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[[The Wesnoth repository started off as CVS in September 2003 on SourceForge. In September 2005 it was converted to Subversion using cvs2svn and hosted at Gna!; the last CVS commit corresponded to Subversion r8374. In March 2013 it was converted to git by ESR using reposurgeon 2.30; the last Subversion commit was r56594. In the process, several small, abandoned experimental branches were removed. For all branches known to have been merged to trunk merge points were found and patched in. Comments have been massaged into git summary + body form; revision references have been lifted to action stamps. Conversion comments are, like this one, enclosed in double square brackets. Typos in change comments have often been quietly fixed. Some abbreviations (notably for mainline campaign names) have been made more uniform than they were in the Subversion comments. Infix "::" to mark a campaign-scenario pair (as in "HttT::12" has sometimes been inserted for clarity and to shorten summary lines. Two branches, website/ and resources/, have been merged to trunk, where their history now appears as that of those two top-level directories rather than as separate branches. Subversion property settings, and the commits in the Subversion history that manipulated them, are almost all gone. A few have been translated to .gitignore files and setting of executable bits. There are a few committers that we have been unable to identify. These are: uso zas uid65860 uid66289 uid67456 uid68698 uid68803 uid68842 uid68850 uid68852 uid69097 uid69206 The uid names seem to have been mechanically generated from Wesnoth forum postings. Committer lines for all of these have been left without a domain name in the email address.]]
483 lines
12 KiB
C++
483 lines
12 KiB
C++
/*
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Copyright (C) 2003 by David White <davidnwhite@optusnet.com.au>
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Part of the Battle for Wesnoth Project http://wesnoth.whitevine.net
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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.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY.
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See the COPYING file for more details.
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*/
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#include "actions.hpp"
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#include "ai.hpp"
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#include "ai_attack.hpp"
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#include "ai_move.hpp"
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#include "dialogs.hpp"
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#include "game_config.hpp"
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#include "log.hpp"
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#include "menu.hpp"
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#include "pathfind.hpp"
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#include "playlevel.hpp"
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#include "playturn.hpp"
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#include "replay.hpp"
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#include <cstdio>
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#include <cstdlib>
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#include <deque>
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#include <iostream>
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#include <sstream>
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replay recorder;
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replay::replay() : pos_(0), current_(NULL), skip_(0)
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{}
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replay::replay(config& cfg) : cfg_(cfg), pos_(0), current_(NULL), skip_(0)
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{}
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config& replay::get_config()
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{
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return cfg_;
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}
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void replay::set_save_info(const game_state& save)
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{
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saveInfo_ = save;
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}
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const game_state& replay::get_save_info() const
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{
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return saveInfo_;
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}
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void replay::set_skip(int turns_to_skip)
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{
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skip_ = turns_to_skip;
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}
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void replay::next_skip()
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{
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if(skip_ > 0)
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--skip_;
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}
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bool replay::skipping() const
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{
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return skip_ != 0;
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}
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void replay::save_game(game_data& data, const std::string& label)
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{
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saveInfo_.replay_data = cfg_;
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saveInfo_.label = label;
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::save_game(saveInfo_);
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saveInfo_.replay_data = config();
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}
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void replay::add_recruit(int value, const gamemap::location& loc)
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{
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config* const cmd = add_command();
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config* const val = new config();
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char buf[100];
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sprintf(buf,"%d",value);
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val->values["value"] = buf;
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sprintf(buf,"%d",loc.x+1);
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val->values["x"] = buf;
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sprintf(buf,"%d",loc.y+1);
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val->values["y"] = buf;
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cmd->children["recruit"].push_back(val);
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}
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void replay::add_recall(int value, const gamemap::location& loc)
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{
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config* const cmd = add_command();
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config* const val = new config();
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char buf[100];
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sprintf(buf,"%d",value);
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val->values["value"] = buf;
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sprintf(buf,"%d",loc.x+1);
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val->values["x"] = buf;
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sprintf(buf,"%d",loc.y+1);
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val->values["y"] = buf;
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cmd->children["recall"].push_back(val);
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}
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void replay::add_movement(const gamemap::location& a,const gamemap::location& b)
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{
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add_pos("move",a,b);
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current_ = NULL;
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}
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void replay::add_attack(const gamemap::location& a, const gamemap::location& b,
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int weapon)
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{
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add_pos("attack",a,b);
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char buf[100];
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sprintf(buf,"%d",weapon);
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current_->children["attack"][0]->values["weapon"] = buf;
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}
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void replay::add_pos(const std::string& type,
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const gamemap::location& a, const gamemap::location& b)
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{
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config* const cmd = add_command();
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config* const move = new config();
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config* const src = new config();
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config* const dst = new config();
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char buf[100];
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sprintf(buf,"%d",a.x+1);
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src->values["x"] = buf;
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sprintf(buf,"%d",a.y+1);
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src->values["y"] = buf;
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sprintf(buf,"%d",b.x+1);
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dst->values["x"] = buf;
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sprintf(buf,"%d",b.y+1);
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dst->values["y"] = buf;
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move->children["source"].push_back(src);
