eliot/game/game_move_cmd.cpp
Olivier Teulière bce4ce4604 - The main game modifications (playing a move, setting a new rack, ...) are now done using the Command design pattern, which alows undoing these changes easily.
- Added support for navigation in the game history to the text interface (not unit-tested yet)
2008-11-23 08:18:03 +00:00

182 lines
5.2 KiB
C++

/*******************************************************************
* Eliot
* Copyright (C) 2008 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
*****************************************************************************/
#include "game_move_cmd.h"
#include "player.h"
#include "game.h"
#include "rack.h"
GameMoveCmd::GameMoveCmd(Game &ioGame, const Move &iMove,
const PlayedRack &iMoveRack, unsigned int iPlayerId)
: m_game(ioGame), m_move(iMove), m_moveRack(iMoveRack),
m_playerId(iPlayerId)
{
}
void GameMoveCmd::doExecute()
{
// Get the original rack from the player history
const Rack &newRack = Move::ComputeRackForMove(m_moveRack, m_move);
// History of the game
History &history = m_game.accessHistory();
history.setCurrentRack(m_moveRack);
history.playMove(m_playerId, m_move, newRack);
// Points
m_game.addPoints(m_move.getScore());
// For moves corresponding to a valid round, we have much more
// work to do...
if (m_move.getType() == Move::VALID_ROUND)
{
playRound();
}
#ifdef REAL_BAG_MODE
else if (m_move.getType() == Move::CHANGE_LETTERS)
{
// Put the changed letters back into the bag
BOOST_FOREACH(wchar_t ch, m_move.getChangedLetters())
{
m_bag.replaceTile(Tile(ch));
}
}
#endif
}
void GameMoveCmd::doUndo()
{
// Undo playing the round on the board
if (m_move.getType() == Move::VALID_ROUND)
{
unplayRound();
}
// Points
m_game.addPoints(- m_move.getScore());
// History
m_game.accessHistory().removeLastTurn();
}
void GameMoveCmd::playRound()
{
// Copy the round, because we may need to modify it (case of
// the joker games). It will also be convenient for the unplayRound()
// method.
m_round = m_move.getRound();
#ifdef REAL_BAG_MODE
#else
// Update the bag
// We remove tiles from the bag only when they are played
// on the board. When going back in the game, we must only
// replace played tiles.
// We test a rack when it is set but tiles are left in the bag.
Bag & bag = m_game.accessBag();
for (unsigned int i = 0; i < m_round.getWordLen(); i++)
{
if (m_round.isPlayedFromRack(i))
{
if (m_round.isJoker(i))
{
bag.takeTile(Tile::Joker());
}
else
{
bag.takeTile(m_round.getTile(i));
}
}
}
#endif
if (m_game.getVariant() == Game::kJOKER)
{
for (unsigned int i = 0; i < m_round.getWordLen(); i++)
{
if (m_round.isPlayedFromRack(i) && m_round.isJoker(i))
{
// Get the real bag
#ifdef REAL_BAG_MODE
Bag &bag = m_game.accessBag();
#else
Bag bag(m_game.getDic());
m_game.realBag(bag);
#endif
// Is the represented letter still available in the bag?
// XXX: this way to get the represented letter sucks...
Tile t(towupper(m_round.getTile(i).toChar()));
if (bag.in(t))
{
bag.replaceTile(Tile::Joker());
bag.takeTile(t);
m_round.setTile(i, t);
// FIXME: This shouldn't be necessary, this is only
// needed because of the stupid way of handling jokers in
// rounds
m_round.setJoker(i, false);
}
// In a joker game we should have only 1 joker in the rack
break;
}
}
}
// Update the board
m_game.accessBoard().addRound(m_game.getDic(), m_round);
}
void GameMoveCmd::unplayRound()
{
// Update the board
m_game.accessBoard().removeRound(m_game.getDic(), m_round);
#ifdef REAL_BAG_MODE
#else
// Update the bag
// We remove tiles from the bag only when they are played
// on the board. When going back in the game, we must only
// replace played tiles.
// We test a rack when it is set but tiles are left in the bag.
Bag & bag = m_game.accessBag();
for (unsigned int i = 0; i < m_round.getWordLen(); i++)
{
if (m_round.isPlayedFromRack(i))
{
if (m_round.isJoker(i))
{
bag.replaceTile(Tile::Joker());
}
else
{
bag.replaceTile(m_round.getTile(i));
}
}
}
#endif
}