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projet-tut/Pontu/include/model/Game.h

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5.5 KiB

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