mirror of
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405 lines
8 KiB
C++
405 lines
8 KiB
C++
/*******************************************************************
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* Eliot
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* Copyright (C) 2008-2009 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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#include "public_game.h"
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#include "game_params.h"
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#include "game.h"
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#include "training.h"
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#include "duplicate.h"
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#include "arbitration.h"
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#include "freegame.h"
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#include "game_factory.h"
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#include "game_exception.h"
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#include "xml_writer.h"
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#include "player.h"
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#include "pldrack.h"
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PublicGame::PublicGame(Game &iGame)
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: m_game(iGame)
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{
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}
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PublicGame::~PublicGame()
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{
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delete &m_game;
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}
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PublicGame::GameMode PublicGame::getMode() const
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{
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if (dynamic_cast<Arbitration*>(&m_game))
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return kARBITRATION;
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else if (dynamic_cast<Duplicate*>(&m_game))
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return kDUPLICATE;
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else if (dynamic_cast<FreeGame*>(&m_game))
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return kFREEGAME;
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else
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return kTRAINING;
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}
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const GameParams & PublicGame::getParams() const
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{
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return m_game.getParams();
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}
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const Dictionary & PublicGame::getDic() const
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{
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return m_game.getDic();
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}
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const Board& PublicGame::getBoard() const
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{
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return m_game.getBoard();
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}
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const Bag& PublicGame::getBag() const
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{
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return m_game.getBag();
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}
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const PlayedRack& PublicGame::getCurrentRack() const
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{
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return m_game.getHistory().getCurrentRack();
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}
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const History& PublicGame::getHistory() const
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{
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return m_game.getHistory();
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}
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void PublicGame::addPlayer(Player *iPlayer)
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{
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m_game.addPlayer(iPlayer);
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}
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const Player& PublicGame::getPlayer(unsigned int iNum) const
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{
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return m_game.getPlayer(iNum);
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}
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const Player& PublicGame::getCurrentPlayer() const
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{
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return m_game.getCurrentPlayer();
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}
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unsigned int PublicGame::getNbPlayers() const
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{
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return m_game.getNPlayers();
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}
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unsigned int PublicGame::getNbHumanPlayers() const
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{
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return m_game.getNHumanPlayers();
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}
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void PublicGame::setPlayerName(unsigned iPlayerId, const wstring &iName)
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{
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m_game.accessPlayer(iPlayerId).setName(iName);
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}
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void PublicGame::setPlayerTableNb(unsigned iPlayerId, unsigned iTableNb)
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{
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m_game.accessPlayer(iPlayerId).setTableNb(iTableNb);
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}
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bool PublicGame::hasPlayed(unsigned int player) const
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{
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return m_game.hasPlayed(player);
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}
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void PublicGame::start()
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{
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m_game.start();
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}
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bool PublicGame::isFinished() const
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{
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return m_game.isFinished();
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}
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int PublicGame::play(const wstring &iWord, const wstring &iCoord)
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{
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return m_game.play(iCoord, iWord);
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}
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int PublicGame::computePoints(const wstring &iWord, const wstring &iCoord) const
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{
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Round round;
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int res = m_game.checkPlayedWord(iCoord, iWord, round);
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if (res > 0)
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return -res;
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return round.getPoints();
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}
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void PublicGame::shuffleRack()
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{
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m_game.shuffleRack();
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}
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void PublicGame::setTestRound(const Round &iRound)
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{
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m_game.accessBoard().testRound(iRound);
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}
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void PublicGame::removeTestRound()
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{
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m_game.accessBoard().removeTestRound();
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}
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/***************************/
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template <typename T>
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static T & getTypedGame(Game &iGame)
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{
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T *typedGame = dynamic_cast<T*>(&iGame);
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if (typedGame == NULL)
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{
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throw GameException("Invalid game type");
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}
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return *typedGame;
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}
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/***************************/
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void PublicGame::trainingSearch()
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{
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getTypedGame<Training>(m_game).search();
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}
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const Results& PublicGame::trainingGetResults() const
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{
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return getTypedGame<Training>(m_game).getResults();
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}
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int PublicGame::trainingPlayResult(unsigned int iResultIndex)
