Ejemplo n.º 1
0
bool enter_connect_mode(game_display& disp, const config& game_config,
	saved_game& state, bool local_players_only) {

	ng::connect_engine connect_eng(state, true, NULL);

	if (state.mp_settings().show_connect) {
		mp::ui::result res;
		gamelist.clear();
		{
			mp::connect ui(disp, state.mp_settings().name, game_config, gamechat, gamelist, connect_eng);
			mp::run_lobby_loop(disp, ui);
			res = ui.get_result();

			if (res == mp::ui::PLAY) {
				ui.start_game();
			}
		}
		switch (res) {
		case mp::ui::PLAY:
			return true;
		case mp::ui::CREATE:
			enter_create_mode(disp, game_config, state, jump_to_campaign_info(false, -1, "", ""), local_players_only);
			break;
		case mp::ui::QUIT:
		default:
			return false;
		}
		return true;
	} else {
		connect_eng.start_game();
		return true;
	}
}
Ejemplo n.º 2
0
void start_local_game(const config& game_config, saved_game& state)
{
	DBG_MP << "starting local game" << std::endl;

	preferences::set_message_private(false);

	// TODO: should lobby_info take a nullptr in this case, or should we pass the installed_addons data here too?
	lobby_info li(game_config, {});
	mp_workflow_helper_ptr workflow_helper = std::make_shared<mp_workflow_helper>(game_config, state, nullptr, &li);

	enter_create_mode(workflow_helper);
}
Ejemplo n.º 3
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;
}
Ejemplo n.º 4
0
static void enter_connect_mode(game_display& disp, const config& game_config, hero_map& heros, hero_map& heros_start,
		card_map& cards,
		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;

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

	// if (gui2::new_widgets) {
		gui2::tmp_side_creator dlg(heros, disp, *resources::game_map, game_config, gamelist, params, num_turns, default_controller, local_players_only);
		dlg.show(disp.video());
		switch (dlg.get_legacy_result()) {
		case gui2::tmp_side_creator::PLAY:
			res = mp::ui::PLAY;
			dlg.start_game();
			state = dlg.get_state();
			// lobby may modify hero's side_feature
			heros_start = heros;
			break;
		case gui2::tmp_side_creator::CREATE:
			res = mp::ui::CREATE;
			break;
		default:
			res = mp::ui::QUIT;
		}

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

		break;
	case mp::ui::CREATE:
		enter_create_mode(disp, game_config, heros, heros_start, cards, gamelist, default_controller, local_players_only);
		break;
	case mp::ui::QUIT:
	default:
		network::send_data(config("refresh_lobby"), 0);
		break;
	}
}
Ejemplo n.º 5
0
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;
	}
}
Ejemplo n.º 6
0
static void enter_lobby_mode(game_display& disp, const config& game_config, mp::chat& chat, config& gamelist)
{


	mp::ui::result res;

	while (true) {
		const config &cfg = game_config.child("lobby_music");
		if (cfg) {
			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);
		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;
		}

		switch (res) {
		case mp::ui::JOIN:
			try {
				enter_wait_mode(disp, game_config, chat, gamelist, 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, true);
			}
			break;
		case mp::ui::OBSERVE:
			try {
				enter_wait_mode(disp, game_config, chat, gamelist, 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, true);
			break;
		case mp::ui::CREATE:
			try {
				enter_create_mode(disp, game_config, chat, gamelist, mp::CNTR_NETWORK);
			} 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, true);
			}
			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, true);
			}
			break;
		default:
			return;
		}
	}
Ejemplo n.º 7
0
bool enter_create_mode(game_display& disp, const config& game_config,
	saved_game& state, jump_to_campaign_info jump_to_campaign, bool local_players_only) {

	bool configure_canceled = false;

	do {

		ng::create_engine create_eng(disp, state);
		create_eng.set_current_level_type(ng::level::TYPE::SP_CAMPAIGN);

		std::vector<ng::create_engine::level_ptr> campaigns(
			create_eng.get_levels_by_type_unfiltered(ng::level::TYPE::SP_CAMPAIGN));
		
		if (campaigns.empty()) {
		  gui2::show_error_message(disp.video(),
					  _("No campaigns are available.\n"));
			return false;
		}

		bool use_deterministic_mode = false;
		// No campaign selected from command line
		if (jump_to_campaign.campaign_id_.empty() == true)
		{
			gui2::tcampaign_selection dlg(create_eng);

			try {
				dlg.show(disp.video());
			} catch(twml_exception& e) {
				e.show(disp);
				return false;
			}

			if(dlg.get_retval() != gui2::twindow::OK) {
				return false;
			}

			use_deterministic_mode = dlg.get_deterministic();

		}
		else
		{
			// don't reset the campaign_id_ so we can know
			// if we should quit the game or return to the main menu

