eliot/game/duplicate.cpp

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/*****************************************************************************
* Copyright (C) 2005 Eliot
* Authors: Olivier Teuliere <ipkiss@via.ecp.fr>
*
* 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
*****************************************************************************/
#include "dic.h"
#include "tile.h"
#include "rack.h"
#include "round.h"
#include "pldrack.h"
#include "results.h"
#include "player.h"
#include "ai_player.h"
#include "duplicate.h"
#include "debug.h"
Duplicate::Duplicate(const Dictionary &iDic): Game(iDic)
{
}
Duplicate::~Duplicate()
{
}
int Duplicate::setRackRandom(int p, bool iCheck, set_rack_mode mode)
{
int res;
do
{
res = helperSetRackRandom(p, iCheck, mode);
} while (res == 2);
return res;
}
int Duplicate::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;
}
/* Everything is OK, we can play the word */
playRound(round, m_currPlayer);
/* Next turn */
// XXX: Should it be done by the interface instead?
endTurn();
return 0;
}
void Duplicate::duplicateAI(int n)
{
ASSERT(0 <= n && n < getNPlayers(), "Wrong player number");
ASSERT(!m_players[n]->isHuman(), "AI requested for a human player");
AIPlayer *player = static_cast<AIPlayer*>(m_players[n]);
player->compute(*m_dic, m_board, getNTurns());
if (player->changesLetters())
{
// The AI player has nothing to play. This should not happen in
// duplicate mode, otherwise the implementation of the AI is buggy...
ASSERT(false, "AI player has nothing to play!");
}
else
{
playRound(player->getChosenRound(), n);
}
}
int Duplicate::start()
{
ASSERT(getNPlayers(), "Cannot start a game without any player");
m_currPlayer = 0;
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/* XXX: code similar with endTurnForReal() */
/* Complete the rack for the player that just played */
int res = setRackRandom(m_currPlayer, true, RACK_NEW);
/* End of the game? */
if (res == 1)
{
end();
return 1;
}
const PlayedRack& pld = m_players[m_currPlayer]->getCurrentRack();
/* All the players have the same rack */
for (int i = 0; i < getNPlayers(); i++)
{
if (i != m_currPlayer)
{
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m_players[i]->setCurrentRack(pld);
}
/* Nobody has played yet in this round */
m_hasPlayed[i] = false;
}
/* Next turn */
// XXX: Should it be done by the interface instead?
endTurn();
return 0;
}
/*
* 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
* endTurnForReal()).
*
* 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)
* - if not (all human players have played), the AI players can play,
* and we finish the turn.
*/
int Duplicate::endTurn()
{
int i;
for (i = 0; i < getNPlayers(); i++)
{
if (m_players[i]->isHuman() && !m_hasPlayed[i])
{
/* A human player has not played... */
m_currPlayer = i;
// XXX: check return code meaning
return 1;
}
}
/* If all the human players have played */
if (i == getNPlayers())
{
/* Make AI players play their turn */
for (i = 0; i < getNPlayers(); i++)
{
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if (!m_players[i]->isHuman())
{
duplicateAI(i);
}
}
/* Next turn */
endTurnForReal();
}
// XXX: check return code meaning
return 0;
}
void Duplicate::playRound(const Round &iRound, int n)
{
ASSERT(0 <= n && n < getNPlayers(), "Wrong player number");
Player *player = m_players[n];
/* Update the rack and the score of the current player */
player->addPoints(iRound.getPoints());
player->endTurn(iRound, getNTurns());
m_hasPlayed[n] = true;
}
/*
* This function really changes the turn, i.e. the best word is played and
* a new rack is given to the players.
* We suppose that all the players have finished to play for this turn (this
* should have been checked by endturn())
*/
int Duplicate::endTurnForReal()
{
int res, i, imax;
/* Play the best word on the board */
imax = 0;
for (i = 1; i < getNPlayers(); i++)
{
if (m_players[i]->getLastRound().getPoints() >
m_players[imax]->getLastRound().getPoints())
{
imax = i;
}
}
m_currPlayer = imax;
helperPlayRound(m_players[imax]->getLastRound());
/* Complete the rack for the player that just played */
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res = setRackRandom(imax, true, RACK_NEW);
/* End of the game? */
if (res == 1)
{
end();
return 1;
}
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PlayedRack pld = m_players[imax]->getCurrentRack();
/* All the players have the same rack */
for (i = 0; i < getNPlayers(); i++)
{
if (i != imax)
{
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m_players[i]->setCurrentRack(pld);
}
/* Nobody has played yet in this round */
m_hasPlayed[i] = false;
}
/* XXX: Little hack to handle the games with only AI players.
* This will have no effect when there is at least one human player */
endTurn();
return 0;
}
void Duplicate::end()
{
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m_finished = true;
}
int Duplicate::setPlayer(int n)
{
ASSERT(0 <= n && n < getNPlayers(), "Wrong player number");
/* Forbid switching to an AI player */
if (!m_players[n]->isHuman())
return 1;
m_currPlayer = n;
return 0;
}
void Duplicate::prevHumanPlayer()
{
if (getNHumanPlayers() == 0)
return;
// FIXME: possible infinite loop...
do
{
prevPlayer();
} while (!m_players[m_currPlayer]->isHuman() ||
m_hasPlayed[m_currPlayer]);
}
void Duplicate::nextHumanPlayer()
{
if (getNHumanPlayers() == 0)
return;
// FIXME: possible infinite loop...
do
{
nextPlayer();
} while (!m_players[m_currPlayer]->isHuman() ||
m_hasPlayed[m_currPlayer]);
}