played for this turn
map<unsigned int, bool> m_hasPlayed;
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/**
* Master move, i.e. the move that will be played on the board
* at this turn (even if no player actually played it).
* This is particularly useful for arbitration mode, but could also
* be used in normal Duplicate games.
*/
Move m_masterMove;
};
#endif /* _DUPLICATE_H_ */
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