mirror of
https://github.com/wesnoth/wesnoth
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619 lines
20 KiB
C++
619 lines
20 KiB
C++
/* $Id$ */
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/*
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Copyright (C) 2003-2005 by David White <dave@whitevine.net>
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Copyright (C) 2005 - 2010 by Philippe Plantier <ayin@anathas.org>
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Part of the Battle for Wesnoth Project http://www.wesnoth.org
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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 version 2
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or at your option any later version.
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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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/**
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* @file
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* Controls setup, play, (auto)save and replay of campaigns.
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*/
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#include "global.hpp"
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#include "foreach.hpp"
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#include "game_preferences.hpp"
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#include "gui/dialogs/message.hpp"
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#include "gui/dialogs/transient_message.hpp"
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#include "playcampaign.hpp"
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#include "map_create.hpp"
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#include "playmp_controller.hpp"
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#include "replay_controller.hpp"
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#include "log.hpp"
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#include "map_exception.hpp"
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#include "dialogs.hpp"
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#include "gettext.hpp"
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#include "savegame.hpp"
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#include "sound.hpp"
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#include "wml_exception.hpp"
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#include "formula_string_utils.hpp"
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#include "upload_log.hpp"
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#define LOG_G LOG_STREAM(info, lg::general)
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static lg::log_domain log_engine("engine");
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#define LOG_NG LOG_STREAM(info, log_engine)
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namespace {
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struct player_controller
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{
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player_controller() :
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controller(),
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description()
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{}
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player_controller(const std::string& controller, const std::string& description) :
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controller(controller),
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description(description)
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{}
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std::string controller;
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std::string description;
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};
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typedef std::map<std::string, player_controller> controller_map;
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} // end anon namespace
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void play_replay(display& disp, game_state& gamestate, const config& game_config,
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CVideo& video)
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{
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std::string type = gamestate.classification().campaign_type;
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if(type.empty())
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type = "scenario";
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// 'starting_pos' will contain the position we start the game from.
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config starting_pos;
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if (gamestate.starting_pos.empty()){
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// Backwards compatibility code for 1.2 and 1.2.1
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const config &scenario = game_config.find_child(type,"id",gamestate.classification().scenario);
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assert(scenario);
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gamestate.starting_pos = scenario;
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}
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starting_pos = gamestate.starting_pos;
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//for replays, use the variables specified in starting_pos
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if (const config &vars = starting_pos.child("variables")) {
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gamestate.set_variables(vars);
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}
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try {
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// Preserve old label eg. replay
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if (gamestate.classification().label.empty())
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gamestate.classification().label = starting_pos["name"].str();
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//if (gamestate.abbrev.empty())
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// gamestate.abbrev = (*scenario)["abbrev"];
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play_replay_level(game_config, &starting_pos, video, gamestate);
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gamestate.snapshot = config();
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recorder.clear();
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gamestate.replay_data.clear();
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} catch(game::load_game_failed& e) {
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gui2::show_error_message(disp.video(), _("The game could not be loaded: ") + e.message);
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} catch(game::game_error& e) {
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gui2::show_error_message(disp.video(), _("Error while playing the game: ") + e.message);
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} catch(incorrect_map_format_error& e) {
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gui2::show_error_message(disp.video(), std::string(_("The game map could not be loaded: ")) + e.message);
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} catch(twml_exception& e) {
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e.show(disp);
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}
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}
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static LEVEL_RESULT playsingle_scenario(const config& game_config,
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const config* level, display& disp, game_state& state_of_game,
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const config::const_child_itors &story, upload_log &log,
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bool skip_replay, end_level_data &end_level)
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{
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const int ticks = SDL_GetTicks();
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int num_turns = (*level)["turns"].to_int();
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LOG_NG << "creating objects... " << (SDL_GetTicks() - ticks) << "\n";
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playsingle_controller playcontroller(*level, state_of_game, ticks, num_turns, game_config, disp.video(), skip_replay);
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LOG_NG << "created objects... " << (SDL_GetTicks() - playcontroller.get_ticks()) << "\n";
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LEVEL_RESULT res = playcontroller.play_scenario(story, log, skip_replay);
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log.read_replay();
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end_level = playcontroller.get_end_level_data();
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if (res == DEFEAT) {
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gui2::show_transient_message(disp.video(),
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_("Defeat"),
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_("You have been defeated!")
