eliot/game/xml_writer.cpp
Olivier Teulière 57a2c0690f Topping: keep track of all the moves played by the player.
The timing information is currently not used at all.
2012-12-29 17:51:52 +01:00

381 lines
14 KiB
C++

/*******************************************************************
* Eliot
* Copyright (C) 2009-2012 Olivier Teulière
* Authors: Olivier Teulière <ipkiss @@ gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*****************************************************************************/
#include <vector>
#include <fstream>
#include <cmath>
#include <boost/foreach.hpp>
#include <boost/format.hpp>
#include "config.h"
#if ENABLE_NLS
# include <libintl.h>
# define _(String) gettext(String)
#else
# define _(String) String
#endif
#include "xml_writer.h"
#include "encoding.h"
#include "turn.h"
#include "turn_data.h"
#include "game_params.h"
#include "game.h"
#include "player.h"
#include "ai_percent.h"
#include "game_exception.h"
#include "turn.h"
#include "cmd/game_rack_cmd.h"
#include "cmd/game_move_cmd.h"
#include "cmd/player_rack_cmd.h"
#include "cmd/player_move_cmd.h"
#include "cmd/player_event_cmd.h"
#include "cmd/master_move_cmd.h"
#include "cmd/topping_move_cmd.h"
#include "dic.h"
#include "header.h"
// Current version of our save game format. Bump it when it becomes
// incompatible (and keep it in sync with xml_reader.cpp)
#define CURRENT_XML_VERSION "2"
#define FMT1(s, a1) (boost::format(s) % (a1)).str()
#define FMT2(s, a1, a2) (boost::format(s) % (a1) % (a2)).str()
using namespace std;
INIT_LOGGER(game, XmlWriter);
static void addIndent(string &s)
{
s += " ";
}
static void removeIndent(string &s)
{
if (s.size() >= 4)
s.resize(s.size() - 4);
}
static string toUtf8(const wstring &s)
{
return writeInUTF8(s, "Saving game");
}
static void writeMove(ostream &out, const Move &iMove,
const string &iTag, int iPlayerId)
{
out << "<" << iTag;
if (iPlayerId != -1)
out << " playerId=\"" << iPlayerId << "\"";
out << " points=\"" << iMove.getScore() << "\" type=\"";
if (iMove.isValid())
{
const Round &round = iMove.getRound();
out << "valid\" word=\"" << toUtf8(round.getWord())
<< "\" coord=\"" << toUtf8(round.getCoord().toString()) << "\" />";
}
else if (iMove.isInvalid())
{
out << "invalid\" word=\"" << toUtf8(iMove.getBadWord())
<< "\" coord=\"" << toUtf8(iMove.getBadCoord()) << "\" />";
}
else if (iMove.isChangeLetters())
out << "change\" letters=\"" << toUtf8(iMove.getChangedLetters()) << "\" />";
else if (iMove.isPass())
out << "pass\" />";
else if (iMove.isNull())
out << "none\" />";
else
throw SaveGameException(FMT1(_("Unsupported move: %1%"), lfw(iMove.toString())));
}
void XmlWriter::write(const Game &iGame, const string &iFileName)
{
LOG_INFO("Saving game into '" << iFileName << "'");
ofstream out(iFileName.c_str());
if (!out.is_open())
throw SaveGameException(FMT1(_("Cannot open file for writing: '%1%'"), iFileName));
out << "<?xml version=\"1.0\" encoding=\"UTF-8\"?>" << endl;
string indent = "";
out << indent << "<EliotGame format=\"" << CURRENT_XML_VERSION << "\">" << endl;
addIndent(indent);
// ------------------------
// Write the dictionary information
out << indent << "<Dictionary>" << endl;
addIndent(indent);
const Header &header = iGame.getDic().getHeader();
out << indent << "<Name>" << toUtf8(header.getName()) << "</Name>" << endl;
out << indent << "<Type>";
if (header.getType() == Header::kDAWG)
out << "dawg";
else if (header.getType() == Header::kGADDAG)
out << "gaddag";
else
throw SaveGameException(_("Invalid dictionary type"));
out << "</Type>" << endl;
// Retrieve the dictionary letters, ans separate them with spaces
wstring lettersWithSpaces = header.getLetters();
