wesnoth/src/replay.cpp
2008-02-20 12:31:21 +00:00

1274 lines
34 KiB
C++

/* $Id$ */
/*
Copyright (C) 2003 - 2008 by David White <dave@whitevine.net>
Part of the Battle for Wesnoth Project http://www.wesnoth.org/
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License version 2
or at your option any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY.
See the COPYING file for more details.
*/
//! @file replay.cpp
//! Replay control code.
//!
//! See http://www.wesnoth.org/wiki/ReplayWML for more info.
#include "global.hpp"
#include "actions.hpp"
#include "ai_interface.hpp"
#include "dialogs.hpp"
#include "game_display.hpp"
#include "game_preferences.hpp"
#include "filesystem.hpp"
#include "game_config.hpp"
#include "game_events.hpp"
#include "log.hpp"
#include "map_label.hpp"
#include "menu_events.hpp"
#include "pathfind.hpp"
#include "replay.hpp"
#include "show_dialog.hpp"
#include "sound.hpp"
#include "statistics.hpp"
#include "unit_display.hpp"
#include "util.hpp"
#include "wesconfig.h"
#include "serialization/binary_or_text.hpp"
#include <cassert>
#include <cstdio>
#include <cstdlib>
#include <deque>
#include <iostream>
#include <set>
#include <sstream>
#define DBG_REPLAY LOG_STREAM(debug, replay)
#define LOG_REPLAY LOG_STREAM(info, replay)
#define WRN_REPLAY LOG_STREAM(warn, replay)
#define ERR_REPLAY LOG_STREAM(err, replay)
std::string replay::last_replay_error;
//functions to verify that the unit structure on both machines is identical
static void verify(const unit_map& units, const config& cfg) {
std::stringstream errbuf;
LOG_REPLAY << "verifying unit structure...\n";
const size_t nunits = lexical_cast_default<size_t>(cfg["num_units"]);
if(nunits != units.size()) {
errbuf << "SYNC VERIFICATION FAILED: number of units from data source differ: "
<< nunits << " according to data source. " << units.size() << " locally\n";
std::set<gamemap::location> locs;
const config::child_list& items = cfg.get_children("unit");
for(config::child_list::const_iterator i = items.begin(); i != items.end(); ++i) {
const gamemap::location loc(**i, game_events::get_state_of_game());
locs.insert(loc);
if(units.count(loc) == 0) {
errbuf << "data source says there is a unit at "
<< loc << " but none found locally\n";
}
}
for(unit_map::const_iterator j = units.begin(); j != units.end(); ++j) {
if(locs.count(j->first) == 0) {
errbuf << "local unit at " << j->first
<< " but none in data source\n";
}
}
replay::throw_error(errbuf.str());
errbuf.clear();
}
const config::child_list& items = cfg.get_children("unit");
for(config::child_list::const_iterator i = items.begin(); i != items.end(); ++i) {
const gamemap::location loc(**i, game_events::get_state_of_game());
const unit_map::const_iterator u = units.find(loc);
if(u == units.end()) {
errbuf << "SYNC VERIFICATION FAILED: data source says there is a '"
<< (**i)["type"] << "' (side " << (**i)["side"] << ") at "
<< loc << " but there is no local record of it\n";
replay::throw_error(errbuf.str());
errbuf.clear();
}
config cfg;
u->second.write(cfg);
bool is_ok = true;
static const std::string fields[] = {"type","hitpoints","experience","side",""};
for(const std::string* str = fields; str->empty() == false; ++str) {
if(cfg[*str] != (**i)[*str]) {
errbuf << "ERROR IN FIELD '" << *str << "' for unit at "
<< loc << " data source: '" << (**i)[*str]
<< "' local: '" << cfg[*str] << "'\n";
is_ok = false;
}
}
if(!is_ok) {
errbuf << "(SYNC VERIFICATION FAILED)\n";
replay::throw_error(errbuf.str());
errbuf.clear();
}
}
LOG_REPLAY << "verification passed\n";
}
namespace {
const unit_map* unit_map_ref = NULL;
}
static void verify_units(const config& cfg)
{
if(unit_map_ref != NULL) {
verify(*unit_map_ref,cfg);
}
}
verification_manager::verification_manager(const unit_map& units)
{
unit_map_ref = &units;
}
verification_manager::~verification_manager()
{
unit_map_ref = NULL;
}
// FIXME: this one now has to be assigned with set_random_generator
// from play_level or similar. We should surely hunt direct
// references to it from this very file and move it out of here.