			// checking for valid campaign name
			bool not_found = true;
			for(size_t i = 0; i < campaigns.size(); ++i)
			{
				if (campaigns[i]->data()["id"] == jump_to_campaign.campaign_id_)
				{
					create_eng.set_current_level(i);
					not_found = false;
					break;
				}

			}

			// didn't find any campaign with that id
			if (not_found)
			{
				//TODO: use ERR_NG or similar
				std::cerr<<"No such campaign id to jump to: ["<<jump_to_campaign.campaign_id_<<"]\n";
				return false;
			}

		}

		std::string random_mode = use_deterministic_mode ? "deterministic" : "";
		state.classification().random_mode = random_mode;

		std::string selected_difficulty = create_eng.select_campaign_difficulty(jump_to_campaign.difficulty_);

		if (selected_difficulty == "FAIL") return false;
		if (selected_difficulty == "CANCEL") {
			if (jump_to_campaign.campaign_id_.empty() == false)
			{
				jump_to_campaign.campaign_id_ = "";
			}
			// canceled difficulty dialog, relaunch the campaign selection dialog
			return enter_create_mode(disp, game_config, state, jump_to_campaign, local_players_only);
		}

		create_eng.prepare_for_era_and_mods();
		create_eng.prepare_for_campaign(selected_difficulty);

		if(!jump_to_campaign.scenario_id_.empty()) {
			state.set_carryover_sides_start(
				config_of("next_scenario", jump_to_campaign.scenario_id_)
			);
		}
		create_eng.prepare_for_new_level();

		create_eng.get_parameters();
		if(!state.valid())
		{
			//TODO: use ERR_NG or similar
			std::cerr << "Cannot load scenario with id=" << state.get_scenario_id() << "\n";
			return false;
		}
		configure_canceled = !enter_configure_mode(disp, game_config_manager::get()->game_config(), state, local_players_only);

	} while (configure_canceled);

	return true;
}
Ejemplo n.º 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;
		}
	}
Ejemplo n.º 9
0
bool enter_create_mode(CVideo& video, const config& game_config, saved_game& state, jump_to_campaign_info jump_to_campaign, bool local_players_only)
{
	bool configure_canceled = false;

	do {
		ng::create_engine create_eng(video, state);

		create_eng.set_current_level_type(ng::level::TYPE::SP_CAMPAIGN);

		const std::vector<ng::create_engine::level_ptr> campaigns =
			create_eng.get_levels_by_type_unfiltered(ng::level::TYPE::SP_CAMPAIGN);

		if(campaigns.empty()) {
			gui2::show_error_message(video, _("No campaigns are available."));
			return false;
		}

		std::string random_mode = "";

		// No campaign selected from command line
		if(jump_to_campaign.campaign_id_.empty()) {
			gui2::tcampaign_selection dlg(create_eng);

			try {
				dlg.show(video);
			} catch(twml_exception& e) {
				e.show(video);
				return false;
			}

			if(dlg.get_retval() != gui2::twindow::OK) {
				return false;
			}

			if(dlg.get_deterministic()) {
				random_mode = "deterministic";
			}
		} else {
			// Don't reset the campaign_id_ so we can know
			// if we should quit the game or return to the main menu

			// Checking for valid campaign name
			const auto campaign = std::find_if(campaigns.begin(), campaigns.end(), [&jump_to_campaign](ng::create_engine::level_ptr level) {
				return level->data()["id"] == jump_to_campaign.campaign_id_;
			});

			// Didn't find a campaign with that id
			if(campaign == campaigns.end()) {
				ERR_NG << "No such campaign id to jump to: [" << jump_to_campaign.campaign_id_ << "]" << std::endl;
				return false;
			}

			create_eng.set_current_level(campaign - campaigns.begin());
		}

		state.classification().random_mode = random_mode;

		const std::string selected_difficulty = create_eng.select_campaign_difficulty(jump_to_campaign.difficulty_);

		if(selected_difficulty == "FAIL") return false;
		if(selected_difficulty == "CANCEL") {
			if(!jump_to_campaign.campaign_id_.empty()) {
				jump_to_campaign.campaign_id_ = "";
			}

			// Canceled difficulty dialog, relaunch the campaign selection dialog
			return enter_create_mode(video, game_config, state, jump_to_campaign, local_players_only);
		}

		create_eng.prepare_for_era_and_mods();
		create_eng.prepare_for_campaign(selected_difficulty);

		if(!jump_to_campaign.scenario_id_.empty()) {
			state.set_carryover_sides_start(
				config_of("next_scenario", jump_to_campaign.scenario_id_)
			);
		}

		if(!state.valid()) {
			ERR_NG << "Cannot load scenario with id=" << state.get_scenario_id() << std::endl;
			return false;
		}

		configure_canceled = !enter_configure_mode(video, game_config_manager::get()->game_config(), state, create_eng, local_players_only);

	} while (configure_canceled);

	return true;
}