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);
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}
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if (!disp.video().faked() && res != QUIT && end_level.linger_mode)
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{
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try {
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playcontroller.linger(log);
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} catch(end_level_exception& e) {
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if (e.result == QUIT) {
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return QUIT;
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}
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}
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}
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return res;
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}
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static LEVEL_RESULT playmp_scenario(const config& game_config,
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config const* level, display& disp, game_state& state_of_game,
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const config::const_child_itors &story, upload_log &log, bool skip_replay,
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io_type_t& io_type, end_level_data &end_level)
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{
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const int ticks = SDL_GetTicks();
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int num_turns = (*level)["turns"].to_int();
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playmp_controller playcontroller(*level, state_of_game, ticks, num_turns,
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game_config, disp.video(), skip_replay, io_type == IO_SERVER);
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LEVEL_RESULT res = playcontroller.play_scenario(story, log, skip_replay);
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log.read_replay();
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end_level = playcontroller.get_end_level_data();
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//Check if the player started as mp client and changed to host
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if (io_type == IO_CLIENT && playcontroller.is_host())
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io_type = IO_SERVER;
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if (res == DEFEAT) {
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gui2::show_transient_message(disp.video(),
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_("Defeat"),
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_("You have been defeated!")
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);
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}
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if (!disp.video().faked() && res != QUIT) {
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if (!end_level.linger_mode) {
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if(!playcontroller.is_host()) {
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// If we continue without lingering we need to
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// make sure the host uploads the next scenario
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// before we attempt to download it.
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playcontroller.wait_for_upload();
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}
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} else {
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try {
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playcontroller.linger(log);
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} catch(end_level_exception& e) {
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if (e.result == QUIT) {
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return QUIT;
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}
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}
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}
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}
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return res;
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}
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LEVEL_RESULT play_game(display& disp, game_state& gamestate, const config& game_config,
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upload_log &log, io_type_t io_type, bool skip_replay)
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{
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std::string type = gamestate.classification().campaign_type;
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if(type.empty())
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type = "scenario";
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config const* scenario = NULL;
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// 'starting_pos' will contain the position we start the game from.
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config starting_pos;
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// Do we have any snapshot data?
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// yes => this must be a savegame
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// no => we are starting a fresh scenario
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if(gamestate.snapshot.child("side") == NULL || !recorder.at_end()) {
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gamestate.classification().completion = "running";
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// Campaign or Multiplayer?
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// If the gamestate already contains a starting_pos,
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// then we are starting a fresh multiplayer game.
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// Otherwise this is the start of a campaign scenario.
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if(gamestate.starting_pos["id"].empty() == false) {
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LOG_G << "loading starting position...\n";
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starting_pos = gamestate.starting_pos;
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scenario = &starting_pos;
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} else {
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//reload of the scenario, as starting_pos contains carryover information only
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LOG_G << "loading scenario: '" << gamestate.classification().scenario << "'\n";
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scenario = &game_config.find_child(type, "id", gamestate.classification().scenario);
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if (*scenario) {
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starting_pos = *scenario;
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config temp(starting_pos);
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write_players(gamestate, temp, false, true);
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gamestate.starting_pos = temp;
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scenario = &starting_pos;
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} else
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scenario = NULL;
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LOG_G << "scenario found: " << (scenario != NULL ? "yes" : "no") << "\n";
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}
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} else {
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// This game was started from a savegame
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LOG_G << "loading snapshot...\n";
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starting_pos = gamestate.starting_pos;
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scenario = &gamestate.snapshot;
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// When starting wesnoth --multiplayer there might be
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// no variables which leads to a segfault
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if (const config &vars = gamestate.snapshot.child("variables")) {
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gamestate.set_variables(vars);
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}
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gamestate.set_menu_items(gamestate.snapshot.child_range("menu_item"));
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// Replace game label with that from snapshot
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if (!gamestate.snapshot["label"].empty()){
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gamestate.classification().label = gamestate.snapshot["label"].str();
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}
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}
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controller_map controllers;
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if(io_type == IO_SERVER) {
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foreach (config &side, const_cast<config *>(scenario)->child_range("side"))
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{
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if (side["current_player"] == preferences::login()) {
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side["controller"] = preferences::client_type();
