void start_local_game_commandline(const config& game_config, saved_game& state, const commandline_options& cmdline_opts) { DBG_MP << "starting local MP game from commandline" << std::endl; // The setup is done equivalently to lobby MP games using as much of existing // code as possible. This means that some things are set up that are not // needed in commandline mode, but they are required by the functions called. preferences::set_message_private(false); DBG_MP << "entering create mode" << std::endl; // Set the default parameters state.clear(); // This creates these parameters with default values defined in mp_game_settings.cpp mp_game_settings& parameters = state.mp_settings(); // Hardcoded default values parameters.mp_era = "era_default"; parameters.name = "multiplayer_The_Freelands"; // Default values for which at getter function exists parameters.num_turns = settings::get_turns(""); parameters.village_gold = settings::get_village_gold(""); parameters.village_support = settings::get_village_support(""); parameters.xp_modifier = settings::get_xp_modifier(""); // Do not use map settings if --ignore-map-settings commandline option is set if(cmdline_opts.multiplayer_ignore_map_settings) { DBG_MP << "ignoring map settings" << std::endl; parameters.use_map_settings = false; } else { parameters.use_map_settings = true; } // None of the other parameters need to be set, as their creation values above are good enough for CL mode. // In particular, we do not want to use the preferences values. state.classification().campaign_type = game_classification::CAMPAIGN_TYPE::MULTIPLAYER; // [era] define. if(cmdline_opts.multiplayer_era) { parameters.mp_era = *cmdline_opts.multiplayer_era; } if(const config& cfg_era = game_config.find_child("era", "id", parameters.mp_era)) { state.classification().era_define = cfg_era["define"].str(); } else { std::cerr << "Could not find era '" << parameters.mp_era << "'\n"; return; } // [multiplayer] define. if(cmdline_opts.multiplayer_scenario) { parameters.name = *cmdline_opts.multiplayer_scenario; } if(const config& cfg_multiplayer = game_config.find_child("multiplayer", "id", parameters.name)) { state.classification().scenario_define = cfg_multiplayer["define"].str(); } else { std::cerr << "Could not find [multiplayer] '" << parameters.name << "'\n"; return; } game_config_manager::get()->load_game_config_for_game(state.classification()); state.set_carryover_sides_start( config {"next_scenario", parameters.name} ); state.expand_random_scenario(); state.expand_mp_events(); state.expand_mp_options(); // Should number of turns be determined from scenario data? if(parameters.use_map_settings && state.get_starting_pos()["turns"]) { DBG_MP << "setting turns from scenario data: " << state.get_starting_pos()["turns"] << std::endl; parameters.num_turns = state.get_starting_pos()["turns"]; } DBG_MP << "entering connect mode" << std::endl; statistics::fresh_stats(); { ng::connect_engine_ptr connect_engine(new ng::connect_engine(state, true, nullptr)); // Update the parameters to reflect game start conditions connect_engine->start_game_commandline(cmdline_opts); } if(resources::recorder && cmdline_opts.multiplayer_label) { std::string label = *cmdline_opts.multiplayer_label; resources::recorder->add_log_data("ai_log","ai_label",label); } unsigned int repeat = (cmdline_opts.multiplayer_repeat) ? *cmdline_opts.multiplayer_repeat : 1; for(unsigned int i = 0; i < repeat; i++){ saved_game state_copy(state); campaign_controller controller(state_copy, game_config, game_config_manager::get()->terrain_types()); controller.play_game(); } }
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; }
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; }