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901 lines
25 KiB
C++
901 lines
25 KiB
C++
/*****************************************************************************
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* Copyright (C) 1999-2005 Eliot
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* Authors: Antoine Fraboulet <antoine.fraboulet@free.fr>
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* Olivier Teuliere <ipkiss@via.ecp.fr>
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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 "dic.h"
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#include "dic_search.h"
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#include "tile.h"
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#include "rack.h"
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#include "round.h"
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#include "pldrack.h"
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#include "results.h"
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#include "player.h"
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#include "ai_percent.h"
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#include "game.h"
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#include "game_factory.h"
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#include "turn.h"
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#include "debug.h"
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const int Game::RACK_SIZE = 7;
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Game::Game(const Dictionary &iDic):
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m_dic(&iDic)
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{
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m_variant = kNONE;
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m_points = 0;
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m_currPlayer = -1;
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m_finished = false;
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}
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Game::~Game()
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{
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for (unsigned int i = 0; i < m_history.size(); i++)
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{
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delete m_history[i];
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}
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for (int i = 0; i < getNPlayers(); i++)
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{
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delete m_players[i];
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}
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}
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const Player& Game::getPlayer(int iNum) const
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{
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ASSERT(0 <= iNum && iNum < (int)m_players.size(), "Wrong player number");
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return *(m_players[iNum]);
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}
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const Turn& Game::getTurn(int iNum) const
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{
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ASSERT(0 <= iNum && iNum < (int)m_history.size(), "Wrong turn number");
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return *(m_history[iNum]);
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}
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Game * Game::load(FILE *fin, const Dictionary &iDic)
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{
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char buff[4096];
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char delim[] = " \t\n|";
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char *token;
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// Check characteristic string
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if (fgets(buff, sizeof(buff), fin) == NULL)
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return NULL;
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if ((token = strtok(buff, delim)) == NULL)
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return NULL;
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if (string(token) != IDENT_STRING)
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return NULL;
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int num;
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char rack[20];
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char word[20];
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char ref[4];
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int pts;
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int player;
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char *pos;
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Tile tile;
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Game *pGame = NULL;
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while (fgets(buff, sizeof(buff), fin))
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{
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// Indication of game type
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pos = strstr(buff, "Game type: ");
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if (pos != NULL)
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{
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// No Game object should have been created yet
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if (pGame != NULL)
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{
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delete pGame;
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return NULL;
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}
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// Create the correct Game object
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if (strstr(buff, "Training"))
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pGame = GameFactory::Instance()->createTraining(iDic);
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else if (strstr(buff, "Free game"))
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pGame = GameFactory::Instance()->createFreeGame(iDic);
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else if (strstr(buff, "Duplicate"))
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pGame = GameFactory::Instance()->createDuplicate(iDic);
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else
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return NULL;
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// Read next line
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continue;
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}
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// Players type
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pos = strstr(buff, "Player ");
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if (pos != NULL && pGame != NULL)
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{
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int nb = 0;
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char type[20];
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if (sscanf(pos, "Player %d: %19s", &nb, type) > 1)
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{
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if (string(type) == "Human")
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pGame->addHumanPlayer();
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else if (string(type) == "Computer")
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pGame->addAIPlayer();
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else
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;
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}
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// Read next line
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continue;
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}
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// Last racks
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pos = strstr(buff, "Rack ");
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if (pos != NULL && pGame != NULL)
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{
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int nb = 0;
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char letters[20];
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if (sscanf(pos, "Rack %d: %19s", &nb, letters) > 1)
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{
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// Create the played rack
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PlayedRack pldrack;
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char *r = letters;
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if (strchr(r, '+'))
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{
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while (*r != '+')
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{
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pldrack.addOld(Tile(*r));
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r++;
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}
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r++;
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}
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while (*r)
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{
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pldrack.addNew(Tile(*r));
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r++;
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}
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// Give the rack to the player
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pGame->m_players[nb]->setCurrentRack(pldrack);
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}
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// Read next line
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continue;
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}
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// Skip columns title
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if (strstr(buff, "==") != NULL ||
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strstr(buff, "| PTS | P |") != NULL)
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{
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continue;
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}
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if (string(buff) != "\n" && pGame != NULL)
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{
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char bonus = 0;
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int res = sscanf(buff, " %2d | %8s | %s | %3s | %3d | %1d | %c",
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&num, rack, word, ref, &pts, &player, &bonus);
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if (res < 6)
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continue;
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// Integrity checks
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// TODO: add more checks
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if (pts < 0)
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continue;
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if (player < 0 || player > pGame->getNPlayers())
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continue;
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if (bonus && bonus != '*')
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continue;
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// Build a rack for the correct player
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PlayedRack pldrack;
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char *r = rack;
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if (strchr(r, '+'))
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{
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while (*r != '+')
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{
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pldrack.addOld(Tile(*r));
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r++;
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}
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r++;
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}
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while (*r)
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{
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pldrack.addNew(Tile(*r));
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r++;
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}
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// Build a round
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Round round;
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round.accessCoord().setFromString(ref);
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if (!round.getCoord().isValid())
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continue;
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round.setPoints(pts);
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if (bonus == '*')
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round.setBonus(1);
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for (unsigned int i = 0; i < strlen(word); i++)
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{
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tile = Tile(word[i]);
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if (round.getCoord().getDir() == Coord::HORIZONTAL)
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{
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if (!pGame->m_board.getTile(round.getCoord().getRow(),
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round.getCoord().getCol() + i).isEmpty())
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{
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round.addRightFromBoard(tile);
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}
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else
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{
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round.addRightFromRack(tile, islower(word[i]));
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pGame->m_bag.takeTile((islower(word[i])) ? Tile::Joker() : tile);
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}
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}
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else
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{
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if (!pGame->m_board.getTile(round.getCoord().getRow() + i,
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round.getCoord().getCol()).isEmpty())
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{
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round.addRightFromBoard(tile);
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}
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else
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{
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round.addRightFromRack(tile, islower(word[i]));
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pGame->m_bag.takeTile((islower(word[i])) ? Tile::Joker() : tile);
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}
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}
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}
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pGame->m_currPlayer = player;
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// Update the rack for the player
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pGame->m_players[player]->setCurrentRack(pldrack);
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// End the turn for the current player (this creates a new rack)
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pGame->m_players[player]->endTurn(round, num - 1);
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// Add the points
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pGame->m_players[player]->addPoints(pts);
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// Play the round
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pGame->helperPlayRound(round);
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}
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}
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// Finalize the game
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if (pGame)
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{
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// We don't really know whose turn it is, but at least we know that
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// the game was saved while a human was to play.
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for (int i = 0; i < pGame->getNPlayers(); i++)
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{
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if (pGame->getPlayer(i).isHuman())
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{
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pGame->m_currPlayer = i;
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break;
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}
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}
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}
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return pGame;
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}
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void Game::save(ostream &out) const
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{
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const string decal = " ";
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// "Header" of the game
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out << IDENT_STRING << endl << endl;
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out << "Game type: " << getModeAsString() << endl;
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for (int i = 0; i < getNPlayers(); i++)
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{
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out << "Player " << i << ": ";
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if (getPlayer(i).isHuman())
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out << "Human" << endl;
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else
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out << "Computer" << endl;
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}
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out << endl;
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// Title of the columns
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char line[100];
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out << decal << " N | RACK | SOLUTION | REF | PTS | P | BONUS" << endl;
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out << decal << "===|==========|=================|=====|=====|===|======" << endl;
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// Print the game itself
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for (int i = 0; i < getNTurns(); i++)
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{
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string word = getPlayedWord(i);
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string coord = getPlayedCoords(i);
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sprintf(line, "%2d | %8s | %s%s | %3s | %3d | %1d | %c",
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i + 1, getPlayedRack(i).c_str(), word.c_str(),
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string(15 - word.size(), ' ').c_str(),
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coord.c_str(), getPlayedPoints(i),
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getPlayedPlayer(i), getPlayedBonus(i) ? '*' : ' ');
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out << decal << line << endl;
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}
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out << endl << decal << "Total: " << m_points << endl;
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// Print current rack for all the players
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out << endl;
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for (int i = 0; i < getNPlayers(); i++)
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{
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string rack = getPlayer(i).getCurrentRack().toString();
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out << "Rack " << i << ": " << rack << endl;
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}
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}
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/* This function plays a round on the board */
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int Game::helperPlayRound(const Round &iRound)
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{
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/*
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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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*/
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// History of the game
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m_history.push_back(new Turn(m_history.size(), m_currPlayer,
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getPlayer(m_currPlayer).getLastRack(),
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iRound));
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m_points += iRound.getPoints();
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// Before updating the bag and the board, if we are playing a "joker game",
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// we replace in the round the joker by the letter it represents
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// This is currently done by a succession of ugly hacks :-/
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if (m_variant == kJOKER)
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{
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for (int i = 0; i < iRound.getWordLen(); i++)
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{
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if (iRound.isPlayedFromRack(i) && iRound.isJoker(i))
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{
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// Is the represented letter still available in the bag?
