eliot/game/game.cpp

601 lines
17 KiB
C++

/*****************************************************************************
* Copyright (C) 1999-2005 Eliot
* Authors: Antoine Fraboulet <antoine.fraboulet@free.fr>
* Olivier Teuliere <ipkiss@via.ecp.fr>
*
* 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 "dic.h"
#include "dic_search.h"
#include "tile.h"
#include "rack.h"
#include "round.h"
#include "pldrack.h"
#include "results.h"
#include "player.h"
#include "ai_percent.h"
#include "game.h"
#include "game_factory.h"
#include "turn.h"
#include "encoding.h"
#include "debug.h"
const int Game::RACK_SIZE = 7;
Game::Game(const Dictionary &iDic):
m_dic(&iDic)
{
m_variant = kNONE;
m_points = 0;
m_currPlayer = -1;
m_finished = false;
}
Game::~Game()
{
for (int i = 0; i < getNPlayers(); i++)
{
delete m_players[i];
}
}
const Player& Game::getPlayer(int iNum) const
{
ASSERT(0 <= iNum && iNum < (int)m_players.size(), "Wrong player number");
return *(m_players[iNum]);
}
/* This function plays a round on the board */
int Game::helperPlayRound(const Round &iRound)
{
/*
* We remove tiles from the bag only when they are played
* on the board. When going back in the game, we must only
* replace played tiles.
* We test a rack when it is set but tiles are left in the bag.
*/
// History of the game
m_history.setCurrentRack(getCurrentPlayer().getLastRack());
m_history.playRound(m_currPlayer, m_history.getSize(), iRound);
debug(" helper: %d points\n",iRound.getPoints());
m_points += iRound.getPoints();
// Before updating the bag and the board, if we are playing a "joker game",
// we replace in the round the joker by the letter it represents
// This is currently done by a succession of ugly hacks :-/
if (m_variant == kJOKER)
{
for (int i = 0; i < iRound.getWordLen(); i++)
{
if (iRound.isPlayedFromRack(i) && iRound.isJoker(i))
{
// Is the represented letter still available in the bag?
// FIXME: this way to get the represented letter sucks...
Tile t(towupper(iRound.getTile(i).toChar()));
Bag bag;
realBag(bag);
// FIXME: realBag() does not give us a real bag in this
// particular case! This is because Player::endTurn() is called
// before Game::helperPlayRound(), which means that the rack
// of the player is updated, while the word is not actually
// played on the board yet. Since realBag() relies on
// Player::getCurrentRack(), it doesn't remove the letters of
// the current player, which are in fact available through
// Player::getLastRack().
// That's why we have to replace the letters of the current
// rack and remove the ones from the previous rack...
// There is a big design problem here, but i am unsure what is
// the best way to fix it.
vector<Tile> tiles;
getPlayer(m_currPlayer).getCurrentRack().getAllTiles(tiles);
for (unsigned int j = 0; j < tiles.size(); j++)
{
bag.replaceTile(tiles[j]);
}
getPlayer(m_currPlayer).getLastRack().getAllTiles(tiles);
for (unsigned int j = 0; j < tiles.size(); j++)
{
bag.takeTile(tiles[j]);
}
if (bag.in(t))
{
// FIXME: A const_cast sucks too...
const_cast<Round&>(iRound).setTile(i, t);
// FIXME: This shouldn't be necessary either, this is only
// needed because of the stupid way of handling jokers in
// rounds
const_cast<Round&>(iRound).setJoker(i, false);
}
}
}
}
// Update the bag and the board
for (int i = 0; i < iRound.getWordLen(); i++)
{
if (iRound.isPlayedFromRack(i))
{
if (iRound.isJoker(i))
{
m_bag.takeTile(Tile::Joker());
}
else
{
m_bag.takeTile(iRound.getTile(i));
}
}
}
m_board.addRound(*m_dic, iRound);
return 0;
}
int Game::back(int n)
{
int i, j;
Player *player;
if (n < 0)
{
debug("Game::back negative argument\n");
n = -n;
}
debug("Game::back %d\n",n);
for (i = 0; i < n; i++)
{
if (m_history.getSize() > 0)
{
prevPlayer();
player = m_players[m_currPlayer];
const Round &lastround = m_history.getPreviousTurn().getRound();
debug("Game::back last round %s\n",
convertToMb(lastround.toString()).c_str());
/* Remove the word from the board, and put its letters back
* into the bag */
m_board.removeRound(*m_dic, lastround);
for (j = 0; j < lastround.getWordLen(); j++)
{
if (lastround.isPlayedFromRack(j))
{
if (lastround.isJoker(j))
m_bag.replaceTile(Tile::Joker());
else
m_bag.replaceTile(lastround.getTile(j));
}
}
/* Remove the points of this round */
player->addPoints(- lastround.getPoints());
m_points -= lastround.getPoints();
/* Remove the turns */
player->removeLastTurn();
m_history.removeLastTurn();
}
else
{
return 1;
}
}
return 0;
}
/**
* The realBag is the current bag minus all the racks
* present in the game. It represents the actual
* letters that are left in the bag.
