mirror of
git://git.savannah.nongnu.org/eliot.git
synced 2024-12-27 09:58:08 +01:00
3c7a84d543
Status: It works well, but there are still a few details to improve/fix More details about the changes: - New dependency on Arabica and Libxml2 to parse the XML - Loading the old format is still supported for this release, but won't be supported anymore in the next one - Games are now only saved in the new format - In training mode, the player is now created externally, like in the other modes - Avoid using GameIO (the one from game/) whenever possible - Do not use a FILE* argument anymore when loading a game - Throw and catch exceptions correctly when a game cannot be loaded or saved - The non-regression tests now use a new method to print the game history
192 lines
4.3 KiB
C++
192 lines
4.3 KiB
C++
/*******************************************************************
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* Eliot
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* Copyright (C) 2009 Olivier Teulière
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* Authors: 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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#include <boost/foreach.hpp>
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#include <iostream>
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#include "navigation.h"
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#include "turn_cmd.h"
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#include "game_exception.h"
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#include "debug.h"
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#include "encoding.h"
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Navigation::Navigation()
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: m_currTurn(0)
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{
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newTurn();
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}
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Navigation::~Navigation()
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{
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BOOST_FOREACH(Command *c, m_turnCommands)
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{
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delete c;
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}
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}
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void Navigation::newTurn()
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{
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lastTurn();
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m_turnCommands.push_back(new TurnCmd);
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++m_currTurn;
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}
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void Navigation::addAndExecute(Command *iCmd)
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{
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if (!isLastTurn())
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throw GameException("Cannot add a command to an old turn");
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ASSERT(m_currTurn >= 1, "Bug in the turns vector (1)");
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ASSERT(m_currTurn - 1 < m_turnCommands.size(), "Bug in the turns vector (2)");
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m_turnCommands[m_currTurn - 1]->addAndExecute(iCmd);
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}
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unsigned int Navigation::getCurrTurn() const
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{
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unsigned int currTurn = m_currTurn;
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if (isLastTurn() && m_turnCommands.back()->isEmpty())
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--currTurn;
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return currTurn - 1;
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}
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unsigned int Navigation::getNbTurns() const
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{
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unsigned int count = m_turnCommands.size();
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if (m_turnCommands.back()->isEmpty())
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--count;
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return count - 1;
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}
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bool Navigation::isFirstTurn() const
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{
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return m_currTurn == 1 ||
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(m_currTurn == 2 && m_turnCommands[1]->isEmpty());
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}
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bool Navigation::isLastTurn() const
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{
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return m_currTurn == m_turnCommands.size();
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}
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void Navigation::prevTurn()
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{
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if (m_currTurn > 1)
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{
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--m_currTurn;
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m_turnCommands[m_currTurn]->undo();
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// Special case: when the last turn is empty, automatically
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// undo the previous turn as well
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if (m_currTurn + 1 == m_turnCommands.size() &&
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m_turnCommands[m_currTurn]->isEmpty())
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{
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prevTurn();
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}
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}
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}
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void Navigation::nextTurn()
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{
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if (m_currTurn < m_turnCommands.size())
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{
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m_turnCommands[m_currTurn]->execute();
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++m_currTurn;
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// Special case: when the last turn is empty, automatically
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// execute it
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if (m_currTurn + 1 == m_turnCommands.size() &&
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m_turnCommands[m_currTurn]->isEmpty())
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{
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nextTurn();
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}
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}
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}
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void Navigation::firstTurn()
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{
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while (m_currTurn > 1)
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{
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prevTurn();
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}
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}
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void Navigation::lastTurn()
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{
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while (m_currTurn < m_turnCommands.size())
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{
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nextTurn();
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}
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}
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void Navigation::clearFuture()
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{
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// Replay the auto-execution turns
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// (i.e. turns where only the AI was involved)
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while (!isLastTurn() && m_turnCommands[m_currTurn]->isAutoExecution())
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nextTurn();
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// When there is no future, don't do anything
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if (isLastTurn())
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return;
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for (unsigned int i = m_currTurn; i < m_turnCommands.size(); ++i)
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{
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delete m_turnCommands[i];
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}
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while (m_turnCommands.size() > m_currTurn)
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{
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m_turnCommands.pop_back();
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}
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newTurn();
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// Sanity check
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ASSERT(isLastTurn(),
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"After removing the next turns, we should be at the last turn");
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}
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const vector<TurnCmd *> & Navigation::getCommands() const
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{
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return m_turnCommands;
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}
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void Navigation::print() const
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{
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cout << "=== Commands history ===" << endl;
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cout << "Current position right after turn " << m_currTurn - 1 << endl;
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int index = 0;
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BOOST_FOREACH(const Command *c, m_turnCommands)
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{
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cout << index << " " << convertToMb(c->toString()) << endl;
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++index;
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}
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}
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