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// FIXME: this way to get the represented letter sucks...
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Tile t(toupper(iRound.getTile(i).toChar()));
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Bag bag;
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realBag(bag);
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// FIXME: realBag() does not give us a real bag in this
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// particular case! This is because Player::endTurn() is called
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// before Game::helperPlayRound(), which means that the rack
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// of the player is updated, while the word is not actually
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// played on the board yet. Since realBag() relies on
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// Player::getCurrentRack(), it doesn't remove the letters of
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// the current player, which are in fact available through
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// Player::getLastRack().
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// That's why we have to replace the letters of the current
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// rack and remove the ones from the previous rack...
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// There is a big design problem here, but i am unsure what is
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// the best way to fix it.
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vector<Tile> tiles;
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getPlayer(m_currPlayer).getCurrentRack().getAllTiles(tiles);
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for (unsigned int j = 0; j < tiles.size(); j++)
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{
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bag.replaceTile(tiles[j]);
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}
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getPlayer(m_currPlayer).getLastRack().getAllTiles(tiles);
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for (unsigned int j = 0; j < tiles.size(); j++)
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{
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bag.takeTile(tiles[j]);
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}
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if (bag.in(t))
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{
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// FIXME: A const_cast sucks too...
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const_cast<Round&>(iRound).setTile(i, t);
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// FIXME: This shouldn't be necessary either, 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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const_cast<Round&>(iRound).setJoker(i, false);
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}
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}
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}
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}
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// Update the bag and the board
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for (int i = 0; i < iRound.getWordLen(); i++)
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{
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if (iRound.isPlayedFromRack(i))
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{
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if (iRound.isJoker(i))
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{
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m_bag.takeTile(Tile::Joker());
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}
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else
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m_bag.takeTile(iRound.getTile(i));
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}
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}
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m_board.addRound(*m_dic, iRound);
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return 0;
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}
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int Game::back(int n)
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{
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int i, j;
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Player *player;
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for (i = 0; i < n; i++)
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{
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if (m_history.size())
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{
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prevPlayer();
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player = m_players[m_currPlayer];
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const Round &lastround = m_history.back()->getRound();
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/* Remove the points of this round */
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player->addPoints(- lastround.getPoints());
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m_points -= lastround.getPoints();
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/* Remove the word from the board, and put its letters back
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* into the bag */
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m_board.removeRound(*m_dic, lastround);
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for (j = 0; j < lastround.getWordLen(); j++)
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{
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if (lastround.isPlayedFromRack(j))
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{
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if (lastround.isJoker(j))
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m_bag.replaceTile(Tile::Joker());
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else
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m_bag.replaceTile(lastround.getTile(j));
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}
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}
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delete &lastround;
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m_history.pop_back();
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}
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else
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{
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return 1;
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}
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}
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return 0;
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}
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/*********************************************************
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*********************************************************/
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void Game::realBag(Bag &ioBag) const
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{
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vector<Tile> tiles;