replay recorder;
replay::replay() : pos_(0), current_(NULL), skip_(0)
{}
replay::replay(const config& cfg) : cfg_(cfg), pos_(0), current_(NULL), skip_(0)
{}
void replay::throw_error(const std::string& msg)
{
ERR_REPLAY << msg;
last_replay_error = msg;
if (!game_config::ignore_replay_errors) throw replay::error(msg);
}
void replay::set_save_info(const game_state& save)
{
saveInfo_ = save;
}
void replay::set_save_info_completion(const std::string &st)
// This function is a kluge to get around the fact that replay objects carry
// around a copy of gamestate rather than a reference to the global gamestate.
// That is probably a design bug that should be fixed.
{
saveInfo_.completion = st;
}
void replay::set_skip(bool skip)
{
skip_ = skip;
}
bool replay::is_skipping() const
{
return skip_;
}
void replay::save_game(const std::string& label, const config& snapshot,
const config& starting_pos, bool include_replay)
{
log_scope("replay::save_game");
saveInfo_.snapshot = snapshot;
saveInfo_.starting_pos = starting_pos;
if(include_replay) {
saveInfo_.replay_data = cfg_;
} else {
saveInfo_.replay_data = config();
}
saveInfo_.label = label;
std::string filename = label;
if(preferences::compress_saves()) {
filename += ".gz";
}
scoped_ostream os(open_save_game(filename));
config_writer out(*os, preferences::compress_saves(), PACKAGE);
::write_game(out, saveInfo_);
finish_save_game(out, saveInfo_, saveInfo_.label);
saveInfo_.replay_data = config();
saveInfo_.snapshot = config();
}
void replay::add_unit_checksum(const gamemap::location& loc,config* const cfg)
{
if(! game_config::mp_debug) {
return;
}
assert(unit_map_ref);
config& cc = cfg->add_child("checksum");
loc.write(cc);
unit_map::const_iterator u = unit_map_ref->find(loc);
assert(u != unit_map_ref->end());
cc["value"] = get_checksum(u->second);
}
void replay::add_start()
{
config* const cmd = add_command(true);
cmd->add_child("start");
}
void replay::add_recruit(int value, const gamemap::location& loc)
{
config* const cmd = add_command();
config val;
char buf[100];
snprintf(buf,sizeof(buf),"%d",value);
val["value"] = buf;
loc.write(val);
cmd->add_child("recruit",val);
}
void replay::add_recall(int value, const gamemap::location& loc)
{
config* const cmd = add_command();
config val;
char buf[100];
snprintf(buf,sizeof(buf),"%d",value);
val["value"] = buf;
loc.write(val);
cmd->add_child("recall",val);
}
void replay::add_disband(int value)
{
config* const cmd = add_command();
config val;
char buf[100];
snprintf(buf,sizeof(buf),"%d",value);
val["value"] = buf;
cmd->add_child("disband",val);
}
void replay::add_countdown_update(int value, int team)
{
config* const cmd = add_command();
config val;
val["value"] = lexical_cast_default<std::string>(value);
val["team"] = lexical_cast_default<std::string>(team);
cmd->add_child("countdown_update",val);
}
void replay::add_movement(const gamemap::location& a,const gamemap::location& b)
{
add_pos("move",a,b);
}
void replay::add_attack(const gamemap::location& a, const gamemap::location& b, int att_weapon, int def_weapon)
{
add_pos("attack",a,b);
char buf[100];
snprintf(buf,sizeof(buf),"%d",att_weapon);
current_->child("attack")->values["weapon"] = buf;
snprintf(buf,sizeof(buf),"%d",def_weapon);
current_->child("attack")->values["defender_weapon"] = buf;
add_unit_checksum(a,current_);
add_unit_checksum(b,current_);
}
void replay::add_pos(const std::string& type,
const gamemap::location& a, const gamemap::location& b)
{
config* const cmd = add_command();
config move, src, dst;
a.write(src);
b.write(dst);
move.add_child("source",src);
move.add_child("destination",dst);
cmd->add_child(type,move);
}
void replay::add_value(const std::string& type, int value)
{
config* const cmd = add_command();
config val;
char buf[100];
snprintf(buf,sizeof(buf),"%d",value);
val["value"] = buf;
cmd->add_child(type,val);
}
void replay::choose_option(int index)
{
add_value("choose",index);
}
void replay::text_input(std::string input)
{
config* const cmd = add_command();
config val;
