/***************************************************************************** * Copyright (C) 2005 Eliot * Authors: 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 *****************************************************************************/ #ifndef _DUPLICATE_H_ #define _DUPLICATE_H_ #include "game.h" 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 to 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 *************************/ virtual int start(); virtual int setRackRandom(int, bool, set_rack_mode); virtual int play(const wstring &iCoord, const wstring &iWord); virtual int endTurn(); int setPlayer(int); // 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(); private: // Private constructor and destructor to force using the GameFactory class Duplicate(const Dictionary &iDic); virtual ~Duplicate(); void playRound(const Round &iRound, int n); int endTurnForReal(); void end(); void duplicateAI(int n); // m_hasPlayed[p] is true iff player p has played for this turn map m_hasPlayed; }; #endif /* _DUPLICATE_H_ */ /// Local Variables: /// mode: c++ /// mode: hs-minor /// c-basic-offset: 4 /// indent-tabs-mode: nil /// End: