/***************************************************************************** * Copyright (C) 1999-2005 Eliot * Authors: Antoine Fraboulet * Olivier Teuliere * * 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 "dic_search.h" #include "tile.h" #include "rack.h" #include "round.h" #include "pldrack.h" #include "results.h" #include "player.h" #include "ai_percent.h" #include "game.h" #include "game_factory.h" #include "turn.h" #include "encoding.h" #include "debug.h" const int Game::RACK_SIZE = 7; Game::Game(const Dictionary &iDic): m_dic(&iDic) { m_variant = kNONE; m_points = 0; m_currPlayer = -1; m_finished = false; } Game::~Game() { for (int i = 0; i < getNPlayers(); i++) { delete m_players[i]; } } const Player& Game::getPlayer(int iNum) const { ASSERT(0 <= iNum && iNum < (int)m_players.size(), "Wrong player number"); return *(m_players[iNum]); } /* This function plays a round on the board */ int Game::helperPlayRound(const Round &iRound) { /* * We remove tiles from the bag only when they are played * on the board. When going back in the game, we must only * replace played tiles. * We test a rack when it is set but tiles are left in the bag. */ // History of the game m_history.setCurrentRack(getCurrentPlayer().getLastRack()); m_history.playRound(m_currPlayer, m_history.getSize(), iRound); m_points += iRound.getPoints(); // Before updating the bag and the board, if we are playing a "joker game", // we replace in the round the joker by the letter it represents // This is currently done by a succession of ugly hacks :-/ if (m_variant == kJOKER) { for (int i = 0; i < iRound.getWordLen(); i++) { if (iRound.isPlayedFromRack(i) && iRound.isJoker(i)) { // Is the represented letter still available in the bag? // FIXME: this way to get the represented letter sucks... Tile t(toupper(iRound.getTile(i).toChar())); Bag bag; realBag(bag); // FIXME: realBag() does not give us a real bag in this // particular case! This is because Player::endTurn() is called // before Game::helperPlayRound(), which means that the rack // of the player is updated, while the word is not actually // played on the board yet. Since realBag() relies on // Player::getCurrentRack(), it doesn't remove the letters of // the current player, which are in fact available through // Player::getLastRack(). // That's why we have to replace the letters of the current // rack and remove the ones from the previous rack... // There is a big design problem here, but i am unsure what is // the best way to fix it. vector tiles; getPlayer(m_currPlayer).getCurrentRack().getAllTiles(tiles); for (unsigned int j = 0; j < tiles.size(); j++) { bag.replaceTile(tiles[j]); } getPlayer(m_currPlayer).getLastRack().getAllTiles(tiles); for (unsigned int j = 0; j < tiles.size(); j++) { bag.takeTile(tiles[j]); } if (bag.in(t)) { // FIXME: A const_cast sucks too... const_cast(iRound).setTile(i, t); // FIXME: This shouldn't be necessary either, this is only // needed because of the stupid way of handling jokers in // rounds const_cast(iRound).setJoker(i, false); } } } } // Update the bag and the board for (int i = 0; i < iRound.getWordLen(); i++) { if (iRound.isPlayedFromRack(i)) { if (iRound.isJoker(i)) { m_bag.takeTile(Tile::Joker()); } else m_bag.takeTile(iRound.getTile(i)); } } m_board.addRound(*m_dic, iRound); return 0; } int Game::back(int n) { int i, j; Player *player; if (n < 0) { debug("Game::back negative argument\n"); n = -n; } debug("Game::back %d\n",n); for (i = 0; i < n; i++) { if (m_history.getSize() > 0) { prevPlayer(); player = m_players[m_currPlayer]; const Round &lastround = m_history.getPreviousTurn().getRound(); debug("Game::back last round %s\n", convertToMb(lastround.toString()).c_str()); /* Remove the word from the board, and put its letters back * into the bag */ m_board.removeRound(*m_dic, lastround); for (j = 0; j < lastround.getWordLen(); j++) { if (lastround.isPlayedFromRack(j)) { if (lastround.isJoker(j)) m_bag.replaceTile(Tile::Joker()); else m_bag.replaceTile(lastround.getTile(j)); } } /* Remove the points of this round */ player->addPoints(- lastround.getPoints()); m_points -= lastround.getPoints(); /* Remove the turns */ player->removeLastTurn(); m_history.removeLastTurn(); } else { return 1; } } return 