val["text"] = input;
cmd->add_child("input",val);
}
void replay::set_random_value(const std::string& choice)
{
config* const cmd = add_command();
config val;
val["value"] = choice;
cmd->add_child("random_number",val);
}
void replay::add_label(const terrain_label* label)
{
assert(label);
config* const cmd = add_command(false);
(*cmd)["undo"] = "no";
config val;
label->write(val);
cmd->add_child("label",val);
}
void replay::clear_labels(const std::string& team_name)
{
config* const cmd = add_command(false);
(*cmd)["undo"] = "no";
config val;
val["team_name"] = team_name;
cmd->add_child("clear_labels",val);
}
void replay::add_rename(const std::string& name, const gamemap::location& loc)
{
config* const cmd = add_command(false);
(*cmd)["async"] = "yes"; // Not undoable, but depends on moves/recruits that are
config val;
loc.write(val);
val["name"] = name;
cmd->add_child("rename", val);
}
void replay::end_turn()
{
config* const cmd = add_command();
cmd->add_child("end_turn");
}
void replay::add_event(const std::string& name, const gamemap::location& loc)
{
config* const cmd = add_command();
config& ev = cmd->add_child("fire_event");
ev["raise"] = name;
if(loc.valid()) {
config& source = ev.add_child("source");
loc.write(source);
}
(*cmd)["undo"] = "no";
}
void replay::add_checksum_check(const gamemap::location& loc)
{
if(! game_config::mp_debug) {
return;
}
config* const cmd = add_command();
add_unit_checksum(loc,cmd);
}
void replay::add_advancement(const gamemap::location& loc)
{
config* const cmd = add_command(false);
config val;
(*cmd)["undo"] = "no";
loc.write(val);
cmd->add_child("advance_unit",val);
}
void replay::add_chat_message_location()
{
message_locations.push_back(pos_-1);
}
void replay::speak(const config& cfg)
{
config* const cmd = add_command(false);
if(cmd != NULL) {
cmd->add_child("speak",cfg);
(*cmd)["undo"] = "no";
add_chat_message_location();
}
}
void replay::add_chat_log_entry(const config* speak, std::stringstream& str, const std::string& team) const
{
if (!speak)
{
return;
}
const config& cfg = *speak;
const std::string& team_name = cfg["team_name"];
if(team_name == "" || team_name == team) {
if(team_name == "") {
str << "<" << cfg["description"] << "> ";
} else {
str << "*" << cfg["description"] << "* ";
}
str << cfg["message"] << "\n";
}
}
void replay::remove_command(int index)
{
cfg_.remove_child("command", index);
std::vector<int>::reverse_iterator loc_it;
for (loc_it = message_locations.rbegin(); loc_it != message_locations.rend() && index < *loc_it;++loc_it)
{
--(*loc_it);
}
}
// cached message log
std::stringstream message_log;
std::string replay::build_chat_log(const std::string& team)
{
const config::child_list& cmd = commands();
std::vector<int>::iterator loc_it;
int last_location = 0;
for (loc_it = message_locations.begin(); loc_it != message_locations.end(); ++loc_it)
{
last_location = *loc_it;
const config* speak = cmd[last_location]->child("speak");
add_chat_log_entry(speak,message_log,team);
}
message_locations.clear();
#if 0
for(config::child_list::const_iterator i = cmd.begin() + (last_location + 1); i != cmd.end(); ++i) {
++last_location;
const config* speak = (**i).child("speak");
if(speak != NULL) {
message_locations.push_back(last_location);
add_chat_log_entry(speak,str,team);
}
}
#endif
return message_log.str();
}
config replay::get_data_range(int cmd_start, int cmd_end, DATA_TYPE data_type)
{
config res;
const config::child_list& cmd = commands();
while(cmd_start < cmd_end) {
if ((data_type == ALL_DATA || (*cmd[cmd_start])["undo"] == "no")
&& (*cmd[cmd_start])["sent"] != "yes")
{
res.add_child("command",*cmd[cmd_start]);
if(data_type == NON_UNDO_DATA) {
(*cmd[cmd_start])["sent"] = "yes";
}
}
++cmd_start;
}
return res;
}
void replay::undo()
{
config::child_itors cmd = cfg_.child_range("command");
std::vector<config::child_iterator> async_cmds;
// Remember commands not yet synced and skip over them.
// We assume that all already sent (sent=yes) data isn't undoable
// even if not marked explicitely with undo=no.