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}
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std::string id = side["save_id"];
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if(id.empty())
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continue;
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controllers[id] = player_controller(side["controller"], side["id"]);
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}
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}
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while(scenario != NULL) {
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// If we are a multiplayer client, tweak the controllers
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if(io_type == IO_CLIENT) {
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if(scenario != &starting_pos) {
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starting_pos = *scenario;
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scenario = &starting_pos;
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}
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foreach (config &side, starting_pos.child_range("side"))
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{
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if (side["current_player"] == preferences::login()) {
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side["controller"] = preferences::client_type();
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} else if (side["controller"] != "null") {
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/// @todo Fix logic to use network_ai controller
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// if it is networked ai
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side["controller"] = "network";
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}
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}
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}
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config::const_child_itors story = scenario->child_range("story");
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gamestate.classification().next_scenario = (*scenario)["next_scenario"].str();
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bool save_game_after_scenario = true;
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LEVEL_RESULT res = VICTORY;
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end_level_data end_level;
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try {
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// Preserve old label eg. replay
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if (gamestate.classification().label.empty()) {
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if (gamestate.classification().abbrev.empty())
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gamestate.classification().label = (*scenario)["name"].str();
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else {
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gamestate.classification().label = std::string(gamestate.classification().abbrev);
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gamestate.classification().label.append("-");
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gamestate.classification().label.append((*scenario)["name"]);
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}
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}
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// If the entire scenario should be randomly generated
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if((*scenario)["scenario_generation"] != "") {
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LOG_G << "randomly generating scenario...\n";
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const cursor::setter cursor_setter(cursor::WAIT);
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static config scenario2;
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scenario2 = random_generate_scenario((*scenario)["scenario_generation"], scenario->child("generator"));
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//level_ = scenario;
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//merge carryover information into the newly generated scenario
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config temp(scenario2);
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write_players(gamestate, temp, false, true);
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gamestate.starting_pos = temp;
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scenario = &scenario2;
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}
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std::string map_data = (*scenario)["map_data"];
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if(map_data.empty() && (*scenario)["map"] != "") {
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map_data = read_map((*scenario)["map"]);
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}
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// If the map should be randomly generated
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if(map_data.empty() && (*scenario)["map_generation"] != "") {
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const cursor::setter cursor_setter(cursor::WAIT);
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map_data = random_generate_map((*scenario)["map_generation"],scenario->child("generator"));
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// Since we've had to generate the map,
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// make sure that when we save the game,
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// it will not ask for the map to be generated again on reload
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static config new_level;
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new_level = *scenario;
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new_level["map_data"] = map_data;
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scenario = &new_level;
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//merge carryover information into the scenario
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config temp(new_level);
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write_players(gamestate, temp, false, true);
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gamestate.starting_pos = temp;
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LOG_G << "generated map\n";
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}
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sound::empty_playlist();
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//add the variables to the starting_pos unless they are already there
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const config &wmlvars = gamestate.starting_pos.child("variables");
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if (!wmlvars || wmlvars.empty()){
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gamestate.starting_pos.clear_children("variables");
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gamestate.starting_pos.add_child("variables", gamestate.get_variables());
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}
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switch (io_type){
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case IO_NONE:
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res = playsingle_scenario(game_config, scenario, disp, gamestate, story, log, skip_replay, end_level);
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break;
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case IO_SERVER:
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case IO_CLIENT:
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res = playmp_scenario(game_config, scenario, disp, gamestate, story, log, skip_replay, io_type, end_level);
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break;
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}
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} catch(game::load_game_failed& e) {
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gui2::show_error_message(disp.video(), _("The game could not be loaded: ") + e.message);
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return QUIT;
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} catch(game::game_error& e) {
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gui2::show_error_message(disp.video(), _("Error while playing the game: ") + e.message);
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return QUIT;
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} catch(incorrect_map_format_error& e) {
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gui2::show_error_message(disp.video(), std::string(_("The game map could not be loaded: ")) + e.message);
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return QUIT;
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} catch(config::error& e) {
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std::cerr << "caught config::error...\n";
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gui2::show_error_message(disp.video(), _("Error while reading the WML: ") + e.message);
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return QUIT;
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} catch(twml_exception& e) {
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e.show(disp);
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return QUIT;
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}
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// Save-management options fire on game end.
