eliot/game/game.h
2009-01-14 21:53:37 +00:00

357 lines
11 KiB
C++

/*****************************************************************************
* Eliot
* Copyright (C) 1999-2008 Antoine Fraboulet & Olivier Teulière
* Authors: Antoine Fraboulet <antoine.fraboulet @@ free.fr>
* Olivier Teulière <ipkiss @@ gmail.com>
*
* 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 _GAME_H_
#define _GAME_H_
#include <string>
#include <vector>
#include <iostream>
#include "bag.h"
#include "board.h"
#include "history.h"
#include "navigation.h"
#include "command.h"
class Dictionary;
class Player;
class PlayedRack;
class Round;
class Rack;
class Turn;
using namespace std;
/**
* Parent class of all the Game types.
* It offers the common attributes (Board, Bag, etc...) as well as useful
* "helper" methods to factorize some code.
*/
class Game
{
public:
/// Game specs.
static const unsigned int RACK_SIZE;
static const int BONUS_POINTS;
Game(const Dictionary &iDic);
virtual ~Game();
/***************
* Game type
***************/
/// Game mode: each one of these modes is implemented in an inherited class
enum GameMode
{
kTRAINING,
kFREEGAME,
kDUPLICATE
};
virtual GameMode getMode() const = 0;
virtual string getModeAsString() const = 0;
/// Game variant: it slightly modifies the rules of the game
enum GameVariant
{
kNONE, // Normal game rules
kJOKER, // Joker game
kEXPLOSIVE // "Explosive" game
};
/**
* Accessors for the variant of the game.
* The variant can be changed during a game without any problem
* (though it seems rather useless...)
*/
void setVariant(GameVariant iVariant) { m_variant = iVariant; }
GameVariant getVariant() const { return m_variant; }
/***************
* Various getters
***************/
/**
* Get the dictionary associated with the game.
* You should never create a new dictionary object while a Game
* object still exists
*/
const Dictionary & getDic() const { return m_dic; }
/// Get the board
const Board& getBoard() const { return m_board; }
Board & accessBoard() { return m_board; }
/// Get the bag
const Bag& getBag() const { return m_bag; }
Bag & accessBag() { return m_bag; }
/**
* The realBag is the current bag minus all the racks
* present in the game. It represents the actual
* letters that are left in the bag.
* FIXME: in Duplicate mode, this method uses m_currPlayer to find the
* rack of the player. Since not all the players played the same word,
* it is important to set m_currPlayer accurately before!
*/
void realBag(Bag &iBag) const;
/// Get the history of the game */
const History& getHistory() const { return m_history; }
History & accessHistory() { return m_history; }
/***************
* Methods to access players.
***************/
const Player& getPlayer(unsigned int iNum) const;
const Player& getCurrentPlayer() const { return getPlayer(currPlayer()); };
unsigned int getNPlayers() const { return m_players.size(); }
unsigned int getNHumanPlayers() const;
unsigned int currPlayer() const { return m_currPlayer; }
/**
* Add a player to the game.
* The Game object takes ownership of the given player
*/
virtual void addPlayer(Player *iPlayer);
/***************
* Game handling
***************/
/**
* Start the game.
* AI players are handled automatically, so if the game only has AI
* players, it will play until the end.
*/
virtual void start() = 0;
/**
* Method used by human players to play the word iWord at coordinates
* iCoord, and end the turn (if possible)
* Possible return values:
* 0: correct word, the Round can be used by the caller
* 1: one letter of the word is invalid in the current dictionary
* 2: invalid coordinates (unreadable or out of the board)
* 3: word not present in the dictionary
* 4: not enough letters in the rack to play the word
* 5: word is part of a longer one
* 6: word overwriting an existing letter
* 7: invalid crosscheck
* 8: word already present on the board (no new letter from the rack)
* 9: isolated word (not connected to the rest)
* 10: first word not horizontal
* 11: first word not covering the H8 square
* 12: word going out of the board
*/
virtual int play(const wstring &iCoord, const wstring &iWord) = 0;
/// Shuffle the rack of the current player
void shuffleRack();
/// Return true if the player has played for the current turn
// XXX: not very nice API, should be a player property...
virtual bool hasPlayed(unsigned int player) const { return player != currPlayer(); }
/***************
* Saved games handling
***************/
/**
* Possible formats for the saved games
*/
enum game_file_format
{
FILE_FORMAT_STANDARD,
FILE_FORMAT_ADVANCED
};
/**
* load() returns the loaded game, or NULL if there was a problem
* load() does need some more work to be robust enough to
* handle "hand written" files
*/
static Game * load(FILE *fin, const Dictionary &iDic);
/**
* Save a game to a file
* Standard format is used for training games so that it is compatible
* with previous versions of Eliot.
