/***************************************************************************** * 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 "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 (unsigned int i = 0; i < m_history.size(); i++) { delete m_history[i]; } for (int i = 0; i < getNPlayers(); i++) { delete m_players[i]; } } const Player& Game::getPlayer(int num) const { ASSERT(0 <= num && num < (int)m_players.size(), "Wrong player number"); return *(m_players[num]); } Game * Game::load(FILE *fin, const Dictionary &iDic) { char buff[4096]; char delim[] = " \t\n|"; char *token; // Check characteristic string if (fgets(buff, sizeof(buff), fin) == NULL) return NULL; if ((token = strtok(buff, delim)) == NULL) return NULL; if (string(token) != IDENT_STRING) return NULL; int num; char rack[20]; char word[20]; char ref[4]; int pts; int player; char *pos; Tile tile; Game *pGame = NULL; while (fgets(buff, sizeof(buff), fin)) { // Indication of game type pos = strstr(buff, "Game type: "); if (pos != NULL) { // No Game object should have been created yet if (pGame != NULL) { delete pGame; return NULL; } // Create the correct Game object if (strstr(buff, "Training")) pGame = GameFactory::Instance()->createTraining(iDic); else if (strstr(buff, "Free game")) pGame = GameFactory::Instance()->createFreeGame(iDic); else if (strstr(buff, "Duplicate")) pGame = GameFactory::Instance()->createDuplicate(iDic); else return NULL; // Read next line continue; } // Players type pos = strstr(buff, "Player "); if (pos != NULL && pGame != NULL) { int nb = 0; char type[20]; if (sscanf(pos, "Player %d: %19s", &nb, type) > 1) { if (string(type) == "Human") pGame->addHumanPlayer(); else if (string(type) == "Computer") pGame->addAIPlayer(); else ; } // Read next line continue; } // Last racks pos = strstr(buff, "Rack "); if (pos != NULL && pGame != NULL) { int nb = 0; char letters[20]; if (sscanf(pos, "Rack %d: %19s", &nb, letters) > 1) { // Create the played rack PlayedRack pldrack; char *r = letters; if (strchr(r, '+')) { while (*r != '+') { pldrack.addOld(Tile(*r)); r++; } r++; } while (*r) { pldrack.addNew(Tile(*r)); r++; } // Give the rack to the player pGame->m_players[nb]->setCurrentRack(pldrack); } // Read next line continue; } // Skip columns title if (strstr(buff, "==") != NULL || strstr(buff, "| PTS | P |") != NULL) { continue; } if (string(buff) != "\n" && pGame != NULL) { char bonus = 0; int res = sscanf(buff, " %2d | %8s | %s | %3s | %3d | %1d | %c", &num, rack, word, ref, &pts, &player, &bonus); if (res < 6) continue; // Integrity checks // TODO: add more checks if (pts < 0) continue; if (player < 0 || player > pGame->getNPlayers()) continue; if (bonus && bonus != '*') continue; // Build a rack for the correct player PlayedRack pldrack; char *r = rack; if (strchr(r, '+')) { while (*r != '+') { pldrack.addOld(Tile(*r)); r++; } r++; } while (*r) { pldrack.addNew(Tile(*r)); r++; } // Build a round Round round; round.accessCoord().setFromString(ref); if (!round.getCoord().isValid()) continue; round.setPoints(pts); if (bonus == '*') round.setBonus(1); for (unsigned int i = 0; i < strlen(word); i++) { tile = Tile(word[i]); if (round.getCoord().getDir() == Coord::HORIZONTAL) { if (!pGame->m_board.getTile(round.getCoord().getRow(), round.getCoord().getCol() + i).isEmpty()) { round.addRightFromBoard(tile); } else { round.addRightFromRack(tile, islower(word[i])); pGame->m_bag.takeTile((islower(word[i])) ? Tile::Joker() : tile); } } else { if (!pGame->m_board.getTile(round.getCoord().getRow() + i, round.getCoord().getCol()).isEmpty()) { round.addRightFromBoard(tile); } else { round.addRightFromRack(tile, islower(word[i])); pGame->m_bag.takeTile((islower(word[i])) ? Tile::Joker() : tile); } } } pGame->m_currPlayer = player; // Update the rack for the player pGame->m_players[player]->setCurrentRack(pldrack); // End the turn for the current player (this creates a new rack) pGame->m_players[player]->endTurn(round, num - 1); // Add the points pGame->m_players[player]->addPoints(pts); // Play the round pGame->helperPlayRound(round); } } // Finalize the game if (pGame) { // We don't really know whose turn it is, but at least we know that // the game was saved while a human was to play. for (int i = 0; i < pGame->getNPlayers(); i++) { if (pGame->m_players[i]->isHuman()) { pGame->m_currPlayer = i; break; } } } return pGame; } void Game::save(ostream &out) const { const string decal = " "; // "Header" of the game out << IDENT_STRING << endl << endl; out << "Game type: " << getModeAsString() << endl; for (int i = 0; i < getNPlayers(); i++) { out << "Player " << i << ": "; if (m_players[i]->isHuman()) out << "Human" << endl; else out << "Computer" << endl; } out << endl; // Title of the columns char line[100]; out << decal << " N | RACK | SOLUTION | REF | PTS | P | BONUS" << endl; out << decal << "===|==========|=================|=====|=====|===|======" << endl; // Print the game itself for (int i = 0; i < getNTurns(); i++) { string word = getPlayedWord(i); string coord = getPlayedCoords(i); sprintf(line, "%2d | %8s | %s%s | %3s | %3d | %1d | %c", i + 1, getPlayedRack(i).c_str(), word.c_str(), string(15 - word.size(), ' ').c_str(), coord.c_str(), getPlayedPoints(i), getPlayedPlayer(i), getPlayedBonus(i) ? '*' : ' '); out << decal << line << endl; } out << endl << decal << "Total: " << m_points << endl; // Print current rack for all the players out << endl; for (int i = 0; i < getNPlayers(); i++) { string rack = m_players[i]->getCurrentRack().toString(); out << "Rack " << i << ": " << rack << endl; } } /* 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.push_back(new Turn(m_history.size(), m_currPlayer, m_players[m_currPlayer]->getLastRack(), 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; m_players[m_currPlayer]->getCurrentRack().getAllTiles(tiles); for (unsigned int j = 0; j < tiles.size(); j++) { bag.replaceTile(tiles[j]); } m_players[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; for (i = 0; i < n; i++) { if (m_history.size()) { prevPlayer(); player = m_players[m_currPlayer]; const Round &lastround = m_history.back()->getRound(); /* Remove the points of this round */ player->addPoints(- lastround.getPoints()); m_points -= lastround.getPoints(); /* 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)); } } delete &lastround; m_history.pop_back(); } else { return 1; } } return 0; } /********************************************************* *********************************************************/ 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, replace the letters from all the racks */ for (int i = 0; i < getNPlayers(); i++) { m_players[i]->getCurrentRack().getAllTiles(tiles); for (unsigned int j = 0; j < tiles.size(); j++) { ioBag.takeTile(tiles[j]); } } } else { /* In training or duplicate mode, replace the rack of the current * player only */ m_players[m_currPlayer]->getCurrentRack().getAllTiles(tiles); for (unsigned int j = 0; j < tiles.size(); j++) { ioBag.takeTile(tiles[j]); } } } 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; } 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 player's rack PlayedRack pld = m_players[p]->getCurrentRack(); nold = pld.nOld(); // Create a copy of the bag in which we can do everything we want, // and remove from it the tiles of the racks Bag bag; realBag(bag); // We may have removed too many letters from the bag (i.e. the 'new' // letters of the player) if (mode == RACK_NEW && nold != 0) { vector tiles; pld.getNewTiles(tiles); for (unsigned int i = 0; i < tiles.size(); i++) { bag.replaceTile(tiles[i]); } pld.resetNew(); } else { // 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; } // 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 && getNTurns() < 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)) return 2; m_players[p]->setCurrentRack(pld); return 0; } int Game::helperSetRackManual(int p, bool iCheck, const string &iLetters) { unsigned int i; int min; PlayedRack pld = m_players[p]->getCurrentRack(); pld.reset(); if (iLetters.size() == 0) { return 0; } for (i = 0; i < iLetters.size() && iLetters[i] != '+'; i++) { Tile tile(iLetters[i]); if (tile.isEmpty()) { return 1; } pld.addOld(tile); } if (i < iLetters.size() && iLetters[i] == '+') { for (i++; i < iLetters.size(); i++) { Tile tile(iLetters[i]); if (tile.isEmpty()) { return 1; } pld.addNew(tile); } } 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 && getNTurns() < 15) min = 2; else min = 1; if (!pld.checkRack(min)) return 2; } m_players[p]->setCurrentRack(pld); return 0; } /********************************************************* *********************************************************/ string Game::getPlayedRack(int num) const { ASSERT(0 <= num && num < getNTurns(), "Wrong turn number"); return m_history[num]->getPlayedRack().toString(); } string Game::getPlayedWord(int num) const { ASSERT(0 <= num && num < getNTurns(), "Wrong turn number"); char c; string s; const Round &r = m_history[num]->getRound(); for (int i = 0; i < r.getWordLen(); i++) { c = r.getTile(i).toChar(); if (r.isJoker(i)) c = tolower(c); s += c; } return s; } string Game::getPlayedCoords(int num) const { ASSERT(0 <= num && num < getNTurns(), "Wrong turn number"); return m_history[num]->getRound().getCoord().toString(); } int Game::getPlayedPoints(int num) const { ASSERT(0 <= num && num < getNTurns(), "Wrong turn number"); return m_history[num]->getRound().getPoints(); } int Game::getPlayedBonus(int num) const { ASSERT(0 <= num && num < getNTurns(), "Wrong turn number"); return m_history[num]->getRound().getBonus(); } int Game::getPlayedPlayer(int num) const { ASSERT(0 <= num && num < getNTurns(), "Wrong turn number"); return m_history[num]->getPlayer(); } /********************************************************* *********************************************************/ string Game::getPlayerRack(int num, bool iShowExtraSigns) const { return getPlayer(num).getCurrentRack().toString(iShowExtraSigns); } int Game::getNHumanPlayers() const { int count = 0; for (int i = 0; i < getNPlayers(); i++) count += (m_players[i]->isHuman() ? 1 : 0); return count; } void Game::addHumanPlayer() { m_players.push_back(new HumanPlayer()); } void Game::addAIPlayer() { m_players.push_back(new AIPercent(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 string &iCoord, const string &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, getNTurns() == 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; }