mirror of
https://github.com/wesnoth/wesnoth
synced 2025-05-10 13:38:41 +00:00

...it could happen that the client left before the host uploaded the new scenarion, this has been fixed.
592 lines
18 KiB
C++
592 lines
18 KiB
C++
/* $Id$ */
|
|
/*
|
|
Copyright (C) 2003-2005 by David White <dave@whitevine.net>
|
|
Copyright (C) 2005 - 2007 by Philippe Plantier <ayin@anathas.org>
|
|
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 playcampaign.cpp
|
|
//! Controls setup, play, (auto)save and replay of campaigns.
|
|
|
|
#include "global.hpp"
|
|
|
|
#include "playcampaign.hpp"
|
|
#include "config.hpp"
|
|
#include "filesystem.hpp"
|
|
#include "game_preferences.hpp"
|
|
#include "gamestatus.hpp"
|
|
#include "map_create.hpp"
|
|
#include "playmp_controller.hpp"
|
|
#include "playsingle_controller.hpp"
|
|
#include "replay.hpp"
|
|
#include "replay_controller.hpp"
|
|
#include "log.hpp"
|
|
#include "dialogs.hpp"
|
|
#include "gettext.hpp"
|
|
#include "game_errors.hpp"
|
|
#include "sound.hpp"
|
|
|
|
#include <cassert>
|
|
#include <map>
|
|
|
|
#define LOG_G LOG_STREAM(info, general)
|
|
#define LOG_NG LOG_STREAM(info, engine)
|
|
|
|
namespace {
|
|
|
|
struct player_controller
|
|
{
|
|
player_controller() :
|
|
controller(),
|
|
description()
|
|
{}
|
|
|
|
player_controller(const std::string& controller, const std::string& description) :
|
|
controller(controller),
|
|
description(description)
|
|
{}
|
|
|
|
std::string controller;
|
|
std::string description;
|
|
};
|
|
|
|
typedef std::map<std::string, player_controller> controller_map;
|
|
|
|
} // end anon namespace
|
|
|
|
void play_replay(display& disp, game_state& gamestate, const config& game_config,
|
|
const game_data& units_data, CVideo& video)
|
|
{
|
|
std::string type = gamestate.campaign_type;
|
|
if(type.empty())
|
|
type = "scenario";
|
|
|
|
config const* scenario = NULL;
|
|
|
|
// 'starting_pos' will contain the position we start the game from.
|
|
config starting_pos;
|
|
|
|
if (gamestate.starting_pos.empty()){
|
|
// Backwards compatibility code for 1.2 and 1.2.1
|
|
scenario = game_config.find_child(type,"id",gamestate.scenario);
|
|
gamestate.starting_pos = *scenario;
|
|
}
|
|
recorder.set_save_info(gamestate);
|
|
starting_pos = gamestate.starting_pos;
|
|
scenario = &starting_pos;
|
|
|
|
try {
|
|
// Preserve old label eg. replay
|
|
if (gamestate.label.empty())
|
|
gamestate.label = (*scenario)["name"];
|
|
//if (gamestate.abbrev.empty())
|
|
// gamestate.abbrev = (*scenario)["abbrev"];
|
|
|
|
play_replay_level(units_data,game_config,scenario,video,gamestate);
|
|
|
|
gamestate.snapshot = config();
|
|
recorder.clear();
|
|
gamestate.replay_data.clear();
|
|
|
|
} catch(game::load_game_failed& e) {
|
|
gui::show_error_message(disp, _("The game could not be loaded: ") + e.message);
|
|
} catch(game::game_error& e) {
|
|
gui::show_error_message(disp, _("Error while playing the game: ") + e.message);
|
|
} catch(gamemap::incorrect_format_exception& e) {
|
|
gui::show_error_message(disp, std::string(_("The game map could not be loaded: ")) + e.msg_);
|
|
}
|
|
}
|
|
|
|
static void clean_saves(const std::string &label)
|
|
{
|
|
std::vector<save_info> games = get_saves_list();
|
|
std::cerr << "Cleaning saves with prefix '" << label << "'\n";
|
|
for (std::vector<save_info>::iterator i = games.begin(); i != games.end(); i++) {
|
|
if (i->name.compare(0,i->name.length(),label) == 0)
|
|
continue; // Never delete scenario-start saves
|
|
if (i->name.compare(0,label.length(),label) == 0) {
|
|
std::cerr << "Deleting savegame '" << i->name << "'\n";
|
|
delete_game(i->name);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
LEVEL_RESULT playsingle_scenario(const game_data& gameinfo, const config& game_config,
|
|
const config* level, display& disp, game_state& state_of_game,
|
|
const std::vector<config*>& story, upload_log& log, bool skip_replay)
|
|
{
|
|
const int ticks = SDL_GetTicks();
|
|
const int num_turns = atoi((*level)["turns"].c_str());
|
|
LOG_NG << "creating objects... " << (SDL_GetTicks() - ticks) << "\n";
|
|
playsingle_controller playcontroller(*level, gameinfo, state_of_game, ticks, num_turns, game_config, disp.video(), skip_replay);
|
|
LOG_NG << "created objects... " << (SDL_GetTicks() - playcontroller.get_ticks()) << "\n";
|
|
|
|
const LEVEL_RESULT res = playcontroller.play_scenario(story, log, skip_replay);
|
|
|
|
if (res == DEFEAT) {
|
|
gui::message_dialog(disp,
|
|
_("Defeat"),
|
|
_("You have been defeated!")
