eliot/game/public_game.cpp
2011-01-30 00:23:45 +00:00

336 lines
6.3 KiB
C++

/*******************************************************************
* Eliot
* Copyright (C) 2008-2009 Olivier Teulière
* Authors: Olivier Teulière <ipkiss @@ gmail.com>
*
* 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 "public_game.h"
#include "game.h"
#include "training.h"
#include "duplicate.h"
#include "freegame.h"
#include "game_factory.h"
#include "game_exception.h"
#include "xml_writer.h"
PublicGame::PublicGame(Game &iGame)
: m_game(iGame)
{
}
PublicGame::~PublicGame()
{
delete &m_game;
}
PublicGame::GameMode PublicGame::getMode() const
{
if (dynamic_cast<Duplicate*>(&m_game))
return kDUPLICATE;
else if (dynamic_cast<FreeGame*>(&m_game))
return kFREEGAME;
else
return kTRAINING;
}
string PublicGame::getModeAsString() const
{
return m_game.getModeAsString();
}
void PublicGame::setVariant(GameVariant iVariant)
{
if (iVariant == kJOKER)
m_game.setVariant(Game::kJOKER);
else if (iVariant == kEXPLOSIVE)
m_game.setVariant(Game::kEXPLOSIVE);
else
m_game.setVariant(Game::kNONE);
}
PublicGame::GameVariant PublicGame::getVariant() const
{
if (m_game.getVariant() == Game::kJOKER)
return kJOKER;
else if (m_game.getVariant() == Game::kEXPLOSIVE)
return kEXPLOSIVE;
else
return kNONE;
}
const Dictionary & PublicGame::getDic() const
{
return m_game.getDic();
}
const Board& PublicGame::getBoard() const
{
return m_game.getBoard();
}
const Bag& PublicGame::getBag() const
{
return m_game.getBag();
}
const History& PublicGame::getHistory() const
{
return m_game.getHistory();
}
void PublicGame::addPlayer(Player *iPlayer)
{
m_game.addPlayer(iPlayer);
}
const Player& PublicGame::getPlayer(unsigned int iNum) const
{
return m_game.getPlayer(iNum);
}
const Player& PublicGame::getCurrentPlayer() const
{
return m_game.getCurrentPlayer();
}
unsigned int PublicGame::getNbPlayers() const
{
return m_game.getNPlayers();
}
unsigned int PublicGame::getNbHumanPlayers() const
{
return m_game.getNHumanPlayers();
}
bool PublicGame::hasPlayed(unsigned int player) const
{
return m_game.hasPlayed(player);
}
void PublicGame::start()
{
m_game.start();
}
bool PublicGame::isFinished() const
{
return m_game.isFinished();
}
int PublicGame::play(const wstring &iWord, const wstring &iCoord)
{
return m_game.play(iCoord, iWord);
}
void PublicGame::shuffleRack()
{
m_game.shuffleRack();
}
/***************************/
static Training & getTrainingGame(Game &iGame)
{
Training *trGame = dynamic_cast<Training *>(&iGame);
if (trGame == NULL)
{
throw GameException("Invalid game type");
}
return *trGame;
}
void PublicGame::trainingSearch()
{
getTrainingGame(m_game).search();
}
const Results& PublicGame::trainingGetResults() const
{
return getTrainingGame(m_game).getResults();
}
int PublicGame::trainingPlayResult(unsigned int iResultIndex)
{
return getTrainingGame(m_game).playResult(iResultIndex);
}
void PublicGame::trainingSetRackRandom(bool iCheck, RackMode iRackMode)
{
if (iRackMode == kRACK_NEW)
getTrainingGame(m_game).setRackRandom(iCheck, Game::RACK_NEW);
else
getTrainingGame(m_game).setRackRandom(iCheck, Game::RACK_ALL);
}
void PublicGame::trainingSetRackManual(bool iCheck, const wstring &iLetters)
{
getTrainingGame(m_game).setRackManual(iCheck, iLetters);
}
void PublicGame::trainingTestPlay(unsigned int iResultIndex)
{
getTrainingGame(m_game).testPlay(iResultIndex);
}
void PublicGame::trainingRemoveTestPlay()
{
getTrainingGame(m_game).removeTestPlay();
}
wstring PublicGame::trainingGetTestPlayWord() const
{
return getTrainingGame(m_game).getTestPlayWord();
}
/***************************/
static Duplicate & getDuplicateGame(Game &iGame)
{
Duplicate *dupGame = dynamic_cast<Duplicate *>(&iGame);
if (dupGame == NULL)
{
throw GameException("Invalid game type");
}
return *dupGame;
}
void PublicGame::duplicateSetPlayer(unsigned int p)
{
getDuplicateGame(m_game).setPlayer(p);
}
/***************************/
static FreeGame & getFreeGameGame(Game &iGame)
{
FreeGame *frGame = dynamic_cast<FreeGame *>(&iGame);
if (frGame == NULL)
{
throw GameException("Invalid game type");
}
return *frGame;
}
int PublicGame::freeGamePass(const wstring &iToChange)
{
return getFreeGameGame(m_game).pass(iToChange);
}
/***************************/
PublicGame *PublicGame::load(const string &iFileName, const Dictionary &iDic)
{
Game *game = GameFactory::Instance()->load(iFileName, iDic);
return new PublicGame(*game);
}
void PublicGame::save(const string &iFileName) const
{
XmlWriter::write(m_game, iFileName);
}
/***************************/
unsigned int PublicGame::getCurrTurn() const
{
return m_game.getNavigation().getCurrTurn();
}
unsigned int PublicGame::getNbTurns() const
{
return m_game.getNavigation().getNbTurns();
}
bool PublicGame::isFirstTurn() const
{
return m_game.getNavigation().isFirstTurn();
}
bool PublicGame::isLastTurn() const
{
return m_game.getNavigation().isLastTurn();
}
void PublicGame::firstTurn()
{
m_game.accessNavigation().firstTurn();
}
void PublicGame::prevTurn()
{
m_game.accessNavigation().prevTurn();
}
void PublicGame::nextTurn()
{
m_game.accessNavigation().nextTurn();
}
void PublicGame::lastTurn()
{
m_game.accessNavigation().lastTurn();
}
void PublicGame::clearFuture()
{
m_game.accessNavigation().clearFuture();
}
void PublicGame::printTurns() const
{
m_game.getNavigation().print();
}