eliot/game/training.cpp
2006-08-11 22:13:02 +00:00

231 lines
5.6 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 "tile.h"
#include "rack.h"
#include "round.h"
#include "pldrack.h"
#include "player.h"
#include "training.h"
#include "encoding.h"
#include "debug.h"
Training::Training(const Dictionary &iDic): Game(iDic)
{
}
Training::~Training()
{
}
int Training::setRackRandom(bool iCheck, set_rack_mode mode)
{
#define MAX_RANDOM_TRY 5
int res;
int try_number = 0;
int p = m_currPlayer;
m_results.clear();
do
{
res = helperSetRackRandom(p, iCheck, mode);
try_number ++;
} while (res == 2 && try_number < MAX_RANDOM_TRY);
// 0 : ok
// 1 : not enough tiles
// 2 : check failed (number of voyels before round 15)
return res;
}
int Training::setRackManual(bool iCheck, const wstring &iLetters)
{
int res;
int p = m_currPlayer;
wstring::iterator it;
wstring uLetters; // uppercase letters
// letters can be lowercase or uppercase as they are
// coming from user input. We do not consider a lowercase
// letter to be a joker which has been assigned to a letter.
m_results.clear();
uLetters = iLetters;
for (it = uLetters.begin(); it != uLetters.end(); it ++)
{
*it = towupper(*it);
}
res = helperSetRackManual(p, iCheck, uLetters);
// 0 : ok
// 1 : not enough tiles
// 2 : check failed (number of voyels before round 15)
return res;
}
int Training::setRack(set_rack_mode iMode, bool iCheck, const wstring &iLetters)
{
int res = 0;
switch(iMode)
{
case RACK_MANUAL:
res = setRackManual(iCheck, iLetters);
break;
case RACK_ALL:
res = setRackRandom(iCheck, iMode);
break;
case RACK_NEW:
res = setRackRandom(iCheck, iMode);
break;
}
return res;
}
int Training::play(const wstring &iCoord, const wstring &iWord)
{
/* Perform all the validity checks, and fill a round */
Round round;
int res = checkPlayedWord(iCoord, iWord, round);
if (res != 0)
{
debug("check returned with an error %d\n",res);
return res;
}
/* Update the rack and the score of the current player */
debug("play: %s %s %d\n",
convertToMb(round.getWord()).c_str(),
convertToMb(round.getCoord().toString()).c_str(),
round.getPoints());
m_players[m_currPlayer]->addPoints(round.getPoints());
// see game.cpp::helperPlayRound():99 comment
m_players[m_currPlayer]->endTurn(round, m_history.getSize());
/* Everything is OK, we can play the word */
if (helperPlayRound(round))
{
debug("play: error during play\n");
}
/* Next turn */
endTurn();
return 0;
}
int Training::start()
{
if (getNPlayers() != 0)
return 1;
// Training mode implicitly uses 1 human player
Game::addHumanPlayer();
m_currPlayer = 0;
return 0;
}
int Training::endTurn()
{
// Nothing to do?
return 0;
}
void Training::search()
{
// Search for the current player
Rack r;
m_players[m_currPlayer]->getCurrentRack().getRack(r);
debug("Training::search for %s\n", convertToMb(r.toString()).c_str());
m_results.search(*m_dic, m_board, r, m_history.getSize());
}
int Training::playResult(int n)
{
Player *player = m_players[m_currPlayer];
if (n >= m_results.size())
return 2;
const Round &round = m_results.get(n);
/* Update the rack and the score of the current player */
player->addPoints(round.getPoints());
player->endTurn(round, m_history.getSize());
int res = helperPlayRound(round);
if (res == 0)
m_results.clear();
/* Next turn */
// XXX: Should it be done by the interface instead?
endTurn();
return res;
}
void Training::addHumanPlayer()
{
// We are not supposed to be here...
ASSERT(false, "Trying to add a human player in Training mode");
}
void Training::addAIPlayer()
{
// We are not supposed to be here...
ASSERT(false, "Trying to add a AI player in Training mode");
}
void Training::testPlay(int num)
{
ASSERT(0 <= num && num < m_results.size(), "Wrong result number");
m_testRound = m_results.get(num);
m_board.testRound(m_results.get(num));
}
void Training::removeTestPlay()
{
m_board.removeTestRound();
m_testRound = Round();
}
wstring Training::getTestPlayWord() const
{
return m_testRound.getWord();
}
/****************************************************************/
/****************************************************************/
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