Example #1
0
possible_end_play_signal playmp_controller::play_idle_loop()
{
	LOG_NG << "playmp::play_human_turn...\n";

	remove_blindfold();

	while (!end_turn_)
	{
		turn_info_send send_safe(turn_data_);
		config cfg;
		if(network_reader_.read(cfg)) {
			turn_info::PROCESS_DATA_RESULT res;
			HANDLE_END_PLAY_SIGNAL( res = turn_data_.process_network_data(cfg, skip_replay_) );

			if (res == turn_info::PROCESS_RESTART_TURN || res == turn_info::PROCESS_RESTART_TURN_TEMPORARY_LOCAL)
			{
				end_turn_struct ets = {static_cast<unsigned>(gui_->playing_side())};
				return possible_end_play_signal(ets);
				//throw end_turn_exception(gui_->playing_side());
			}
		}

		HANDLE_END_PLAY_SIGNAL ( play_slice() );
		HANDLE_END_PLAY_SIGNAL ( check_end_level() );

		if (!linger_) {
			SDL_Delay(1);
		}

		gui_->draw();
	}
	return boost::none;
}
Example #2
0
possible_end_play_signal playmp_controller::play_network_turn(){
	LOG_NG << "is networked...\n";

	end_turn_enable(false);
	turn_data_.send_data();

	for(;;) {

		if (!network_processing_stopped_){
			config cfg;
			if(network_reader_.read(cfg)) {
				if (replay_last_turn_ <= turn()){
					if (skip_replay_) {
						skip_replay_ = false;
					}
				}
				turn_info::PROCESS_DATA_RESULT result;
				HANDLE_END_PLAY_SIGNAL ( result = turn_data_.process_network_data(cfg, skip_replay_) );
				if(player_type_changed_ == true)
				{
					//we received a player change/quit during waiting in get_user_choice/synced_context::pull_remote_user_input
					return boost::none;
				}
				if (result == turn_info::PROCESS_RESTART_TURN || result == turn_info::PROCESS_RESTART_TURN_TEMPORARY_LOCAL) {
					player_type_changed_ = true;
					return boost::none;
				} else if (result == turn_info::PROCESS_END_TURN) {
					break;
				}
			}
			/*
				we might have data left in replay that we recieved during prestart events. (or maybe other events.)
			*/
			else if(!recorder.at_end())
			{
				bool was_skipping = recorder.is_skipping();
				recorder.set_skip(skip_replay_);
				if(do_replay() == REPLAY_FOUND_END_TURN)
				{
					break;
				}
				recorder.set_skip(was_skipping);
			}
		}

		HANDLE_END_PLAY_SIGNAL( play_slice() );
		HANDLE_END_PLAY_SIGNAL( check_end_level() );

		if (!network_processing_stopped_){
			turn_data_.send_data();
		}

		gui_->draw();
	}

	LOG_NG << "finished networked...\n";
	return boost::none;
}
void playmp_controller::play_network_turn(){
	LOG_NG << "is networked...\n";

	gui_->set_theme_object_active("undo", false);
	gui_->set_theme_object_active("endturn", false);
	turn_info turn_data(player_number_, replay_sender_, undo_stack_);
	turn_data.host_transfer().attach_handler(this);

	for(;;) {

		if (!network_processing_stopped_){
			bool turn_ended = false;
			config cfg;

			network::connection from = network::null_connection;

			if (data_backlog_.empty() == false) {
				cfg = data_backlog_.front();
				data_backlog_.pop_front();

			} else if (!received_data_cfg_.empty()) {
				cfg = received_data_cfg_.front();
				received_data_cfg_.erase(received_data_cfg_.begin());
				from = lobby->transit.conn();
			}

			if (!cfg.empty()) {
				if (skip_replay_ && replay_last_turn_ <= turn()) {
					skip_replay_ = false;
				}
				const turn_info::PROCESS_DATA_RESULT result = turn_data.process_network_data(cfg, from, data_backlog_, skip_replay_);
				if (result == turn_info::PROCESS_RESTART_TURN) {
					player_type_changed_ = true;
					return;
				} else if (result == turn_info::PROCESS_END_TURN) {
					turn_ended = true;
					break;
				}
			}
			if (turn_ended) {
				break;
			}
		}

		play_slice();
		check_end_level();

