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57a2c0690f
The timing information is currently not used at all.
381 lines
14 KiB
C++
381 lines
14 KiB
C++
/*******************************************************************
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* Eliot
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* Copyright (C) 2009-2012 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 <vector>
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#include <fstream>
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#include <cmath>
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#include <boost/foreach.hpp>
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#include <boost/format.hpp>
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#include "config.h"
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#if ENABLE_NLS
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# include <libintl.h>
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# define _(String) gettext(String)
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#else
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# define _(String) String
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#endif
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#include "xml_writer.h"
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#include "encoding.h"
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#include "turn.h"
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#include "turn_data.h"
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#include "game_params.h"
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#include "game.h"
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#include "player.h"
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#include "ai_percent.h"
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#include "game_exception.h"
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#include "turn.h"
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#include "cmd/game_rack_cmd.h"
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#include "cmd/game_move_cmd.h"
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#include "cmd/player_rack_cmd.h"
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#include "cmd/player_move_cmd.h"
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#include "cmd/player_event_cmd.h"
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#include "cmd/master_move_cmd.h"
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#include "cmd/topping_move_cmd.h"
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#include "dic.h"
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#include "header.h"
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// Current version of our save game format. Bump it when it becomes
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// incompatible (and keep it in sync with xml_reader.cpp)
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#define CURRENT_XML_VERSION "2"
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#define FMT1(s, a1) (boost::format(s) % (a1)).str()
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#define FMT2(s, a1, a2) (boost::format(s) % (a1) % (a2)).str()
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using namespace std;
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INIT_LOGGER(game, XmlWriter);
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static void addIndent(string &s)
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{
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s += " ";
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}
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static void removeIndent(string &s)
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{
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if (s.size() >= 4)
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s.resize(s.size() - 4);
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}
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static string toUtf8(const wstring &s)
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{
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return writeInUTF8(s, "Saving game");
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}
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static void writeMove(ostream &out, const Move &iMove,
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const string &iTag, int iPlayerId)
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{
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out << "<" << iTag;
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if (iPlayerId != -1)
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out << " playerId=\"" << iPlayerId << "\"";
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out << " points=\"" << iMove.getScore() << "\" type=\"";
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if (iMove.isValid())
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{
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const Round &round = iMove.getRound();
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out << "valid\" word=\"" << toUtf8(round.getWord())
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<< "\" coord=\"" << toUtf8(round.getCoord().toString()) << "\" />";
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}
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else if (iMove.isInvalid())
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{
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out << "invalid\" word=\"" << toUtf8(iMove.getBadWord())
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<< "\" coord=\"" << toUtf8(iMove.getBadCoord()) << "\" />";
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}
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else if (iMove.isChangeLetters())
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out << "change\" letters=\"" << toUtf8(iMove.getChangedLetters()) << "\" />";
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else if (iMove.isPass())
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out << "pass\" />";
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else if (iMove.isNull())
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out << "none\" />";
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else
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throw SaveGameException(FMT1(_("Unsupported move: %1%"), lfw(iMove.toString())));
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}
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void XmlWriter::write(const Game &iGame, const string &iFileName)
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{
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LOG_INFO("Saving game into '" << iFileName << "'");
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ofstream out(iFileName.c_str());
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if (!out.is_open())
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throw SaveGameException(FMT1(_("Cannot open file for writing: '%1%'"), iFileName));
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out << "<?xml version=\"1.0\" encoding=\"UTF-8\"?>" << endl;
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string indent = "";
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out << indent << "<EliotGame format=\"" << CURRENT_XML_VERSION << "\">" << endl;
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addIndent(indent);
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// ------------------------
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// Write the dictionary information
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out << indent << "<Dictionary>" << endl;
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addIndent(indent);
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const Header &header = iGame.getDic().getHeader();
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out << indent << "<Name>" << toUtf8(header.getName()) << "</Name>" << endl;
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out << indent << "<Type>";
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if (header.getType() == Header::kDAWG)
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out << "dawg";
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else if (header.getType() == Header::kGADDAG)
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out << "gaddag";
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else
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throw SaveGameException(_("Invalid dictionary type"));
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out << "</Type>" << endl;
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// Retrieve the dictionary letters, ans separate them with spaces
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wstring lettersWithSpaces = header.getLetters();
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for (size_t i = lettersWithSpaces.size() - 1; i > 0; --i)
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lettersWithSpaces.insert(i, 1, L' ');
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// Convert to a display string