//! @todo Change undo= to default to "no" and explicitely mark all
//! undoable commands with yes.
while(cmd.first != cmd.second && (**(cmd.second-1))["undo"] == "no"
|| (**(cmd.second-1))["async"] == "yes"
|| (**(cmd.second-1))["sent"] == "yes")
{
if ((**(cmd.second-1))["async"] == "yes")
async_cmds.push_back(cmd.second-1);
--cmd.second;
}
if(cmd.first != cmd.second) {
config* child;
config& cmd_second = (**(cmd.second-1));
if ((child = cmd_second.child("move")) != NULL)
{
// A unit's move is being undone.
// Repair unsynced cmds whose locations depend on that unit's location.
gamemap::location dst(*(child->child("destination")),
game_events::get_state_of_game());
gamemap::location src(*(child->child("source")),
game_events::get_state_of_game());
for (std::vector<config::child_iterator>::iterator async_cmd =
async_cmds.begin(); async_cmd != async_cmds.end(); async_cmd++)
{
config* async_child;
if ((async_child = (***async_cmd).child("rename")) != NULL)
{
gamemap::location aloc(*async_child, game_events::get_state_of_game());
if (dst == aloc)
{
src.write(*async_child);
}
}
}
}
else if ((child = cmd_second.child("recruit")) != NULL
|| (child = cmd_second.child("recall")) != NULL)
{
// A unit is being un-recruited or un-recalled.
// Remove unsynced commands that would act on that unit.
gamemap::location src(*child, game_events::get_state_of_game());
for (std::vector<config::child_iterator>::iterator async_cmd =
async_cmds.begin(); async_cmd != async_cmds.end(); async_cmd++)
{
config* async_child;
if ((async_child = (***async_cmd).child("rename")) != NULL)
{
gamemap::location aloc(*async_child, game_events::get_state_of_game());
if (src == aloc)
{
remove_command(*async_cmd - cmd.first);
}
}
}
}
}
remove_command(cmd.second - cmd.first - 1);
current_ = NULL;
set_random(NULL);
}
const config::child_list& replay::commands() const
{
return cfg_.get_children("command");
}
int replay::ncommands()
{
return commands().size();
}
config* replay::add_command(bool update_random_context)
{
pos_ = ncommands()+1;
current_ = &cfg_.add_child("command");
if(update_random_context)
set_random(current_);
return current_;
}
void replay::start_replay()
{
pos_ = 0;
}
void replay::revert_action()
{
if (pos_ > 0)
--pos_;
}
config* replay::get_next_action()
{
if(pos_ >= commands().size())
return NULL;
LOG_REPLAY << "up to replay action " << pos_ + 1 << "/" << commands().size() << "\n";
current_ = commands()[pos_];
set_random(current_);
++pos_;
return current_;
}
void replay::pre_replay()
{
if ((rng::random() == NULL) && (commands().size() > 0)){
if (at_end())
{
add_command(true);
}
else
{
set_random(commands()[pos_]);
}
}
}
bool replay::at_end() const
{
return pos_ >= commands().size();
}
void replay::set_to_end()
{
pos_ = commands().size();
current_ = NULL;
set_random(NULL);
}
void replay::clear()
{
message_locations.clear();
message_log.str(std::string());
cfg_ = config();
pos_ = 0;
current_ = NULL;
set_random(NULL);
skip_ = 0;
}
bool replay::empty()
{
return commands().empty();
}
void replay::add_config(const config& cfg, MARK_SENT mark)
{
for(config::const_child_itors i = cfg.child_range("command"); i.first != i.second; ++i.first) {
config& cfg = cfg_.add_child("command",**i.first);
if (cfg.child("speak"))
{
pos_ = ncommands();
add_chat_message_location();
}
if(mark == MARK_AS_SENT) {
cfg["sent"] = "yes";
}
}
}
namespace {
replay* replay_src = NULL;
struct replay_source_manager
{
replay_source_manager(replay* o) : old_(replay_src)
{
replay_src = o;
}
~replay_source_manager()
{
replay_src = old_;
}
private:
replay* const old_;
};
}
replay& get_replay_source()
{
if(replay_src != NULL) {
return *replay_src;
} else {
return recorder;
}
}
static void check_checksums(game_display& disp,const unit_map& units,const config& cfg)
{
if(! game_config::mp_debug) {
return;
}
for(config::child_list::const_iterator ci = cfg.get_children("checksum").begin(); ci != cfg.get_children("checksum").end(); ++ci) {
gamemap::location loc(**ci, game_events::get_state_of_game());
unit_map::const_iterator u = units.find(loc);
if(u == units.end()) {
std::stringstream message;
message << "non existant unit to checksum at " << loc.x+1 << "," << loc.y+1 << "!";
disp.add_chat_message(time(NULL), "verification", 1, message.str(),
game_display::MESSAGE_PRIVATE, false);
continue;
}
if(get_checksum(u->second) != (**ci)["value"]) {
std::stringstream message;
message << "checksum mismatch at " << loc.x+1 << "," << loc.y+1 << "!";
