wesnoth/game.cpp
Dave White e461d803c9 Initial code import.
[[The Wesnoth repository started off as CVS in September 2003 on
SourceForge. In September 2005 it was converted to Subversion using
cvs2svn and hosted at Gna!; the last CVS commit corresponded to
Subversion r8374.  In March 2013 it was converted to git by ESR
using reposurgeon 2.30; the last Subversion commit was r56594.

In the process, several small, abandoned experimental branches were
removed.  For all branches known to have been merged to trunk merge
points were found and patched in.

Comments have been massaged into git summary + body form; revision
references have been lifted to action stamps.  Conversion comments
are, like this one, enclosed in double square brackets. Typos in
change comments have often been quietly fixed. Some abbreviations
(notably for mainline campaign names) have been made more uniform
than they were in the Subversion comments.  Infix "::" to mark
a campaign-scenario pair (as in "HttT::12" has sometimes been 
inserted for clarity and to shorten summary lines.

Two branches, website/ and resources/, have been merged to trunk,
where their history now appears as that of those two top-level
directories rather than as separate branches.

Subversion property settings, and the commits in the Subversion
history that manipulated them, are almost all gone.  A few have
been translated to .gitignore files and setting of executable bits.

There are a few committers that we have been unable to identify.
These are:

uso
zas
uid65860
uid66289
uid67456
uid68698
uid68803
uid68842
uid68850
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uid69097
uid69206

The uid names seem to have been mechanically generated from Wesnoth
forum postings.  Committer lines for all of these have been left without a
domain name in the email address.]]
2003-09-15 11:52:41 +00:00