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const wstring &displayLetters =
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iGame.getDic().convertToDisplay(lettersWithSpaces);
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out << indent << "<Letters>" << toUtf8(displayLetters) << "</Letters>" << endl;
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out << indent << "<WordNb>" << header.getNbWords() << "</WordNb>" << endl;
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removeIndent(indent);
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out << indent << "</Dictionary>" << endl;
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// End of dictionary information
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// ------------------------
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// ------------------------
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// Write the game header
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out << indent << "<Game>" << endl;
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addIndent(indent);
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// Game type
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out << indent << "<Mode>";
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if (iGame.getMode() == GameParams::kDUPLICATE)
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out << "duplicate";
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else if (iGame.getMode() == GameParams::kFREEGAME)
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out << "freegame";
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else if (iGame.getMode() == GameParams::kARBITRATION)
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out << "arbitration";
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else if (iGame.getMode() == GameParams::kTOPPING)
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out << "topping";
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else
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out << "training";
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out << "</Mode>" << endl;
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// Game variant
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if (iGame.getParams().hasVariant(GameParams::kJOKER))
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out << indent << "<Variant>bingo</Variant>" << endl;
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if (iGame.getParams().hasVariant(GameParams::kEXPLOSIVE))
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out << indent << "<Variant>explosive</Variant>" << endl;
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if (iGame.getParams().hasVariant(GameParams::k7AMONG8))
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out << indent << "<Variant>7among8</Variant>" << endl;
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// Players
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for (unsigned int i = 0; i < iGame.getNPlayers(); ++i)
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{
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const Player &player = iGame.getPlayer(i);
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out << indent << "<Player id=\"" << player.getId() << "\">" << endl;
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addIndent(indent);
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out << indent << "<Name>" << toUtf8(player.getName()) << "</Name>" << endl;
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out << indent << "<Type>" << (player.isHuman() ? "human" : "computer") << "</Type>" << endl;
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if (!player.isHuman())
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{
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const AIPercent *ai = dynamic_cast<const AIPercent *>(&player);
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if (ai == NULL)
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throw SaveGameException(FMT1(_("Invalid player type for player %1%"), i));
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out << indent << "<Level>" << lrint(ai->getPercent() * 100) << "</Level>" << endl;
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}
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out << indent << "<TableNb>" << player.getTableNb() << "</TableNb>" << endl;
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removeIndent(indent);
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out << indent << "</Player>" << endl;
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}
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// Number of turns
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out << indent << "<Turns>"
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<< iGame.getNavigation().getNbTurns() << "</Turns>" << endl;
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removeIndent(indent);
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out << indent << "</Game>" << endl;
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// End of the header
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// ------------------------
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// ------------------------
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// Write the game history
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out << indent << "<History>" << endl;
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addIndent(indent);
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#if 0
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iGame.getNavigation().print();
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#endif
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const vector<Turn *> &turnVect = iGame.getNavigation().getTurns();
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BOOST_FOREACH(const Turn *turn, turnVect)
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{
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if (turn->getCommands().empty() && turn == turnVect.back())
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continue;
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out << indent << "<Turn>" << endl;
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addIndent(indent);
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BOOST_FOREACH(const Command *cmd, turn->getCommands())
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{
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if (dynamic_cast<const GameRackCmd*>(cmd))
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{
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const GameRackCmd *rackCmd = static_cast<const GameRackCmd*>(cmd);
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out << indent << "<GameRack>"
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<< toUtf8(rackCmd->getRack().toString())
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<< "</GameRack>" << endl;
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}
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else if (dynamic_cast<const PlayerRackCmd*>(cmd))
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{
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const PlayerRackCmd *rackCmd = static_cast<const PlayerRackCmd*>(cmd);
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unsigned int id = rackCmd->getPlayer().getId();
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out << indent << "<PlayerRack playerId=\"" << id << "\">"
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<< toUtf8(rackCmd->getRack().toString())
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<< "</PlayerRack>" << endl;
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}
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else if (dynamic_cast<const PlayerMoveCmd*>(cmd))
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{
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const PlayerMoveCmd *moveCmd = static_cast<const PlayerMoveCmd*>(cmd);
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unsigned int id = moveCmd->getPlayer().getId();
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out << indent;
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writeMove(out, moveCmd->getMove(), "PlayerMove", id);
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out << endl;
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}
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else if (dynamic_cast<const GameMoveCmd*>(cmd))
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{
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const GameMoveCmd *moveCmd = static_cast<const GameMoveCmd*>(cmd);
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unsigned int id = moveCmd->getPlayerId();
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out << indent;
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writeMove(out, moveCmd->getMove(), "GameMove", id);
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out << endl;
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}
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else if (dynamic_cast<const MasterMoveCmd*>(cmd))
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{