*/
void Game::realBag(Bag &ioBag) const
{
vector<Tile> tiles;
/* Copy the bag */
ioBag = m_bag;
/* The real content of the bag depends on the game mode */
if (getMode() == kFREEGAME)
{
/* In freegame mode, take the letters from all the racks */
for (int i = 0; i < getNPlayers(); i++)
{
getPlayer(i).getCurrentRack().getAllTiles(tiles);
for (unsigned int j = 0; j < tiles.size(); j++)
{
ioBag.takeTile(tiles[j]);
}
}
}
else
{
/* In training or duplicate mode, take the rack of the current
* player only */
getPlayer(m_currPlayer).getCurrentRack().getAllTiles(tiles);
for (unsigned int j = 0; j < tiles.size(); j++)
{
ioBag.takeTile(tiles[j]);
}
}
}
int Game::helperSetRackRandom(int p, bool iCheck, set_rack_mode mode)
{
ASSERT(0 <= p && p < getNPlayers(), "Wrong player number");
int nold, min;
// Make a copy of the current player's rack
PlayedRack pld = getPlayer(p).getCurrentRack();
nold = pld.nOld();
// Create a copy of the bag in which we can do everything we want,
// and take from it the tiles of the players rack so that "bag"
// contains the right number of tiles.
Bag bag;
realBag(bag);
if (mode == RACK_NEW && nold != 0)
{
// We may have removed too many letters from the bag (i.e. the 'new'
// letters of the player)
vector<Tile> tiles;
pld.getNewTiles(tiles);
for (unsigned int i = 0; i < tiles.size(); i++)
{
bag.replaceTile(tiles[i]);
}
pld.resetNew();
}
else if (mode == RACK_NEW && nold == 0 || mode == RACK_ALL)
{
// Replace all the tiles in the bag before choosing random ones
vector<Tile> tiles;
pld.getAllTiles(tiles);
for (unsigned int i = 0; i < tiles.size(); i++)
{
bag.replaceTile(tiles[i]);
}
// RACK_NEW with an empty rack is equivalent to RACK_ALL
pld.reset();
// Do not forget to update nold, for the RACK_ALL case
nold = 0;
}
else
{
debug("Game::helperSetRackRandom not a random mode\n");
}
// Nothing in the rack, nothing in the bag --> end of the game
if (bag.nTiles() == 0 && pld.nTiles() == 0)
{
return 1;
}
// When iCheck is true, we must make sure that there are at least 2 vowels
// and 2 consonants in the rack up to the 15th turn, and at least one of
// them from the 16th turn.
// So before trying to fill the rack, we'd better make sure there is a way
// to complete the rack with these constraints...
min = 0;
if (iCheck)
{
int oldc, oldv;
if (bag.nVowels() == 0 || bag.nConsonants() == 0)
{
return 1;
}
// 2 vowels and 2 consonants are needed up to the 15th turn
if (bag.nVowels() > 1 && bag.nConsonants() > 1
&& m_history.getSize() < 15)
min = 2;
else
min = 1;
// Count the remaining consonants and vowels in the rack
vector<Tile> tiles;
pld.getOldTiles(tiles);
oldc = 0;
oldv = 0;
for (unsigned int i = 0; i < tiles.size(); i++)
{
if (tiles[i].isConsonant())
oldc++;
if (tiles[i].isVowel())
oldv++;
}
// RACK_SIZE - nold is the number of letters to add
if (min > oldc + RACK_SIZE - nold ||
min > oldv + RACK_SIZE - nold)
{
// We cannot fill the rack with enough vowels or consonants!
return 3;
}
}
// Are we dealing with a normal game or a joker game?
if (m_variant == kJOKER)
{
// 1) Is there already a joker in the remaining letters of the rack?
bool jokerFound = false;
vector<Tile> tiles;
pld.getOldTiles(tiles);
for (unsigned int i = 0; i < tiles.size(); i++)
{
if (tiles[i].isJoker())
{
jokerFound = true;
break;
}
}
// 2) If there was no joker, we add one if possible
if (!jokerFound && bag.in(Tile::Joker()))
{
bag.takeTile(Tile::Joker());
pld.addNew(Tile::Joker());
}
// 3) Complete the rack normally... but without any joker!
Tile l;
while (bag.nTiles() != 0 && pld.nTiles() != RACK_SIZE)
{
l = bag.selectRandom();
if (!l.isJoker())
{
bag.takeTile(l);
pld.addNew(l);
}
}
}
else // Normal game
{
// Get new tiles from the bag
Tile l;
while (bag.nTiles() != 0 && pld.nTiles() != RACK_SIZE)
{
l = bag.selectRandom();
bag.takeTile(l);
pld.addNew(l);
}
}
if (iCheck && !pld.checkRack(min,min))
return 2;
m_players[p]->setCurrentRack(pld);
return 0;
}
/**
* Check if the players rack can be obtained from the bag.
* Since letters are removed from the bag only when the
* round is played we need to check that ALL the racks
* are in the bag simultaneously.
*
* FIXME: since we do not check for all racks it works
* for training and duplicate but it won't work for
* freegames.
*/
bool Game::rackInBag(const Rack &iRack, const Bag &iBag) const
{
const list<Tile>& allTiles = Tile::getAllTiles();
list<Tile>::const_iterator it;
for (it = allTiles.begin(); it != allTiles.end(); it++)
{
if (iRack.in(*it) > iBag.in(*it))
return false;
}
return true;
}
/**
* Set the rack of the player p manually.
*/
int Game::helperSetRackManual(int p, bool iCheck, const wstring &iLetters)
{
int min, ret;
PlayedRack pld = getPlayer(p).getCurrentRack();
pld.reset();
if ((ret = pld.setManual(iLetters)) > 0)
{
return 1; /* add new tests */
}
Rack rack;
pld.getRack(rack);
if (!rackInBag(rack, m_bag))
{
pld.reset();
return 1;
}
if (iCheck)
{
if (m_bag.nVowels() > 1 && m_bag.nConsonants() > 1
&& m_history.getSize() < 15)
min = 2;
else
min = 1;
if (!pld.checkRack(min,min))
return 2;
}
m_players[p]->setCurrentRack(pld);
return 0;
}
/*********************************************************
*********************************************************/
int Game::getNHumanPlayers() const
{
int count = 0;
for (int i = 0; i < getNPlayers(); i++)
count += (getPlayer(i).isHuman() ? 1 : 0);
return count;
}
void Game::addHumanPlayer()
{
// The ID of the player is its position in the m_players vector
m_players.push_back(new HumanPlayer(getNPlayers()));
}
void Game::addAIPlayer()
{
m_players.push_back(new AIPercent(getNPlayers(), 0));
}
void Game::prevPlayer()
{
ASSERT(getNPlayers() != 0, "Expected at least one player");
if (m_currPlayer == 0)
m_currPlayer = getNPlayers() - 1;
else
m_currPlayer--;
}
void Game::nextPlayer()
{
ASSERT(getNPlayers() != 0, "Expected at least one player");
if (m_currPlayer == getNPlayers() - 1)
m_currPlayer = 0;
else
m_currPlayer++;
}
/*
* This function checks whether it is legal to play the given word at the
* given coordinates. If so, the function fills a Round object, also given as
* a parameter.
* Possible return values:
* 0: correct word, the Round can be used by the caller
* 1: no dictionary set
* 2: invalid coordinates (unreadable or out of the board)
* 3: word not present in the dictionary
* 4: not enough letters in the rack to play the word
* 5: word is part of a longer one
* 6: word overwriting an existing letter
* 7: invalid crosscheck, or word going out of the board
* 8: word already present on the board (no new letter from the rack)
* 9: isolated word (not connected to the rest)
* 10: first word not horizontal
* 11: first word not covering the H8 square
*/
int Game::checkPlayedWord(const wstring &iCoord,
const wstring &iWord, Round &oRound)
{
ASSERT(getNPlayers() != 0, "Expected at least one player");
int res;
vector<Tile> tiles;
Tile t;
/* Init the round with the given coordinates */
oRound.init();
oRound.accessCoord().setFromString(iCoord);
if (!oRound.getCoord().isValid())
{
debug("game: incorrect coordinates\n");
return 2;
}
/* Check the existence of the word */
if (Dic_search_word(*m_dic, iWord.c_str()) == 0)
{
return 3;
}
/* Set the word */
// TODO: make this a Round_ function (Round_setwordfromchar for example)
// or a Tiles_ function (to transform a char* into a vector<Tile>)
// Adding a getter on the word could help too...
for (unsigned int i = 0; i < iWord.size(); i++)
{
tiles.push_back(Tile(iWord[i]));
}
oRound.setWord(tiles);
for (unsigned int i = 0; i < iWord.size(); i++)
{
if (islower(iWord[i]))
oRound.setJoker(i);
}
/* Check the word position, compute its points,
* and specify the origin of each letter (board or rack) */
res = m_board.checkRound(oRound, m_history.getSize() == 0);
if (res != 0)
return res + 4;
/* Check that the word can be formed with the tiles in the rack:
* we first create a copy of the rack, then we remove the tiles
* one by one */
Rack rack;
Player *player = m_players[m_currPlayer];
player->getCurrentRack().getRack(rack);
for (int i = 0; i < oRound.getWordLen(); i++)
{
if (oRound.isPlayedFromRack(i))
{
if (oRound.isJoker(i))
t = Tile::Joker();
else
t = oRound.getTile(i);
if (!rack.in(t))
{
return 4;
}
rack.remove(t);
}
}
return 0;
}
/****************************************************************/
/****************************************************************/
/// Local Variables:
/// mode: c++
/// mode: hs-minor
/// c-basic-offset: 4
/// indent-tabs-mode: nil
/// End: