mirror of
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208 lines
6.2 KiB
C++
208 lines
6.2 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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#ifndef _GAME_H_
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#define _GAME_H_
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#include <string>
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#include <vector>
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#include <iostream>
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#include "bag.h"
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#include "board.h"
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class Player;
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class PlayedRack;
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class Round;
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class Rack;
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class Turn;
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typedef struct _Dictionary * Dictionary;
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using namespace std;
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/*************************
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* Ident string used to identify saved Eliot games
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*************************/
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#define IDENT_STRING "Eliot"
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/**
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* Parent class of all the Game types.
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* It offers the common attributes (Board, Bag, etc...) as well as useful
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* "helper" methods to factorize some code.
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*/
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class Game
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{
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public:
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Game(const Dictionary &iDic);
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virtual ~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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};
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virtual GameMode getMode() const = 0;
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virtual string getModeAsString() const = 0;
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/// Game variant: it slightly modifies the rules of the game
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enum GameVariant
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{
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kNONE, // Normal game rules
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kJOKER // Joker game
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};
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/**
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* Accessors for the variant of the game.
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* The variant can be changed during a game without any problem
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* (though it seems rather useless...)
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*/
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void setVariant(GameVariant iVariant) { m_variant = iVariant; }
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GameVariant getVariant() const { return m_variant; }
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/**
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* Dictionary associated with the game.
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* The dictionary can be changed during a game without problem
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*/
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const Dictionary & getDic() const { return *m_dic; }
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void setDic(const Dictionary &iDic) { m_dic = &iDic; }
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const Board& getBoard() const { return m_board; }
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const Bag& getBag() const { return m_bag; }
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const Player& getPlayer(int iNum) const;
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const Turn& getTurn(int iNum) const;
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/**
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* Saved games handling.
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*
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* load() returns the loaded game, or NULL if there was a problem
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* load() might need some more work to be robust enough to
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* handle "hand written" files
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*/
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static Game * load(FILE *fin, const Dictionary &iDic);
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void save(ostream &out) const;
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/*************************
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* Playing the game
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* the int parameter should be 0 <= int < getNTurns
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*************************/
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int back(int);
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/*************************
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* Set the rack for searching
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*
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* The int parameter is a boolean, if this parameter
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* set the rack will check that there are at least
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* 2 vowels and 2 consonants before the round 15.
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*
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* The setrackmanual parameter string has to contain
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* 'a' <= char <= 'z' or 'A' <= char <= 'Z' or '?'
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*
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* return value
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* 0 : the rack has been set
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* 1 : the bag does not contain enough tiles
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* 2 : the rack check was set on and failed
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* 3 : the rack cannot be completed (Game_*_setrackrandom only)
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*************************/
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static const int RACK_SIZE;
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enum set_rack_mode {RACK_ALL, RACK_NEW};
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/**
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* Methods to access already played words.
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* The int parameter should be 0 <= int < getNTurns()
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*/
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int getNTurns() const { return m_history.size(); }
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string getPlayedRack(int) const;
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string getPlayedWord(int) const;
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string getPlayedCoords(int num) const;
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int getPlayedPoints(int) const;
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int getPlayedBonus(int) const;
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int getPlayedPlayer(int) const;
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/**
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* Methods to access players.
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* The int parameter should be 0 <= int < getNPlayers()
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*/
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int getNPlayers() const { return m_players.size(); }
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int getNHumanPlayers() const;
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virtual void addHumanPlayer();
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// TODO: Ability to specify which kind of AI player is wanted
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virtual void addAIPlayer();
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string getPlayerRack(int, bool = false) const;
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int currPlayer() const { return m_currPlayer; }
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/**
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* Game handling
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*/
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virtual int start() = 0;
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virtual int setRackRandom(int, bool, set_rack_mode) = 0;
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virtual int play(const string &iCoord, const string &iWord) = 0;
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virtual int endTurn() = 0;
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protected:
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/// All the players, indexed by their ID
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vector<Player*> m_players;
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/// ID of the "current" player
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int m_currPlayer;
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// TODO: check what should be private and what should be protected
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// private:
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/// Variant
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GameVariant m_variant;
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/// Dictionary currently associated to the game
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const Dictionary * m_dic;
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/// Bag
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Bag m_bag;
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/// Board
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Board m_board;
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/**
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* History of the game.
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* The vector is indexed by the number of turns in the game
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*/
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vector<Turn*> m_history;
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int m_points;
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bool m_finished;
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/*********************************************************
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* Helper functions
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*********************************************************/
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int helperPlayRound(const Round &iRound);
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int helperSetRackRandom(int p, bool iCheck, set_rack_mode mode);
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int helperSetRackManual(int p, bool iCheck, const string &iLetters);
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void prevPlayer();
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void nextPlayer();
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bool rackInBag(const Rack &iRack, const Bag &iBag) const;
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void realBag(Bag &iBag) const;
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int checkPlayedWord(const string &iCoord,
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const string &iWord, Round &oRound);
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};
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#endif /* _GAME_H_ */
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