/***************************************************************************** * Eliot * Copyright (C) 1999-2007 Antoine Fraboulet & Olivier Teulière * Authors: Antoine Fraboulet * 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 _TRAINING_H_ #define _TRAINING_H_ #include #include "game.h" #include "round.h" #include "results.h" using std::string; using std::wstring; /** * 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; } virtual string getModeAsString() const { return "Training"; } /************************* * Game handling *************************/ virtual int start(); /// See description of Game::play() virtual int play(const wstring &iCoord, const wstring &iWord); void search(); const Results& getResults() const { return m_results; }; int playResult(unsigned int); /** * Complete (or reset) the rack randomly. * @exception EndGameException if it is impossible to complete the rack * for some reason... */ void setRackRandom(bool, set_rack_mode); int setRackManual(bool iCheck, const wstring &iLetters); /** * @Deprecated: use setRackRandom() or setRackManual() instead. */ int setRack(set_rack_mode iMode, bool iCheck, const wstring &iLetters); /************************* * Override the default behaviour of addPlayer(), because in training * mode we only want a human player *************************/ virtual void addPlayer(Player *iPlayer); /************************* * Functions to access the current search results * The int parameter should be 0 <= int < getNResults *************************/ /// Place a temporary word on the board for preview purposes void testPlay(unsigned int); /// Remove the temporary word void removeTestPlay(); /// Get the temporary word wstring getTestPlayWord() const; private: /// Private constructor and destructor to force using the GameFactory class Training(const Dictionary &iDic); /// Record a player move void recordPlayerMove(const Move &iMove, unsigned int p); void endTurn(); /// Search results, with all the possible rounds Results m_results; /// Round corresponding to the last test play (if any) Round m_testRound; }; #endif /* _TRAINING_H_ */