mirror of
git://git.savannah.nongnu.org/eliot.git
synced 2024-12-28 09:58:15 +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
337 lines
9.6 KiB
C++
337 lines
9.6 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 <fstream>
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#include <SAX/XMLReader.hpp>
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#include <SAX/InputSource.hpp>
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#include "xml_reader.h"
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#include "dic.h"
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#include "game_exception.h"
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#include "game_factory.h"
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#include "training.h"
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#include "duplicate.h"
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#include "freegame.h"
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#include "player.h"
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#include "ai_percent.h"
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#include "encoding.h"
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#include "game_move_cmd.h"
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#include "player_rack_cmd.h"
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#include "player_move_cmd.h"
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#include "player_points_cmd.h"
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#include "navigation.h"
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using namespace std;
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Game * XmlReader::read(const string &iFileName, const Dictionary &iDic)
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{
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// Try to load the old format first
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try
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{
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FILE *fin = fopen(iFileName.c_str(), "r");
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if (fin != NULL)
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{
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Game *game = Game::load(fin, iDic);
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fclose(fin);
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if (game != NULL)
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return game;
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}
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}
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catch (const GameException &e)
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{
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// Ignore the exception
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}
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ifstream is(iFileName.c_str());
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if (!is.is_open())
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throw LoadGameException("Cannot open file '" + iFileName + "'");
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XmlReader handler(iDic);
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// Set up of the parser
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Arabica::SAX::XMLReader<std::string> parser;
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parser.setContentHandler(handler);
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parser.setErrorHandler(handler);
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// Parsing
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Arabica::SAX::InputSource<std::string> source(is);
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parser.parse(source);
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Game *game = handler.getGame();
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if (game == NULL)
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throw LoadGameException(handler.errorMessage);
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return game;
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}
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static wstring fromUtf8(const string &str)
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{
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return readFromUTF8(str.c_str(), str.size(), "Loading game");
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}
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static int toInt(const string &str)
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{
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if (str.empty())
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throw LoadGameException("Invalid string to int conversion: empty string received");
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return atoi(str.c_str());
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}
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static Player & getPlayer(map<string, Player*> &players, const string &id)
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{
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if (players.find(id) == players.end())
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throw LoadGameException("Invalid player ID: " + id);
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return *players[id];
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}
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static Move buildMove(const Game &iGame, map<string, string> &attr,
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bool checkRack)
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{
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// Build the Move object
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string type = attr["type"];
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if (type == "valid")
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{
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Round round;
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int res = iGame.checkPlayedWord(fromUtf8(attr["coord"]),
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fromUtf8(attr["word"]),
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round, checkRack);
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if (res != 0)
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{
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throw LoadGameException("Invalid move marked as valid: " +
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attr["word"] + " (" + attr["coord"] + ")");
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}
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return Move(round);
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}
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else if (type == "invalid")
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{
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return Move(fromUtf8(attr["word"]),
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fromUtf8(attr["coord"]));
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}
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else if (type == "change")
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{
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return Move(fromUtf8(attr["letters"]));
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}
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else if (type == "pass")
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{
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return Move(L"");
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}
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else
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throw LoadGameException("Invalid move type: " + type);
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}
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Game * XmlReader::getGame()
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{
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// TODO
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return m_game;
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}
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void XmlReader::startElement(const string& namespaceURI,
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const string& localName,
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const string& qName,
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const Arabica::SAX::Attributes<string>& atts)
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{
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(void) namespaceURI;
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(void) qName;
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#if 0
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if (!localName.empty())
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std::cout << "Start Element: " << namespaceURI << ":" << localName << std::endl;
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else
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std::cout << "Start Element: " << qName << std::endl;
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#endif
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m_data.clear();
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const string &tag = localName;
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if (tag == "Player")
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{
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m_context = "Player";
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m_attributes.clear();
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for (int i = 0; i < atts.getLength(); ++i)
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{
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m_attributes[atts.getLocalName(i)] = atts.getValue(i);
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}
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}
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else if (tag == "PlayerRack")
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{
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m_attributes.clear();
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for (int i = 0; i < atts.getLength(); ++i)
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{
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m_attributes[atts.getLocalName(i)] = atts.getValue(i);
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}
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}
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else if (tag == "PlayerMove" || tag == "GameMove")
