gamemap::gamemap(const config& cfg, const config& level): tiles_(1), terrainList_(), tcodeToTerrain_(), villages_(), borderCache_(), terrainFrequencyCache_(), w_(-1), h_(-1), total_width_(0), total_height_(0), border_size_(gamemap::SINGLE_TILE_BORDER), usage_(IS_MAP) { DBG_G << "loading map: '" << level.debug() << "'\n"; const config::const_child_itors &terrains = cfg.child_range("terrain_type"); create_terrain_maps(terrains, terrainList_, tcodeToTerrain_); const config& map_child = level.child_or_empty("map"); if (map_child.empty()) { const std::string& map_data = level["map_data"]; if (!map_data.empty()) { read(map_data); } else { w_ = 0; h_ = 0; total_width_ = 0; total_height_ = 0; } } else { read(map_child["data"], true, map_child["border_size"], map_child["usage"]); } }
gamemap::gamemap(const tdata_cache& tdata, const config& level): tiles_(1), tdata_(tdata), villages_(), borderCache_(), terrainFrequencyCache_(), w_(-1), h_(-1), total_width_(0), total_height_(0), border_size_(gamemap::default_border) { DBG_G << "loading map: '" << level.debug() << "'\n"; const config& map_child = level.child_or_empty("map"); if (map_child.empty()) { const std::string& map_data = level["map_data"]; if (!map_data.empty()) { read(map_data); } else { w_ = 0; h_ = 0; total_width_ = 0; total_height_ = 0; } } else { read(map_child["data"], true); } }
lua_map_generator::lua_map_generator(const config & cfg) : id_(cfg["id"]) , config_name_(cfg["config_name"]) , user_config_(cfg["user_config"]) , create_map_(cfg["create_map"]) , create_scenario_(cfg["create_scenario"]) , lk_() , generator_data_(cfg) { const char* required[] = {"id", "config_name", "create_map"}; for (std::string req : required) { if (!cfg.has_attribute(req)) { std::string msg = "Error when constructing a lua map generator -- missing a required attribute '"; msg += req + "'\n"; msg += "Config was '" + cfg.debug() + "'"; throw mapgen_exception(msg); } } }
turn_info::PROCESS_DATA_RESULT turn_info::process_network_data(const config& cfg) { // the simple wesnothserver implementation in wesnoth was removed years ago. assert(cfg.all_children_count() == 1); assert(cfg.attribute_range().first == cfg.attribute_range().second); if(!resources::recorder->at_end()) { ERR_NW << "processing network data while still having data on the replay." << std::endl; } if (const config &msg = cfg.child("message")) { resources::screen->get_chat_manager().add_chat_message(time(nullptr), msg["sender"], msg["side"], msg["message"], events::chat_handler::MESSAGE_PUBLIC, preferences::message_bell()); } else if (const config &msg = cfg.child("whisper") /*&& is_observer()*/) { resources::screen->get_chat_manager().add_chat_message(time(nullptr), "whisper: " + msg["sender"].str(), 0, msg["message"], events::chat_handler::MESSAGE_PRIVATE, preferences::message_bell()); } else if (const config &ob = cfg.child("observer") ) { resources::screen->get_chat_manager().add_observer(ob["name"]); } else if (const config &ob = cfg.child("observer_quit")) { resources::screen->get_chat_manager().remove_observer(ob["name"]); } else if (cfg.child("leave_game")) { throw ingame_wesnothd_error(""); } else if (const config &turn = cfg.child("turn")) { return handle_turn(turn); } else if (cfg.has_child("whiteboard")) { resources::whiteboard->process_network_data(cfg); } else if (const config &change = cfg.child("change_controller")) { if(change.empty()) { ERR_NW << "Bad [change_controller] signal from server, [change_controller] tag was empty." << std::endl; return PROCESS_CONTINUE; } const int side = change["side"].to_int(); const bool is_local = change["is_local"].to_bool(); const std::string player = change["player"]; const size_t index = side - 1; if(index >= resources::gameboard->teams().size()) { ERR_NW << "Bad [change_controller] signal from server, side