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move->children["destination"].push_back(dst);
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cmd->children[type].push_back(move);
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current_ = cmd;
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}
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void replay::add_value(const std::string& type, int value)
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{
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config* const cmd = add_command();
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config* const val = new config();
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char buf[100];
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sprintf(buf,"%d",value);
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val->values["value"] = buf;
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cmd->children[type].push_back(val);
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}
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void replay::choose_option(int index)
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{
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add_value("choose",index);
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}
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void replay::end_turn()
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{
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config* const cmd = add_command();
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cmd->children["end_turn"].push_back(new config());
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}
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void replay::undo()
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{
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std::vector<config*>& cmd = commands();
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if(!cmd.empty()) {
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delete cmd.back();
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cmd.pop_back();
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}
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}
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std::vector<config*>& replay::commands()
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{
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return cfg_.children["command"];
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}
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config* replay::add_command()
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{
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config* const cmd = new config();
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commands().push_back(cmd);
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current_ = cmd;
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return cmd;
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}
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int replay::get_random()
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{
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if(current_ == NULL) {
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throw error();
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}
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//random numbers are in a 'list' meaning that each random
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//number contains another random numbers unless it's at
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//the end of the list. Generating a new random number means
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//nesting a new node inside the current node, and making
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//the current node the new node
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std::vector<config*>& random = current_->children["random"];
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if(random.empty()) {
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const int res = rand();
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char buf[100];
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sprintf(buf,"%d",res);
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current_ = new config();
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current_->values["value"] = buf;
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random.push_back(current_);
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return res;
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} else {
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const int res = atol(random.front()->values["value"].c_str());
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current_ = random.front();
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return res;
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}
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}
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void replay::start_replay()
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{
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pos_ = 0;
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}
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config* replay::get_next_action()
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{
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if(pos_ >= commands().size())
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return NULL;
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current_ = commands()[pos_];
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++pos_;
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return current_;
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}
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void replay::clear()
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{
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cfg_ = config();
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pos_ = 0;
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current_ = NULL;
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skip_ = 0;
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}
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bool replay::empty()
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{
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return commands().empty();
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}
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bool do_replay(display& disp, const gamemap& map, const game_data& gameinfo,
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std::map<gamemap::location,unit>& units,
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std::vector<team>& teams, int team_num, const gamestatus& state,
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game_state& state_of_game)
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{
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update_locker lock_update(disp,recorder.skipping());
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//a list of units that have promoted from the last attack
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std::deque<gamemap::location> advancing_units;
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team& current_team = teams[team_num-1];
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for(;;) {
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config* const cfg = recorder.get_next_action();
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std::map<std::string,std::vector<config*> >::iterator it;
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//if we are expecting promotions here
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if(advancing_units.empty() == false) {
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if(cfg == NULL ||
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(it = cfg->children.find("choose")) == cfg->children.end()) {
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std::cerr << "promotion expected, but none found\n";
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throw replay::error();
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}
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const std::map<gamemap::location,unit>::iterator u =
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units.find(advancing_units.front());
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assert(u != units.end());
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const std::string& num = it->second.front()->values["value"];
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const int val = atoi(num.c_str());
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const std::vector<std::string>& options =
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u->second.type().advances_to();
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if(val < 0 || val >= options.size()) {
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std::cerr << "illegal advancement type\n";
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throw replay::error();
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}
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advance_unit(gameinfo,units,advancing_units.front(),options[val]);
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advancing_units.pop_front();
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}
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//if there is nothing more in the records
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else if(cfg == NULL) {
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recorder.set_skip(0);
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return false;
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}
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//if there is an end turn directive
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else if(cfg->children.find("end_turn") != cfg->children.end()) {
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recorder.next_skip();
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return true;
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}
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else if((it = cfg->children.find("recruit")) != cfg->children.end()) {
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assert(!it->second.empty());
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const std::string& recruit_num=it->second.front()->values["value"];
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const int val = atoi(recruit_num.c_str());
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const gamemap::location loc(*(it->second.front()));