0; } /** * The realBag is the current bag minus all the racks * present in the game. It represents the actual * letters that are left in the bag. */ void Game::realBag(Bag &ioBag) const { vector tiles; /* Copy the bag */ ioBag = m_bag; /* The real content of the bag depends on the game mode */ if (getMode() == kFREEGAME) { /* In freegame mode, take the letters from all the racks */ for (int i = 0; i < getNPlayers(); i++) { getPlayer(i).getCurrentRack().getAllTiles(tiles); for (unsigned int j = 0; j < tiles.size(); j++) { ioBag.takeTile(tiles[j]); } } } else { /* In training or duplicate mode, take the rack of the current * player only */ getPlayer(m_currPlayer).getCurrentRack().getAllTiles(tiles); for (unsigned int j = 0; j < tiles.size(); j++) { ioBag.takeTile(tiles[j]); } } } int Game::helperSetRackRandom(int p, bool iCheck, set_rack_mode mode) { ASSERT(0 <= p && p < getNPlayers(), "Wrong player number"); int nold, min; // Make a copy of the current player's rack PlayedRack pld = getPlayer(p).getCurrentRack(); nold = pld.nOld(); // Create a copy of the bag in which we can do everything we want, // and take from it the tiles of the players rack so that "bag" // contains the right number of tiles. Bag bag; realBag(bag); if (mode == RACK_NEW && nold != 0) { // We may have removed too many letters from the bag (i.e. the 'new' // letters of the player) vector tiles; pld.getNewTiles(tiles); for (unsigned int i = 0; i < tiles.size(); i++) { bag.replaceTile(tiles[i]); } pld.resetNew(); } else if (mode == RACK_NEW && nold == 0 || mode == RACK_ALL) { // Replace all the tiles in the bag before choosing random ones vector tiles; pld.getAllTiles(tiles); for (unsigned int i = 0; i < tiles.size(); i++) { bag.replaceTile(tiles[i]); } // RACK_NEW with an empty rack is equivalent to RACK_ALL pld.reset(); // Do not forget to update nold, for the RACK_ALL case nold = 0; } else { debug("Game::helperSetRackRandom not a random mode\n"); } // Nothing in the rack, nothing in the bag --> end of the game if (bag.nTiles() == 0 && pld.nTiles() == 0) { return 1; } // When iCheck is true, we must make sure that there are at least 2 vowels // and 2 consonants in the rack up to the 15th turn, and at least one of // them from the 16th turn. // So before trying to fill the rack, we'd better make sure there is a way // to complete the rack with these constraints... min = 0; if (iCheck) { int oldc, oldv; if (bag.nVowels() == 0 || bag.nConsonants() == 0) { return 1; } // 2 vowels and 2 consonants are needed up to the 15th turn if (bag.nVowels() > 1 && bag.nConsonants() > 1 && m_history.getSize() < 15) min = 2; else min = 1; // Count the remaining consonants and vowels in the rack vector tiles; pld.getOldTiles(tiles); oldc = 0; oldv = 0; for (unsigned int i = 0; i < tiles.size(); i++) { if (tiles[i].isConsonant()) oldc++; if (tiles[i].isVowel()) oldv++; } // RACK_SIZE - nold is the number of letters to add if (min > oldc + RACK_SIZE - nold || min > oldv + RACK_SIZE - nold) { // We cannot fill the rack with enough vowels or consonants! return 3; } } // Are we dealing with a normal game or a joker game? if (m_variant == kJOKER) { // 1) Is there already a joker in the remaining letters of the rack? bool jokerFound = false; vector tiles; pld.getOldTiles(tiles); for (unsigned int i = 0; i < tiles.size(); i++) { if (tiles[i].isJoker()) { jokerFound = true; break; } } // 2) If there was no joker, we add one if possible if (!jokerFound && bag.in(Tile::Joker())) { bag.takeTile(Tile::Joker()); pld.addNew(Tile::Joker()); } // 3) Complete the rack normally... but without any joker! Tile l; while (bag.nTiles() != 0 && pld.nTiles() != RACK_SIZE) { l = bag.selectRandom(); if (!l.isJoker()) { bag.takeTile(l); pld.addNew(l); } } } else // Normal game { // Get new tiles from the bag Tile l; while (bag.nTiles() != 0 && pld.nTiles() != RACK_SIZE) { l = bag.selectRandom(); bag.takeTile(l); pld.addNew(l); } } if (iCheck && !pld.checkRack(min,min)) return 2; m_players[p]->setCurrentRack(pld); return 0; } /** * Check if the players rack can be obtained from the bag. * Since letters are removed from the bag only when the * round is played we need to check that ALL the racks * are in the bag simultaneously. * * FIXME: