Beispiel #1
0
void CClient::newGame( CConnection *con, StartInfo *si )
{
	enum {SINGLE, HOST, GUEST} networkMode = SINGLE;

	if (con == nullptr) 
	{
		CServerHandler sh;
		serv = sh.connectToServer();
	}
	else
	{
		serv = con;
		networkMode = (con->connectionID == 1) ? HOST : GUEST;
	}

	CConnection &c = *serv;
	////////////////////////////////////////////////////

	logNetwork->infoStream() <<"\tWill send info to server...";
	CStopWatch tmh;

	if(networkMode == SINGLE)
	{
		ui8 pom8;
		c << ui8(2) << ui8(1); //new game; one client
		c << *si;
		c >> pom8;
		if(pom8) throw std::runtime_error("Server cannot open the map!");
	}
Beispiel #2
0
int main()
{
    try
    {
        SignedInteger ui4( 4 );
        SignedInteger ui8( 8 );

        ui4 = -8;
        ui4 = ui4 + 2;

        ui8 = 16;
        ui8 = ui4;

        std::cout
            << "Unsigned integer with: " << ui4.GetBitSize() << std::endl
            << "Bit representation: " << ui4.ToString( true ) << std::endl
            << "Value: " << ui4.ToString() << std::endl
            << "Max +: " << ui4.GetMaxPositive() << std::endl
            << "Max -: " << ui4.GetMaxNegative() << std::endl;
    }
    catch( std::exception* ex )
    {
        std::cout << ex->what();
    }

	return 0;
}
static SDL_Color addColors(const SDL_Color & base, const SDL_Color & over)
{
	return CSDL_Ext::makeColor(
	            mixChannels(over.r, base.r, over.unused, base.unused),
	            mixChannels(over.g, base.g, over.unused, base.unused),
	            mixChannels(over.b, base.b, over.unused, base.unused),
	            ui8(over.unused + base.unused * (255 - over.unused) / 256)
	            );
}
Beispiel #4
0
void CBitmapHanFont::renderText(SDL_Surface * surface, const std::string & data, const SDL_Color & color, const Point & pos) const
{
    int posX = pos.x;
    int posY = pos.y;

    SDL_LockSurface(surface);

    for(size_t i=0; i<data.size(); i += getCharacterSize(data[i]))
    {
        if (ui8(data[i]) < 0x80)
            renderCharacter(surface, getCharacterIndex(0xa3, data[i] + 0x80), color, posX, posY);
        else
            renderCharacter(surface, getCharacterIndex(data[i], data[i+1]), color, posX, posY);
    }
    SDL_UnlockSurface(surface);
}
Beispiel #5
0
std::map<int, std::pair<SDL_Color, SDL_Color> > CMinimap::loadColors(std::string from)
{
    std::map<int, std::pair<SDL_Color, SDL_Color> > ret;

    const JsonNode config(ResourceID(from, EResType::TEXT));

    for(auto &m : config.Struct())
    {
        auto index = boost::find(GameConstants::TERRAIN_NAMES, m.first);
        if (index == std::end(GameConstants::TERRAIN_NAMES))
        {
            logGlobal->errorStream() << "Error: unknown terrain in terrains.json: " << m.first;
            continue;
        }
        int terrainID = index - std::begin(GameConstants::TERRAIN_NAMES);

        const JsonVector &unblockedVec = m.second["minimapUnblocked"].Vector();
        SDL_Color normal =
        {
            ui8(unblockedVec[0].Float()),
            ui8(unblockedVec[1].Float()),
            ui8(unblockedVec[2].Float()),
            ui8(255)
        };

        const JsonVector &blockedVec = m.second["minimapBlocked"].Vector();
        SDL_Color blocked =
        {
            ui8(blockedVec[0].Float()),
            ui8(blockedVec[1].Float()),
            ui8(blockedVec[2].Float()),
            ui8(255)
        };

        ret.insert(std::make_pair(terrainID, std::make_pair(normal, blocked)));
    }
    return ret;
}
Beispiel #6
0
void CBitmapFont::renderText(SDL_Surface * surface, const std::string & data, const SDL_Color & color, const Point & pos) const
{
    if (data.empty())
        return;

    assert(surface);

    int posX = pos.x;
    int posY = pos.y;

    // Should be used to detect incorrect text parsing. Disabled right now due to some old UI code (mostly pregame and battles)
    //assert(data[0] != '{');
    //assert(data[data.size()-1] != '}');

    SDL_LockSurface(surface);
    // for each symbol
    for(auto & elem : data)
    {
        renderCharacter(surface, chars[ui8(elem)], color, posX, posY);
    }
    SDL_UnlockSurface(surface);
}
Beispiel #7
0
size_t CBitmapHanFont::getCharacterSize(char data) const
{
    if (ui8(data) < 0x80)
        return 1;
    return 2;
}
Beispiel #8
0
size_t CBitmapFont::getGlyphWidth(const char * data) const
{
    const Char & ch = chars[ui8(*data)];
    return ch.leftOffset + ch.width + ch.rightOffset;
}
static SDL_Color genBorderColor(ui8 alpha, const SDL_Color & base)
{
	return CSDL_Ext::makeColor(base.r, base.g, base.b, ui8(base.unused * alpha / 256));
}
Beispiel #10
0
void CClient::loadGame(const std::string & fname, const bool server, const std::vector<int>& humanplayerindices, const int loadNumPlayers, int player_, const std::string & ipaddr, const std::string & port)
{
    PlayerColor player(player_); //intentional shadowing

    logNetwork->infoStream() <<"Loading procedure started!";

	CServerHandler sh;
    if(server)
         sh.startServer();
    else
         serv = sh.justConnectToServer(ipaddr,port=="" ? "3030" : port);

	CStopWatch tmh;
    unique_ptr<CLoadFile> loader;
	try
	{
		std::string clientSaveName = *CResourceHandler::get("local")->getResourceName(ResourceID(fname, EResType::CLIENT_SAVEGAME));
		std::string controlServerSaveName;

		if (CResourceHandler::get("local")->existsResource(ResourceID(fname, EResType::SERVER_SAVEGAME)))
		{
			controlServerSaveName = *CResourceHandler::get("local")->getResourceName(ResourceID(fname, EResType::SERVER_SAVEGAME));
		}
		else// create entry for server savegame. Triggered if save was made after launch and not yet present in res handler
		{
			controlServerSaveName = clientSaveName.substr(0, clientSaveName.find_last_of(".")) + ".vsgm1";
			CResourceHandler::get("local")->createResource(controlServerSaveName, true);
		}

		if(clientSaveName.empty())
			throw std::runtime_error("Cannot open client part of " + fname);
		if(controlServerSaveName.empty())
			throw std::runtime_error("Cannot open server part of " + fname);

		{
			CLoadIntegrityValidator checkingLoader(clientSaveName, controlServerSaveName, minSupportedVersion);
			loadCommonState(checkingLoader);
			loader = checkingLoader.decay();
		}
        logNetwork->infoStream() << "Loaded common part of save " << tmh.getDiff();
		const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
		const_cast<CGameInfo*>(CGI)->mh->map = gs->map;
		pathInfo = make_unique<CPathsInfo>(getMapSize());
		CGI->mh->init();
        logNetwork->infoStream() <<"Initing maphandler: "<<tmh.getDiff();
	}
	catch(std::exception &e)
	{
		logGlobal->errorStream() << "Cannot load game " << fname << ". Error: " << e.what();
		throw; //obviously we cannot continue here
	}

/*
    if(!server)
         player = PlayerColor(player_);
*/

    std::set<PlayerColor> clientPlayers;
    if(server)
         serv = sh.connectToServer();
    //*loader >> *this;

    if(server)
    {
         tmh.update();
         ui8 pom8;
         *serv << ui8(3) << ui8(loadNumPlayers); //load game; one client if single-player
         *serv << fname;
         *serv >> pom8;
         if(pom8) 
              throw std::runtime_error("Server cannot open the savegame!");
         else
              logNetwork->infoStream() << "Server opened savegame properly.";
    }

    if(server)
    {
         for(auto & elem : gs->scenarioOps->playerInfos)
              if(!std::count(humanplayerindices.begin(),humanplayerindices.end(),elem.first.getNum()) || elem.first==player)
              {
                  clientPlayers.insert(elem.first);
              }
         clientPlayers.insert(PlayerColor::NEUTRAL);
    }
    else
    {
        clientPlayers.insert(player);
    }

    std::cout << "CLIENTPLAYERS:\n";
    for(auto x : clientPlayers)
         std::cout << x << std::endl;
    std::cout << "ENDCLIENTPLAYERS\n";

    serialize(loader->serializer,0,clientPlayers);
    *serv << ui32(clientPlayers.size());
    for(auto & elem : clientPlayers)
        *serv << ui8(elem.getNum());
    serv->addStdVecItems(gs); /*why is this here?*/

    //*loader >> *this;
    logNetwork->infoStream() << "Loaded client part of save " << tmh.getDiff();

    logNetwork->infoStream() <<"Sent info to server: "<<tmh.getDiff();

    //*serv << clientPlayers;
	serv->enableStackSendingByID();
	serv->disableSmartPointerSerialization();

// 	logGlobal->traceStream() << "Objects:";
// 	for(int i = 0; i < gs->map->objects.size(); i++)
// 	{
// 		auto o = gs->map->objects[i];
// 		if(o)
// 			logGlobal->traceStream() << boost::format("\tindex=%5d, id=%5d; address=%5d, pos=%s, name=%s") % i % o->id % (int)o.get() % o->pos % o->getHoverText();
// 		else
// 			logGlobal->traceStream() << boost::format("\tindex=%5d --- nullptr") % i;
// 	}
}
Beispiel #11
0
std::vector<std::string> CMessage::breakText( std::string text, size_t maxLineWidth, EFonts font )
{
	std::vector<std::string> ret;

	boost::algorithm::trim_right_if(text,boost::algorithm::is_any_of(std::string(" ")));