391 lines
10 KiB
C++

/*
Copyright (C) 2003 by David White <davidnwhite@optusnet.com.au>
Part of the Battle for Wesnoth Project http://wesnoth.whitevine.net
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY.
See the COPYING file for more details.
*/
#include "SDL.h"
#include "actions.hpp"
#include "ai.hpp"
#include "config.hpp"
#include "dialogs.hpp"
#include "display.hpp"
#include "font.hpp"
#include "game_config.hpp"
#include "game_events.hpp"
#include "gamestatus.hpp"
#include "key.hpp"
#include "language.hpp"
#include "menu.hpp"
#include "multiplayer.hpp"
#include "pathfind.hpp"
#include "playlevel.hpp"
#include "preferences.hpp"
#include "replay.hpp"
#include "sound.hpp"
#include "team.hpp"
#include "unit_types.hpp"
#include "unit.hpp"
#include "video.hpp"
#include "widgets/button.hpp"
#include <cmath>
#include <cstdlib>
#include <fstream>
#include <iostream>
#include <sstream>
#include <string>
LEVEL_RESULT play_game(display& disp, game_state& state, config& game_config,
game_data& units_data, CVideo& video)
{
CKey key;
std::string type = state.campaign_type;
if(type.empty())
type = "scenario";
const std::vector<config*>& scenarios = game_config.children[type];
for(int i = state.scenario; i < scenarios.size(); ++i) {
std::vector<config*>& story = scenarios[i]->children["story"];
try {
LEVEL_RESULT res = REPLAY;
state.label = scenarios[i]->values["name"];
recorder.set_save_info(state);
while(res == REPLAY) {
state = recorder.get_save_info();
if(!recorder.empty()) {
recorder.start_replay();
}
res = play_level(units_data,game_config,scenarios[i],
video,state,story);
}
recorder.clear();
state.replay_data.clear();
if(res != VICTORY) {
return res;
}
} catch(gamestatus::load_game_failed& e) {
std::cerr << "The game could not be loaded: " << e.message << "\n";
return QUIT;
} catch(gamestatus::game_error& e) {
std::cerr << "An error occurred while playing the game: "
<< e.message << "\n";
return QUIT;
} catch(gamemap::incorrect_format_exception& e) {
std::cerr << "The game map could not be loaded: " << e.msg_ << "\n";
return QUIT;
}
//skip over any scenarios which should be skipped, because their
//conditions aren't met
while(i+1 < scenarios.size()) {
bool skip = false;
std::vector<config*>& conditions =
scenarios[i+1]->children["condition"];
for(std::vector<config*>::iterator cond = conditions.begin();
cond != conditions.end(); ++cond) {
if(game_events::conditional_passed(state,NULL,**cond) == false)
skip = true;
}
if(!skip)
break;
++i;
}
//if this isn't the last scenario, then save the game
if(i+1 < scenarios.size()) {
state.label = scenarios[i+1]->values["name"];
state.scenario = i+1;
const int should_save = gui::show_dialog(disp,NULL,"",
string_table["save_game_message"],
gui::YES_NO,NULL,NULL,
string_table["save_game_label"],&state.label);
if(should_save == 0) {
save_game(state);
}
}
}
return VICTORY;
}
int play_game(int argc, char** argv)
{
std::string text_chr = read_file("data/text.chr");
text_chr.resize(256*8);
CVideo video(text_chr.c_str());
const font::manager font_manager;
const sound::manager sound_manager;
const preferences::manager prefs_manager;
std::map<std::string,std::string> defines_map;
defines_map["NORMAL"] = "";
config game_config(preprocess_file("data/game.cfg", &defines_map));
const std::vector<config*>& units = game_config.children["units"];
if(units.empty()) {
std::cerr << "Could not find units configuration\n";
std::cerr << game_config.write();
return 0;
}
game_data units_data(*units[0]);
const bool lang_res = set_language(get_locale(), game_config);
if(!lang_res) {
std::cerr << "No translation for locale '" << get_locale()
<< "', default to locale 'en'\n";
const bool lang_res = set_language("en", game_config);
if(!lang_res) {
std::cerr << "Language data not found\n";
}
}
bool test_mode = false;
int video_flags = preferences::fullscreen() ? FULL_SCREEN : 0;
for(int arg = 1; arg != argc; ++arg) {
const std::string val(argv[arg]);
if(val == "-windowed") {
video_flags = 0;
} else if(val == "-test") {
test_mode = true;
} else if(val == "-debug") {
game_config::debug = true;
}
}
const int bpp = video.modePossible(1024,768,16,video_flags);
if(bpp == 0) {
std::cerr << "The required video mode, 1024x768x16 "
<< "is not supported\n";
if(video_flags == FULL_SCREEN && argc == 0)
std::cerr << "Try running the program with the -windowed option "
<< "using a 16bpp X windows setting\n";
if(video_flags == 0 && argc == 0)
std::cerr << "Try running with the -fullscreen option\n";
return 0;
}
if(bpp != 16) {
std::cerr << "Video mode must be emulated; the game may run slowly. "
