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193 lines
5.5 KiB
193 lines
5.5 KiB
/**
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* \file Game.h
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* \brief Management of a Game
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* \author Théotime Maillarbaux, Jacques Thomas, Martin Rouault
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* \date 29/11/2021
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*/
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#ifndef GAME_H
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#define GAME_H
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#include "model/Player.h"
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#include "model/Board.h"
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#include "model/Bridge.h"
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#include "model/Island.h"
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#include "model/Coord.h"
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#include "model/arrayCoord.h"
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#include <SDL2/SDL_pixels.h>
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#include <stdbool.h>
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/**
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* \enum Phase
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* \brief Represents the phase of the current game
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*/
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typedef enum {
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PLACEMENT,
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MOVE_PIECE,
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RM_BRIDGE,
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GAME_ENDED
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} Phase;
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/**
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* \struct Game
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* \brief Represents a game
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*/
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typedef struct {
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size_t currentPlayerID; ///< The ID of the one currently playing
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int nb_rounds; ///< The number of rounds so far
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//TODO duree
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Phase phase; ///< The current state of the game
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Player arrPlayers[4]; ///< The array of all the players in this game
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size_t nbPlayers;
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Board board; ///< The board for this game
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} Game;
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/**
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* \brief Makes a new Game
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* \param[in] nbPlayers The number of players for this game
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* \return A struct representing the game
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*/
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Game newGame(const size_t nbPlayers, const char* pseudos[]);
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/**
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* \brief (Should not be called outside Game.c) Used to change phase or player (or both) after an action
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*
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* \param [in, out] game The game to mutate
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*/
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void changePhaseOrPlayerTurn(Game* game);
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/**
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* \brief Place a piece into the board
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*
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* \param [in, out] p The piece to place
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* \param [in] island The island where the piece is placed
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* \param [in] b The board in which the piece is placed
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* \return true If the pieces is placed
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*/
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bool placePiece(Piece* p, const Island island, const Board* b);
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/**
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* \brief Move a piece to an island
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* \param[in,out] p the piece to move
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* \param[in] i island target
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* \param[in] b The Board for this Game
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* \return True if the piece can be move otherwise false
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*/
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bool movePiece(Piece* p, const Island i, const Board* b);
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/**
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* \brief Test if a movement is possible for a piece to a destination island
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*
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* \param p The piece to test
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* \param i The destination island
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* \param b The board
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* \return true if the piece p can move to the island i
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*/
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bool pieceCanMoveTo(const Piece* p, const Island i, const Board* b);
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/**
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* \brief Check if an island is empty
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*
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* \param [in] island The island to check
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* \param [in] arrPieces the array of piece from the board
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* \param [in] nbPieces number of pieces
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* \return true if none of the pieces is on th island, false otherwise
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*/
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bool isIslandEmpty(const Island island, const Piece arrPieces[], const size_t nbPieces);
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/**
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* \brief Check if the the island is adjacent to the piece
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* \param[in] p the piece
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* \param[in] i island target
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* \return True if the island is adjacent to the piece otherwise false
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*/
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bool isPieceAdjacentToIsland(const Piece p, const Island i);
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/**
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* \brief test if a piece is isolated
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*
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* \param [in] piece The piece which is checked
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* \param [in] board The board were the piece is
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* \return true if no bridge go from piece's island to another island, false otherwise
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*/
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bool isPieceIsolated(const Piece* piece, const Board* board);
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/**
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* \brief test if all pieces from a player are stucked
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*
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* \param idJ Player id
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* \param arrPieces All pieces from board
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* \param nbPieces Number of pieces
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* \return true if all player's pieces are stucked, false otherwise
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*/
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bool areAllPlayerPiecesStucked(const size_t idJ, const Piece arrPieces[], const size_t nbPieces);
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/**
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* \brief Test if one piece of a player can move
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*
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* \param playerID The player to check
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* \param board The board
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* \return true if at least one of player's piece can move
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*/
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bool anyOfPlayersPiecesCanMove(const size_t playerID, const Board* board);
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/**
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* \brief Check if there is a bridge between two Island.
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* \param[in] start On island were the bridge ends
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* \param[in] target The other island were the bridge ends
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* \param[in] b The Board for this Game.
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* \return true if there is a bridge, false otherwise.
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*/
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bool checkBridge(const Island start, const Island target, const Board* b);
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/**
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* \brief Get piece from island
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* \param[in] arrPieces Array of all pieces
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* \param[in] logicalSize The logical size of arrPieces
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* \param[in] island The island on the one we want to check the piece
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* \return the piece address if there is one the island otherwise return NULL
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*/
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Piece* getPieceFromIsland(Piece arrPieces[9], const size_t logicalSize, const Island island);
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/**
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* \brief Handle global game action move
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*
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* \param start Board coord were the move started
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* \param end Board coord were the move ended
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* \param game Game's state
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* \return true if an action was realised, false otherwise
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*/
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bool moveOnBoard(const Coord start, const Coord end, Game* game);
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/**
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* \brief Handle global game action click
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*
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* \param [in] coord Board coord were the click is
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* \param [in, out] game Game's state
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* \return true if an action was realised, false otherwise
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*/
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bool clickOnBoard(const Coord coord, Game* game);
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/**
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* \brief Remove bridge from board at (coord->x; coord->y)
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* \param[in] coords Bridge to remove
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* \param[in] board Actual game board
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* \return True on success. Else return false.
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*/
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bool rmBridge(Bridge bridge, Board* board);
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/**
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* \brief List cases that can be interacted with for movement
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*
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* \param[in] game The game
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* \param[in] selectedCase The selected case
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* \return struct array_Coord An array of coord /!\ Care to free this array with array_Coord_Free
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*/
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struct array_Coord getInteractiveCases(const Game* const game, const Coord selectedCase);
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#endif //GAME_H
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