for (size_t i = lettersWithSpaces.size() - 1; i > 0; --i)
lettersWithSpaces.insert(i, 1, L' ');
// Convert to a display string
const wstring &displayLetters =
iGame.getDic().convertToDisplay(lettersWithSpaces);
out << indent << "<Letters>" << toUtf8(displayLetters) << "</Letters>" << endl;
out << indent << "<WordNb>" << header.getNbWords() << "</WordNb>" << endl;
removeIndent(indent);
out << indent << "</Dictionary>" << endl;
// End of dictionary information
// ------------------------
// ------------------------
// Write the game header
out << indent << "<Game>" << endl;
addIndent(indent);
// Game type
out << indent << "<Mode>";
if (iGame.getMode() == GameParams::kDUPLICATE)
out << "duplicate";
else if (iGame.getMode() == GameParams::kFREEGAME)
out << "freegame";
else if (iGame.getMode() == GameParams::kARBITRATION)
out << "arbitration";
else if (iGame.getMode() == GameParams::kTOPPING)
out << "topping";
else
out << "training";
out << "</Mode>" << endl;
// Game variant
if (iGame.getParams().hasVariant(GameParams::kJOKER))
out << indent << "<Variant>bingo</Variant>" << endl;
if (iGame.getParams().hasVariant(GameParams::kEXPLOSIVE))
out << indent << "<Variant>explosive</Variant>" << endl;
if (iGame.getParams().hasVariant(GameParams::k7AMONG8))
out << indent << "<Variant>7among8</Variant>" << endl;
// Players
for (unsigned int i = 0; i < iGame.getNPlayers(); ++i)
{
const Player &player = iGame.getPlayer(i);
out << indent << "<Player id=\"" << player.getId() << "\">" << endl;
addIndent(indent);
out << indent << "<Name>" << toUtf8(player.getName()) << "</Name>" << endl;
out << indent << "<Type>" << (player.isHuman() ? "human" : "computer") << "</Type>" << endl;
if (!player.isHuman())
{
const AIPercent *ai = dynamic_cast<const AIPercent *>(&player);
if (ai == NULL)
throw SaveGameException(FMT1(_("Invalid player type for player %1%"), i));
out << indent << "<Level>" << lrint(ai->getPercent() * 100) << "</Level>" << endl;
}
out << indent << "<TableNb>" << player.getTableNb() << "</TableNb>" << endl;
removeIndent(indent);
out << indent << "</Player>" << endl;
}
// Number of turns
out << indent << "<Turns>"
<< iGame.getNavigation().getNbTurns() << "</Turns>" << endl;
removeIndent(indent);
out << indent << "</Game>" << endl;
// End of the header
// ------------------------
// ------------------------
// Write the game history
out << indent << "<History>" << endl;
addIndent(indent);
#if 0
iGame.getNavigation().print();
#endif
const vector<Turn *> &turnVect = iGame.getNavigation().getTurns();
BOOST_FOREACH(const Turn *turn, turnVect)
{
if (turn->getCommands().empty() && turn == turnVect.back())
continue;
out << indent << "<Turn>" << endl;
addIndent(indent);
BOOST_FOREACH(const Command *cmd, turn->getCommands())
{
if (dynamic_cast<const GameRackCmd*>(cmd))
{
const GameRackCmd *rackCmd = static_cast<const GameRackCmd*>(cmd);
out << indent << "<GameRack>"
<< toUtf8(rackCmd->getRack().toString())
<< "</GameRack>" << endl;
}
else if (dynamic_cast<const PlayerRackCmd*>(cmd))
{
const PlayerRackCmd *rackCmd = static_cast<const PlayerRackCmd*>(cmd);
unsigned int id = rackCmd->getPlayer().getId();
out << indent << "<PlayerRack playerId=\"" << id << "\">"
<< toUtf8(rackCmd->getRack().toString())
<< "</PlayerRack>" << endl;
}
else if (dynamic_cast<const PlayerMoveCmd*>(cmd))
{
const PlayerMoveCmd *moveCmd = static_cast<const PlayerMoveCmd*>(cmd);
unsigned int id = moveCmd->getPlayer().getId();
out << indent;
writeMove(out, moveCmd->getMove(), "PlayerMove", id);
out << endl;
}
else if (dynamic_cast<const GameMoveCmd*>(cmd))
{
const GameMoveCmd *moveCmd = static_cast<const GameMoveCmd*>(cmd);
