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/*
load.cc Game File Loader
Copyright (c) 2005, 2006 Kriang Lerdsuwanakij
email: lerdsuwa@users.sourceforge.net
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., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#include "config.h"
#include "load.h"
#include "game.h"
#include "gutil.h"
#include "ggamewin.h"
void process_game(std::vector<game_library_log> &t, game_library_log &game)
{
t.push_back(game);
}
void load_game_list(const char *f)
{
std::vector<game_library_log> *game_vec = new std::vector<game_library_log>;
try {
if (!game_library_opened(f))
process_file<game_library_log>(f, *game_vec, false, false);
}
catch (std::exception &e) {
gtstream bufstr;
gtout(bufstr, _("Error: %$")) << e.what();
error_message_box(bufstr);
delete game_vec;
return;
}
catch (...) {
gtstream bufstr;
gtout(bufstr, _("Error: problem reading file %$")) << f;
error_message_box(bufstr);
delete game_vec;
return;
}
if (!game_vec->size()) {
gtstream bufstr;
gtout(bufstr, _("Error: file %$ does not contain game data")) << f;
error_message_box(bufstr);
delete game_vec;
return;
}
else if (game_vec->size() == 1) {
// Remove highlight from Game List
// window
update_game_list.update(UPDATE_ALL);
load_game((*game_vec)[0]);
delete game_vec;
return;
}
else
// game_library will handle memory release of game_vec
game_library(game_vec, f);
}
void cancel_edit_mode(); // In grhino.cc
void load_game(const game_library_log &game)
{
byte_board_info board = game.board;
// Loop for all game moves
for (int i = 0; i < game.num_move_queue; ++i) {
int player = game.move_queue_color[i];
int pos = game.move_queue[i];
// Catch broken game record
if (!board.can_play(player, pos)) {
gtstream bufstr;
gtout(bufstr, _("Error: game contains invalid move %$%$"))
<< static_cast<char>('A' + pos_to_x(pos))
<< static_cast<char>('1' + pos_to_y(pos));
error_message_box(bufstr);
return;
}
board.place_piece(player, pos);
}
cancel_input();
cancel_edit_mode();
if (game.random)
cur_game_info.new_game_from_board(&(game.board), game.move_queue_color[0]);
else
cur_game_info.new_game_from_begin(0);
// Loop for all game moves
// FIXME: Deal with use_clock, time
for (int i = 0; i < game.num_move_queue; ++i) {
int pos = game.move_queue[i];
cur_game_info.place_piece(pos, game.time_queue[i]);
}
if (game.timeout)
cur_game_info.player_timeout();
else if (game.resign)
cur_game_info.player_resign();
else if (cur_game_info.is_game_play())
cur_game_info.game_end();
*view_board_ptr = cur_game_info.board_history[0];
view_player = cur_game_info.player_history[0];
set_view_mode(VIEW_MODE_HISTORY);
view_position = 0;
draw_board();
update_move.update(UPDATE_ALL);
// Don't update update_game_list here
// since it may be called from Game List
// window itself.
}
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