		if (!network_processing_stopped_){
			turn_data.send_data();
		}

		gui_->draw();
	}

	turn_data.host_transfer().detach_handler(this);
	LOG_NG << "finished networked...\n";
	return;
}
void playsingle_controller::play_human_turn() {
	show_turn_dialog();
	execute_gotos();

	while(!end_turn_) {
		play_slice();
		check_end_level();
		gui_->draw();
	}
}
Example #5
0
void playmp_controller::play_network_turn(){
	LOG_NG << "is networked...\n";

	gui_->enable_menu("endturn", false);
	turn_info turn_data(player_number_, replay_sender_, undo_stack_);
	turn_data.host_transfer().attach_handler(this);

	for(;;) {

		if (!network_processing_stopped_){
			bool have_data = false;
			config cfg;

			network::connection from = network::null_connection;

			if(data_backlog_.empty() == false) {
				have_data = true;
				cfg = data_backlog_.front();
				data_backlog_.pop_front();
			} else {
				from = network::receive_data(cfg);
				have_data = from != network::null_connection;
			}

			if(have_data) {
				if (skip_replay_ && replay_last_turn_ <= turn()){
						skip_replay_ = false;
				}
				const turn_info::PROCESS_DATA_RESULT result = turn_data.process_network_data(cfg, from, data_backlog_, skip_replay_);
				if (result == turn_info::PROCESS_RESTART_TURN) {
					player_type_changed_ = true;
					return;
				} else if (result == turn_info::PROCESS_END_TURN) {
					break;
				}
			}
		}

		play_slice();
		check_end_level();

		if (!network_processing_stopped_){
			turn_data.send_data();
		}

		gui_->draw();
	}

	turn_data.host_transfer().detach_handler(this);
	LOG_NG << "finished networked...\n";
	return;
}
Example #6
0
possible_end_play_signal playsingle_controller::play_human_turn() {
    show_turn_dialog();
    HANDLE_END_PLAY_SIGNAL( execute_gotos() );

    end_turn_enable(true);
    while(!end_turn_) {
        HANDLE_END_PLAY_SIGNAL( play_slice() );
        HANDLE_END_PLAY_SIGNAL( check_end_level() );
        gui_->draw();
    }

    return boost::none;
}
void playsingle_controller::check_time_over()
{
	bool b = tod_manager_.next_turn();
	if (!b) {
		game_events::fire("time over");
		// if turns are added while handling 'time over' event
		if (tod_manager_.is_time_left()) {
			return;
		}

		check_end_level();
		if (tent::mode == TOWER_MODE) {
			throw end_level_exception(VICTORY);
		} else {
			throw end_level_exception(DEFEAT);
		}
	}
}
void playsingle_controller::check_time_over(){
	bool b = tod_manager_.next_turn();
	it_is_a_new_turn_ = true;
	if(!b) {

		LOG_NG << "firing time over event...\n";
		game_events::fire("time over");
		LOG_NG << "done firing time over event...\n";
		//if turns are added while handling 'time over' event
		if (tod_manager_.is_time_left()) {
			return;
		}

		if(non_interactive()) {
			std::cout << "time over (draw)\n";
			ai_testing::log_draw();
		}

		check_end_level();
		throw end_level_exception(DEFEAT);
	}
}
void playsingle_controller::play_human_turn() 
{
	show_turn_dialog();
	execute_gotos();

	bool auto_end_turn = can_auto_end_turn(true);
	if (!auto_end_turn) {
		if (!unit::actor->is_city() && unit::actor->task() == unit::TASK_NONE) {
			gui_->scroll_to_tile(unit::actor->get_location(), game_display::ONSCREEN, true, true);
		}
	} else {
		return;
	}

	while (!end_turn_ && pause_when_human_ && !auto_end_turn) {
		play_slice();
		check_end_level();
		gui_->draw();

		auto_end_turn = can_auto_end_turn(false);
	}
}
Example #10
0
void playmp_controller::play_human_turn(){
	LOG_NG << "playmp::play_human_turn...\n";
	command_disabled_resetter reset_commands;
	int cur_ticks = SDL_GetTicks();
	show_turn_dialog();
	execute_gotos();

	if (!linger_ || is_host_) {
		end_turn_enable(true);
	}
	while(!end_turn_) {

		try {
			config cfg;
			const network::connection res = network::receive_data(cfg);
			std::deque<config> backlog;

			if(res != network::null_connection) {
				if (turn_data_->process_network_data(cfg, res, backlog, skip_replay_) == turn_info::PROCESS_RESTART_TURN)
				{
					// Clean undo stack if turn has to be restarted (losing control)
					if ( undo_stack_->can_undo() )
					{
						font::floating_label flabel(_("Undoing moves not yet transmitted to the server."));

