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4ffaef3e1d
- Clean up of the text interface: - removed all uses of wcstok() - factorized common code - made code a bit more robust
301 lines
8.6 KiB
C++
301 lines
8.6 KiB
C++
/*****************************************************************************
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* Eliot
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* Copyright (C) 1999-2008 Antoine Fraboulet & Olivier Teulière
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* Authors: Antoine Fraboulet <antoine.fraboulet @@ free.fr>
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* 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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#ifndef _PUBLIC_GAME_H_
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#define _PUBLIC_GAME_H_
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#include <string>
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class Game;
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class Dictionary;
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class Bag;
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class Board;
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class History;
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class Player;
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class Navigation;
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class Results;
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using namespace std;
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/**
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* This class is a wrapper around a Game object (Façade design pattern).
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*
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* Game objects are not meant for direct use outside of the game library,
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* because they expose too many internal members.
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* A PublicGame provides a cleaner interface to implement a UI, avoiding
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* the need to know too much about the Game internals.
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*/
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class PublicGame
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{
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public:
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/**
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* Build a PublicGame from a Game object
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* The PublicGame takes the ownership of the Game object.
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*/
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// XXX: should be private?
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PublicGame(Game &iGame);
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~PublicGame();
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/***************
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* Game type
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***************/
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// XXX: should not be in Game?
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/// Game mode: each one of these modes is implemented in an inherited class
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enum GameMode
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{
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kTRAINING,
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kFREEGAME,
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kDUPLICATE
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};
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GameMode getMode() const;
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string getModeAsString() const;
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/// Game variant: it slightly modifies the rules of the game
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enum GameVariant
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{
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kNONE, // Normal game rules
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kJOKER, // Joker game
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kEXPLOSIVE // "Explosive" game
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};
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/**
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* Accessors for the variant of the game.
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* The variant can be changed during a game without any problem
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* (though it seems rather useless...)
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*/
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void setVariant(GameVariant iVariant);
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GameVariant getVariant() const;
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/***************
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* Various getters
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***************/
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/**
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* Get the dictionary associated with the game.
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* You should never create a new dictionary object while a Game
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* object still exists
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*/
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const Dictionary & getDic() const;
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/// Get the board
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const Board& getBoard() const;
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/// Get the bag
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const Bag& getBag() const;
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/// Get the history of the game */
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const History& getHistory() const;
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/***************
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* Methods to access players.
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***************/
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/**
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* Add a player to the game.
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* The Game object takes ownership of the given player
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*/
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void addPlayer(Player *iPlayer);
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const Player& getPlayer(unsigned int iNum) const;
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const Player& getCurrentPlayer() const;
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unsigned int getNbPlayers() const;
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unsigned int getNbHumanPlayers() const;
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/// Return true if the player has played for the current turn
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// XXX: not very nice API, should be a player property...
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bool hasPlayed(unsigned int player) const;
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/***************
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* Game handling
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***************/
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/**
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* Start the game.
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* AI players are handled automatically, so if the game only has AI
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* players, it will play until the end.
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*/
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void start();
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/**
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* Method used by human players to play the word iWord at coordinates
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* iCoord, and end the turn (if possible)
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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: one letter of the word is invalid in the current dictionary
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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
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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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* 12: word going out of the board
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*/
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int play(const wstring &iWord, const wstring &iCoord);
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/**
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* Go back to turn iTurn.
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* We must have: iTurn < getHistory().getSize()
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* Possible return values:
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* 0: everything went fine
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* 1: iTurn is invalid
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*/
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//int back(unsigned int iTurn);
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/// Shuffle the rack of the current player
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void shuffleRack();
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/***************
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* Training games
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* These methods throw an exception if the current game is not in
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* the Training mode.
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***************/
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void trainingSearch();
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const Results& trainingGetResults() const;
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int trainingPlayResult(unsigned int iResultIndex);
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enum RackMode
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{
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kRACK_NEW, // Only new tiles
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kRACK_ALL // All tiles
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};
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/**
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* Complete (or reset) the rack randomly.
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* @exception EndGameException if it is impossible to complete the rack
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* for some reason...
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*/
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void trainingSetRackRandom(bool iCheck, RackMode iRackMode);
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void trainingSetRackManual(bool iCheck, const wstring &iLetters);
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/// Place a temporary word on the board for preview purposes
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void trainingTestPlay(unsigned int iResultIndex);
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/// Remove the temporary word
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void trainingRemoveTestPlay();
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/// Get the temporary word
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wstring trainingGetTestPlayWord() const;
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/***************
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* Duplicate games
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* These methods throw an exception if the current game is not in
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* the Duplicate mode.
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***************/
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/**
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* Set the current player, given its ID.
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* The given player ID must correspond to a human player, who did not
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* play yet for this turn.
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* @param p: ID of the player
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* @exception GameException: Thrown if the player is not human or if
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* he has already played
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*/
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void duplicateSetPlayer(unsigned int p);
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/***************
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* FreeGame games
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* These methods throw an exception if the current game is not in
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* the FreeGame mode.
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***************/
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/**
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* Pass the turn, changing the letters listed in iToChange.
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* If you simply want to pass the turn without changing any letter,
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* provide an empty string.
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*
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* Possible return values:
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* 0: everything went fine
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* 1: changing letters is not allowed if there are less than 7 tiles
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* left in the bag
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* 2: the rack of the current player does not contain all the
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* listed letters
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* 3: the game is already finished
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* 4: some letters are invalid for the current dictionary
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*/
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int freeGamePass(const wstring &iToChange);
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/***************
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* Saved games handling
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***************/
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/**
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* Possible formats for the saved games
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*/
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enum GameFileFormat
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{
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kFILE_FORMAT_STANDARD,
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kFILE_FORMAT_ADVANCED
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};
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/**
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* load() returns the loaded game, or NULL if there was a problem
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* load() does need some more work to be robust enough to
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* handle "hand written" files
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*/
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static PublicGame * load(FILE *fin, const Dictionary &iDic);
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/**
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* Save a game to a file
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* Standard format is used for training games so that it is compatible
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* with previous versions of Eliot.
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*
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* Saving can be forced to advanced format for training games by
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* setting the last parameter to kFILE_FORMAT_ADVANCED
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*/
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void save(ostream &out, GameFileFormat format = kFILE_FORMAT_STANDARD) const;
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/***************
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* Navigation in the game history
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***************/
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unsigned int getCurrTurn() const;
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unsigned int getNbTurns() const;
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bool isFirstTurn() const;
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bool isLastTurn() const;
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void firstTurn();
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void prevTurn();
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void nextTurn();
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void lastTurn();
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/**
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* Get rid of the future turns of the game, the current turn
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* becoming the last one.
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*/
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void clearFuture();
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/**
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* Print the contents of the commands history, to ease debugging
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*/
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void printTurns() const;
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private:
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/// Wrapped game
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Game &m_game;
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};
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#endif
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