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86 lines
3.3 KiB
C++
86 lines
3.3 KiB
C++
/*****************************************************************************
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* Copyright (C) 2005 Eliot
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* Authors: Olivier Teuliere <ipkiss@via.ecp.fr>
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*
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* $Id: duplicate.h,v 1.9 2005/10/23 14:53:43 ipkiss Exp $
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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 _DUPLICATE_H_
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#define _DUPLICATE_H_
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#include "game.h"
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using std::string;
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/**
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* This class handles the logic specific to a duplicate game.
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* The trick in this mode is that the players will not necessarily play they
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* word always in the same order, so we need to implement a "synchronization":
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* - when a human player wants to play a word, he plays it, and its score
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* and rack are updated. He cannot change his word afterwards.
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* - if there is still a human player who has not played for the current
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* turn, we wait for him
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* - if all the human players have played, it's the turn to the AI players
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* (currently handled in a loop, but we could imagine that they are running
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* in their own thread).
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* - once all the players have played, we can really end the turn:
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* the best word is played on the board, the history of the game is
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* updated, and the new rack is chosen.
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*
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* AI players play after human ones, because with the current implementation
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* of the interfaces it is too easy for a player to see the rack of other
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* players, and in particular a human player could take advantage of that to
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* have more clues about the best word.
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* TODO: better isolation of the players...
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*/
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class Duplicate: public Game
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{
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friend class GameFactory;
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public:
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virtual GameMode getMode() const { return kDUPLICATE; }
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virtual string getModeAsString() const { return "Duplicate"; }
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/*************************
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* Game handling
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*************************/
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virtual int start();
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virtual int setRackRandom(int, bool, set_rack_mode);
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virtual int play(const string &iCoord, const string &iWord);
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virtual int endTurn();
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int setPlayer(int);
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// Switch to the previous human player who has not played yet
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void prevHumanPlayer();
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// Switch to the next human player who has not played yet
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void nextHumanPlayer();
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private:
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// Private constructor and destructor to force using the GameFactory class
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Duplicate(const Dictionary &iDic);
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virtual ~Duplicate();
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void playRound(const Round &iRound, int n);
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int endTurnForReal();
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void end();
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void duplicateAI(int n);
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// m_hasPlayed[p] is true iff player p has played for this turn
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map<int, bool> m_hasPlayed;
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};
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#endif /* _DUPLICATE_H_ */
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