disp.add_chat_message(time(NULL), "verification", 1, message.str(),
game_display::MESSAGE_PRIVATE, false);
}
}
}
bool do_replay(game_display& disp, const gamemap& map, const game_data& gameinfo,
unit_map& units, std::vector<team>& teams, int team_num,
const gamestatus& state, game_state& state_of_game, replay* obj)
{
log_scope("do replay");
const replay_source_manager replaymanager(obj);
// replay& replayer = (obj != NULL) ? *obj : recorder;
if (!get_replay_source().is_skipping()){
disp.recalculate_minimap();
}
const set_random_generator generator_setter(&get_replay_source());
update_locker lock_update(disp.video(),get_replay_source().is_skipping());
return do_replay_handle(disp, map, gameinfo,
units, teams, team_num, state, state_of_game,
std::string(""));
}
bool do_replay_handle(game_display& disp, const gamemap& map, const game_data& gameinfo,
unit_map& units, std::vector<team>& teams, int team_num,
const gamestatus& state, game_state& state_of_game,
const std::string& do_untill)
{
//a list of units that have promoted from the last attack
std::deque<gamemap::location> advancing_units;
end_level_exception* delayed_exception = 0;
team& current_team = teams[team_num-1];
for(;;) {
config* const cfg = get_replay_source().get_next_action();
config* child;
//do we need to recalculate shroud after this action is processed?
bool fix_shroud = false;
if (cfg)
{
DBG_REPLAY << "Replay data:\n" << *cfg << "\n";
}
else
{
DBG_REPLAY << "Repaly data at end\n";
}
//if we are expecting promotions here
if(advancing_units.empty() == false) {
if(cfg == NULL) {
replay::throw_error("promotion expected, but none found\n");
}
//if there is a promotion, we process it and go onto the next command
//but if this isn't a promotion, we just keep waiting for the promotion
//command -- it may have been mixed up with other commands such as messages
if((child = cfg->child("choose")) != NULL) {
const int val = lexical_cast_default<int>((*child)["value"]);
dialogs::animate_unit_advancement(gameinfo,units,advancing_units.front(),disp,val);
advancing_units.pop_front();
//if there are no more advancing units, then we check for victory,
//in case the battle that led to advancement caused the end of scenario
if(advancing_units.empty()) {
check_victory(units, teams, disp);
}
continue;
}
}
//if there is nothing more in the records
if(cfg == NULL) {
//replayer.set_skip(false);
THROW_END_LEVEL_DELETE(delayed_exception);
return false;
}
// We return if caller wants it for this tag
if (!do_untill.empty()
&& cfg->child(do_untill) != NULL)
{
get_replay_source().revert_action();
THROW_END_LEVEL_DELETE(delayed_exception);
return false;
}
//if there is an empty command tag, create by pre_replay() or a start tag
else if ( (cfg->all_children().size() == 0) || (cfg->child("start") != NULL) ){
//do nothing
} else if((child = cfg->child("speak")) != NULL) {
const std::string& team_name = (*child)["team_name"];
if (team_name == "" || (!is_observer()
&& teams[disp.viewing_team()].team_name() == team_name)
|| (is_observer() && team_name == "observer"))
{
const std::string& speaker_name = (*child)["description"];
const std::string& message = (*child)["message"];
//if (!preferences::show_lobby_join(speaker_name, message)) return;
bool is_whisper = (speaker_name.find("whisper: ") == 0);
get_replay_source().add_chat_message_location();
if (!get_replay_source().is_skipping() || is_whisper) {
const int side = lexical_cast_default<int>((*child)["side"],0);
disp.add_chat_message(time(NULL), speaker_name, side, message,
(team_name == "" ? game_display::MESSAGE_PUBLIC
: game_display::MESSAGE_PRIVATE),
preferences::message_bell());
}
}
} else if((child = cfg->child("label")) != NULL) {
terrain_label label(disp.labels(),*child, game_events::get_state_of_game());
disp.labels().set_label(label.location(),
label.text(),
label.team_name(),
label.colour());
} else if((child = cfg->child("clear_labels")) != NULL) {
disp.labels().clear(std::string((*child)["team_name"]));
}
else if((child = cfg->child("rename")) != NULL) {
const gamemap::location loc(*child, game_events::get_state_of_game());
const std::string& name = (*child)["name"];
unit_map::iterator u = units.find(loc);
if(u != units.end()) {
if(u->second.unrenamable()) {
std::stringstream errbuf;
errbuf << "renaming unrenamable unit " << u->second.name() << "\n";
replay::throw_error(errbuf.str());
}
u->second.rename(name);
} else {
// Users can rename units while it's being killed at another machine.