<< "For best results, run the program on a 16 bpp display\n";
}
const int res = video.setMode(1024,768,16,video_flags);
if(res != 16) {
std::cerr << "required video mode, 1024x768x16 is not supported\n";
return 0;
}
SDL_WM_SetCaption(string_table["game_title"].c_str(), NULL);
for(;;) {
sound::play_music("wesnoth-1.ogg");
game_state state;
display::unit_map u_map;
config dummy_cfg("");
display disp(u_map,video,gamemap(dummy_cfg,"1"),gamestatus(0),
std::vector<team>());
if(test_mode) {
state.campaign_type = "test";
state.scenario = 0;
play_game(disp,state,game_config,units_data,video);
return 0;
}
gui::TITLE_RESULT res = gui::show_title(disp);
if(res == gui::QUIT_GAME) {
return 0;
} else if(res == gui::LOAD_GAME) {
srand(SDL_GetTicks());
const std::vector<std::string>& games = get_saves_list();
if(games.empty()) {
gui::show_dialog(disp,NULL,
string_table["no_saves_heading"],
string_table["no_saves_message"],
gui::OK_ONLY);
continue;
}
const int res = gui::show_dialog(disp,NULL,
string_table["load_game_heading"],
string_table["load_game_message"],
gui::OK_CANCEL, &games);
if(res == -1)
continue;
try {
load_game(units_data,games[res],state);
defines_map.clear();
defines_map[state.difficulty] = "";
} catch(gamestatus::load_game_failed& e) {
gui::show_dialog(disp,NULL,string_table["bad_save_heading"],
string_table["bad_save_message"],gui::OK_ONLY);
continue;
}
recorder = replay(state.replay_data);
if(!recorder.empty()) {
const int res = gui::show_dialog(disp,NULL,
"", string_table["replay_game_message"],
gui::YES_NO);
//if yes, then show the replay, otherwise
//skip showing the replay
if(res == 0) {
recorder.set_skip(0);
} else {
std::cerr << "skipping...\n";
recorder.set_skip(-1);
}
}
if(state.campaign_type == "multiplayer") {
recorder.set_save_info(state);
std::vector<config*> story;
try {
play_level(units_data,game_config,&state.starting_pos,
video,state,story);
recorder.clear();
} catch(gamestatus::load_game_failed& e) {
std::cerr << "error loading the game: " << e.message
<< "\n";
return 0;
} catch(gamestatus::game_error& e) {
std::cerr << "error while playing the game: "
<< e.message << "\n";
return 0;
}
continue;
}
} else if(res == gui::TUTORIAL) {
state.campaign_type = "tutorial";
state.scenario = 0;
} else if(res == gui::NEW_CAMPAIGN) {
state.campaign_type = "scenario";
state.scenario = 0;
static const std::string difficulties[] = {"EASY","NORMAL","HARD"};
const int ndiff = sizeof(difficulties)/sizeof(*difficulties);
std::vector<std::string> options;
for(int i = 0; i != ndiff; ++i) {
options.push_back(string_table[difficulties[i]]);
if(options.back().empty())
options.back() = difficulties[i];
}
const int res = gui::show_dialog(disp,NULL,"",
string_table["difficulty_level"],
gui::OK_CANCEL,&options);
if(res == -1)
continue;
assert(res >= 0 && res < options.size());
state.difficulty = difficulties[res];
defines_map.clear();
defines_map[difficulties[res]] = "";
} else if(res == gui::MULTIPLAYER) {
state.campaign_type = "multiplayer";
state.scenario = 0;
try {
play_multiplayer(disp,units_data,game_config,state);
} catch(gamestatus::load_game_failed& e) {
std::cerr << "error loading the game: " << e.message
<< "\n";
return 0;
} catch(gamestatus::game_error& e) {
std::cerr << "error while playing the game: "
<< e.message << "\n";
return 0;
}
continue;
} else if(res == gui::CHANGE_LANGUAGE) {
const std::vector<std::string>& langs = get_languages(game_config);
const int res = gui::show_dialog(disp,NULL,"",
string_table["language_button"] + ":",
gui::OK_CANCEL,&langs);
if(res >= 0 && res < langs.size()) {
set_language(langs[res], game_config);
preferences::set_locale(langs[res]);
}
continue;
}
//make a new game config item based on the difficulty level
config game_config(preprocess_file("data/game.cfg", &defines_map));
const std::vector<config*>& units = game_config.children["units"];
if(units.empty()) {
std::cerr << "Could not find units configuration\n";
std::cerr << game_config.write();
return 0;
}
game_data units_data(*units[0]);
const LEVEL_RESULT result = play_game(disp,state,game_config,
units_data,video);
if(result == VICTORY) {
gui::show_dialog(disp,NULL,
string_table["end_game_heading"],
string_table["end_game_message"],
gui::OK_ONLY);
}
}
return 0;
}
int main(int argc, char** argv)
{
try {
return play_game(argc,argv);
} catch(CVideo::error&) {
std::cerr << "Could not initialize video\n";
} catch(config::error& e) {
std::cerr << e.message << "\n";
} catch(gui::button::error&) {
std::cerr << "Could not create button: Image could not be found\n";
}
return 0;
}