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6f9a343677
- Added tests for joker and explosive games in all modes
171 lines
5 KiB
C++
171 lines
5 KiB
C++
/*******************************************************************
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* Eliot
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* Copyright (C) 2008 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 <sstream>
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#include "game_move_cmd.h"
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#include "player.h"
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#include "game.h"
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#include "rack.h"
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GameMoveCmd::GameMoveCmd(Game &ioGame, const Move &iMove,
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const PlayedRack &iMoveRack, unsigned int iPlayerId)
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: m_game(ioGame), m_move(iMove), m_moveRack(iMoveRack),
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m_playerId(iPlayerId)
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{
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}
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void GameMoveCmd::doExecute()
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{
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// Get the original rack from the player history
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const Rack &newRack = Move::ComputeRackForMove(m_moveRack, m_move);
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// History of the game
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History &history = m_game.accessHistory();
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history.setCurrentRack(m_moveRack);
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history.playMove(m_playerId, m_move, newRack);
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// Points
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m_game.addPoints(m_move.getScore());
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// For moves corresponding to a valid round, we have much more
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// work to do...
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if (m_move.getType() == Move::VALID_ROUND)
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{
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playRound();
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}
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}
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void GameMoveCmd::doUndo()
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{
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// Undo playing the round on the board
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if (m_move.getType() == Move::VALID_ROUND)
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{
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unplayRound();
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}
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// Points
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m_game.addPoints(- m_move.getScore());
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// History
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m_game.accessHistory().removeLastTurn();
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}
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void GameMoveCmd::playRound()
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{
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// Copy the round, because we may need to modify it (case of
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// the joker games). It will also be convenient for the unplayRound()
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// method.
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m_round = m_move.getRound();
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// Update the bag
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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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Bag & bag = m_game.accessBag();
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for (unsigned int i = 0; i < m_round.getWordLen(); i++)
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{
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if (m_round.isPlayedFromRack(i))
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{
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if (m_round.isJoker(i))
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{
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bag.takeTile(Tile::Joker());
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}
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else
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{
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bag.takeTile(m_round.getTile(i));
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}
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}
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}
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if (m_game.getVariant() == Game::kJOKER)
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{
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for (unsigned int i = 0; i < m_round.getWordLen(); i++)
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{
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if (m_round.isPlayedFromRack(i) && m_round.isJoker(i))
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{
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// Is the represented letter still available in the bag?
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// XXX: this way to get the represented letter sucks...
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Tile t(towupper(m_round.getTile(i).toChar()));
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if (bag.in(t))
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{
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bag.replaceTile(Tile::Joker());
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bag.takeTile(t);
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m_round.setTile(i, t);
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// FIXME: This shouldn't be necessary, 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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// This is also needed for the unplayRound() method
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// to work correctly
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m_round.setJoker(i, false);
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}
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// In a joker game we should have only 1 joker in the rack
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break;
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}
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}
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}
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// Update the board
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m_game.accessBoard().addRound(m_game.getDic(), m_round);
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}
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void GameMoveCmd::unplayRound()
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{
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// Update the board
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m_game.accessBoard().removeRound(m_game.getDic(), m_round);
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// Update the bag
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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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Bag & bag = m_game.accessBag();
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for (unsigned int i = 0; i < m_round.getWordLen(); i++)
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{
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if (m_round.isPlayedFromRack(i))
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{
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if (m_round.isJoker(i))
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{
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bag.replaceTile(Tile::Joker());
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}
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else
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{
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bag.replaceTile(m_round.getTile(i));
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}
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}
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}
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}
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wstring GameMoveCmd::toString() const
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{
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wostringstream oss;
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oss << L"GameMoveCmd (move: " << m_move.toString() << L", rack: "
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<< m_moveRack.toString() << L")";
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return oss.str();
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}
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