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When a master game is defined, the racks and moves played from the current game will be the same as in the master game. This can be practical to replay a game in a different mode, or to replay at home a duplicate game played in a club, for example.
83 lines
2.5 KiB
C++
83 lines
2.5 KiB
C++
/*****************************************************************************
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* Eliot
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* Copyright (C) 2012 Olivier Teulière
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* Authors: Olivier Teulière <ipkiss @@ gmail.com>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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*****************************************************************************/
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#ifndef ARBITRATION_H_
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#define ARBITRATION_H_
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#include "duplicate.h"
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#include "logging.h"
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class LimitResults;
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/**
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* This class simply extends the Duplicate game,
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* to specialize it for arbitration purposes.
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*/
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class Arbitration: public Duplicate
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{
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DEFINE_LOGGER();
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friend class GameFactory;
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public:
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/**
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* Complete (or reset) the rack randomly.
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* @exception EndGameException if it is impossible to complete the rack
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* for some reason...
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*/
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void setRackRandom();
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/**
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* Set the rack with the given letters
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* @exception EndGameException if the game is over
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* @exception GameException if any other error occurs
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*/
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void setRackManual(const wstring &iLetters);
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void search(LimitResults &oResults);
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Move checkWord(const wstring &iWord, const wstring &iCoords) const;
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void setSolo(unsigned iPlayerId, int iPoints = 0);
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void removeSolo(unsigned iPlayerId);
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int getSolo(unsigned iPlayerId) const;
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void addWarning(unsigned iPlayerId);
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void removeWarning(unsigned iPlayerId);
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bool hasWarning(unsigned iPlayerId) const;
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void addPenalty(unsigned iPlayerId, int iPoints = 0);
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void removePenalty(unsigned iPlayerId);
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int getPenalty(unsigned iPlayerId) const;
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void assignMove(unsigned int iPlayerId, const Move &iMove);
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void finalizeTurn();
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private:
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// Private constructor to force using the GameFactory class
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Arbitration(const GameParams &iParams, const Game *iMasterGame);
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/// Undo the current rack, and subsequent commands
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void undoCurrentRack();
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};
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#endif /* ARBITRATION_H_ */
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