// This since the player can rename units when it's not his/her turn.
// There's not a simple way to prevent that so in that case ignore the
// rename instead of throwing an OOS.
WRN_REPLAY << "attempt to rename unit at location: "
<< loc << ", where none exists (anymore).\n";
}
}
//if there is an end turn directive
else if(cfg->child("end_turn") != NULL) {
child = cfg->child("verify");
if(child != NULL) {
verify_units(*child);
}
THROW_END_LEVEL_DELETE(delayed_exception);
return true;
}
else if((child = cfg->child("recruit")) != NULL) {
const std::string& recruit_num = (*child)["value"];
const int val = lexical_cast_default<int>(recruit_num);
gamemap::location loc(*child, game_events::get_state_of_game());
const std::set<std::string>& recruits = current_team.recruits();
if(val < 0 || static_cast<size_t>(val) >= recruits.size()) {
std::stringstream errbuf;
errbuf << "recruitment index is illegal: " << val
<< " while this side only has " << recruits.size()
<< " units available for recruitment\n";
replay::throw_error(errbuf.str());
}
std::set<std::string>::const_iterator itor = recruits.begin();
std::advance(itor,val);
const std::map<std::string,unit_type>::const_iterator u_type = gameinfo.unit_types.find(*itor);
if(u_type == gameinfo.unit_types.end()) {
std::stringstream errbuf;
errbuf << "recruiting illegal unit: '" << *itor << "'\n";
replay::throw_error(errbuf.str());
}
unit new_unit(&gameinfo,&units,&map,&state,&teams,&(u_type->second),team_num,true, false);
const std::string& res = recruit_unit(map,team_num,units,new_unit,loc);
if(!res.empty()) {
std::stringstream errbuf;
errbuf << "cannot recruit unit: " << res << "\n";
replay::throw_error(errbuf.str());
}
if(u_type->second.cost() > current_team.gold()) {
std::stringstream errbuf;
errbuf << "unit '" << u_type->second.id() << "' is too expensive to recruit: "
<< u_type->second.cost() << "/" << current_team.gold() << "\n";
replay::throw_error(errbuf.str());
}
LOG_REPLAY << "recruit: team=" << team_num << " '" << u_type->second.id() << "' at (" << loc
<< ") cost=" << u_type->second.cost() << " from gold=" << current_team.gold() << ' ';
statistics::recruit_unit(new_unit);
current_team.spend_gold(u_type->second.cost());
LOG_REPLAY << "-> " << (current_team.gold()) << "\n";
fix_shroud = !get_replay_source().is_skipping();
check_checksums(disp,units,*cfg);
}
else if((child = cfg->child("recall")) != NULL) {
player_info* player = state_of_game.get_player(current_team.save_id());
if(player == NULL) {
replay::throw_error("illegal recall\n");
}
sort_units(player->available_units);
const std::string& recall_num = (*child)["value"];
const int val = lexical_cast_default<int>(recall_num);
gamemap::location loc(*child, game_events::get_state_of_game());
if(val >= 0 && val < int(player->available_units.size())) {
statistics::recall_unit(player->available_units[val]);
player->available_units[val].set_game_context(&gameinfo,&units,&map,&state,&teams);
recruit_unit(map,team_num,units,player->available_units[val],loc);
player->available_units.erase(player->available_units.begin()+val);
current_team.spend_gold(game_config::recall_cost);
} else {
replay::throw_error("illegal recall\n");
}
fix_shroud = !get_replay_source().is_skipping();
check_checksums(disp,units,*cfg);
}
else if((child = cfg->child("disband")) != NULL) {
player_info* const player = state_of_game.get_player(current_team.save_id());
if(player == NULL) {
replay::throw_error("illegal disband\n");
}
sort_units(player->available_units);
const std::string& unit_num = (*child)["value"];
const int val = lexical_cast_default<int>(unit_num);
if(val >= 0 && val < int(player->available_units.size())) {
player->available_units.erase(player->available_units.begin()+val);
} else {
replay::throw_error("illegal disband\n");
}
}
else if((child = cfg->child("countdown_update")) != NULL) {
const std::string& num = (*child)["value"];
const int val = lexical_cast_default<int>(num);
const std::string& tnum = (*child)["team"];
const int tval = lexical_cast_default<int>(tnum,-1);
if ( (tval<0) || (static_cast<size_t>(tval) > teams.size()) ) {