|
|
).show();
|
|
}
|
|
|
|
if (!disp.video().faked() && res != QUIT && res != LEVEL_CONTINUE && res != LEVEL_CONTINUE_NO_SAVE)
|
|
try {
|
|
playcontroller.linger(log);
|
|
} catch(end_level_exception& e) {
|
|
if (e.result == QUIT) {
|
|
return QUIT;
|
|
}
|
|
}
|
|
|
|
return res;
|
|
}
|
|
|
|
|
|
LEVEL_RESULT playmp_scenario(const game_data& gameinfo, const config& game_config,
|
|
config const* level, display& disp, game_state& state_of_game,
|
|
const config::child_list& story, upload_log& log, bool skip_replay,
|
|
io_type_t& io_type)
|
|
{
|
|
const int ticks = SDL_GetTicks();
|
|
const int num_turns = atoi((*level)["turns"].c_str());
|
|
playmp_controller playcontroller(*level, gameinfo, state_of_game, ticks, num_turns,
|
|
game_config, disp.video(), skip_replay, io_type == IO_SERVER);
|
|
const LEVEL_RESULT res = playcontroller.play_scenario(story, log, skip_replay);
|
|
|
|
//Check if the player started as mp client and changed to host
|
|
if (io_type == IO_CLIENT && playcontroller.is_host())
|
|
io_type = IO_SERVER;
|
|
|
|
if (res == DEFEAT) {
|
|
gui::message_dialog(disp,
|
|
_("Defeat"),
|
|
_("You have been defeated!")
|
|
).show();
|
|
}
|
|
|
|
if (!disp.video().faked() && res != QUIT) {
|
|
if(res == LEVEL_CONTINUE || res == LEVEL_CONTINUE_NO_SAVE) {
|
|
if(!playcontroller.is_host()) {
|
|
// If we continue without lingering we need to
|
|
// make sure the host uploads the next scenario
|
|
// before we attempt to download it.
|
|
playcontroller.wait_for_upload();
|
|
}
|
|
} else {
|
|
try {
|
|
playcontroller.linger(log, res);
|
|
} catch(end_level_exception& e) {
|
|
if (e.result == QUIT) {
|
|
return QUIT;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return res;
|
|
}
|
|
|
|
LEVEL_RESULT play_game(display& disp, game_state& gamestate, const config& game_config,
|
|
const game_data& units_data, upload_log &log,
|
|
io_type_t io_type, bool skip_replay)
|
|
{
|
|
std::string type = gamestate.campaign_type;
|
|
if(type.empty())
|
|
type = "scenario";
|
|
|
|
config const* scenario = NULL;
|
|
|
|
// 'starting_pos' will contain the position we start the game from.
|
|
config starting_pos;
|
|
|
|
recorder.set_save_info(gamestate);
|
|
|
|
// Do we have any snapshot data?
|
|
// yes => this must be a savegame
|
|
// no => we are starting a fresh scenario
|
|
if(gamestate.snapshot.child("side") == NULL || !recorder.at_end()) {
|
|
gamestate.completion = "running";
|
|
recorder.set_save_info_completion(gamestate.completion);
|
|
// Campaign or Multiplayer?
|
|
// If the gamestate already contains a starting_pos,
|
|
// then we are starting a fresh multiplayer game.
|
|
// Otherwise this is the start of a campaign scenario.