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{
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return getTypedGame<Training>(m_game).playResult(iResultIndex);
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}
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void PublicGame::trainingSetRackRandom(bool iCheck, RackMode iRackMode)
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{
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if (iRackMode == kRACK_NEW)
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getTypedGame<Training>(m_game).setRackRandom(iCheck, Game::RACK_NEW);
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else
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getTypedGame<Training>(m_game).setRackRandom(iCheck, Game::RACK_ALL);
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}
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void PublicGame::trainingSetRackManual(bool iCheck, const wstring &iLetters)
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{
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getTypedGame<Training>(m_game).setRackManual(iCheck, iLetters);
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}
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/***************************/
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void PublicGame::duplicateSetPlayer(unsigned int p)
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{
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getTypedGame<Duplicate>(m_game).setPlayer(p);
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}
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void PublicGame::duplicateSetMasterMove(const Move &iMove)
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{
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getTypedGame<Duplicate>(m_game).setMasterMove(iMove);
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}
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const Move & PublicGame::duplicateGetMasterMove() const
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{
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return getTypedGame<Duplicate>(m_game).getMasterMove();
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}
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/***************************/
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int PublicGame::freeGamePass(const wstring &iToChange)
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{
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return getTypedGame<FreeGame>(m_game).pass(iToChange);
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}
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/***************************/
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void PublicGame::arbitrationSetRackRandom()
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{
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getTypedGame<Arbitration>(m_game).setRackRandom();
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}
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void PublicGame::arbitrationSetRackManual(const wstring &iLetters)
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{
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getTypedGame<Arbitration>(m_game).setRackManual(iLetters);
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}
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void PublicGame::arbitrationSearch(LimitResults &oResults)
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{
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return getTypedGame<Arbitration>(m_game).search(oResults);
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}
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Move PublicGame::arbitrationCheckWord(const wstring &iWord,
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const wstring &iCoords) const
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{
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return getTypedGame<Arbitration>(m_game).checkWord(iWord, iCoords);
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}
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void PublicGame::arbitrationToggleWarning(unsigned iPlayerId)
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{
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Arbitration &game = getTypedGame<Arbitration>(m_game);
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if (game.hasWarning(iPlayerId))
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game.removeWarning(iPlayerId);
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else
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game.addWarning(iPlayerId);
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}
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bool PublicGame::arbitrationHasWarning(unsigned iPlayerId) const
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{
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return getTypedGame<Arbitration>(m_game).hasWarning(iPlayerId);
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}
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void PublicGame::arbitrationTogglePenalty(unsigned iPlayerId)
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{
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Arbitration &game = getTypedGame<Arbitration>(m_game);
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if (game.getPenalty(iPlayerId) != 0)
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game.removePenalty(iPlayerId);
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else
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game.addPenalty(iPlayerId);
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}
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int PublicGame::arbitrationGetPenalty(unsigned iPlayerId) const
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{
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return getTypedGame<Arbitration>(m_game).getPenalty(iPlayerId);
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}
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void PublicGame::arbitrationAssign(unsigned iPlayerId, const Move &iMove)
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{
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getTypedGame<Arbitration>(m_game).assignMove(iPlayerId, iMove);
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}
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void PublicGame::arbitrationFinalizeTurn()
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{
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getTypedGame<Arbitration>(m_game).finalizeTurn();
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}
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/***************************/
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PublicGame *PublicGame::load(const string &iFileName, const Dictionary &iDic)
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{
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Game *game = GameFactory::Instance()->load(iFileName, iDic);
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return new PublicGame(*game);
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}
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void PublicGame::save(const string &iFileName) const
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{
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XmlWriter::write(m_game, iFileName);
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}
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/***************************/
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unsigned int PublicGame::getCurrTurn() const
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{
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// +1 to have a 1-based index (more user-friendly)
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return m_game.getNavigation().getCurrTurn() + 1;
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}
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unsigned int PublicGame::getNbTurns() const
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{
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return m_game.getNavigation().getNbTurns();
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}
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bool PublicGame::isFirstTurn() const
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{
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return m_game.getNavigation().isFirstTurn();
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}
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bool PublicGame::isLastTurn() const
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{
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return m_game.getNavigation().isLastTurn();
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}
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void PublicGame::firstTurn()
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{
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m_game.accessNavigation().firstTurn();
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}
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void PublicGame::prevTurn()
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{
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m_game.accessNavigation().prevTurn();
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}
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void PublicGame::nextTurn()
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{
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m_game.accessNavigation().nextTurn();
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}
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void PublicGame::lastTurn()
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{
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m_game.accessNavigation().lastTurn();
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}
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void PublicGame::clearFuture()
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{
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m_game.accessNavigation().clearFuture();
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}
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void PublicGame::printTurns() const
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{
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m_game.getNavigation().print();
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}
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