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const MasterMoveCmd *moveCmd = static_cast<const MasterMoveCmd*>(cmd);
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out << indent;
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writeMove(out, moveCmd->getMove(), "MasterMove", -1);
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out << endl;
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}
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else if (dynamic_cast<const ToppingMoveCmd*>(cmd))
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{
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const ToppingMoveCmd *moveCmd = static_cast<const ToppingMoveCmd*>(cmd);
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unsigned int id = moveCmd->getPlayerId();
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out << indent;
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// FIXME: the elapsed time is not saved
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writeMove(out, moveCmd->getMove(), "ToppingMove", id);
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out << endl;
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}
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else if (dynamic_cast<const PlayerEventCmd*>(cmd))
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{
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const PlayerEventCmd *eventCmd = static_cast<const PlayerEventCmd*>(cmd);
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unsigned int id = eventCmd->getPlayer().getId();
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int value = eventCmd->getPoints();
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// Warnings
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if (eventCmd->getEventType() == PlayerEventCmd::WARNING)
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{
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out << indent << "<Warning playerId=\"" << id << "\" />" << endl;
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}
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// Penalties
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else if (eventCmd->getEventType() == PlayerEventCmd::PENALTY)
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{
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out << indent << "<Penalty playerId=\"" << id
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<< "\" points=\"" << value << "\" />" << endl;
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}
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// Solos
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else if (eventCmd->getEventType() == PlayerEventCmd::SOLO)
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{
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out << indent << "<Solo playerId=\"" << id
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<< "\" points=\"" << value << "\" />" << endl;
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}
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// End game bonuses (freegame mode)
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else if (eventCmd->getEventType() == PlayerEventCmd::END_GAME)
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{
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out << indent << "<EndGame playerId=\"" << id
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<< "\" points=\"" << value << "\" />" << endl;
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}
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else
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{
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LOG_ERROR("Unknown event type: " << eventCmd->getEventType());
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}
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}
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else
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{
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LOG_ERROR("Unsupported command: " << lfw(cmd->toString()));
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out << indent << "<!-- FIXME: Unsupported command: " << lfw(cmd->toString()) << " -->" << endl;
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// XXX
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//throw SaveGameException(FMT1(_("Unsupported command: %1%"), lfw(cmd->toString())));
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}
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}
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removeIndent(indent);
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out << indent << "</Turn>" << endl;
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}
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removeIndent(indent);
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out << indent << "</History>" << endl;
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// End of the game history
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// ------------------------
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// Statistics
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out << indent << "<!-- These statistics are simply informative, "
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<< "they are not used when loading a game. -->" << endl;
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out << indent << "<Statistics>" << endl;
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addIndent(indent);
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// Compute the total number of points in the game
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int gameTotal = 0;
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for (unsigned i = 0; i < iGame.getHistory().getSize(); ++i)
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{
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gameTotal += iGame.getHistory().getTurn(i).getMove().getScore();
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}
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out << indent << "<GameStats"
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<< " totalScore=\"" << gameTotal << "\""
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<< " />" << endl;
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for (unsigned int i = 0; i < iGame.getNPlayers(); ++i)
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{
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const Player &player = iGame.getPlayer(i);
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const int playerTotal = player.getTotalScore();
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// Compute the percentage, compared to the top
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long int percentage = lround((double)100 * playerTotal / gameTotal);
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// Compute the rank of the player (naive algorithm)
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int rank = 1;
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for (unsigned j = 0; j < iGame.getNPlayers(); ++j)
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{
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if (i == j)
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continue;
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if (playerTotal < iGame.getPlayer(j).getTotalScore())
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++rank;
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}
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out << indent << "<PlayerStats"
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<< " playerId=\"" << player.getId() << "\"" << endl;
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addIndent(indent);
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out << indent << " rawScore=\"" << player.getMovePoints() << "\""
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<< " warningsNb=\"" << player.getWarningsNb() << "\""
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<< " penaltiesPoints=\"" << player.getPenaltyPoints() << "\""
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<< " solosPoints=\"" << player.getSoloPoints() << "\"" << endl;
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out << indent << " totalScore=\"" << playerTotal << "\""
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<< " diffWithTop=\"" << (playerTotal - gameTotal) << "\""
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<< " percentTop=\"" << percentage << "%\""
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<< " rank=\"" << rank << "\""
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<< " />" << endl;
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removeIndent(indent);
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}
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removeIndent(indent);
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out << indent << "</Statistics>" << endl;
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// End of the statistics
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out << "</EliotGame>" << endl;
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}
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