eliot/game/duplicate.h
2005-11-04 20:00:05 +00:00

84 lines
3.2 KiB
C++

/*****************************************************************************
* Copyright (C) 2005 Eliot
* Authors: Olivier Teuliere <ipkiss@via.ecp.fr>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*****************************************************************************/
#ifndef _DUPLICATE_H_
#define _DUPLICATE_H_
#include "game.h"
using std::string;
/**
* This class handles the logic specific to a duplicate game.
* The trick in this mode is that the players will not necessarily play they
* word always in the same order, so we need to implement a "synchronization":
* - when a human player wants to play a word, he plays it, and its score
* and rack are updated. He cannot change his word afterwards.
* - if there is still a human player who has not played for the current
* turn, we wait for him
* - if all the human players have played, it's the turn to the AI players
* (currently handled in a loop, but we could imagine that they are running
* in their own thread).
* - once all the players have played, we can really end the turn:
* the best word is played on the board, the history of the game is
* updated, and the new rack is chosen.
*
* AI players play after human ones, because with the current implementation
* of the interfaces it is too easy for a player to see the rack of other
* players, and in particular a human player could take advantage of that to
* have more clues about the best word.
* TODO: better isolation of the players...
*/
class Duplicate: public Game
{
friend class GameFactory;
public:
virtual GameMode getMode() const { return kDUPLICATE; }
virtual string getModeAsString() const { return "Duplicate"; }
/*************************
* Game handling
*************************/
virtual int start();
virtual int setRackRandom(int, bool, set_rack_mode);
virtual int play(const string &iCoord, const string &iWord);
virtual int endTurn();
int setPlayer(int);
// Switch to the previous human player who has not played yet
void prevHumanPlayer();
// Switch to the next human player who has not played yet
void nextHumanPlayer();
private:
// Private constructor and destructor to force using the GameFactory class
Duplicate(const Dictionary &iDic);
virtual ~Duplicate();
void playRound(const Round &iRound, int n);
int endTurnForReal();
void end();
void duplicateAI(int n);
// m_hasPlayed[p] is true iff player p has played for this turn
map<int, bool> m_hasPlayed;
};
#endif /* _DUPLICATE_H_ */