eliot/game/freegame.cpp
2005-12-23 22:19:22 +00:00

256 lines
6.5 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
*****************************************************************************/
#include <iomanip>
#include "dic.h"
#include "tile.h"
#include "rack.h"
#include "round.h"
#include "pldrack.h"
#include "results.h"
#include "player.h"
#include "ai_player.h"
#include "freegame.h"
#include "debug.h"
FreeGame::FreeGame(const Dictionary &iDic): Game(iDic)
{
}
FreeGame::~FreeGame()
{
}
int FreeGame::setRackRandom(int p, bool iCheck, set_rack_mode mode)
{
int res;
do
{
res = helperSetRackRandom(p, iCheck, mode);
} while (res == 2);
return res;
}
int FreeGame::play(const string &iCoord, const string &iWord)
{
/* Perform all the validity checks, and fill a round */
Round round;
int res = checkPlayedWord(iCoord, iWord, round);
if (res != 0)
{
return res;
}
/* Update the rack and the score of the current player */
m_players[m_currPlayer]->addPoints(round.getPoints());
m_players[m_currPlayer]->endTurn(round, getNTurns());
/* Everything is OK, we can play the word */
helperPlayRound(round);
/* Next turn */
// XXX: Should it be done by the interface instead?
endTurn();
return 0;
}
void FreeGame::freegameAI(int n)
{
ASSERT(0 <= n && n < getNPlayers(), "Wrong player number");
ASSERT(!m_players[n]->isHuman(), "AI requested for a human player");
AIPlayer *player = static_cast<AIPlayer*>(m_players[n]);
player->compute(*m_dic, m_board, getNTurns());
if (player->changesLetters())
{
helperPass(player->getChangedLetters(), n);
endTurn();
}
else
{
const Round &round = player->getChosenRound();
/* Update the rack and the score of the current player */
player->addPoints(round.getPoints());
player->endTurn(round, getNTurns());
helperPlayRound(round);
endTurn();
}
}
int FreeGame::start()
{
ASSERT(getNPlayers(), "Cannot start a game without any player");
/* Set the initial racks of the players */
for (int i = 0; i < getNPlayers(); i++)
{
setRackRandom(i, false, RACK_NEW);
}
// XXX
m_currPlayer = 0;
/* If the first player is an AI, make it play now */
if (!m_players[0]->isHuman())
{
freegameAI(0);
}
return 0;
}
int FreeGame::endTurn()
{
/* Complete the rack for the player that just played */
if (setRackRandom(m_currPlayer, false, RACK_NEW) == 1)
{
/* End of the game */
end();
return 1;
}
/* Next player */
nextPlayer();
/* If this player is an AI, make it play now */
if (!m_players[m_currPlayer]->isHuman())
{
freegameAI(m_currPlayer);
}
return 0;
}
// Adjust the scores of the players with the points of the remaining tiles
void FreeGame::end()
{
vector<Tile> tiles;
// TODO: According to the rules of the game in the ODS, a game can end in 3
// cases:
// 1) no more letter in the bag, and one player has no letter in his rack
// 2) the game is "blocked", no one can play
// 3) the players have used all the time they had (for example: 30 min
// in total, for each player)
// We currently handle case 1, and cannot handle case 3 until timers are
// implemented.
// For case 2, we need both to detect a blocked situation (not easy...) and
// to handle it in the end() method (very easy).
/* Add the points of the remaining tiles to the score of the current
* player (i.e. the first player with an empty rack), and remove them
* from the score of the players who still have tiles */
for (int i = 0; i < getNPlayers(); i++)
{
if (i != m_currPlayer)
{
const PlayedRack &pld = m_players[i]->getCurrentRack();
pld.getAllTiles(tiles);
for (unsigned int j = 0; j < tiles.size(); j++)
{
m_players[i]->addPoints(- tiles[j].getPoints());
m_players[m_currPlayer]->addPoints(tiles[j].getPoints());
}
}
}
/* Lock game */
m_finished = true;
}
int FreeGame::pass(const string &iToChange, int n)
{
if (m_finished)
return 3;
// According to the rules in the ODS, it is allowed to pass its turn (no
// need to change letters for that).
// TODO: However, if all the players pass their turn, the first one has to
// play, or change at least one letter. To implement this behaviour, we
// must also take care of blocked positions, where no one _can_ play (see
// also comment in the end() method).
// Convert the string into tiles
vector<Tile> tilesVect;
for (unsigned int i = 0; i < iToChange.size(); i++)
{
Tile tile(toupper(iToChange[i]));
tilesVect.push_back(tile);
}
int res = helperPass(tilesVect, n);
if (res == 0)
endTurn();
return res;
}
int FreeGame::helperPass(const vector<Tile> &iToChange, int n)
{
ASSERT(0 <= n && n < getNPlayers(), "Wrong player number");
// It is forbidden to change letters when the bag does not contain at
// least 7 letters (this is explicitely stated in the ODS).
Bag bag;
realBag(bag);
if (bag.nTiles() < 7)
{
return 1;
}
Player *player = m_players[n];
PlayedRack pld = player->getCurrentRack();
Rack rack;
pld.getRack(rack);
for (unsigned int i = 0; i < iToChange.size(); i++)
{
/* Remove the letter from the rack */
if (!rack.in(iToChange[i]))
{
return 2;
}
rack.remove(iToChange[i]);
}
pld.reset();
pld.setOld(rack);
player->setCurrentRack(pld);
// FIXME: the letters to change should not be in the bag while generating
// the new rack!
return 0;
}