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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.
99 lines
3 KiB
C++
99 lines
3 KiB
C++
/*****************************************************************************
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* Eliot
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* Copyright (C) 1999-2012 Antoine Fraboulet & Olivier Teulière
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* Authors: Antoine Fraboulet <antoine.fraboulet @@ free.fr>
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* 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 TRAINING_H_
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#define TRAINING_H_
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#include <string>
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#include "game.h"
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#include "results.h"
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#include "logging.h"
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class Player;
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using std::string;
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using std::wstring;
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/**
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* This class handles the logic specific to a training game.
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* As its name indicates, it is not a game in the literal meaning of the word,
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* in particular because the rack can be set at will.
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*
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* Note: No player should be added to this game, a human player is added
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* automatically (in the start() method)
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*/
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class Training: public Game
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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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* Game handling
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*************************/
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virtual void start();
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virtual bool isFinished() const;
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/// See description of Game::play()
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virtual int play(const wstring &iCoord, const wstring &iWord);
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void search();
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const Results& getResults() const { return m_results; }
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int playResult(unsigned int iResultIndex);
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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(bool iCheck, set_rack_mode iRackMode);
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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(bool iCheck, const wstring &iLetters);
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/**
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* Override the default behaviour of addPlayer(), because in training
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* mode we only want a human player
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*/
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virtual void addPlayer(Player *iPlayer);
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private:
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/// Private constructor and destructor to force using the GameFactory class
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Training(const GameParams &iParams, const Game *iMasterGame);
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/// Record a player move
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void recordPlayerMove(const Move &iMove, Player &ioPlayer);
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void endTurn();
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/// Search results, with all the possible rounds up to a predefined limit
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LimitResults m_results;
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};
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#endif /* _TRAINING_H_ */
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