eliot/game/arbitration.h
Olivier Teulière a800863c1f Arbitration: do not handle solos automatically.
The arbitrator has to specify them manually. Otherwise, we cannot know
when a turn is complete and thus we cannot determine if solos can/should
be applied.
2012-10-05 12:52:42 +02:00

92 lines
2.8 KiB
C++

/*****************************************************************************
* Eliot
* Copyright (C) 2012 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
*****************************************************************************/
#ifndef ARBITRATION_H_
#define ARBITRATION_H_
#include "duplicate.h"
#include "logging.h"
class LimitResults;
class PlayerEventCmd;
/**
* This class simply extends the Duplicate game,
* to specialize it for arbitration purposes.
*/
class Arbitration: public Duplicate
{
DEFINE_LOGGER();
friend class GameFactory;
public:
/**
* Complete (or reset) the rack randomly.
* @exception EndGameException if it is impossible to complete the rack
* for some reason...
*/
void setRackRandom();
/**
* Set the rack with the given letters
* @exception EndGameException if the game is over
* @exception GameException if any other error occurs
*/
void setRackManual(const wstring &iLetters);
void search(LimitResults &oResults);
Move checkWord(const wstring &iWord, const wstring &iCoords) const;
void setSolo(unsigned iPlayerId, int iPoints = 0);
void removeSolo(unsigned iPlayerId);
int getSolo(unsigned iPlayerId) const;
void addWarning(unsigned iPlayerId);
void removeWarning(unsigned iPlayerId);
bool hasWarning(unsigned iPlayerId) const;
void addPenalty(unsigned iPlayerId, int iPoints = 0);
void removePenalty(unsigned iPlayerId);
int getPenalty(unsigned iPlayerId) const;
void assignMove(unsigned int iPlayerId, const Move &iMove);
void finalizeTurn();
private:
// Private constructor to force using the GameFactory class
Arbitration(const GameParams &iParams);
/// Undo the current rack, and subsequent commands
void undoCurrentRack();
/**
* Return the first player event of the given type (for the given player)
* in the commands history for the current turn.
* If none is found, return 0.
*/
const PlayerEventCmd * getPlayerEvent(unsigned iPlayerId,
int iEventType) const;
};
#endif /* ARBITRATION_H_ */