*
* Saving can be forced to advanced format for training games by
* setting the last parameter to FILE_FORMAT_ADVANCED
*/
void save(ostream &out, game_file_format format = FILE_FORMAT_STANDARD) const;
/***************
* Setting the rack
***************/
enum set_rack_mode {RACK_ALL, RACK_NEW};
void addPoints(int iPoints) { m_points += iPoints; }
const Navigation & getNavigation() const { return m_navigation; }
Navigation & accessNavigation() { return m_navigation; }
private:
/// Variant
GameVariant m_variant;
/// Dictionary currently associated to the game
const Dictionary & m_dic;
/**
* History of the game.
*/
History m_history;
Navigation m_navigation;
int m_points;
/// Change the player who is supposed to play
void setCurrentPlayer(unsigned int iPlayerId) { m_currPlayer = iPlayerId; }
/// Command used to keep track of the current player changes
class CurrentPlayerCmd: public Command
{
public:
CurrentPlayerCmd(Game &ioGame,
unsigned int iPlayerId);
virtual wstring toString() const;
protected:
virtual void doExecute();
virtual void doUndo();
private:
Game &m_game;
unsigned int m_newPlayerId;
unsigned int m_oldPlayerId;
};
// TODO: check what should be private and what should be protected
protected:
/// All the players, indexed by their ID
vector<Player*> m_players;
/// ID of the "current" player
unsigned int m_currPlayer;
/// Board
Board m_board;
/// Bag
Bag m_bag;
bool m_finished;
/*********************************************************
* Helper functions
*********************************************************/
/**
* Complete the given rack randomly.
*
* Completing a rack randomly is more complex than it seems, because we
* must take into account several constraints:
* - if iCheck is true, we must ensure that the rack contains a minimum
* number of vowels and consonants (2 of each in the 15 first moves of
* the game, 1 of each after)
* - the game is over if the (real) bag contains only vowels or only
* consonants, and in particular if it contains only one letter
* - some letters (in particular the joker) can count both as a vowel and
* as a consonant (but not at the same time)
* - in a joker game, the joker must be present in the rack unless there
* is no joker left in the bag. In addition, we must prevent that both
* jokers are present in the rack at the same time
* - if completing a rack doesn't meet the requirements on the vowels and
* consonants, we must reject the rack completely (but only once,
* otherwise we have no guarantee that the rejects will stop eventually).
* This also means we have to check whether completing the rack with the
* requirements is possible...
*/
PlayedRack helperSetRackRandom(const PlayedRack &iPld,
bool iCheck, set_rack_mode mode) const;
/**
* Set the rack for the player p with the given letters
* Possible return values:
* 0: everything went fine
* 1: the bag doesn't have the wanted letters
* 2: the rack was checked for vowels/consonants and was not correct
*/
int helperSetRackManual(unsigned int p, bool iCheck, const wstring &iLetters);
void firstPlayer();
void prevPlayer();
void nextPlayer();
/**
* Check if the players rack can be obtained from the bag.
* Since letters are removed from the bag only when the
* round is played we need to check that ALL the racks
* are in the bag simultaneously.
*
* FIXME: since we do not check for all racks it works
* for training and duplicate but it won't work for
* freegames.
*/
bool rackInBag(const Rack &iRack, const Bag &iBag) const;
/**
* This function checks whether it is legal to play the given word at the
* given coordinates. If so, the function fills a Round object, also given
* as a parameter.
* Possible return values: same as the play() method
*/
int checkPlayedWord(const wstring &iCoord,
const wstring &iWord, Round &oRound) const;
/**
* load games from File using the first format.
* This format is used for Training games
*/
static Game* gameLoadFormat_14(FILE *fin, const Dictionary& iDic);
/**
* load games from File using advanced format (since Eliot 1.5)
* This format is used for Duplicate, FreeGame, ...
*/
static Game* gameLoadFormat_15(FILE *fin, const Dictionary& iDic);
/**
* Training games ares saved using the initial Eliot format
*/
void gameSaveFormat_14(ostream &out) const;
/**
* Advanced game file format output
*/
void gameSaveFormat_15(ostream &out) const;
};
#endif /* _GAME_H_ */