static void enter_create_mode(game_display& disp, const config& game_config, mp::chat& chat, config& gamelist, mp::controller default_controller, bool local_players_only)
{
	if (0 && gui2::new_widgets) {

		gui2::tmp_create_game dlg(game_config);

		dlg.show(disp.video());

		network::send_data(config("refresh_lobby"), 0, true);
	} else {

		mp::ui::result res;
		mp_game_settings params;
		int num_turns;

		{
			mp::create ui(disp, game_config, chat, gamelist);
			run_lobby_loop(disp, ui);
			res = ui.get_result();
			params = ui.get_parameters();
			num_turns = ui.num_turns();
		}

		switch (res) {
		case mp::ui::CREATE:
			enter_connect_mode(disp, game_config, chat, gamelist, params, num_turns, default_controller, local_players_only);
			break;
		case mp::ui::QUIT:
		default:
			//update lobby content
			network::send_data(config("refresh_lobby"), 0, true);
			break;
		}
	}
}
static bool enter_configure_mode(game_display& disp, const config& game_config,
	saved_game& state, bool local_players_only)
{
	DBG_MP << "entering configure mode" << std::endl;

	bool connect_canceled;

	do {
		connect_canceled = false;

		mp::ui::result res;

		{
			mp::configure ui(disp, game_config, gamechat, gamelist, state,
				local_players_only);
			run_lobby_loop(disp, ui);
			res = ui.get_result();
			ui.get_parameters();
		}

		switch (res) {
		case mp::ui::CREATE:
			connect_canceled = !enter_connect_mode(disp, game_config,
				state, local_players_only);
			break;
		case mp::ui::QUIT:
		default:
			//update lobby content
			network::send_data(config("refresh_lobby"), 0);
			return false;
		}
	} while(connect_canceled);

	return true;
}
Beispiel #3
0
static void enter_create_mode(game_display& disp, const config& game_config,
	game_state& state, bool local_players_only)
{
	DBG_MP << "entering create mode" << std::endl;

	bool configure_canceled;
	bool connect_canceled;

	do {
		configure_canceled = false;
		connect_canceled = false;

		if (gui2::new_widgets) {

			gui2::tmp_create_game dlg(game_config);

			dlg.show(disp.video());

			network::send_data(config("refresh_lobby"), 0);
		} else {

			mp::ui::result res;
			mp_game_settings new_params;

			{
				mp::create ui(disp, game_config, state, gamechat, gamelist);
				run_lobby_loop(disp, ui);
				res = ui.get_result();
				new_params = ui.get_parameters();
			}

			switch (res) {
			case mp::ui::CREATE:
				configure_canceled = !enter_configure_mode(disp, game_config,
					state, new_params, local_players_only);
				break;
			case mp::ui::LOAD_GAME:
				connect_canceled = !enter_connect_mode(disp, game_config,
					state, new_params, local_players_only);
				break;
			case mp::ui::QUIT:
			default:
				//update lobby content
				network::send_data(config("refresh_lobby"), 0);
				break;
			}
		}
	} while(configure_canceled || connect_canceled);
}
Beispiel #4
0
static bool enter_connect_mode(game_display& disp, const config& game_config,
	game_state& state, const mp_game_settings& params,
	bool local_players_only = false)
{
	DBG_MP << "entering connect mode" << std::endl;

	mp::ui::result res;
	const network::manager net_manager(1,1);
	network_game_manager m;

	gamelist.clear();
	statistics::fresh_stats();

	{
		mp::connect_engine_ptr connect_engine(new mp::connect_engine(disp,
			state, params, local_players_only, true));
		mp::connect ui(disp, params.name, game_config, gamechat, gamelist,
			*connect_engine);
		run_lobby_loop(disp, ui);

		res = ui.get_result();

		// start_game() updates the parameters to reflect game start,
		// so it must be called before get_level()
		if (res == mp::ui::PLAY) {
			ui.start_game();
		}
	}

	switch (res) {
	case mp::ui::PLAY:
		play_game(disp, state, game_config, IO_SERVER, false,
			!local_players_only);
		recorder.clear();

		break;
	case mp::ui::CREATE:
		enter_create_mode(disp, game_config, state, local_players_only);
		break;
	case mp::ui::QUIT:
	default:
		network::send_data(config("refresh_lobby"), 0);
		return false;
	}

	return true;
}
static void enter_wait_mode(game_display& disp, const config& game_config, mp::chat& chat, config& gamelist, bool observe)
{
	mp::ui::result res;
	game_state state;
	network_game_manager m;
	upload_log nolog(false);

	gamelist.clear();
	statistics::fresh_stats();

	{
		mp::wait ui(disp, game_config, chat, gamelist);

		ui.join_game(observe);

		run_lobby_loop(disp, ui);
		res = ui.get_result();

		if (res == mp::ui::PLAY) {
			ui.start_game();
			// FIXME commented a pointeless if since the else does exactly the same thing
			//if (preferences::skip_mp_replay()){
				//FIXME implement true skip replay
				//state = ui.request_snapshot();
				//state = ui.get_state();
			//}
			//else{
				state = ui.get_state();
			//}
		}
	}

	switch (res) {
	case mp::ui::PLAY:
		play_game(disp, state, game_config, nolog, IO_CLIENT,
			preferences::skip_mp_replay() && observe);
		recorder.clear();

		break;
	case mp::ui::QUIT:
	default:
		break;
	}
}
static void enter_connect_mode(game_display& disp, const config& game_config,
		mp::chat& chat, config& gamelist, const mp_game_settings& params,
		const int num_turns, mp::controller default_controller, bool local_players_only = false)
{
	mp::ui::result res;
	game_state state;
	const network::manager net_manager(1,1);
	network_game_manager m;
	upload_log nolog(false);

	gamelist.clear();
	statistics::fresh_stats();

	{
		mp::connect ui(disp, game_config, chat, gamelist, params, num_turns, default_controller, local_players_only);
		run_lobby_loop(disp, ui);

		res = ui.get_result();

		// start_game() updates the parameters to reflect game start,
		// so it must be called before get_level()
		if (res == mp::ui::PLAY) {
			ui.start_game();
			state = ui.get_state();
		}
	}

	switch (res) {
	case mp::ui::PLAY:
		play_game(disp, state, game_config, nolog, IO_SERVER);
		recorder.clear();

		break;
	case mp::ui::CREATE:
		enter_create_mode(disp, game_config, chat, gamelist, default_controller, local_players_only);
		break;
	case mp::ui::QUIT:
	default:
		network::send_data(config("refresh_lobby"), 0, true);
		break;
	}
}
Beispiel #7
0
static void enter_wait_mode(game_display& disp, const config& game_config,
	game_state& state, bool observe)
{
	DBG_MP << "entering wait mode" << std::endl;

	mp::ui::result res;
	network_game_manager m;

	gamelist.clear();
	statistics::fresh_stats();
	n_unit::id_manager::instance().clear(); //< reset the unit underlying_id counter back to zero

	{
		mp::wait ui(disp, game_config, state, gamechat, gamelist);

		ui.join_game(observe);

		run_lobby_loop(disp, ui);
		res = ui.get_result();

		if (res == mp::ui::PLAY) {
			ui.start_game();
			// FIXME commented a pointeless if since the else does exactly the same thing
			//if (preferences::skip_mp_replay()){
				//FIXME implement true skip replay
				//state = ui.request_snapshot();
			//}
		}
	}

	switch (res) {
	case mp::ui::PLAY:
		play_game(disp, state, game_config, IO_CLIENT,
			preferences::skip_mp_replay() && observe, true);
		recorder.clear();

		break;
	case mp::ui::QUIT:
	default:
		break;
	}
}
Beispiel #8
0
static void enter_lobby_mode(game_display& disp, const config& game_config,
	game_state& state)
{
	DBG_MP << "entering lobby mode" << std::endl;

	mp::ui::result res;

	while (true) {
		const config &cfg = game_config.child("lobby_music");
		if (cfg) {
			BOOST_FOREACH(const config &i, cfg.child_range("music")) {
				sound::play_music_config(i);
			}
			sound::commit_music_changes();
		} else {
			sound::empty_playlist();
			sound::stop_music();
		}
		lobby_info li(game_config);

		// Force a black background
		const Uint32 color = SDL_MapRGBA(disp.video().getSurface()->format
				, 0
				, 0
				, 0
				, 255);

		sdl_fill_rect(disp.video().getSurface(), NULL, color);

		if(preferences::new_lobby()) {
			gui2::tlobby_main dlg(game_config, li, disp);
			dlg.set_preferences_callback(
				boost::bind(do_preferences_dialog,
					boost::ref(disp), boost::ref(game_config)));
			dlg.show(disp.video());
			//ugly kludge for launching other dialogs like the old lobby
			switch (dlg.get_legacy_result()) {
				case gui2::tlobby_main::CREATE:
					res = mp::ui::CREATE;
					break;
				case gui2::tlobby_main::JOIN:
					res = mp::ui::JOIN;
					break;
				case gui2::tlobby_main::OBSERVE:
					res = mp::ui::OBSERVE;
					break;
				default:
					res = mp::ui::QUIT;
			}
		} else {
			mp::lobby ui(disp, game_config, gamechat, gamelist);
			run_lobby_loop(disp, ui);
			res = ui.get_result();
		}

		switch (res) {
		case mp::ui::JOIN:
			try {
				enter_wait_mode(disp, game_config, state, false);
			} catch(config::error& error) {
				if(!error.message.empty()) {
					gui2::show_error_message(disp.video(), error.message);
				}
				//update lobby content
				network::send_data(config("refresh_lobby"), 0);
			}
			break;
		case mp::ui::OBSERVE:
			try {
				enter_wait_mode(disp, game_config, state, true);
			} catch(config::error& error) {
				if(!error.message.empty()) {
					gui2::show_error_message(disp.video(), error.message);
				}
			}
			// update lobby content unconditionally because we might have left only after the
			// game ended in which case we ignored the gamelist and need to request it again
			network::send_data(config("refresh_lobby"), 0);
			break;
		case mp::ui::CREATE:
			try {
				enter_create_mode(disp, game_config, state, false);
			} catch(config::error& error) {
				if (!error.message.empty())
					gui2::show_error_message(disp.video(), error.message);
				//update lobby content
				network::send_data(config("refresh_lobby"), 0);
			}
			break;
		case mp::ui::QUIT:
			return;
		case mp::ui::PREFERENCES:
			{
				do_preferences_dialog(disp, game_config);
				//update lobby content
				network::send_data(config("refresh_lobby"), 0);
			}
			break;
		default:
			return;
		}
	}