out of bounds: " << change.debug() << std::endl; return PROCESS_CONTINUE; } const team & tm = resources::gameboard->teams().at(index); const bool was_local = tm.is_local(); resources::gameboard->side_change_controller(side, is_local, player); if (!was_local && tm.is_local()) { resources::controller->on_not_observer(); } if (resources::gameboard->is_observer() || (resources::gameboard->teams())[resources::screen->playing_team()].is_local_human()) { resources::screen->set_team(resources::screen->playing_team()); resources::screen->redraw_everything(); resources::screen->recalculate_minimap(); } else if (tm.is_local_human()) { resources::screen->set_team(side - 1); resources::screen->redraw_everything(); resources::screen->recalculate_minimap(); } resources::whiteboard->on_change_controller(side,tm); resources::screen->labels().recalculate_labels(); const bool restart = resources::screen->playing_side() == side && (was_local || tm.is_local()); return restart ? PROCESS_RESTART_TURN : PROCESS_CONTINUE; } else if (const config &side_drop_c = cfg.child("side_drop")) { const int side_drop = side_drop_c["side_num"].to_int(0); size_t index = side_drop -1; bool restart = side_drop == resources::screen->playing_side(); if (index >= resources::teams->size()) { ERR_NW << "unknown side " << side_drop << " is dropping game" << std::endl; throw ingame_wesnothd_error(""); } team::CONTROLLER ctrl; if(!ctrl.parse(side_drop_c["controller"])) { ERR_NW << "unknown controller type issued from server on side drop: " << side_drop_c["controller"] << std::endl; throw ingame_wesnothd_error(""); } if (ctrl == team::CONTROLLER::AI) { resources::gameboard->side_drop_to(side_drop, ctrl); return restart ? PROCESS_RESTART_TURN:PROCESS_CONTINUE; } //null controlled side cannot be dropped becasue they aren't controlled by anyone. else if (ctrl != team::CONTROLLER::HUMAN) { ERR_NW << "unknown controller type issued from server on side drop: " << ctrl.to_cstring() << std::endl; throw ingame_wesnothd_error(""); } int action = 0; int first_observer_option_idx = 0; int control_change_options = 0; bool has_next_scenario = !resources::gamedata->next_scenario().empty() && resources::gamedata->next_scenario() != "null"; std::vector<std::string> observers; std::vector<const team *> allies; std::vector<std::string> options; const team &tm = resources::gameboard->teams()[index]; for (const team &t : resources::gameboard->teams()) { if (!t.is_enemy(side_drop) && !t.is_local_human() && !t.is_local_ai() && !t.is_network_ai() && !t.is_empty() && t.current_player() != tm.current_player()) { allies.push_back(&t); } } // We want to give host chance to decide what to do for side if (!resources::controller->is_linger_mode() || has_next_scenario) { utils::string_map t_vars; //get all allies in as options to transfer control for (const team *t : allies) { //if this is an ally of the dropping side and it is not us (choose local player //if you want that) and not ai or empty and if it is not the dropping side itself, //get this team in as well t_vars["player"] = t->current_player(); options.push_back(vgettext("Give control to their ally $player", t_vars)); control_change_options++; } first_observer_option_idx = options.size(); //get all observers in as options to transfer control for (const std::string &ob : resources::screen->observers()) { t_vars["player"] = ob; options.push_back(vgettext("Give control to observer $player", t_vars)); observers.push_back(ob); control_change_options++; } options.push_back(_("Replace with AI")); options.push_back(_("Replace with local player")); options.push_back(_("Set side to idle")); options.push_back(_("Save and abort game")); t_vars["player"] = tm.current_player(); const std::string msg = vgettext("$player has left the game. What do you want to