|
|
if(gamestate.starting_pos.empty() == false) {
|
|
LOG_G << "loading starting position...\n";
|
|
starting_pos = gamestate.starting_pos;
|
|
scenario = &starting_pos;
|
|
} else {
|
|
LOG_G << "loading scenario: '" << gamestate.scenario << "'\n";
|
|
scenario = game_config.find_child(type,"id",gamestate.scenario);
|
|
if(scenario) {
|
|
starting_pos = *scenario;
|
|
gamestate.starting_pos = *scenario;
|
|
}
|
|
LOG_G << "scenario found: " << (scenario != NULL ? "yes" : "no") << "\n";
|
|
}
|
|
} else {
|
|
// This game was started from a savegame
|
|
LOG_G << "loading snapshot...\n";
|
|
starting_pos = gamestate.starting_pos;
|
|
scenario = &gamestate.snapshot;
|
|
// When starting wesnoth --multiplayer there might be
|
|
// no variables which leads to a segfault
|
|
if(gamestate.snapshot.child("variables") != NULL) {
|
|
gamestate.set_variables(*gamestate.snapshot.child("variables"));
|
|
}
|
|
gamestate.set_menu_items(gamestate.snapshot.get_children("menu_item"));
|
|
// Replace game label with that from snapshot
|
|
if (!gamestate.snapshot["label"].empty()){
|
|
gamestate.label = gamestate.snapshot["label"];
|
|
}
|
|
{
|
|
// Get the current gold values of players, so they don't start
|
|
// with the amount they had at the start of the scenario
|
|
const std::vector<config*>& player_cfg = gamestate.snapshot.get_children("player");
|
|
for (std::vector<config*>::const_iterator p = player_cfg.begin(); p != player_cfg.end(); p++){
|
|
std::string save_id = (**p)["save_id"];
|
|
player_info* player = gamestate.get_player(save_id);
|
|
if (player != NULL){
|
|
player->gold = lexical_cast <int> ((**p)["gold"]);
|
|
}
|
|
}
|
|
}
|
|
{
|
|
// Also get the recruitment list if there are some specialties in this scenario
|
|
const std::vector<config*>& player_cfg = gamestate.snapshot.get_children("side");
|
|
for (std::vector<config*>::const_iterator p = player_cfg.begin(); p != player_cfg.end(); p++){
|
|
std::string save_id = (**p)["save_id"];
|
|
player_info* player = gamestate.get_player(save_id);
|
|
if (player != NULL){
|
|
const std::string& can_recruit_str = (**p)["recruit"];
|
|
if(can_recruit_str != "") {
|
|
player->can_recruit.clear();
|
|
const std::vector<std::string> can_recruit = utils::split(can_recruit_str);
|
|
std::copy(can_recruit.begin(),can_recruit.end(),std::inserter(player->can_recruit,player->can_recruit.end()));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
controller_map controllers;
|
|
|
|
if(io_type == IO_SERVER) {
|
|
const config::child_list& sides_list = scenario->get_children("side");
|
|
for(config::child_list::const_iterator side = sides_list.begin();
|
|
side != sides_list.end(); ++side) {
|
|
std::string id = (**side)["save_id"];
|
|
if(id.empty())
|
|
continue;
|
|
controllers[id] = player_controller((**side)["controller"],
|
|
(**side)["description"]);
|
|
}
|
|
}
|
|
|
|
while(scenario != NULL) {
|
|
// If we are a multiplayer client, tweak the controllers
|
|
if(io_type == IO_CLIENT) {
|
|
if(scenario != &starting_pos) {
|
|
starting_pos = *scenario;
|
|
scenario = &starting_pos;
|
|
}
|
|
|
|
const config::child_list& sides_list = starting_pos.get_children("side");
|
|
for(config::child_list::const_iterator side = sides_list.begin();
|
|
side != sides_list.end(); ++side) {
|
|
if((**side)["controller"] == "network" &&
|
|
(**side)["current_player"] == preferences::login()) {
|
|
(**side)["controller"] = preferences::client_type();
|
|
(**side)["persistent"] = "1";
|
|
} else if((**side)["controller"] != "null") {
|
|
(**side)["controller"] = "network";
|
|
(**side)["persistent"] = "0";
|
|
}
|
|
}
|
|
}
|
|
|
|
const config::child_list& story = scenario->get_children("story");
|
|