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// This means: (a) we have a victory, or
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// or (b) we're multiplayer live, in which
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// case defeat is also game end. Someday,
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// if MP campaigns ever work again, we might
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// need to change this test.
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if (res == VICTORY || (io_type != IO_NONE && res == DEFEAT)) {
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if (preferences::delete_saves())
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savegame::manager::clean_saves(gamestate.classification().label);
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if (preferences::save_replays()) {
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savegame::replay_savegame save(gamestate, preferences::compress_saves());
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save.save_game_automatic(disp.video(), true);
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}
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}
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recorder.clear();
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gamestate.replay_data.clear();
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// On DEFEAT, QUIT, or OBSERVER_END, we're done now
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if (res != VICTORY)
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{
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if (res != OBSERVER_END || gamestate.classification().next_scenario.empty()) {
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gamestate.snapshot = config();
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return res;
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}
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const int dlg_res = gui::dialog(disp,"Game Over",
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_("This scenario has ended. Do you want to continue the campaign?"),
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gui::YES_NO).show();
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if (dlg_res != 0) {
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gamestate.snapshot = config();
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return res;
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}
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}
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// Continue without saving is like a victory,
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// but the save game dialog isn't displayed
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if (!end_level.prescenario_save)
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save_game_after_scenario = false;
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// Switch to the next scenario.
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gamestate.classification().scenario = gamestate.classification().next_scenario;
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gamestate.rng().rotate_random();
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if(io_type == IO_CLIENT) {
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if (gamestate.classification().next_scenario.empty()) {
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gamestate.snapshot = config();
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return res;
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}
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// Ask for the next scenario data.
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network::send_data(config("load_next_scenario"), 0, true);
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config cfg;
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std::string msg = _("Downloading next scenario...");
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do {
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cfg.clear();
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network::connection data_res = dialogs::network_receive_dialog(disp,
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msg, cfg);
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if(!data_res) {
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gamestate.snapshot = config();
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return QUIT;
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}
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} while (!cfg.child("next_scenario"));
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if (const config &c = cfg.child("next_scenario")) {
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starting_pos = c;
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scenario = &starting_pos;
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gamestate = game_state(starting_pos);
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} else {
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gamestate.snapshot = config();
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return QUIT;
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}
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} else {
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scenario = &game_config.find_child(type, "id", gamestate.classification().scenario);
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if (!*scenario)
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scenario = NULL;
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else
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{
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starting_pos = *scenario;
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scenario = &starting_pos;
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}
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if(io_type == IO_SERVER && scenario != NULL) {
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// Tweaks sides to adapt controllers and descriptions.
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foreach (config &side, starting_pos.child_range("side"))
