eliot/game/training.h

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/*****************************************************************************
* Copyright (C) 1999-2005 Eliot
* Authors: Antoine Fraboulet <antoine.fraboulet@free.fr>
* 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
*****************************************************************************/
#ifndef _TRAINING_H_
#define _TRAINING_H_
#include <string>
#include "game.h"
#include "results.h"
using std::string;
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/**
* This class handles the logic specific to a training game.
* As its name indicates, it is not a game in the literal meaning of the word,
* in particular because the rack can be set at will.
* Note: No player should be added to this game, a human player is added
* automatically (in the start() method)
*/
class Training: public Game
{
friend class GameFactory;
public:
virtual GameMode getMode() const { return kTRAINING; }
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virtual string getModeAsString() const { return "Training"; }
/*************************
* Game handling
*************************/
virtual int start();
virtual int play(const string &iCoord, const string &iWord);
virtual int endTurn();
void search();
int playResult(int);
virtual int setRackRandom(int, bool, set_rack_mode);
int setRackManual(bool iCheck, const string &iLetters);
int setRack(set_rack_mode iMode, bool iCheck, const string &iLetters);
/*************************
* Override the default behaviour of these methods, because in training
* we only want a human player
*************************/
virtual void addHumanPlayer();
virtual void addAIPlayer();
/*************************
* Functions to access the current search results
* The int parameter should be 0 <= int < getNResults
*************************/
const Results& getResults() const { return m_results; };
/// Place a temporary word on the board for preview purpose
void testPlay(int);
/// Remove the temporary word(s)
void removeTestPlay();
/// Get the temporary word
string getTestPlayWord() const;
private:
// Private constructor and destructor to force using the GameFactory class
Training(const Dictionary &iDic);
virtual ~Training();
// Search results, with all the possible rounds
Round m_testRound;
Results m_results;
};
#endif /* _TRAINING_H_ */