unsigned int id = moveCmd->getPlayerId();
out << indent;
writeMove(out, moveCmd->getMove(), "GameMove", id);
out << endl;
}
else if (dynamic_cast<const MasterMoveCmd*>(cmd))
{
const MasterMoveCmd *moveCmd = static_cast<const MasterMoveCmd*>(cmd);
out << indent;
writeMove(out, moveCmd->getMove(), "MasterMove", -1);
out << endl;
}
else if (dynamic_cast<const ToppingMoveCmd*>(cmd))
{
const ToppingMoveCmd *moveCmd = static_cast<const ToppingMoveCmd*>(cmd);
unsigned int id = moveCmd->getPlayerId();
out << indent;
// FIXME: the elapsed time is not saved
writeMove(out, moveCmd->getMove(), "ToppingMove", id);
out << endl;
}
else if (dynamic_cast<const PlayerEventCmd*>(cmd))
{
const PlayerEventCmd *eventCmd = static_cast<const PlayerEventCmd*>(cmd);
unsigned int id = eventCmd->getPlayer().getId();
int value = eventCmd->getPoints();
// Warnings
if (eventCmd->getEventType() == PlayerEventCmd::WARNING)
{
out << indent << "<Warning playerId=\"" << id << "\" />" << endl;
}
// Penalties
else if (eventCmd->getEventType() == PlayerEventCmd::PENALTY)
{
out << indent << "<Penalty playerId=\"" << id
<< "\" points=\"" << value << "\" />" << endl;
}
// Solos
else if (eventCmd->getEventType() == PlayerEventCmd::SOLO)
{
out << indent << "<Solo playerId=\"" << id
<< "\" points=\"" << value << "\" />" << endl;
}
// End game bonuses (freegame mode)
else if (eventCmd->getEventType() == PlayerEventCmd::END_GAME)
{
out << indent << "<EndGame playerId=\"" << id
<< "\" points=\"" << value << "\" />" << endl;
}
else
{
LOG_ERROR("Unknown event type: " << eventCmd->getEventType());
}
}
else
{
LOG_ERROR("Unsupported command: " << lfw(cmd->toString()));
out << indent << "<!-- FIXME: Unsupported command: " << lfw(cmd->toString()) << " -->" << endl;
// XXX
//throw SaveGameException(FMT1(_("Unsupported command: %1%"), lfw(cmd->toString())));
}
}
removeIndent(indent);
out << indent << "</Turn>" << endl;
}
removeIndent(indent);
out << indent << "</History>" << endl;
// End of the game history
// ------------------------
// Statistics
out << indent << "<!-- These statistics are simply informative, "
<< "they are not used when loading a game. -->" << endl;
out << indent << "<Statistics>" << endl;
addIndent(indent);
// Compute the total number of points in the game
int gameTotal = 0;
for (unsigned i = 0; i < iGame.getHistory().getSize(); ++i)
{
gameTotal += iGame.getHistory().getTurn(i).getMove().getScore();
}
out << indent << "<GameStats"
<< " totalScore=\"" << gameTotal << "\""
<< " />" << endl;
for (unsigned int i = 0; i < iGame.getNPlayers(); ++i)
{
const Player &player = iGame.getPlayer(i);
const int playerTotal = player.getTotalScore();
// Compute the percentage, compared to the top
long int percentage = lround((double)100 * playerTotal / gameTotal);
// Compute the rank of the player (naive algorithm)
int rank = 1;
for (unsigned j = 0; j < iGame.getNPlayers(); ++j)
{
if (i == j)
continue;
if (playerTotal < iGame.getPlayer(j).getTotalScore())
++rank;
}
out << indent << "<PlayerStats"
<< " playerId=\"" << player.getId() << "\"" << endl;
addIndent(indent);
out << indent << " rawScore=\"" << player.getMovePoints() << "\""
<< " warningsNb=\"" << player.getWarningsNb() << "\""
<< " penaltiesPoints=\"" << player.getPenaltyPoints() << "\""
<< " solosPoints=\"" << player.getSoloPoints() << "\"" << endl;
out << indent << " totalScore=\"" << playerTotal << "\""
<< " diffWithTop=\"" << (playerTotal - gameTotal) << "\""
<< " percentTop=\"" << percentage << "%\""
<< " rank=\"" << rank << "\""
<< " />" << endl;
removeIndent(indent);
}
removeIndent(indent);
out << indent << "</Statistics>" << endl;
// End of the statistics
out << "</EliotGame>" << endl;
}