	// each interation generates one output line
	while (text.length())
	{
		ui32 lineWidth = 0;    //in characters or given char metric
		ui32 wordBreak = -1;    //last position for line break (last space character)
		ui32 currPos = 0;       //current position in text
		bool opened = false;    //set to true when opening brace is found

		size_t symbolSize = 0; // width of character, in bytes
		size_t glyphWidth = 0; // width of printable glyph, pixels

		// loops till line is full or end of text reached
		while(currPos < text.length()  &&  text[currPos] != 0x0a  &&  lineWidth < maxLineWidth)
		{
			symbolSize = Unicode::getCharacterSize(text[currPos]);
			glyphWidth = graphics->fonts[font]->getGlyphWidth(text.data() + currPos);

			// candidate for line break
			if (ui8(text[currPos]) <= ui8(' '))
				wordBreak = currPos;

			/* We don't count braces in string length. */
			if (text[currPos] == '{')
				opened=true;
			else if (text[currPos]=='}')
				opened=false;
			else
				lineWidth += glyphWidth;
			currPos += symbolSize;
		}

		// long line, create line break
		if (currPos < text.length()  &&  (text[currPos] != 0x0a))
		{
			if (wordBreak != ui32(-1))
				currPos = wordBreak;
			else
				currPos -= symbolSize;
		}

		//non-blank line
		if(currPos != 0)
		{
			ret.push_back(text.substr(0, currPos));

			if (opened)
				/* Close the brace for the current line. */
				ret.back() += '}';

			text.erase(0, currPos);
		}
		else if(text[currPos] == 0x0a)
		{
			ret.push_back(""); //add empty string, no extra actions needed
		}

		if (text.length() != 0 && text[0] == 0x0a)
		{
			/* Remove LF */
			text.erase(0, 1);
		}
		else
		{
			// trim only if line does not starts with LF
			// FIXME: necessary? All lines will be trimmed before returning anyway
			boost::algorithm::trim_left_if(text,boost::algorithm::is_any_of(std::string(" ")));
		}

		if (opened)
		{
			/* Add an opening brace for the next line. */
			if (text.length() != 0)
				text.insert(0, "{");
		}
	}

	/* Trim whitespaces of every line. */
	for (auto & elem : ret)
		boost::algorithm::trim(elem);

	return ret;
}
Beispiel #12
0
void CClient::loadGame( const std::string & fname )
{
    logNetwork->infoStream() <<"Loading procedure started!";

	CServerHandler sh;
	sh.startServer();

	CStopWatch tmh;
	try
	{
		std::string clientSaveName = CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::CLIENT_SAVEGAME));
		std::string controlServerSaveName;

		if (CResourceHandler::get()->existsResource(ResourceID(fname, EResType::SERVER_SAVEGAME)))
		{
			controlServerSaveName = CResourceHandler::get()->getResourceName(ResourceID(fname, EResType::SERVER_SAVEGAME));
		}
		else// create entry for server savegame. Triggered if save was made after launch and not yet present in res handler
		{
			controlServerSaveName = clientSaveName.substr(0, clientSaveName.find_last_of(".")) + ".vsgm1";
			CResourceHandler::get()->createResource(controlServerSaveName, true);
		}

		if(clientSaveName.empty())
			throw std::runtime_error("Cannot open client part of " + fname);
		if(controlServerSaveName.empty())
			throw std::runtime_error("Cannot open server part of " + fname);

		unique_ptr<CLoadFile> loader;
		{
			CLoadIntegrityValidator checkingLoader(clientSaveName, controlServerSaveName);
			loadCommonState(checkingLoader);
			loader = checkingLoader.decay();
		}
        logNetwork->infoStream() << "Loaded common part of save " << tmh.getDiff();
		const_cast<CGameInfo*>(CGI)->mh = new CMapHandler();
		const_cast<CGameInfo*>(CGI)->mh->map = gs->map;
		pathInfo = make_unique<CPathsInfo>(getMapSize());
		CGI->mh->init();
        logNetwork->infoStream() <<"Initing maphandler: "<<tmh.getDiff();

		*loader >> *this;
        logNetwork->infoStream() << "Loaded client part of save " << tmh.getDiff();
	}
	catch(std::exception &e)
	{
		logGlobal->errorStream() << "Cannot load game " << fname << ". Error: " << e.what();
		throw; //obviously we cannot continue here
	}

	serv = sh.connectToServer();
	serv->addStdVecItems(gs);

	tmh.update();
	ui8 pom8;
	*serv << ui8(3) << ui8(1); //load game; one client
	*serv << fname;
	*serv >> pom8;
	if(pom8) 
		throw std::runtime_error("Server cannot open the savegame!");
	else
        logNetwork->infoStream() << "Server opened savegame properly.";

	*serv << ui32(gs->scenarioOps->playerInfos.size()+1); //number of players + neutral
	for(auto it = gs->scenarioOps->playerInfos.begin(); 
		it != gs->scenarioOps->playerInfos.end(); ++it)
	{
		*serv << ui8(it->first.getNum()); //players
	}
	*serv << ui8(PlayerColor::NEUTRAL.getNum());
    logNetwork->infoStream() <<"Sent info to server: "<<tmh.getDiff();

	serv->enableStackSendingByID();
	serv->disableSmartPointerSerialization();

}