since we do not check for all racks it works * for training and duplicate but it won't work for * freegames. */ bool Game::rackInBag(const Rack &iRack, const Bag &iBag) const { const list& allTiles = Tile::getAllTiles(); list::const_iterator it; for (it = allTiles.begin(); it != allTiles.end(); it++) { if (iRack.in(*it) > iBag.in(*it)) return false; } return true; } /** * Set the rack of the player p manually. */ int Game::helperSetRackManual(int p, bool iCheck, const wstring &iLetters) { int min, ret; PlayedRack pld = getPlayer(p).getCurrentRack(); pld.reset(); if ((ret = pld.setManual(iLetters)) > 0) { return 1; /* add new tests */ } Rack rack; pld.getRack(rack); if (!rackInBag(rack, m_bag)) { pld.reset(); return 1; } if (iCheck) { if (m_bag.nVowels() > 1 && m_bag.nConsonants() > 1 && m_history.getSize() < 15) min = 2; else min = 1; if (!pld.checkRack(min,min)) return 2; } m_players[p]->setCurrentRack(pld); return 0; } /********************************************************* *********************************************************/ int Game::getNHumanPlayers() const { int count = 0; for (int i = 0; i < getNPlayers(); i++) count += (getPlayer(i).isHuman() ? 1 : 0); return count; } void Game::addHumanPlayer() { // The ID of the player is its position in the m_players vector m_players.push_back(new HumanPlayer(getNPlayers())); } void Game::addAIPlayer() { m_players.push_back(new AIPercent(getNPlayers(), 0)); } void Game::prevPlayer() { ASSERT(getNPlayers() != 0, "Expected at least one player"); if (m_currPlayer == 0) m_currPlayer = getNPlayers() - 1; else m_currPlayer--; } void Game::nextPlayer() { ASSERT(getNPlayers() != 0, "Expected at least one player"); if (m_currPlayer == getNPlayers() - 1) m_currPlayer = 0; else m_currPlayer++; } /* * This function checks whether it is legal to play the given word at the * given coordinates. If so, the function fills a Round object, also given as * a parameter. * Possible return values: * 0: correct word, the Round can be used by the caller * 1: no dictionary set * 2: invalid coordinates (unreadable or out of the board) * 3: word not present in the dictionary * 4: not enough letters in the rack to play the word * 5: word is part of a longer one * 6: word overwriting an existing letter * 7: invalid crosscheck, or word going out of the board * 8: word already present on the board (no new letter from the rack) * 9: isolated word (not connected to the rest) * 10: first word not horizontal * 11: first word not covering the H8 square */ int Game::checkPlayedWord(const wstring &iCoord, const wstring &iWord, Round &oRound) { ASSERT(getNPlayers() != 0, "Expected at least one player"); int res; vector tiles; Tile t; /* Init the round with the given coordinates */ oRound.init(); oRound.accessCoord().setFromString(iCoord); if (!oRound.getCoord().isValid()) return 2; /* Check the existence of the word */ if (Dic_search_word(*m_dic, iWord.c_str()) == 0) return 3; /* Set the word */ // TODO: make this a Round_ function (Round_setwordfromchar for example) // or a Tiles_ function (to transform a char* into a vector) // Adding a getter on the word could help too... for (unsigned int i = 0; i < iWord.size(); i++) { tiles.push_back(Tile(iWord[i])); } oRound.setWord(tiles); for (unsigned int i = 0; i < iWord.size(); i++) { if (islower(iWord[i])) oRound.setJoker(i); } /* Check the word position, compute its points, * and specify the origin of each letter (board or rack) */ res = m_board.checkRound(oRound, m_history.getSize() == 0); if (res != 0) return res + 4; /* Check that the word can be formed with the tiles in the rack: * we first create a copy of the rack, then we remove the tiles * one by one */ Rack rack; Player *player = m_players[m_currPlayer]; player->getCurrentRack().getRack(rack); for (int i = 0; i < oRound.getWordLen(); i++) { if (oRound.isPlayedFromRack(i)) { if (oRound.isJoker(i)) t = Tile::Joker(); else t = oRound.getTile(i); if (!rack.in(t)) { return 4; } rack.remove(t); } } return 0; } /****************************************************************/ /****************************************************************/ /// Local Variables: /// mode: c++ /// mode: hs-minor /// c-basic-offset: 4 /// indent-tabs-mode: nil /// End: