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