/***************************************************************************** * 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 *****************************************************************************/ #include #if ENABLE_NLS # include # define _(String) gettext(String) #else # define _(String) String #endif #include "dic.h" #include "tile.h" #include "rack.h" #include "round.h" #include "move.h" #include "pldrack.h" #include "player.h" #include "training.h" #include "encoding.h" #include "debug.h" Training::Training(const Dictionary &iDic) : Game(iDic) { // Training mode implicitly uses 1 human player Game::addPlayer(new HumanPlayer); m_players[0]->setName(convertToWc(_("Training"))); } int Training::setRackRandom(bool iCheck, set_rack_mode mode) { m_results.clear(); return helperSetRackRandom(m_currPlayer, iCheck, mode); } int Training::setRackManual(bool iCheck, const wstring &iLetters) { // Letters can be lowercase or uppercase as they are // coming from user input. We do not consider a lowercase // letter to be a joker which has been assigned to a letter. // As a result, we simply make all the letters uppercase wstring upperLetters = iLetters; std::transform(upperLetters.begin(), upperLetters.end(), upperLetters.begin(), towupper); int res = helperSetRackManual(m_currPlayer, iCheck, upperLetters); // 0: ok // 1: not enough tiles // 2: check failed (number of vowels before round 15) // 3: letters not in the dictionary if (res == 0) m_results.clear(); return res; } int Training::setRack(set_rack_mode iMode, bool iCheck, const wstring &iLetters) { int res = 0; switch(iMode) { case RACK_MANUAL: res = setRackManual(iCheck, iLetters); break; case RACK_ALL: res = setRackRandom(iCheck, iMode); break; case RACK_NEW: res = setRackRandom(iCheck, iMode); break; } return res; } int Training::play(const wstring &iCoord, const wstring &iWord) { // Perform all the validity checks, and fill a round Round round; int res = checkPlayedWord(iCoord, iWord, round); if (res != 0) { debug("check returned with an error %d\n",res); return res; } debug("play: %s %s %d\n", convertToMb(round.getWord()).c_str(), convertToMb(round.getCoord().toString()).c_str(), round.getPoints()); Move move(round); // Update the rack and the score of the current player // Player::endTurn() must be called before Game::helperPlayMove(). // See the big comment in game.cpp, line 96 m_players[m_currPlayer]->endTurn(move, m_history.getSize()); // Everything is OK, we can play the word helperPlayMove(m_currPlayer, move); // Next turn endTurn(); return 0; } int Training::start() { if (getNPlayers() != 0) return 1; m_currPlayer = 0; return 0; } void Training::endTurn() { // Nothing to do, but this method is kept for consistency with other modes } void Training::search() { // Search for the current player Rack r; m_players[m_currPlayer]->getCurrentRack().getRack(r); debug("Training::search for %s\n", convertToMb(r.toString()).c_str()); m_results.search(m_dic, m_board, r, m_history.beforeFirstRound()); } int Training::playResult(unsigned int n) { if (n >= m_results.size()) return 2; Move move(m_results.get(n)); // Update the rack and the score of the current player m_players[m_currPlayer]->endTurn(move, m_history.getSize()); // Update the game helperPlayMove(m_currPlayer, move); m_results.clear(); // Next turn endTurn(); return 0; } void Training::addPlayer(Player *iPlayer) { // Override the default behaviour to do nothing // except releasing memory delete iPlayer; } void Training::testPlay(unsigned int num) { ASSERT(num < m_results.size(), "Wrong result number"); m_testRound = m_results.get(num); m_board.testRound(m_results.get(num)); } void Training::removeTestPlay() { m_board.removeTestRound(); m_testRound = Round(); } wstring Training::getTestPlayWord() const { return m_testRound.getWord(); } /****************************************************************/ /****************************************************************/ /// Local Variables: /// mode: c++ /// mode: hs-minor /// c-basic-offset: 4 /// indent-tabs-mode: nil /// End: