mirror of
git://git.savannah.nongnu.org/eliot.git
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81b44a8050
- Turns start at 0 instead of 1, to indicate that nothing was played on the first turn
469 lines
14 KiB
C++
469 lines
14 KiB
C++
/*****************************************************************************
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* Eliot
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* Copyright (C) 2008 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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#include <QtGui/QLineEdit>
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#include <QtGui/QHBoxLayout>
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#include <QtGui/QValidator>
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#include <QtCore/QStringList>
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#include "player_widget.h"
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#include "training_widget.h"
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#include "qtcommon.h"
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#include "public_game.h"
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#include "player.h"
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#include "pldrack.h"
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#include "coord.h"
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#include "dic.h"
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#include "debug.h"
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#include "encoding.h"
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/// Validator used for the "change letters" line edit
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class ChangeValidator: public QValidator
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{
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public:
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explicit ChangeValidator(QObject *parent,
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const QLineEdit &iLineEdit);
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virtual State validate(QString &input, int &pos) const;
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private:
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const QLineEdit &m_lineEdit;
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};
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/// Validator used for the "play word" line edit
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class PlayWordValidator: public QValidator
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{
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public:
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explicit PlayWordValidator(QObject *parent,
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const Dictionary &iDic);
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virtual State validate(QString &input, int &pos) const;
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private:
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const Dictionary &m_dic;
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};
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/// Validator used for the "coords" line edit
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class CoordsValidator: public QValidator
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{
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public:
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explicit CoordsValidator(QObject *parent);
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virtual State validate(QString &input, int &pos) const;
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};
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PlayerWidget::PlayerWidget(QWidget *parent, unsigned int iPlayerNb, PublicGame *iGame)
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: QWidget(parent), m_game(iGame), m_player(iPlayerNb)
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{
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setupUi(this);
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lineEditPlay->setFocus();
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// These strings cannot be in the .ui file, because of the newlines
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lineEditPlay->setToolTip(_q("Enter the word to play (case-insensitive).\n"
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"A joker from the rack must be written in parentheses.\n"
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"E.g.: w(o)rd or W(O)RD"));
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lineEditCoords->setToolTip(_q("Enter the coordinates of the word.\n"
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"Specify the row before the column for horizontal words,\n"
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"and the column before the row for vertical words.\n"
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"E.g.: H4 or 4H"));
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if (m_game)
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{
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lineEditPlay->setValidator(new PlayWordValidator(this, m_game->getDic()));
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lineEditCoords->setValidator(new CoordsValidator(this));
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// Do not allow messing with AI players
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if (!m_game->getPlayer(m_player).isHuman())
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setEnabled(false);
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// Changing the rack is authorized only in training mode
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lineEditRack->setReadOnly(m_game->getMode() != PublicGame::kTRAINING);
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}
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if (m_game == NULL || m_game->getMode() != PublicGame::kFREEGAME)
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{
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// Hide the freegame-specific controls
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labelChange->hide();
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lineEditChange->hide();
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pushButtonChange->hide();
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pushButtonPass->hide();
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}
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else
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{
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lineEditChange->setValidator(new ChangeValidator(this, *lineEditRack));
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}
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refresh();
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}
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QSize PlayerWidget::sizeHint() const
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{
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return QSize(100, 100);
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}
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void PlayerWidget::refresh()
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{
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if (m_game == NULL)
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{
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lineEditRack->clear();
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return;
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}
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const PlayedRack &pld = m_game->getPlayer(m_player).getCurrentRack();
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lineEditRack->setText(qfw(pld.toString(PlayedRack::RACK_EXTRA)));
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lineEditPlay->clear();
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lineEditCoords->clear();
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lineEditChange->clear();
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if (!m_game->isLastTurn())
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{
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// Do not allow entering a move when displaying an old turn
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setEnabled(false);
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}
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else
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{
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// Do not allow messing with AI players or with players
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// who already played
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setEnabled(!m_game->hasPlayed(m_player) &&
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m_game->getPlayer(m_player).isHuman());
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}
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}
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void PlayerWidget::on_pushButtonShuffle_clicked()
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{
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m_game->shuffleRack();
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emit gameUpdated();
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}
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void PlayerWidget::on_lineEditPlay_textChanged()
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{
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pushButtonPlay->setEnabled(lineEditPlay->hasAcceptableInput() &&
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lineEditCoords->hasAcceptableInput());
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}
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void PlayerWidget::on_lineEditChange_textChanged()
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{
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pushButtonChange->setEnabled(lineEditChange->hasAcceptableInput() &&
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lineEditChange->text() != "");
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pushButtonPass->setEnabled(lineEditChange->text() == "");
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}
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void PlayerWidget::on_lineEditPlay_returnPressed()
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{
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if (!lineEditPlay->hasAcceptableInput() ||
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!lineEditCoords->hasAcceptableInput())
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return;
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// Convert the jokers to lowercase
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QString word = lineEditPlay->text().toUpper();
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int pos;
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while ((pos = word.indexOf('(')) != -1)
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{
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if (word.size() < pos + 3 || word[pos + 2] != ')' ||
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!m_game->getDic().validateLetters(qtw(QString(word[pos + 1]))))
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{
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// Bug in validate()!
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// This should never happen
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QString msg = _q("Cannot play word: misplaced parentheses");
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emit notifyProblem(msg);
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break;
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}
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else
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{
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QChar chr = word[pos + 1].toLower();
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word.remove(pos, 3);
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word.insert(pos, chr);
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}
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}
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QString coords = lineEditCoords->text();
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int res = m_game->play(qtw(word), qtw(coords));
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if (res == 0)
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{
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emit gameUpdated();
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lineEditPlay->setFocus();
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}
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else
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{
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// Try to be as explicit as possible concerning the error
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QString msg = _q("Cannot play '%1' at position '%2':\n")
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.arg(lineEditPlay->text()).arg(coords);
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switch (res)
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{
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case 1:
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msg += _q("Some letters are not valid for the current dictionary");
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break;
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case 2:
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msg += _q("Invalid coordinates");
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break;
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case 3:
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msg += _q("The word does not exist");
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break;
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case 4:
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msg += _q("The rack doesn't contain the letters needed to play this word");
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break;
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case 5:
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msg += _q("The word is part of a longer one");
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break;
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case 6:
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msg += _q("The word tries to replace an existing letter");
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break;
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case 7:
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msg += _q("An orthogonal word is not valid");
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break;
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case 8:
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msg += _q("The word is already present on the board at these coordinates");
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break;
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case 9:
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msg += _q("A word cannot be isolated (not connected to the placed words)");
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break;
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case 10:
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msg += _q("The first word of the game must be horizontal");
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break;
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case 11:
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msg += _q("The first word of the game must cover the H8 square");
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break;
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case 12:
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msg += _q("The word is going out of the board");
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break;
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default:
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msg += _q("Incorrect or misplaced word (%1)").arg(1);
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}
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// FIXME: the error is too generic
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emit notifyProblem(msg);
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}
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}
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void PlayerWidget::on_lineEditChange_returnPressed()
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{
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ASSERT(m_game->getMode() == PublicGame::kFREEGAME,
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"Trying to pass or change letters while not in free game mode");
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// Pass the turn (and possibly change letters)
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QString letters = lineEditChange->text();
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int res = m_game->freeGamePass(qtw(letters));
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if (res == 0)
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emit gameUpdated();
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else
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{
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// FIXME: the error is too generic
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QString msg;
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if (letters == "")
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msg = _q("Cannot pass turn (%1)").arg(res);
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else
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msg = _q("Cannot change letters '%1' (%2)").arg(letters).arg(res);
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emit notifyProblem(msg);
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}
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}
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ChangeValidator::ChangeValidator(QObject *parent,
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const QLineEdit &iLineEdit)
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: QValidator(parent), m_lineEdit(iLineEdit)
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{
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}
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QValidator::State ChangeValidator::validate(QString &input, int &) const
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{
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QString rack = m_lineEdit.text();
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if (input.size() > rack.size())
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return Intermediate;
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// The letters to change must be in the rack
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for (int i = 0; i < input.size(); ++i)
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{
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if (input.count(input[i], Qt::CaseInsensitive) >
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rack.count(input[i], Qt::CaseInsensitive))
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{
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return Intermediate;
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}
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}
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return Acceptable;
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}
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PlayWordValidator::PlayWordValidator(QObject *parent,
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const Dictionary &iDic)
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: QValidator(parent), m_dic(iDic)
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{
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}
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QValidator::State PlayWordValidator::validate(QString &input, int &) const
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{
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if (input == "")
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return Intermediate;
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QString copy(input);
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// Strip parentheses
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copy.remove('(');
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copy.remove(')');
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// The string is invalid if it contains characters not present
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// in the dictionary
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if (!m_dic.validateLetters(qtw(copy)) || copy.contains('?'))