std::stringstream errbuf;
errbuf << "Illegal countdown update \n"
<< "Received update for :" << tval << " Current user :"
<< team_num << "\n" << " Updated value :" << val;
replay::throw_error(errbuf.str());
} else {
teams[tval-1].set_countdown_time(val);
}
}
else if((child = cfg->child("move")) != NULL) {
const config* const destination = child->child("destination");
const config* const source = child->child("source");
if(destination == NULL || source == NULL) {
replay::throw_error("no destination/source found in movement\n");
}
const gamemap::location src(*source, game_events::get_state_of_game());
const gamemap::location dst(*destination, game_events::get_state_of_game());
unit_map::iterator u = units.find(dst);
if(u != units.end()) {
std::stringstream errbuf;
errbuf << "destination already occupied: "
<< dst << '\n';
replay::throw_error(errbuf.str());
}
u = units.find(src);
if(u == units.end()) {
std::stringstream errbuf;
errbuf << "unfound location for source of movement: "
<< src << " -> " << dst << '\n';
replay::throw_error(errbuf.str());
}
const bool teleport = u->second.get_ability_bool("teleport",u->first);
paths paths_list(map,units,src,teams,false,teleport,current_team);
std::map<gamemap::location,paths::route>::iterator rt = paths_list.routes.find(dst);
if(rt == paths_list.routes.end()) {
std::stringstream errbuf;
for(rt = paths_list.routes.begin(); rt != paths_list.routes.end(); ++rt) {
errbuf << "can get to: " << rt->first << '\n';
}
errbuf << "src cannot get to dst: " << u->second.movement_left() << ' '
<< paths_list.routes.size() << ' ' << src << " -> " << dst << '\n';
replay::throw_error(errbuf.str());
}
rt->second.steps.push_back(dst);
if(!get_replay_source().is_skipping()) {
unit_display::move_unit(rt->second.steps,u->second,teams);
}
else{
//unit location needs to be updated
u->second.set_goto(*(rt->second.steps.end() - 1));
}
u->second.set_movement(rt->second.move_left);
std::pair<gamemap::location,unit> *up = units.extract(u->first);
up->first = dst;
units.add(up);
if (up->first == up->second.get_goto())
{
//if unit has arrived to destination, goto variable is cleaned
up->second.set_goto(gamemap::location());
}
up->second.set_standing(up->first);
u = units.find(dst);
check_checksums(disp,units,*cfg);
// Get side now, in case game events change the unit.
int u_team = u->second.side()-1;
if(map.is_village(dst)) {
const int orig_owner = village_owner(dst,teams) + 1;
if(orig_owner != team_num) {
u->second.set_movement(0);
get_village(dst,disp,teams,team_num-1,units);
}
}
if(!get_replay_source().is_skipping()) {
disp.invalidate(dst);
disp.draw();
}
game_events::fire("moveto",dst);
//FIXME: what's special about team 1? regroup it with next block
if(team_num != 1 && (teams.front().uses_shroud() || teams.front().uses_fog()) && !teams.front().fogged(dst)) {
game_events::fire("sighted",dst);
}
for(std::vector<team>::iterator my_team = teams.begin() ; my_team != teams.end() ; my_team++) {
if((my_team->uses_shroud() || my_team->uses_fog()) && !my_team->fogged(dst)) {
my_team->see(u_team);
}
}
fix_shroud = !get_replay_source().is_skipping();
// would have to go via mousehandler to make this work:
//disp.unhighlight_reach();
}
else if((child = cfg->child("attack")) != NULL) {
const config* const destination = child->child("destination");
const config* const source = child->child("source");
check_checksums(disp,units,*cfg);
if(destination == NULL || source == NULL) {
replay::throw_error("no destination/source found in attack\n");
}
//we must get locations by value instead of by references, because the iterators
//may become invalidated later
const gamemap::location src(*source, game_events::get_state_of_game());
const gamemap::location dst(*destination, game_events::get_state_of_game());
const std::string& weapon = (*child)["weapon"];
const int weapon_num = lexical_cast_default<int>(weapon);
const std::string& def_weapon = (*child)["defender_weapon"];
int def_weapon_num = -1;
if (def_weapon.empty()) {
// Let's not gratuitously destroy backwards compat.