gamestate.next_scenario = (*scenario)["next_scenario"];
|
|
|
|
bool save_game_after_scenario = true;
|
|
|
|
const set_random_generator generator_setter(&recorder);
|
|
LEVEL_RESULT res = LEVEL_CONTINUE;
|
|
|
|
try {
|
|
// Preserve old label eg. replay
|
|
if (gamestate.label.empty()) {
|
|
if (gamestate.abbrev.empty())
|
|
gamestate.label = (*scenario)["name"];
|
|
else {
|
|
gamestate.label = std::string(gamestate.abbrev);
|
|
gamestate.label.append("-");
|
|
gamestate.label.append((*scenario)["name"]);
|
|
}
|
|
}
|
|
|
|
// 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.values["map_data"] = map_data;
|
|
scenario = &new_level;
|
|
|
|
gamestate.starting_pos = new_level;
|
|
LOG_G << "generated map\n";
|
|
}
|
|
|
|
sound::play_no_music();
|
|
|
|
switch (io_type){
|
|
case IO_NONE:
|
|
res = playsingle_scenario(units_data,game_config,scenario,disp,gamestate,story,log, skip_replay);
|
|
break;
|
|
case IO_SERVER:
|
|
case IO_CLIENT:
|
|
res = playmp_scenario(units_data,game_config,scenario,disp,gamestate,story,log, skip_replay, io_type);
|
|
break;
|
|
}
|
|
} catch(game::load_game_failed& e) {
|
|
gui::show_error_message(disp, _("The game could not be loaded: ") + e.message);
|
|
return QUIT;
|
|
} catch(game::game_error& e) {
|
|
gui::show_error_message(disp, _("Error while playing the game: ") + e.message);
|
|
return QUIT;
|
|
} catch(gamemap::incorrect_format_exception& e) {
|
|
gui::show_error_message(disp, std::string(_("The game map could not be loaded: ")) + e.msg_);
|
|
return QUIT;
|
|
} catch(config::error& e) {
|
|
std::cerr << "caught config::error...\n";
|
|
gui::show_error_message(disp, _("Error while reading the WML: ") + e.message);
|
|
return QUIT;
|
|
}
|
|
|
|
gamestate.snapshot = config();
|
|
|
|
// Save-nagement ioptions fire on game end.
|
|
// This means: (a) we have a victory, or
|
|
// or (b) we're multiplayer live, in which
|
|
// case defeat is also game end. Someday,
|
|
// if MP campaigns ever work again, we might
|
|
// need to change this test.
|
|
if(res == VICTORY || io_type != IO_NONE) {
|
|
if (preferences::delete_saves())
|
|
clean_saves(gamestate.label);
|
|
|
|
std::string label = gamestate.label + _(" replay");
|
|
if(preferences::save_replays()) {
|
|
try {
|
|
config snapshot;
|
|
|
|
recorder.save_game(label, snapshot, gamestate.starting_pos);
|
|
} catch(game::save_game_failed&) {
|
|
gui::show_error_message(disp, _("The replay could not be saved"));
|
|
}
|
|
}
|
|
}
|
|
|
|
recorder.clear();
|
|
gamestate.replay_data.clear();
|
|
|
|
// On DEFEAT, QUIT, or OBSERVER_END, we're done now
|
|
if (res != VICTORY && res != LEVEL_CONTINUE_NO_SAVE
|
|
&& res != LEVEL_CONTINUE)
|
|
{
|
|
if (res != OBSERVER_END || gamestate.next_scenario.empty())
|
|
return res;
|
|
|
|
const int dlg_res = gui::dialog(disp,"Game Over",
|
|
_("This scenario has ended. Do you want to continue the campaign?"),
|
|
gui::YES_NO).show();
|
|
if (dlg_res != 0)
|
|
return res;
|
|
}
|
|
|
|
// Continue without saving is like a victory,
|
|
// but the save game dialog isn't displayed
|
|
if(res == LEVEL_CONTINUE_NO_SAVE)
|
|
save_game_after_scenario = false;
|
|
|
|
// Switch to the next scenario.
|
|
gamestate.scenario = gamestate.next_scenario;
|
|
gamestate.rotate_random();
|
|
|
|
if(io_type == IO_CLIENT) {
|
|
if (gamestate.next_scenario.empty()) return res;
|
|
|
|
// Ask for the next scenario data.
|
|
network::send_data(config("load_next_scenario"), 0, true);
|
|
config cfg;
|
|
std::string msg = _("Downloading next scenario...");
|
|
do {
|
|
cfg.clear();
|
|
network::connection data_res = dialogs::network_receive_dialog(disp,
|
|
msg, cfg);
|
|
if(!data_res)
|
|
// FIXME: Why say timeout if the dialog was aborted?