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/* Copy the bag */
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ioBag = m_bag;
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/* The real content of the bag depends on the game mode */
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if (getMode() == kFREEGAME)
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{
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/* In freegame mode, replace the letters from all the racks */
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for (int i = 0; i < getNPlayers(); i++)
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{
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getPlayer(i).getCurrentRack().getAllTiles(tiles);
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for (unsigned int j = 0; j < tiles.size(); j++)
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{
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ioBag.takeTile(tiles[j]);
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}
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}
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}
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else
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{
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/* In training or duplicate mode, replace the rack of the current
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* player only */
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getPlayer(m_currPlayer).getCurrentRack().getAllTiles(tiles);
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for (unsigned int j = 0; j < tiles.size(); j++)
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{
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ioBag.takeTile(tiles[j]);
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}
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}
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}
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bool Game::rackInBag(const Rack &iRack, const Bag &iBag) const
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{
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const list<Tile>& allTiles = Tile::getAllTiles();
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list<Tile>::const_iterator it;
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for (it = allTiles.begin(); it != allTiles.end(); it++)
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{
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if (iRack.in(*it) > iBag.in(*it))
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return false;
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}
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return true;
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}
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int Game::helperSetRackRandom(int p, bool iCheck, set_rack_mode mode)
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{
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ASSERT(0 <= p && p < getNPlayers(), "Wrong player number");
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int nold, min;
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// Make a copy of the player's rack
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PlayedRack pld = getPlayer(p).getCurrentRack();
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nold = pld.nOld();
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// Create a copy of the bag in which we can do everything we want,
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// and remove from it the tiles of the racks
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Bag bag;
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realBag(bag);
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// We may have removed too many letters from the bag (i.e. the 'new'
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// letters of the player)
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if (mode == RACK_NEW && nold != 0)
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{
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vector<Tile> tiles;
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pld.getNewTiles(tiles);
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for (unsigned int i = 0; i < tiles.size(); i++)
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{
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bag.replaceTile(tiles[i]);
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}
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pld.resetNew();
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}
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else
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{
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// RACK_NEW with an empty rack is equivalent to RACK_ALL
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pld.reset();
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// Do not forget to update nold, for the RACK_ALL case
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nold = 0;
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}
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// Nothing in the rack, nothing in the bag --> end of the game
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if (bag.nTiles() == 0 && pld.nTiles() == 0)
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{
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return 1;
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}
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// When iCheck is true, we must make sure that there are at least 2 vowels
|
|
// and 2 consonants in the rack up to the 15th turn, and at least one of
|
|
// them from the 16th turn.
|
|
// So before trying to fill the rack, we'd better make sure there is a way
|
|
// to complete the rack with these constraints...
|
|
min = 0;
|
|
if (iCheck)
|
|
{
|
|
int oldc, oldv;
|
|
|
|
if (bag.nVowels() == 0 || bag.nConsonants() == 0)
|
|
{
|
|
return 1;
|
|
}
|
|
// 2 vowels and 2 consonants are needed up to the 15th turn
|
|
if (bag.nVowels() > 1 && bag.nConsonants() > 1
|
|
&& getNTurns() < 15)
|
|
min = 2;
|
|
else
|
|
min = 1;
|
|
|
|
// Count the remaining consonants and vowels in the rack
|
|
vector<Tile> tiles;
|
|
pld.getOldTiles(tiles);
|
|
oldc = 0;
|
|
oldv = 0;
|
|
for (unsigned int i = 0; i < tiles.size(); i++)
|
|
{
|
|
if (tiles[i].isConsonant())
|
|
oldc++;
|
|
if (tiles[i].isVowel())
|
|
oldv++;
|
|
}
|
|
|
|
// RACK_SIZE - nold is the number of letters to add
|
|
if (min > oldc + RACK_SIZE - nold ||
|
|
min > oldv + RACK_SIZE - nold)
|
|
{
|
|
// We cannot fill the rack with enough vowels or consonants!
|
|
return 3;
|
|
}
|
|
}
|
|
|
|
// Are we dealing with a normal game or a joker game?
|
|
if (m_variant == kJOKER)
|
|
{
|
|
// 1) Is there already a joker in the remaining letters of the rack?
|
|
bool jokerFound = false;
|
|
vector<Tile> tiles;
|
|
pld.getOldTiles(tiles);
|
|
for (unsigned int i = 0; i < tiles.size(); i++)
|
|
{
|
|
if (tiles[i].isJoker())
|
|
{
|
|
jokerFound = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// 2) If there was no joker, we add one if possible
|
|
if (!jokerFound && bag.in(Tile::Joker()))
|
|
{
|
|
bag.takeTile(Tile::Joker());
|
|
pld.addNew(Tile::Joker());
|
|
}
|
|
|
|
// 3) Complete the rack normally... but without any joker!
