/***************************************************************************** * Eliot * Copyright (C) 2005-2008 Olivier Teulière * Authors: Olivier Teulière * * 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" class Player; using std::string; using std::wstring; /** * 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 * (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 { friend class GameFactory; public: virtual GameMode getMode() const { return kDUPLICATE; } virtual string getModeAsString() const { return "Duplicate"; } /************************* * 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 int start(); /** * 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, which did not * play yet for this turn. * Possible return values: * 0: everything went fine * 1: the player is not human */ int setPlayer(unsigned int p); /// Switch to the previous human player who has not played yet void prevHumanPlayer(); /// Switch to the next human player who has not played yet void nextHumanPlayer(); /// Return true if the player has played for the current turn // XXX: not very nice API, should be a player property... virtual bool hasPlayed(unsigned int player) const; private: // Private constructor to force using the GameFactory class Duplicate(const Dictionary &iDic); /// Record a player move void recordPlayerMove(const Move &iMove, Player &ioPlayer); /// Make the AI player whose ID is p play its turn void playAI(unsigned int p); /** * 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(); /** * 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 m_hasPlayed; }; #endif /* _DUPLICATE_H_ */