ERR_REPLAY << "Old data, having to guess weapon\n";
} else {
def_weapon_num = lexical_cast_default<int>(def_weapon);
}
unit_map::iterator u = units.find(src);
if(u == units.end()) {
replay::throw_error("unfound location for source of attack\n");
}
if(size_t(weapon_num) >= u->second.attacks().size()) {
replay::throw_error("illegal weapon type in attack\n");
}
unit_map::const_iterator tgt = units.find(dst);
if(tgt == units.end()) {
std::stringstream errbuf;
errbuf << "unfound defender for attack: " << src << " -> " << dst << '\n';
replay::throw_error(errbuf.str());
}
if(def_weapon_num >=
static_cast<int>(tgt->second.attacks().size())) {
replay::throw_error("illegal defender weapon type in attack\n");
}
DELAY_END_LEVEL(delayed_exception, attack(disp, map, teams, src, dst, weapon_num, def_weapon_num, units, state, gameinfo, !get_replay_source().is_skipping()));
u = units.find(src);
tgt = units.find(dst);
if(u != units.end() && u->second.advances()) {
advancing_units.push_back(u->first);
}
if(tgt != units.end() && tgt->second.advances()) {
advancing_units.push_back(tgt->first);
}
//check victory now if we don't have any advancements. If we do have advancements,
//we don't check until the advancements are processed.
if(advancing_units.empty()) {
check_victory(units, teams, disp);
}
fix_shroud = !get_replay_source().is_skipping();
} else if((child = cfg->child("fire_event")) != NULL) {
for(config::child_list::const_iterator v = child->get_children("set_variable").begin(); v != child->get_children("set_variable").end(); ++v) {
state_of_game.set_variable((**v)["name"],(**v)["value"]);
}
const std::string event = (*child)["raise"];
//exclude these events here, because in a replay proper time of execution can't be
//established and therefore we fire those events inside play_controller::init_side
if ((event != "side turn") && (event != "turn 1") && (event != "new turn") && (event != "turn refresh")){
const config* const source = child->child("source");
if(source != NULL) {
game_events::fire(event, gamemap::location(*source, game_events::get_state_of_game()));
} else {
game_events::fire(event);
}
}
} else if((child = cfg->child("advance_unit")) != NULL) {
const gamemap::location loc(*child, game_events::get_state_of_game());
advancing_units.push_back(loc);
} else {
if(! cfg->child("checksum")) {
replay::throw_error("unrecognized action\n");
} else {
check_checksums(disp,units,*cfg);
}
}
//Check if we should refresh the shroud, and redraw the minimap/map tiles.
//This is needed for shared vision to work properly.
if(fix_shroud && clear_shroud(disp,map,units,teams,team_num-1) && !recorder.is_skipping()) {
disp.recalculate_minimap();
disp.invalidate_game_status();
disp.invalidate_all();
disp.draw();
}
child = cfg->child("verify");
if(child != NULL) {
verify_units(*child);
}
}
return false; /* Never attained, but silent a gcc warning. --Zas */
}
replay_network_sender::replay_network_sender(replay& obj) : obj_(obj), upto_(obj_.ncommands())
{
}
replay_network_sender::~replay_network_sender()
{
commit_and_sync();
}
void replay_network_sender::sync_non_undoable()
{
if(network::nconnections() > 0) {
config cfg;
const config& data = cfg.add_child("turn",obj_.get_data_range(upto_,obj_.ncommands(),replay::NON_UNDO_DATA));
if(data.empty() == false) {
network::send_data(cfg, 0, true);
}
}
}
void replay_network_sender::commit_and_sync()
{
if(network::nconnections() > 0) {
config cfg;
const config& data = cfg.add_child("turn",obj_.get_data_range(upto_,obj_.ncommands()));
if(data.empty() == false) {
network::send_data(cfg, 0, true);
}
upto_ = obj_.ncommands();
}
}