|
|
Tile l;
|
|
while (bag.nTiles() != 0 && pld.nTiles() != RACK_SIZE)
|
|
{
|
|
l = bag.selectRandom();
|
|
if (!l.isJoker())
|
|
{
|
|
bag.takeTile(l);
|
|
pld.addNew(l);
|
|
}
|
|
}
|
|
}
|
|
else // Normal game
|
|
{
|
|
// Get new tiles from the bag
|
|
Tile l;
|
|
while (bag.nTiles() != 0 && pld.nTiles() != RACK_SIZE)
|
|
{
|
|
l = bag.selectRandom();
|
|
bag.takeTile(l);
|
|
pld.addNew(l);
|
|
}
|
|
}
|
|
|
|
if (iCheck && !pld.checkRack(min))
|
|
return 2;
|
|
|
|
m_players[p]->setCurrentRack(pld);
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
int Game::helperSetRackManual(int p, bool iCheck, const string &iLetters)
|
|
{
|
|
unsigned int i;
|
|
int min;
|
|
|
|
PlayedRack pld = getPlayer(p).getCurrentRack();
|
|
pld.reset();
|
|
|
|
if (iLetters.size() == 0)
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
for (i = 0; i < iLetters.size() && iLetters[i] != '+'; i++)
|
|
{
|
|
Tile tile(iLetters[i]);
|
|
if (tile.isEmpty())
|
|
{
|
|
return 1;
|
|
}
|
|
pld.addOld(tile);
|
|
}
|
|
|
|
if (i < iLetters.size() && iLetters[i] == '+')
|
|
{
|
|
for (i++; i < iLetters.size(); i++)
|
|
{
|
|
Tile tile(iLetters[i]);
|
|
if (tile.isEmpty())
|
|
{
|
|
return 1;
|
|
}
|
|
pld.addNew(tile);
|
|
}
|
|
}
|
|
|
|
Rack rack;
|
|
pld.getRack(rack);
|
|
if (!rackInBag(rack, m_bag))
|
|
{
|
|
pld.reset();
|
|
return 1;
|
|
}
|
|
|
|
if (iCheck)
|
|
{
|
|
if (m_bag.nVowels() > 1 && m_bag.nConsonants() > 1
|
|
&& getNTurns() < 15)
|
|
min = 2;
|
|
else
|
|
min = 1;
|
|
if (!pld.checkRack(min))
|
|
return 2;
|
|
}
|
|
|
|
m_players[p]->setCurrentRack(pld);
|
|
|
|
return 0;
|
|
}
|
|
|
|
/*********************************************************
|
|
*********************************************************/
|
|
|
|
string Game::getPlayedRack(int num) const
|
|
{
|
|
return getTurn(num).getPlayedRack().toString();
|
|
}
|
|
|
|
|
|
string Game::getPlayedWord(int num) const
|
|
{
|
|
char c;
|
|
string s;
|
|
const Round &r = getTurn(num).getRound();
|
|
for (int i = 0; i < r.getWordLen(); i++)
|
|
{
|
|
c = r.getTile(i).toChar();
|
|
if (r.isJoker(i))
|
|
c = tolower(c);
|
|
s += c;
|
|
}
|
|
return s;
|
|
}
|
|
|
|
|
|
string Game::getPlayedCoords(int num) const
|
|
{
|
|
return getTurn(num).getRound().getCoord().toString();
|
|
}
|
|
|
|
|
|
int Game::getPlayedPoints(int num) const
|
|
{
|
|
return getTurn(num).getRound().getPoints();
|
|
}
|
|
|
|
|
|
int Game::getPlayedBonus(int num) const
|
|
{
|
|
return getTurn(num).getRound().getBonus();
|
|
}
|
|
|
|
|
|
int Game::getPlayedPlayer(int num) const
|
|
{
|
|
return getTurn(num).getPlayer();
|
|
}
|
|
|
|
/*********************************************************
|
|
*********************************************************/
|
|
|
|
string Game::getPlayerRack(int num, bool iShowExtraSigns) const
|
|
{
|
|
return getPlayer(num).getCurrentRack().toString(iShowExtraSigns);
|
|
}
|
|
|
|
|
|
int Game::getNHumanPlayers() const
|
|
{
|
|
int count = 0;
|
|
for (int i = 0; i < getNPlayers(); i++)
|
|
count += (getPlayer(i).isHuman() ? 1 : 0);