						SDL_Color color = {255,255,255,255};
						flabel.set_color(color);
						SDL_Rect rect = gui_->map_area();
						flabel.set_position(rect.w/2, rect.h/2);
						flabel.set_lifetime(150);
						flabel.set_clip_rect(rect);

						font::add_floating_label(flabel);
					}

					while( undo_stack_->can_undo() )
						undo_stack_->undo();
					throw end_turn_exception(gui_->playing_side());
				}
			}

			play_slice();
			check_end_level();
			// give a chance to the whiteboard to continue an execute_all_actions
			resources::whiteboard->continue_execute_all();
		} catch(const end_level_exception&) {
			turn_data_->send_data();
			throw;
		}

		if (!linger_ && (current_team().countdown_time() > 0) && gamestate_.mp_settings().mp_countdown) {
			SDL_Delay(1);
			const int ticks = SDL_GetTicks();
			int new_time = current_team().countdown_time()-std::max<int>(1,(ticks - cur_ticks));
			if (new_time > 0 ){
				current_team().set_countdown_time(new_time);
				cur_ticks = ticks;
				if(current_team().is_human() && !beep_warning_time_) {
					beep_warning_time_ = new_time - WARNTIME + ticks;
				}
				if(counting_down()) {
					think_about_countdown(ticks);
				}
			} else {
				// Clock time ended
				// If no turn bonus or action bonus -> defeat
				const int action_increment = gamestate_.mp_settings().mp_countdown_action_bonus;
				if ( (gamestate_.mp_settings().mp_countdown_turn_bonus == 0 )
					&& (action_increment == 0 || current_team().action_bonus_count() == 0)) {
					// Not possible to end level in MP with throw end_level_exception(DEFEAT);
					// because remote players only notice network disconnection
					// Current solution end remaining turns automatically
					current_team().set_countdown_time(10);
				} else {
					const int maxtime = gamestate_.mp_settings().mp_countdown_reservoir_time;
					int secs = gamestate_.mp_settings().mp_countdown_turn_bonus;
					secs += action_increment  * current_team().action_bonus_count();
					current_team().set_action_bonus_count(0);
					secs = (secs > maxtime) ? maxtime : secs;
					current_team().set_countdown_time(1000 * secs);
				}
				turn_data_->send_data();

				if (!rand_rng::has_new_seed_callback()) {
					throw end_turn_exception();
				}
			}
		}

		gui_->draw();

		turn_data_->send_data();
	}
}
Example #11
0
void playmp_controller::play_human_turn(){
	LOG_NG << "playmp::play_human_turn...\n";
	command_disabled_resetter reset_commands;
	int cur_ticks = SDL_GetTicks();
	show_turn_dialog();
	execute_gotos();

	if ((!linger_) || (is_host_))
		gui_->enable_menu("endturn", true);
	while(!end_turn_) {

		try {
			config cfg;
			const network::connection res = network::receive_data(cfg);
			std::deque<config> backlog;

			if(res != network::null_connection) {
				if (turn_data_->process_network_data(cfg, res, backlog, skip_replay_) == turn_info::PROCESS_RESTART_TURN)
				{
					// Clean undo stack if turn has to be restarted (losing control)
					if (!undo_stack_.empty())
					{
						const std::string msg =_("Undoing moves not yet transmitted to the server.");
						const int size = 20;
						const int lifetime = 150;
						SDL_Color colour = {255,255,255,255};

						SDL_Rect rect = gui_->map_area();
						font::add_floating_label(msg,size, colour,
								rect.w/2,rect.h/2,0.0,0.0,lifetime,rect,font::CENTER_ALIGN);
					}

					while(!undo_stack_.empty())
						menu_handler_.undo(gui_->get_playing_team() + 1);
					throw end_turn_exception(gui_->get_playing_team() + 1);
				}
			}

			play_slice();
			check_end_level();
		} catch(end_level_exception& e) {
			turn_data_->send_data();
			throw e;
		}