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{
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m_attributes.clear();
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for (int i = 0; i < atts.getLength(); ++i)
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{
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m_attributes[atts.getLocalName(i)] = atts.getValue(i);
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}
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}
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}
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void XmlReader::endElement(const string& namespaceURI,
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const string& localName,
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const string&)
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{
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(void) namespaceURI;
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#if 0
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std::cout << "endElement: " << namespaceURI << ":" << localName << "(" << m_data << ")" << std::endl;
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#endif
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const string &tag = localName;
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if (tag == "Mode")
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{
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if (m_data == "duplicate")
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m_game = GameFactory::Instance()->createDuplicate(m_dic);
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else if (m_data == "freegame")
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m_game = GameFactory::Instance()->createFreeGame(m_dic);
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else if (m_data == "training")
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m_game = GameFactory::Instance()->createTraining(m_dic);
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else
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throw LoadGameException("Invalid game mode: " + m_data);
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return;
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}
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// At this point, m_game must not be null anymore
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if (m_game == NULL)
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throw LoadGameException("The 'Mode' tag should be the first one to be closed");
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if (tag == "Variant")
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{
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if (m_data == "bingo")
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m_game->setVariant(Game::kJOKER);
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else if (m_data == "explosive")
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m_game->setVariant(Game::kEXPLOSIVE);
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else
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throw LoadGameException("Invalid game variant: " + m_data);
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}
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else if (m_context == "Player")
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{
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if (tag == "Name")
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m_attributes["name"] = m_data;
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else if (tag == "Type")
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m_attributes["type"] = m_data;
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else if (tag == "Level")
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m_attributes["level"] = m_data;
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else if (tag == "Player")
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{
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if (m_players.find(m_attributes["id"]) != m_players.end())
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throw LoadGameException("A player ID must be unique: " + m_attributes["id"]);
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// Create the player
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Player *p;
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if (m_attributes["type"] == "human")
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p = new HumanPlayer();
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else if (m_attributes["type"] == "computer")
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{
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int level = toInt(m_attributes["level"]);
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p = new AIPercent(0.01 * level);
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}
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else
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throw LoadGameException("Invalid player type: " + m_attributes["type"]);
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m_players[m_attributes["id"]] = p;
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// Set the name
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p->setName(fromUtf8(m_attributes["name"]));
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m_game->addPlayer(p);
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m_context = "";
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}
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}
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else if (tag == "Turn")
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{
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m_game->accessNavigation().newTurn();
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}
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else if (tag == "PlayerRack")
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{
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// Build a rack for the correct player
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PlayedRack pldrack;
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if (!m_dic.validateLetters(fromUtf8(m_data), L"-+"))
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{
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throw LoadGameException("Rack invalid for the current dictionary: " + m_data);
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}
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pldrack.setManual(fromUtf8(m_data));
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#if 0
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cerr << "loaded rack: " << convertToMb(pldrack.toString()) << endl;
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#endif
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Player &p = getPlayer(m_players, m_attributes["playerid"]);
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PlayerRackCmd *cmd = new PlayerRackCmd(p, pldrack);
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m_game->accessNavigation().addAndExecute(cmd);
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#if 0
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cerr << "rack: " << convertToMb(pldrack.toString()) << endl;
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#endif
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}
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else if (tag == "PlayerMove")
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{
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const Move &move = buildMove(*m_game, m_attributes, /*XXX:true*/false);
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Player &p = getPlayer(m_players, m_attributes["playerid"]);
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PlayerMoveCmd *cmd = new PlayerMoveCmd(p, move);
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m_game->accessNavigation().addAndExecute(cmd);
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}
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else if (tag == "GameMove")
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{
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const Move &move = buildMove(*m_game, m_attributes, false);
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Player &p = getPlayer(m_players, m_attributes["playerid"]);
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GameMoveCmd *cmd = new GameMoveCmd(*m_game, move, p.getId());
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m_game->accessNavigation().addAndExecute(cmd);
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}
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}
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void XmlReader::characters(const string& ch)
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{
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m_data += ch;
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#if 0
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std::cout << "Characters: " << ch << std::endl;
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#endif
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}
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void XmlReader::warning(const Arabica::SAX::SAXParseException<string>& exception)
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{
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errorMessage = string("warning: ") + exception.what();
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//throw LoadGameException(string("warning: ") + exception.what());
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}
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void XmlReader::error(const Arabica::SAX::SAXParseException<string>& exception)
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{
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errorMessage = string("error: ") + exception.what();
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//throw LoadGameException(string("error: ") + exception.what());
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}
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void XmlReader::fatalError(const Arabica::SAX::SAXParseException<string>& exception)
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{
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errorMessage = string("fatal error: ") + exception.what();
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//throw LoadGameException(string("fatal error: ") + exception.what());
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}
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