|
|
return count;
|
|
}
|
|
|
|
|
|
void Game::addHumanPlayer()
|
|
{
|
|
// The ID of the player is its position in the m_players vector
|
|
m_players.push_back(new HumanPlayer(getNPlayers()));
|
|
}
|
|
|
|
|
|
void Game::addAIPlayer()
|
|
{
|
|
m_players.push_back(new AIPercent(getNPlayers(), 0));
|
|
}
|
|
|
|
|
|
void Game::prevPlayer()
|
|
{
|
|
ASSERT(getNPlayers() != 0, "Expected at least one player");
|
|
|
|
if (m_currPlayer == 0)
|
|
m_currPlayer = getNPlayers() - 1;
|
|
else
|
|
m_currPlayer--;
|
|
}
|
|
|
|
|
|
void Game::nextPlayer()
|
|
{
|
|
ASSERT(getNPlayers() != 0, "Expected at least one player");
|
|
|
|
if (m_currPlayer == getNPlayers() - 1)
|
|
m_currPlayer = 0;
|
|
else
|
|
m_currPlayer++;
|
|
}
|
|
|
|
|
|
/*
|
|
* This function checks whether it is legal to play the given word at the
|
|
* given coordinates. If so, the function fills a Round object, also given as
|
|
* a parameter.
|
|
* Possible return values:
|
|
* 0: correct word, the Round can be used by the caller
|
|
* 1: no dictionary set
|
|
* 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, or word going out of the board
|
|
* 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
|
|
* 11: first word not covering the H8 square
|
|
*/
|
|
int Game::checkPlayedWord(const string &iCoord,
|
|
const string &iWord, Round &oRound)
|
|
{
|
|
ASSERT(getNPlayers() != 0, "Expected at least one player");
|
|
|
|
int res;
|
|
vector<Tile> tiles;
|
|
Tile t;
|
|
|
|
/* Init the round with the given coordinates */
|
|
oRound.init();
|
|
oRound.accessCoord().setFromString(iCoord);
|
|
if (!oRound.getCoord().isValid())
|
|
return 2;
|
|
|
|
/* Check the existence of the word */
|
|
if (Dic_search_word(*m_dic, iWord.c_str()) == 0)
|
|
return 3;
|
|
|
|
/* Set the word */
|
|
// TODO: make this a Round_ function (Round_setwordfromchar for example)
|
|
// or a Tiles_ function (to transform a char* into a vector<Tile>)
|
|
// Adding a getter on the word could help too...
|
|
for (unsigned int i = 0; i < iWord.size(); i++)
|
|
{
|
|
tiles.push_back(Tile(iWord[i]));
|
|
}
|
|
oRound.setWord(tiles);
|
|
for (unsigned int i = 0; i < iWord.size(); i++)
|
|
{
|
|
if (islower(iWord[i]))
|
|
oRound.setJoker(i);
|
|
}
|
|
|
|
/* Check the word position, compute its points,
|
|
* and specify the origin of each letter (board or rack) */
|
|
res = m_board.checkRound(oRound, getNTurns() == 0);
|
|
if (res != 0)
|
|
return res + 4;
|
|
|
|
/* Check that the word can be formed with the tiles in the rack:
|
|
* we first create a copy of the rack, then we remove the tiles
|
|
* one by one */
|
|
Rack rack;
|
|
Player *player = m_players[m_currPlayer];
|
|
player->getCurrentRack().getRack(rack);
|
|
|
|
for (int i = 0; i < oRound.getWordLen(); i++)
|
|
{
|
|
if (oRound.isPlayedFromRack(i))
|
|
{
|
|
if (oRound.isJoker(i))
|
|
t = Tile::Joker();
|
|
else
|
|
t = oRound.getTile(i);
|
|
|
|
if (!rack.in(t))
|
|
{
|
|
return 4;
|
|
}
|
|
rack.remove(t);
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|