		if (!linger_ && (current_team().countdown_time() > 0) && gamestate_.mp_settings().mp_countdown) {
			SDL_Delay(1);
			const int ticks = SDL_GetTicks();
			int new_time = current_team().countdown_time()-std::max<int>(1,(ticks - cur_ticks));
			if (new_time > 0 ){
				current_team().set_countdown_time(new_time);
				cur_ticks = ticks;
				if(current_team().is_human() && !beep_warning_time_) {
					beep_warning_time_ = new_time - WARNTIME + ticks;
				}
				if(counting_down()) {
					think_about_countdown(ticks);
				}
			} else {
				// Clock time ended
				// If no turn bonus or action bonus -> defeat
				const int action_increment = gamestate_.mp_settings().mp_countdown_action_bonus;
				if ( (gamestate_.mp_settings().mp_countdown_turn_bonus == 0 )
					&& (action_increment == 0 || current_team().action_bonus_count() == 0)) {
					// Not possible to end level in MP with throw end_level_exception(DEFEAT);
					// because remote players only notice network disconnection
					// Current solution end remaining turns automatically
					current_team().set_countdown_time(10);
				} else {
					const int maxtime = gamestate_.mp_settings().mp_countdown_reservoir_time;
					int secs = gamestate_.mp_settings().mp_countdown_turn_bonus;
					secs += action_increment  * current_team().action_bonus_count();
					current_team().set_action_bonus_count(0);
					secs = (secs > maxtime) ? maxtime : secs;
					current_team().set_countdown_time(1000 * secs);
				}
				turn_data_->send_data();

				throw end_turn_exception();
			}
		}

		gui_->draw();

		turn_data_->send_data();
	}
	menu_handler_.clear_undo_stack(player_number_);
}
Example #12
0
possible_end_play_signal playmp_controller::play_human_turn(){
	LOG_NG << "playmp::play_human_turn...\n";

	remove_blindfold();
	int cur_ticks = SDL_GetTicks();
	show_turn_dialog();

	if (!preferences::disable_auto_moves()) {
		HANDLE_END_PLAY_SIGNAL(execute_gotos());
	}

	if (!linger_ || is_host()) {
		end_turn_enable(true);
	}
	while(!end_turn_) {
		turn_info_send send_safe(turn_data_);
			config cfg;

			if(network_reader_.read(cfg)) {
				turn_info::PROCESS_DATA_RESULT res;
				HANDLE_END_PLAY_SIGNAL( res = turn_data_.process_network_data(cfg, skip_replay_) );
				//PROCESS_RESTART_TURN_TEMPORARY_LOCAL should be impossible because that's means the currently active side (that's us) left.
				if (res == turn_info::PROCESS_RESTART_TURN || res == turn_info::PROCESS_RESTART_TURN_TEMPORARY_LOCAL)
				{
					// Clean undo stack if turn has to be restarted (losing control)
					if ( undo_stack_->can_undo() )
					{
						font::floating_label flabel(_("Undoing moves not yet transmitted to the server."));

						SDL_Color color = {255,255,255,255};
						flabel.set_color(color);
						SDL_Rect rect = gui_->map_area();
						flabel.set_position(rect.w/2, rect.h/2);
						flabel.set_lifetime(150);
						flabel.set_clip_rect(rect);

						font::add_floating_label(flabel);
					}

					while( undo_stack_->can_undo() )
						undo_stack_->undo();

					end_turn_struct ets = {static_cast<unsigned>(gui_->playing_side())};
					return possible_end_play_signal(ets);
					//throw end_turn_exception(gui_->playing_side());
				}
				else if(res == turn_info::PROCESS_END_LINGER)
				{
					if(!linger_)
						replay::process_error("Received unexpected next_scenario durign the game");
					else
					{
						//we end the turn immidiately to prevent receiving data of the next scenario while we are not playing it.
						end_turn();
					}
				}
			}

			HANDLE_END_PLAY_SIGNAL( play_slice() );
			HANDLE_END_PLAY_SIGNAL( check_end_level() );

		if (!linger_ && (current_team().countdown_time() > 0) && saved_game_.mp_settings().mp_countdown) {
			SDL_Delay(1);
			const int ticks = SDL_GetTicks();
			int new_time = current_team().countdown_time()-std::max<int>(1,(ticks - cur_ticks));
			if (new_time > 0 ){
				current_team().set_countdown_time(new_time);
				cur_ticks = ticks;
				if(current_team().is_human() && !beep_warning_time_) {
					beep_warning_time_ = new_time - WARNTIME + ticks;
				}
				if(counting_down()) {
					think_about_countdown(ticks);
				}
			} else {
				// Clock time ended
				// If no turn bonus or action bonus -> defeat
				const int action_increment = saved_game_.mp_settings().mp_countdown_action_bonus;
				if ( (saved_game_.mp_settings().mp_countdown_turn_bonus == 0 )
					&& (action_increment == 0 || current_team().action_bonus_count() == 0)) {
					// Not possible to end level in MP with throw end_level_exception(DEFEAT);
					// because remote players only notice network disconnection
					// Current solution end remaining turns automatically
					current_team().set_countdown_time(10);
				}

