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351 lines
10 KiB
C++
351 lines
10 KiB
C++
/*****************************************************************************
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* Eliot
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* Copyright (C) 2008-2012 Olivier Teulière
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* Authors: 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 <vector>
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#include <string>
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class GameParams;
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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 Round;
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class Results;
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class LimitResults;
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class Move;
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class PlayedRack;
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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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kARBITRATION,
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kTOPPING,
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};
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GameMode getMode() const;
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/***************
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* Various getters
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***************/
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/// Get the game characteristics
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const GameParams & getParams() const;
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bool hasMasterGame() const;
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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 rack
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const PlayedRack & getCurrentRack() 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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void setPlayerName(unsigned iPlayerId, const wstring &iName);
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void setPlayerTableNb(unsigned iPlayerId, unsigned iTableNb);
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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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* Indicate whether we reached the end of the game.
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* This should be checked regularly.
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* XXX: using a signal would be nice here...
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*/
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bool isFinished() const;
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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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// TODO: doc
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// Ignores the word validity and connexion with the rest
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int checkPlayedWord(const wstring &iWord, const wstring &iCoord,
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Move &oMove) const;
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/**
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* Compute the points for playing the word iWord at coordinates iCoord.
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* A negative return value indicates an error (same codes as for the
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* play() method, but negative instead of positive).
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*/
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int computePoints(const wstring &iWord, const wstring &iCoord) const;
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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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* Place a temporary word on the board for preview purposes.
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* It is up to the caller to provide a Round
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* which makes sense for the current game.
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*/
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void setTestRound(const Round &iRound);
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/** Remove the round set with setTestRound */
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void removeTestRound();
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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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/***************
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* Topping games
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* These methods throw an exception if the current game is not in
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* the Topping mode.
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***************/
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void toppingPlay(const wstring &iWord, const wstring &iCoord, int iElapsed);
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vector<Move> toppingGetTriedMoves() const;
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Move toppingGetTopMove() 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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void duplicateSetMasterMove(const Move &iMove);
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const Move & duplicateGetMasterMove() const;
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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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* Arbitration games
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* These methods throw an exception if the current game is not in
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* the Arbitration mode
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***************/
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/**
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* Complete 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 arbitrationSetRackRandom();
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/**
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* Set the rack manually
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* @exception EndGameException if the game is over
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* @exception GameException if any other error occurs
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*/
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void arbitrationSetRackManual(const wstring &iLetters);
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void arbitrationSearch(LimitResults &oResults);
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Move arbitrationCheckWord(const wstring &iWord,
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const wstring &iCoords) const;
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void arbitrationToggleSolo(unsigned iPlayerId);
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int arbitrationGetSolo(unsigned iPlayerId) const;
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void arbitrationToggleWarning(unsigned iPlayerId);
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bool arbitrationHasWarning(unsigned iPlayerId) const;
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void arbitrationTogglePenalty(unsigned iPlayerId);
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int arbitrationGetPenalty(unsigned iPlayer) const;
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void arbitrationAssign(unsigned playerId, const Move &iMove);
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void arbitrationFinalizeTurn();
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/***************
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* Saved games handling
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***************/
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/**
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* Return the loaded game, from an XML file.
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* An exception is thrown in case of problem.
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*/
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static PublicGame * load(const string &iFileName, const Dictionary &iDic);
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/**
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* Save a game to a XML file
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*/
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void save(const string &iFileName) 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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