eliot/game/game.h
Olivier Teulière 76fefdf71d New "master game" feature.
When a master game is defined, the racks and moves played from the
current game will be the same as in the master game. This can be
practical to replay a game in a different mode, or to replay at home a
duplicate game played in a club, for example.
2012-12-30 16:38:07 +01:00

328 lines
11 KiB
C++

/*****************************************************************************
* Eliot
* Copyright (C) 1999-2012 Antoine Fraboulet & Olivier Teulière
* Authors: Antoine Fraboulet <antoine.fraboulet @@ free.fr>
* 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 GAME_H_
#define GAME_H_
#include <string>
#include <vector>
#include "game_params.h"
#include "logging.h"
#include "bag.h"
#include "board.h"
#include "history.h"
#include "navigation.h"
#include "command.h"
class Dictionary;
class Player;
class PlayedRack;
class Round;
class Rack;
class TurnData;
using namespace std;
/**
* Parent class of all the Game types.
* It offers the common attributes (Board, Bag, etc...) as well as useful
* "helper" methods to factorize some code.
*/
class Game
{
DEFINE_LOGGER();
public:
/**
* The iMasterGame parameter is optional.
* This game takes ownership of the master game, if one is provided.
*/
Game(const GameParams &iParams, const Game *iMasterGame);
virtual ~Game();
/***************
* Game type
***************/
GameParams::GameMode getMode() const { return m_params.getMode(); }
/***************
* Various getters
***************/
/// Get the game characteristics
const GameParams & getParams() const { return m_params; }
bool hasMasterGame() const { return m_masterGame != NULL; }
/**
* Get the dictionary associated with the game.
* You should never create a new dictionary object while a Game
* object still exists
*/
const Dictionary & getDic() const { return m_params.getDic(); }
/// Get the board
const Board& getBoard() const { return m_board; }
Board & accessBoard() { return m_board; }
/// Get the bag
const Bag& getBag() const { return m_bag; }
Bag & accessBag() { return m_bag; }
/**
* The realBag is the current bag minus all the racks
* present in the game. It represents the actual
* letters that are left in the bag.
* FIXME: in Duplicate mode, this method uses m_currPlayer to find the
* rack of the player. Since not all the players played the same word,
* it is important to set m_currPlayer accurately before!
*/
void realBag(Bag &iBag) const;
/// Get the history of the game */
const History& getHistory() const { return m_history; }
History & accessHistory() { return m_history; }
/***************
* Methods to access players.
***************/
Player & accessPlayer(unsigned int iNum);
const Player& getPlayer(unsigned int iNum) const;
const Player& getCurrentPlayer() const { return getPlayer(currPlayer()); };
unsigned int getNPlayers() const { return m_players.size(); }
unsigned int getNHumanPlayers() const;
unsigned int currPlayer() const { return m_currPlayer; }
/**
* Add a player to the game.
* The Game object takes ownership of the given player
*/
virtual void addPlayer(Player *iPlayer);
/***************
* Game handling
***************/
/**
* Start the game.
* AI players are handled automatically, so if the game only has AI
* players, it will play until the end.
*/
virtual void start() = 0;
/**
* Indicate whether we reached the end of the game.
* This should be checked regularly.
* XXX: using a signal would be nice here...
*/
virtual bool isFinished() const = 0;
/**
* Method used by human players to play the word iWord at coordinates
* iCoord, and end the turn (if possible)
* Possible return values:
* 0: correct word, the Round can be used by the caller
* 1: one letter of the word is invalid in the current dictionary
* 2: invalid coordinates (unreadable or out of the board)
* 3: word not present in the dictionary
* 4: not enough letters in the rack to play the word
* 5: word is part of a longer one
* 6: word overwriting an existing letter
* 7: invalid crosscheck
* 8: word already present on the board (no new letter from the rack)
* 9: isolated word (not connected to the rest)
* 10: first word not horizontal (can only happen in duplicate mode)
* 11: first word not covering the H8 square
* 12: word going out of the board
* 13: too many letters played from the rack
*/
virtual int play(const wstring &iCoord, const wstring &iWord) = 0;
/// Shuffle the rack of the current player
void shuffleRack();
/// Return true if the player has played for the current turn
// XXX: not very nice API, should be a player property...
virtual bool hasPlayed(unsigned int player) const { return player != currPlayer(); }
/***************
* Setting the rack
***************/
enum set_rack_mode {RACK_ALL, RACK_NEW};
void addPoints(int iPoints) { m_points += iPoints; }
const Navigation & getNavigation() const { return m_navigation; }
Navigation & accessNavigation() { return m_navigation; }
/**
* This function checks whether it is legal to play the given word at the
* given coordinates. If so, the function fills a Move object, also given
* as a parameter.
