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113 lines
3.2 KiB
C++
113 lines
3.2 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 TOPPING_H_
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#define TOPPING_H_
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#include <string>
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#include "game.h"
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#include "move.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 topping game.
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* In this mode, the player plays against time, to find the top move
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* (or one of them if there are several moves with the same score)
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* This mode is mostly interesting for (good) duplicate players.
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*/
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class Topping: 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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/**
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* Override the default behaviour of addPlayer(), because in topping
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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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/**
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* Word played by the player, with the corresponding elapsed time, in seconds
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*/
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void tryWord(const wstring &iWord, const wstring &iCoord, int iElapsed);
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/**
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* Return all the moves tried by the player (including the invalid ones).
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* The moves are returned in chronological order.
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*/
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vector<Move> getTriedMoves() const;
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/**
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* Return the best possible move (or one of them, if there are several ones).
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*/
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Move getTopMove() const;
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/**
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* Indicate that the player didn't find the top in the allocated time.
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* This will play the top on the board, give a points penalty to the player
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* and start the next turn.
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*/
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void turnTimeOut();
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/**
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* Give an additional penalty to the player (probably because
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* he used a hint)
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*/
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void addPenalty(int iPenalty);
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private:
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/// Private constructor and destructor to force using the GameFactory class
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Topping(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, int iElapsed);
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void endTurn();
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/// Finish the game
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void endGame();
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/**
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* Return the score of the top move.
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*/
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int getTopScore() const;
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};
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#endif
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