Esempio n. 1
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);
}
Esempio n. 2
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;
}
Esempio n. 3
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;
}