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const std::set<std::string>& recruits = current_team.recruits();
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std::set<std::string>::const_iterator itor = recruits.begin();
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std::advance(itor,val);
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const std::map<std::string,unit_type>::const_iterator u_type =
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gameinfo.unit_types.find(*itor);
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if(u_type == gameinfo.unit_types.end())
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throw replay::error();
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unit new_unit(&(u_type->second),team_num,true);
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recruit_unit(map,team_num,units,new_unit,loc);
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current_team.spend_gold(u_type->second.cost());
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}
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else if((it = cfg->children.find("recall")) != cfg->children.end()) {
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std::sort(state_of_game.available_units.begin(),
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state_of_game.available_units.end(),
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compare_unit_values());
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assert(!it->second.empty());
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const std::string recall_num = it->second.front()->values["value"];
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const int val = atoi(recall_num.c_str());
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const gamemap::location loc(*(it->second.front()));
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recruit_unit(map,team_num,units,
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state_of_game.available_units[val],loc);
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state_of_game.available_units.erase(
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state_of_game.available_units.begin()+val);
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current_team.spend_gold(game_config::recall_cost);
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}
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else if((it = cfg->children.find("move")) != cfg->children.end()) {
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assert(!it->second.empty());
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config* const move = it->second.front();
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assert(!move->children["destination"].empty());
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assert(!move->children["source"].empty());
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const gamemap::location src(*(move->children["source"][0]));
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const gamemap::location dst(*(move->children["destination"][0]));
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const std::map<gamemap::location,unit>::iterator u=units.find(src);
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if(u == units.end()) {
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std::cerr << "unfound location for source of movement: "
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<< src.x << "," << src.y << "-"
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<< dst.x << "," << dst.y << "\n";
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throw replay::error();
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}
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const bool ignore_zocs = u->second.type().is_skirmisher();
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const bool teleport = u->second.type().teleports();
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paths paths_list(map,gameinfo,units,src,teams,ignore_zocs,teleport);
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paths_wiper wiper(disp);
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if(!recorder.skipping()) {
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disp.set_paths(&paths_list);
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disp.scroll_to_tiles(src.x,src.y,dst.x,dst.y);
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}
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unit current_unit = u->second;
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units.erase(u);
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std::map<gamemap::location,paths::route>::iterator rt =
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paths_list.routes.find(dst);
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if(rt == paths_list.routes.end()) {
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std::cerr << "src cannot get to dst: " << paths_list.routes.size() << "\n";
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throw replay::error();
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}
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rt->second.steps.push_back(dst);
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if(!recorder.skipping())
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disp.move_unit(rt->second.steps,current_unit);
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current_unit.set_movement(rt->second.move_left);
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units.insert(std::pair<gamemap::location,unit>(dst,current_unit));
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if(map[dst.x][dst.y] == gamemap::TOWER) {
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current_unit.set_movement(0);
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get_tower(dst,teams,team_num-1);
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}
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if(!recorder.skipping()) {
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disp.draw_tile(dst.x,dst.y);
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disp.update_display();
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}
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game_events::fire("moveto",dst);
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}
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else if((it = cfg->children.find("attack")) != cfg->children.end()) {
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assert(!it->second.empty());
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config* const move = it->second.front();
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assert(!move->children["destination"].empty());
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assert(!move->children["source"].empty());
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const gamemap::location src(*(move->children["source"][0]));
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const gamemap::location dst(*(move->children["destination"][0]));
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const std::string& weapon = move->values["weapon"];
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const int weapon_num = atoi(weapon.c_str());
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std::map<gamemap::location,unit>::iterator u=units.find(src);
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if(u == units.end()) {
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std::cerr << "unfound location for source of attack\n";
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throw replay::error();
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}
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if(weapon_num < 0 || weapon_num >= u->second.attacks().size()) {
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std::cerr << "illegal weapon type in attack\n";
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throw replay::error();
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}
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std::map<gamemap::location,unit>::const_iterator tgt =
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units.find(dst);
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if(tgt == units.end()) {
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std::cerr << "unfound defender for attack\n";
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throw replay::error();
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}
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game_events::fire("attack",src,dst);
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u = units.find(src);
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tgt = units.find(dst);
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if(u != units.end() && tgt != units.end()) {
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attack(disp,map,src,dst,weapon_num,units,state,gameinfo,false);
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const int res = check_victory(units);
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if(res == 1)
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throw end_level_exception(VICTORY);
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else if(res > 1)
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throw end_level_exception(DEFEAT);
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}
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u = units.find(src);
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tgt = units.find(dst);
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if(u != units.end() && u->second.advances() &&
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u->second.type().advances_to().empty() == false) {
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advancing_units.push_back(u->first);
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}
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if(tgt != units.end() && tgt->second.advances() &&
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tgt->second.type().advances_to().empty() == false) {
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advancing_units.push_back(tgt->first);
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}
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} else {
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std::cerr << "unrecognized action\n";
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throw replay::error();
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}
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}
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}
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