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8b9478542a
- Fixed a bug in Game::helperSetRackRandom()
357 lines
11 KiB
C++
357 lines
11 KiB
C++
/*****************************************************************************
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* Eliot
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* Copyright (C) 1999-2008 Antoine Fraboulet & Olivier Teulière
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* Authors: Antoine Fraboulet <antoine.fraboulet @@ free.fr>
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* 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 _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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#include "history.h"
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#include "navigation.h"
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#include "command.h"
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class Dictionary;
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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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using namespace std;
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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 specs.
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static const unsigned int RACK_SIZE;
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static const int BONUS_POINTS;
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Game(const Dictionary &iDic);
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virtual ~Game();
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/***************
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* Game type
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***************/
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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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kEXPLOSIVE // "Explosive" 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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* Various getters
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***************/
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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 { return m_dic; }
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/// Get the board
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const Board& getBoard() const { return m_board; }
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Board & accessBoard() { return m_board; }
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/// Get the bag
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const Bag& getBag() const { return m_bag; }
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Bag & accessBag() { return m_bag; }
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/**
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* The realBag is the current bag minus all the racks
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* present in the game. It represents the actual
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* letters that are left in the bag.
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* FIXME: in Duplicate mode, this method uses m_currPlayer to find the
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* rack of the player. Since not all the players played the same word,
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* it is important to set m_currPlayer accurately before!
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*/
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void realBag(Bag &iBag) const;
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/// Get the history of the game */
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const History& getHistory() const { return m_history; }
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History & accessHistory() { return m_history; }
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/***************
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* Methods to access players.
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***************/
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const Player& getPlayer(unsigned int iNum) const;
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const Player& getCurrentPlayer() const { return getPlayer(currPlayer()); };
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unsigned int getNPlayers() const { return m_players.size(); }
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unsigned int getNHumanPlayers() const;
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unsigned int currPlayer() const { return m_currPlayer; }
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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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virtual void addPlayer(Player *iPlayer);
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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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virtual void start() = 0;
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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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virtual int play(const wstring &iCoord, const wstring &iWord) = 0;
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/// Shuffle the rack of the current player
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void shuffleRack();
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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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virtual bool hasPlayed(unsigned int player) const { return player != currPlayer(); }
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/***************
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* Saved games handling
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***************/
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/**
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* Possible formats for the saved games
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*/
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enum game_file_format
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{
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FILE_FORMAT_STANDARD,
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FILE_FORMAT_ADVANCED
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};
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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() does 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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/**
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* Save a game to a file
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* Standard format is used for training games so that it is compatible
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* with previous versions of Eliot.
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*
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* Saving can be forced to advanced format for training games by
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* setting the last parameter to FILE_FORMAT_ADVANCED
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*/
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void save(ostream &out, game_file_format format = FILE_FORMAT_STANDARD) const;
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/***************
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* Setting the rack
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***************/
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enum set_rack_mode {RACK_ALL, RACK_NEW};
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void addPoints(int iPoints) { m_points += iPoints; }
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const Navigation & getNavigation() const { return m_navigation; }
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Navigation & accessNavigation() { return m_navigation; }
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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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/**
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* History of the game.
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*/
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History m_history;
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Navigation m_navigation;
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int m_points;
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/// Change the player who is supposed to play
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void setCurrentPlayer(unsigned int iPlayerId) { m_currPlayer = iPlayerId; }
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/// Command used to keep track of the current player changes
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class CurrentPlayerCmd: public Command
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{
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public:
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CurrentPlayerCmd(Game &ioGame,
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unsigned int iPlayerId);
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virtual wstring toString() const;
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protected:
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virtual void doExecute();
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virtual void doUndo();
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private:
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Game &m_game;
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unsigned int m_newPlayerId;
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unsigned int m_oldPlayerId;
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};
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// TODO: check what should be private and what should be protected
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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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unsigned int m_currPlayer;
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/// Board
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Board m_board;
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/// Bag
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Bag m_bag;
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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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/**
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* Complete the given rack randomly.
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*
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* Completing a rack randomly is more complex than it seems, because we
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* must take into account several constraints:
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* - if iCheck is true, we must ensure that the rack contains a minimum
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* number of vowels and consonants (2 of each in the 15 first moves of
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* the game, 1 of each after)
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* - the game is over if the (real) bag contains only vowels or only
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* consonants, and in particular if it contains only one letter
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* - some letters (in particular the joker) can count both as a vowel and
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* as a consonant (but not at the same time)
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* - in a joker game, the joker must be present in the rack unless there
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* is no joker left in the bag. In addition, we must prevent that both
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* jokers are present in the rack at the same time
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* - if completing a rack doesn't meet the requirements on the vowels and
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* consonants, we must reject the rack completely (but only once,
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* otherwise we have no guarantee that the rejects will stop eventually).
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* This also means we have to check whether completing the rack with the
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* requirements is possible...
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*/
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PlayedRack helperSetRackRandom(const PlayedRack &iPld,
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bool iCheck, set_rack_mode mode) const;
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/**
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* Set the rack for the player p with the given letters
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* Possible return values:
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* 0: everything went fine
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* 1: the bag doesn't have the wanted letters
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* 2: the rack was checked for vowels/consonants and was not correct
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*/
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int helperSetRackManual(unsigned int p, bool iCheck, const wstring &iLetters);
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void firstPlayer();
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void prevPlayer();
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void nextPlayer();
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/**
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* Check if the players rack can be obtained from the bag.
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* Since letters are removed from the bag only when the
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* round is played we need to check that ALL the racks
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* are in the bag simultaneously.
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*
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* FIXME: since we do not check for all racks it works
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* for training and duplicate but it won't work for
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* freegames.
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*/
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bool rackInBag(const Rack &iRack, const Bag &iBag) const;
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/**
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* This function checks whether it is legal to play the given word at the
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* given coordinates. If so, the function fills a Round object, also given
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* as a parameter.
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* Possible return values: same as the play() method
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*/
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int checkPlayedWord(const wstring &iCoord,
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const wstring &iWord, Round &oRound) const;
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/**
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* load games from File using the first format.
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* This format is used for Training games
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*/
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static Game* gameLoadFormat_14(FILE *fin, const Dictionary& iDic);
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/**
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* load games from File using advanced format (since Eliot 1.5)
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* This format is used for Duplicate, FreeGame, ...
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*/
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static Game* gameLoadFormat_15(FILE *fin, const Dictionary& iDic);
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/**
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* Training games ares saved using the initial Eliot format
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*/
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void gameSaveFormat_14(ostream &out) const;
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/**
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* Advanced game file format output
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*/
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void gameSaveFormat_15(ostream &out) const;
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};
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#endif /* _GAME_H_ */
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