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{
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std::string id = side["save_id"];
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if(id.empty()) {
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id = side["id"].str();
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}
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if(!id.empty()) {
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/* Update side info to match current_player info
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* to allow it taking the side in next scenario
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* and to be set in the players list on side server
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*/
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controller_map::const_iterator ctr = controllers.find(id);
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if(ctr != controllers.end()) {
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if (const config& c = gamestate.snapshot.find_child("side", "save_id", id)) {
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side["current_player"] = c["current_player"];
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}
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side["controller"] = ctr->second.controller;
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}
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}
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if (side["controller"].empty())
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side["controller"] = "ai";
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}
|
|
|
|
// If the entire scenario should be randomly generated
|
|
if((*scenario)["scenario_generation"] != "") {
|
|
LOG_G << "randomly generating scenario...\n";
|
|
const cursor::setter cursor_setter(cursor::WAIT);
|
|
|
|
static config scenario2;
|
|
scenario2 = random_generate_scenario((*scenario)["scenario_generation"], scenario->child("generator"));
|
|
//level_ = scenario;
|
|
gamestate.starting_pos = scenario2;
|
|
scenario = &scenario2;
|
|
}
|
|
std::string map_data = (*scenario)["map_data"];
|
|
if(map_data.empty() && (*scenario)["map"] != "") {
|
|
map_data = read_map((*scenario)["map"]);
|
|
}
|
|
|
|
// If the map should be randomly generated
|
|
if(map_data.empty() && (*scenario)["map_generation"] != "") {
|
|
const cursor::setter cursor_setter(cursor::WAIT);
|
|
map_data = random_generate_map((*scenario)["map_generation"],scenario->child("generator"));
|
|
|
|
// Since we've had to generate the map,
|
|
// make sure that when we save the game,
|
|
// it will not ask for the map to be generated again on reload
|
|
static config new_level;
|
|
new_level = *scenario;
|
|
new_level["map_data"] = map_data;
|
|
scenario = &new_level;
|
|
|
|
gamestate.starting_pos = new_level;
|
|
LOG_G << "generated map\n";
|
|
}
|
|
|
|
// Sends scenario data
|
|
config cfg;
|
|
config& next_cfg = cfg.add_child("store_next_scenario", *scenario);
|
|
|
|
// Adds player information, and other state
|
|
// information, to the configuration object
|
|
gamestate.write_snapshot(next_cfg);
|
|
next_cfg["next_scenario"] = (*scenario)["next_scenario"];
|
|
next_cfg.add_child("snapshot");
|
|
//move the player information into the hosts gamestate
|
|
write_players(gamestate, starting_pos, true, true);
|
|
gamestate.starting_pos = *scenario;
|
|
|
|
next_cfg.add_child("multiplayer", gamestate.mp_settings().to_config());
|
|
next_cfg.add_child("replay_start", gamestate.starting_pos);
|
|
//move side information from gamestate into the config that is sent to the other clients
|
|
next_cfg.clear_children("side");
|
|
foreach (config& side, gamestate.starting_pos.child_range("side"))
|
|
next_cfg.add_child("side", side);
|
|
|
|
network::send_data(cfg, 0, true);
|
|
}
|
|
}
|
|
|
|
if(scenario != NULL) {
|
|
// Update the label
|
|
std::string oldlabel = gamestate.classification().label;
|
|
if (gamestate.classification().abbrev.empty())
|
|
gamestate.classification().label = (*scenario)["name"].str();
|
|
else {
|
|
gamestate.classification().label = std::string(gamestate.classification().abbrev);
|
|
gamestate.classification().label.append("-");
|
|
gamestate.classification().label.append((*scenario)["name"]);
|
|
}
|
|
|
|
// If this isn't the last scenario, then save the game
|
|
if(save_game_after_scenario) {
|
|
|
|
// For multiplayer, we want the save
|
|
// to contain the starting position.
|
|
// For campaigns however, this is the
|
|
// start-of-scenario save and the
|
|
// starting position needs to be empty,
|
|
// to force a reload of the scenario config.
|
|
if (gamestate.classification().campaign_type != "multiplayer"){
|
|
gamestate.starting_pos = config();
|
|
}
|
|
|
|
//add the variables to the starting position
|
|
gamestate.starting_pos.add_child("variables", gamestate.get_variables());
|
|
|
|
savegame::scenariostart_savegame save(gamestate, preferences::compress_saves());
|
|
|
|
#ifdef USE_TINY_GUI
|
|
bool retry = true;
|
|
|
|
while(retry) {
|
|
retry = false;
|
|
retry = !save.save_game_interactive(disp.video()
|
|
, _("Do you want to save your game?")
|
|
, gui::YES_NO);
|
|
}
|
|
#else
|
|
save.save_game_automatic(disp.video());
|
|
#endif /* USE_TINY_GUI */
|
|
}
|
|
|
|
if (gamestate.classification().campaign_type != "multiplayer"){
|
|
gamestate.starting_pos = *scenario;
|
|
//add the variables to the starting position
|
|
gamestate.starting_pos.add_child("variables", gamestate.get_variables());
|
|
write_players(gamestate, gamestate.starting_pos, true, true);
|
|
}
|
|
}
|
|
gamestate.snapshot = config();
|
|
}
|
|
|
|
if (!gamestate.classification().scenario.empty() && gamestate.classification().scenario != "null") {
|
|
std::string message = _("Unknown scenario: '$scenario|'");
|
|
utils::string_map symbols;
|
|
symbols["scenario"] = gamestate.classification().scenario;
|
|
message = utils::interpolate_variables_into_string(message, &symbols);
|
|
gui2::show_error_message(disp.video(), message);
|
|
return QUIT;
|
|
}
|
|
|
|
if (gamestate.classification().campaign_type == "scenario"){
|
|
if (preferences::delete_saves())
|
|
savegame::manager::clean_saves(gamestate.classification().label);
|
|
}
|
|
return VICTORY;
|
|
}
|
|
|