|
|
//! @todo Check when this error is caught. Maybe rather
|
|
//! use 'return QUIT'?
|
|
throw network::error(_("Connection timed out"));
|
|
} while(cfg.child("next_scenario") == NULL);
|
|
|
|
if(cfg.child("next_scenario")) {
|
|
starting_pos = (*cfg.child("next_scenario"));
|
|
scenario = &starting_pos;
|
|
gamestate = game_state(units_data, starting_pos);
|
|
} else {
|
|
return QUIT;
|
|
}
|
|
} else {
|
|
scenario = game_config.find_child(type,"id",gamestate.scenario);
|
|
|
|
if(io_type == IO_SERVER && scenario != NULL) {
|
|
starting_pos = *scenario;
|
|
scenario = &starting_pos;
|
|
|
|
// Tweaks sides to adapt controllers and descriptions.
|
|
const config::child_list& sides_list = starting_pos.get_children("side");
|
|
for(config::child_list::const_iterator side = sides_list.begin();
|
|
side != sides_list.end(); ++side) {
|
|
std::string id = (**side)["save_id"];
|
|
if(id.empty()) {
|
|
continue;
|
|
}
|
|
|
|
/* Update side info to match current_player info
|
|
* to allow it taking the side in next scenario
|
|
* and to be set in the players list on side server
|
|
*/
|
|
controller_map::const_iterator ctr = controllers.find(id);
|
|
if(ctr != controllers.end()) {
|
|
player_info *player = gamestate.get_player(id);
|
|
if (player) {
|
|
(**side)["current_player"] = player->name;
|
|
//! @todo TODO : remove (see TODO line 276 in server/game.cpp)
|
|
(**side)["user_description"] = player->name;
|
|
}
|
|
(**side)["controller"] = ctr->second.controller;
|
|
}
|
|
}
|
|
|
|
// Sends scenario data
|
|
config cfg;
|
|
cfg.add_child("store_next_scenario", *scenario);
|
|
(*scenario).debug();
|
|
|
|
// Adds player information, and other state
|
|
// information, to the configuration object
|
|
assert(cfg.child("store_next_scenario") != NULL);
|
|
write_game(gamestate, *cfg.child("store_next_scenario"), WRITE_SNAPSHOT_ONLY);
|
|
network::send_data(cfg, 0, true);
|
|
}
|
|
}
|
|
|
|
if(scenario != NULL) {
|
|
// Update the label
|
|
std::string oldlabel = gamestate.label;
|
|
if (gamestate.abbrev.empty())
|
|
gamestate.label = (*scenario)["name"];
|
|
else {
|
|
gamestate.label = std::string(gamestate.abbrev);
|
|
gamestate.label.append("-");
|
|
gamestate.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.campaign_type == "multiplayer"){
|
|
gamestate.starting_pos = *scenario;
|
|
}
|
|
else{
|
|
gamestate.starting_pos = config();
|
|
}
|
|
|
|
bool retry = true;
|
|
|
|
while(retry) {
|
|
retry = false;
|
|
|
|
#ifdef TINY_GUI
|
|
const int should_save = dialogs::get_save_name(disp,
|
|
_("Do you want to save your game?"),
|
|
_("Name:"),
|
|
&gamestate.label);
|
|
if(should_save == 0)
|
|
#endif /* TINY_GUI */
|
|
{
|
|
try {
|
|
save_game(gamestate);
|
|
} catch(game::save_game_failed&) {
|
|
gui::show_error_message(disp, _("The game could not be saved"));
|
|
retry = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (gamestate.campaign_type != "multiplayer"){
|
|
gamestate.starting_pos = *scenario;
|
|
}
|
|
}
|
|
|
|
recorder.set_save_info(gamestate);
|
|
}
|
|
|
|
if (!gamestate.scenario.empty() && gamestate.scenario != "null") {
|
|
std::string message = _("Unknown scenario: '$scenario|'");
|
|
utils::string_map symbols;
|
|
symbols["scenario"] = gamestate.scenario;
|
|
message = utils::interpolate_variables_into_string(message, &symbols);
|
|
gui::show_error_message(disp, message);
|
|
return QUIT;
|
|
}
|
|
|
|
if (gamestate.campaign_type == "scenario"){
|
|
if (preferences::delete_saves())
|
|
clean_saves(gamestate.label);
|
|
}
|
|
return VICTORY;
|
|
}
|
|
|