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return Invalid;
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// Check the parentheses pairs
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copy = input;
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int pos;
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while ((pos = copy.indexOf('(')) != -1)
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{
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if (copy.size() < pos + 3 || copy[pos + 2] != ')' ||
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!m_dic.validateLetters(qtw(QString(copy[pos + 1]))))
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{
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return Intermediate;
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}
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else
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{
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copy.remove(pos, 3);
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}
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}
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if (copy.indexOf(')') != -1)
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return Intermediate;
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return Acceptable;
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}
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CoordsValidator::CoordsValidator(QObject *parent)
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: QValidator(parent)
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{
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}
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QValidator::State CoordsValidator::validate(QString &input, int &) const
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{
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// Only authorize characters part of a valid coordinate
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wstring copy = qtw(input.toUpper());
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wstring authorized = L"ABCDEFGHIJKLMNO1234567890";
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if (copy.find_first_not_of(authorized) != wstring::npos)
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return Invalid;
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// Check coordinates
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Coord c(qtw(input));
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if (!c.isValid())
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return Intermediate;
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return Acceptable;
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}
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PlayerTabWidget::PlayerTabWidget(QWidget *parent)
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: QTabWidget(parent)
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{
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QObject::connect(this, SIGNAL(currentChanged(int)),
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this, SLOT(changeCurrentPlayer(int)));
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}
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void PlayerTabWidget::setGame(PublicGame *iGame)
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{
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m_game = iGame;
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// Remove all the tabs
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int nbTabs = count();
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for (int i = 0; i < nbTabs; ++i)
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{
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setCurrentIndex(0);
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// Cut all the connections with the page (needed because removeTab()
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// doesn't really destroy the widget)
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disconnect(currentWidget());
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removeTab(0);
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}
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if (iGame != NULL)
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{
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// Training mode: use a dedicated widget
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if (iGame->getMode() == PublicGame::kTRAINING)
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{
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const Player &player = iGame->getPlayer(0);
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TrainingWidget *trWidget = new TrainingWidget;
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trWidget->setGame(iGame);
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QObject::connect(this, SIGNAL(refreshSignal()),
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trWidget, SLOT(refresh()));
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// Forward signals to the outside
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QObject::connect(trWidget, SIGNAL(notifyProblem(QString)),
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this, SIGNAL(notifyProblem(QString)));
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QObject::connect(trWidget, SIGNAL(notifyInfo(QString)),
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this, SIGNAL(notifyInfo(QString)));
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QObject::connect(trWidget, SIGNAL(gameUpdated()),
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this, SIGNAL(gameUpdated()));
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addTab(trWidget, qfw(player.getName()));
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}
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else
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{
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// Add one tab per player
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for (unsigned int i = 0; i < iGame->getNbPlayers(); ++i)
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{
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const Player &player = iGame->getPlayer(i);
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PlayerWidget *p = new PlayerWidget(NULL, i, iGame);
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QObject::connect(this, SIGNAL(refreshSignal()), p, SLOT(refresh()));
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// Forward signals to the outside
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QObject::connect(p, SIGNAL(notifyProblem(QString)),
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this, SIGNAL(notifyProblem(QString)));
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QObject::connect(p, SIGNAL(gameUpdated()),
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this, SIGNAL(gameUpdated()));
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addTab(p, qfw(player.getName()));
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// Switching to a tab corresponding to an AI player
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// is forbidden
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if (!player.isHuman())
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setTabEnabled(i, false);
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}
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setCurrentIndex(iGame->getCurrentPlayer().getId());
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}
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}
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}
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void PlayerTabWidget::refresh()
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{
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if (m_game)
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setCurrentIndex(m_game->getCurrentPlayer().getId());
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emit refreshSignal();
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}
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void PlayerTabWidget::changeCurrentPlayer(int p)
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{
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// This method is triggered somehow when creating a Duplicate game
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// after a FreeGame one. The next line avoids crashing in this case...
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if (m_game == NULL)
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return;
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// Change the active player when the active tab changes
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// (only in duplicate mode)
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if (m_game->getMode() == PublicGame::kDUPLICATE &&
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widget(p)->isEnabled())
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{
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m_game->duplicateSetPlayer(p);
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}
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}
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