do?", t_vars); gui2::tsimple_item_selector dlg("", msg, options); dlg.set_single_button(true); dlg.show(resources::screen->video()); action = dlg.selected_index(); // If esc was pressed, default to setting side to idle if (action == -1) { action = control_change_options + 2; } } else { // Always set leaving side to idle if in linger mode and there is no next scenario action = 2; } if (action < control_change_options) { // Grant control to selected ally { // Server thinks this side is ours now so in case of error transferring side we have to make local state to same as what server thinks it is. resources::gameboard->side_drop_to(side_drop, team::CONTROLLER::HUMAN, team::PROXY_CONTROLLER::PROXY_IDLE); } if (action < first_observer_option_idx) { change_side_controller(side_drop, allies[action]->current_player()); } else { change_side_controller(side_drop, observers[action - first_observer_option_idx]); } return restart ? PROCESS_RESTART_TURN : PROCESS_CONTINUE; } else { action -= control_change_options; //make the player an AI, and redo this turn, in case //it was the current player's team who has just changed into //an AI. switch(action) { case 0: resources::controller->on_not_observer(); resources::gameboard->side_drop_to(side_drop, team::CONTROLLER::HUMAN, team::PROXY_CONTROLLER::PROXY_AI); return restart?PROCESS_RESTART_TURN:PROCESS_CONTINUE; case 1: resources::controller->on_not_observer(); resources::gameboard->side_drop_to(side_drop, team::CONTROLLER::HUMAN, team::PROXY_CONTROLLER::PROXY_HUMAN); return restart?PROCESS_RESTART_TURN:PROCESS_CONTINUE; case 2: resources::gameboard->side_drop_to(side_drop, team::CONTROLLER::HUMAN, team::PROXY_CONTROLLER::PROXY_IDLE); return restart?PROCESS_RESTART_TURN:PROCESS_CONTINUE; case 3: //The user pressed "end game". Don't throw a network error here or he will get //thrown back to the title screen. do_save(); throw_quit_game_exception(); default: break; } } } // The host has ended linger mode in a campaign -> enable the "End scenario" button // and tell we did get the notification. else if (cfg.child("notify_next_scenario")) { gui::button* btn_end = resources::screen->find_action_button("button-endturn"); if(btn_end) { btn_end->enable(true); } return PROCESS_END_LINGER; } //If this client becomes the new host, notify the play_controller object about it else if (cfg.child("host_transfer")){ host_transfer_.notify_observers(); } else { ERR_NW << "found unknown command:\n" << cfg.debug() << std::endl; } return PROCESS_CONTINUE; }
void mp_game_settings::update_addon_requirements(const config & cfg) { if (cfg["id"].empty()) { WRN_NG << "Tried to add add-on metadata to a game, missing mandatory id field... skipping.\n" << cfg.debug() << "\n"; return; } mp_game_settings::addon_version_info new_data(cfg); // Check if this add-on already has an entry as a dependency for this scenario. If so, try to reconcile their version info, // by taking the larger of the min versions. The version should be the same for all WML from the same add-on... std::map<std::string, addon_version_info>::iterator it = addons.find(cfg["id"].str()); if (it != addons.end()) { addon_version_info & addon = it->second; if (new_data.version) { if (!addon.version || (*addon.version != *new_data.version)) { WRN_NG << "Addon version data mismatch -- not all local WML has same version of '" << cfg["id"].str() << "' addon.\n"; } } if (addon.version && !new_data.version) { WRN_NG << "Addon version data mismatch -- not all local WML has same version of '" << cfg["id"].str() << "' addon.\n"; } if (new_data.min_version) { if (!addon.min_version || (*new_data.min_version > *addon.min_version)) { addon.min_version = *new_data.min_version; } } } else { // Didn't find this addon-id in the map, so make a new entry. addons.insert(std::make_pair(cfg["id"].str(), new_data)); } }