/* $Id$ */ /* Copyright (C) 2003 by David White Part of the Battle for Wesnoth Project http://wesnoth.whitevine.net This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY. See the COPYING file for more details. */ #include "language.hpp" #include "menu.hpp" #include "multiplayer.hpp" #include "playlevel.hpp" #include "replay.hpp" #include #include #include #include void play_multiplayer(display& disp, game_data& units_data, config& cfg, game_state& state) { std::vector options; std::vector& levels = cfg.children["multiplayer"]; for(std::vector::iterator i = levels.begin(); i!=levels.end();++i){ const std::string& lang_name = string_table[(*i)->values["id"]]; if(lang_name.empty() == false) options.push_back(lang_name); else options.push_back((*i)->values["name"]); } int res = gui::show_dialog(disp,NULL,"", string_table["choose_scenario"],gui::OK_CANCEL, &options); if(res == -1) return; config& level = *levels[res]; state.label = level.values["name"]; state.scenario = res; std::vector& sides = level.children["side"]; std::vector& possible_sides = cfg.children["multiplayer_side"]; if(sides.empty() || possible_sides.empty()) { std::cerr << "no multiplayer sides found\n"; return; } for(std::vector::iterator sd = sides.begin(); sd != sides.end(); ++sd) { (*sd)->values["name"] = possible_sides.front()->values["name"]; (*sd)->values["type"] = possible_sides.front()->values["type"]; (*sd)->values["recruit"] = possible_sides.front()->values["recruit"]; } res = 0; while(res != sides.size()) { std::vector sides_list; for(std::vector::iterator sd = sides.begin(); sd != sides.end(); ++sd) { std::stringstream details; details << (*sd)->values["side"] << "," << (*sd)->values["name"] << "," << ((*sd)->values["controller"] == "human" ? string_table["human_controlled"] : string_table["ai_controlled"]); sides_list.push_back(details.str()); } sides_list.push_back(string_table["start_game"]); res = gui::show_dialog(disp,NULL,"",string_table["configure_sides"], gui::MESSAGE,&sides_list); if(res >= 0 && res < sides.size()) { std::vector choices; for(int n = 0; n != 2; ++n) { for(std::vector::iterator i = possible_sides.begin(); i != possible_sides.end(); ++i) { std::stringstream choice; choice << (*i)->values["name"] << " - " << (n == 0 ? string_table["human_controlled"] : string_table["ai_controlled"]); choices.push_back(choice.str()); } } int result = gui::show_dialog(disp,NULL,"", string_table["choose_side"], gui::MESSAGE,&choices); if(result >= 0) { sides[res]->values["controller"] = (result >= choices.size()/2) ? "ai" : "human"; if(result >= choices.size()/2) result -= choices.size()/2; assert(result < possible_sides.size()); std::map& values = possible_sides[result]->values; sides[res]->values["name"] = values["name"]; sides[res]->values["type"] = values["type"]; sides[res]->values["recruit"] = values["recruit"]; } } } state.starting_pos = level; recorder.set_save_info(state); std::vector story; play_level(units_data,cfg,&level,disp.video(),state,story); recorder.clear(); }