* Possible return values: same as the play() method
* If checkRack is false, the return value 4 is impossible to get
* (no check is done on the rack letters).
*/
int checkPlayedWord(const wstring &iCoord,
const wstring &iWord,
Move &oMove,
bool checkRack = true,
bool checkWordAndJunction = true) const;
private:
/// Game characteristics
GameParams m_params;
/// Master game (can be NULL)
const Game *m_masterGame;
/**
* History of the game.
*/
History m_history;
Navigation m_navigation;
int m_points;
/// Change the player who is supposed to play
void setCurrentPlayer(unsigned int iPlayerId) { m_currPlayer = iPlayerId; }
/// Command used to keep track of the current player changes
class CurrentPlayerCmd: public Command
{
public:
CurrentPlayerCmd(Game &ioGame,
unsigned int iPlayerId);
virtual wstring toString() const;
protected:
virtual void doExecute();
virtual void doUndo();
private:
Game &m_game;
unsigned int m_newPlayerId;
unsigned int m_oldPlayerId;
};
// TODO: check what should be private and what should be protected
protected:
/// All the players, indexed by their ID
vector<Player*> m_players;
/// ID of the "current" player
unsigned int m_currPlayer;
/// Board
Board m_board;
/// Bag
Bag m_bag;
/*********************************************************
* Helper functions
*********************************************************/
/**
* Check if it is possible to draw a new rack from the bag,
* after we put back the contents of iPld.
* @param iCheck if true, the number of consonants and vowels will
* be checked.
* @param oReason if the pointer is valid, and the method returns false,
* oReason will point to the error code. Possible values:
* 1: The bag is empty
* 2: Not enough vowels or consonants to complete the rack
* @return true if a rack can be drawn, false otherwise
*/
bool canDrawRack(const PlayedRack &iPld, bool iCheck, int *oReason = NULL) const;
/**
* Complete the given rack randomly.
*
* Completing a rack randomly is more complex than it seems, because we
* must take into account several constraints:
* - if iCheck is true, we must ensure that the rack contains a minimum
* number of vowels and consonants (2 of each in the 15 first moves of
* the game, 1 of each after)
* - the game is over if the (real) bag contains only vowels or only
* consonants, and in particular if it contains only one letter
* - some letters (in particular the joker) can count both as a vowel and
* as a consonant (but not at the same time)
* - in a joker game, the joker must be present in the rack unless there
* is no joker left in the bag. In addition, we must prevent that both
* jokers are present in the rack at the same time
* - if completing a rack doesn't meet the requirements on the vowels and
* consonants, we must reject the rack completely (but only once,
* otherwise we have no guarantee that the rejects will stop eventually).
* This also means we have to check whether completing the rack with the
* requirements is possible...
*/
PlayedRack helperSetRackRandom(const PlayedRack &iPld,
bool iCheck, set_rack_mode mode) const;
/**
* Return a rack for the given letters, after performing some checks.
* The '+' and '-' signs are accepted in the letters but ignored.
*/
PlayedRack helperSetRackManual(bool iCheck, const wstring &iLetters) const;
/**
* Helper method to retrieve the rack for the current turn
* in the master game. Should only be called when hasMasterGame()
* returns true.
*/
PlayedRack getRackFromMasterGame() const;
/**
* Helper method to retrieve the move played for the current turn
* in the master game. Should only be called when hasMasterGame()
* returns true.
*/
Move getMoveFromMasterGame() const;
/**
* Helper function to set the game rack and the players rack at the same time.
* Shouldn't be used in free game mode.
*/
void setGameAndPlayersRack(const PlayedRack &iRack);
void nextPlayer();
/**
* Check if the players rack can be obtained from the bag.
* Since letters are removed from the bag only when the
* round is played we need to check that ALL the racks
* are in the bag simultaneously.
*
* FIXME: since we do not check for all racks it works
* for training and duplicate but it won't work for
* freegames.
*/
bool rackInBag(const Rack &iRack, const Bag &iBag) const;
};
#endif /* _GAME_H_ */