				return possible_end_play_signal(end_turn_exception().to_struct());
				//throw end_turn_exception();
			}
		}

		gui_->draw();
	}
	return boost::none;
}
void playmp_controller::play_human_turn()
{
	command_disabled_resetter reset_commands;
	int cur_ticks = SDL_GetTicks();
	show_turn_dialog();
	execute_gotos();

	bool auto_end_turn = can_auto_end_turn(true);
	if (!auto_end_turn) {
		if (!unit::actor->is_city() && unit::actor->task() == unit::TASK_NONE) {
			gui_->scroll_to_tile(unit::actor->get_location(), game_display::ONSCREEN, true, true);
		}
	} else {
		return;
	}

	if ((!linger_) || (is_host_)) {
		gui_->set_theme_object_active("endturn", true);
	}

	while (!end_turn_ && !auto_end_turn) {
		try {
			play_slice();
			check_end_level();

			std::deque<config> backlog;
			std::vector<config> cfgs = received_data_cfg_;
			received_data_cfg_.clear();
			for (std::vector<config>::const_iterator it = cfgs.begin(); it != cfgs.end(); ++ it) {
				const config& cfg = *it;
				if (turn_data_->process_network_data(cfg, lobby->transit.conn(), backlog, skip_replay_) == turn_info::PROCESS_RESTART_TURN) {
					// Clean undo stack if turn has to be restarted (losing control)
					if (!undo_stack_.empty()) {
						font::floating_label flabel(_("Undoing moves not yet transmitted to the server."));

						SDL_Color color = {255,255,255,255};
						flabel.set_color(color);
						SDL_Rect rect = gui_->map_area();
						flabel.set_position(rect.w/2, rect.h/2);
						flabel.set_lifetime(150);
						flabel.set_clip_rect(rect);

						font::add_floating_label(flabel);
					}

					while(!undo_stack_.empty()) {
						menu_handler_.undo(gui_->get_playing_team() + 1);
					}
					throw end_turn_exception(gui_->get_playing_team() + 1);
				}
			}

		} catch (end_level_exception& e) {
			turn_data_->send_data();
			throw e;
		}

		if (!linger_ && (current_team().countdown_time() > 0) && gamestate_.mp_settings().mp_countdown) {
			SDL_Delay(1);
			const int ticks = SDL_GetTicks();
			int new_time = current_team().countdown_time()-std::max<int>(1,(ticks - cur_ticks));
			if (new_time > 0 ){
				current_team().set_countdown_time(new_time);
				cur_ticks = ticks;
				if(current_team().is_human() && !beep_warning_time_) {
					beep_warning_time_ = new_time - WARNTIME + ticks;
				}
				if(counting_down()) {
					think_about_countdown(ticks);
				}
			} else {
				// Clock time ended
				// If no turn bonus or action bonus -> defeat
				const int action_increment = gamestate_.mp_settings().mp_countdown_action_bonus;
				if ( (gamestate_.mp_settings().mp_countdown_turn_bonus == 0 )
					&& (action_increment == 0 || current_team().action_bonus_count() == 0)) {
					// Not possible to end level in MP with throw end_level_exception(DEFEAT);
					// because remote players only notice network disconnection
					// Current solution end remaining turns automatically
					current_team().set_countdown_time(10);
				} else {
					const int maxtime = gamestate_.mp_settings().mp_countdown_reservoir_time;
					int secs = gamestate_.mp_settings().mp_countdown_turn_bonus;
					secs += action_increment  * current_team().action_bonus_count();
					current_team().set_action_bonus_count(0);
					secs = (secs > maxtime) ? maxtime : secs;
					current_team().set_countdown_time(1000 * secs);
				}
				turn_data_->send_data();

				throw end_turn_exception();
			}
		}

		gui_->draw();

		turn_data_->send_data();

		auto_end_turn = can_auto_end_turn(false);
	}
	menu_handler_.clear_undo_stack(player_number_);
}