コード例 #1
0
ファイル: singleplayer.cpp プロジェクト: shikadilord/wesnoth
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;
}
コード例 #2
0
ファイル: singleplayer.cpp プロジェクト: kencheng/wesnoth
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;
}
コード例 #3
0
config initial_level_config(saved_game& state)
{
	const mp_game_settings& params = state.mp_settings();
	state.set_defaults();

	// Also impliers state.expand_scenario()
	// We need to call this before expand_mp_events/options otherwise they might be overwritten.
	state.expand_random_scenario();
	state.expand_mp_events();
	state.expand_mp_options();

	if(!state.valid()) {
		throw config::error("Failed to load the scenario");
	}

	config& scenario = state.get_starting_point();
	if(state.mp_settings().saved_game == mp_game_settings::SAVED_GAME_MODE::NONE) {
		state.set_random_seed();
	}

	if(scenario["objectives"].empty()) {
		// Generic victory objectives.
		std::ostringstream ss;
		ss << "<big>";
		ss << t_string(N_("Victory:"), "wesnoth") << "</big>\n";
		ss << "<span color='#00ff00'>" << font::unicode_bullet << " ";
		ss << t_string(N_("Defeat enemy leader(s)"), "wesnoth") << "</span>";

		scenario["objectives"] = ss.str();
	}

	config level = state.to_config();
	add_multiplayer_classification(level.child_or_add("multiplayer"), state);

	// [multiplayer] mp_era= should be persistent over saves.
	std::string era = params.mp_era;

	/**
	 * [era] and [modification]s are toplevel tags here.
	 * They are not part of the saved_game and are only used during mp_staging/mp_join_game.
	 *
	 * @todo: see if all the comments ai algorithms are still up-to-date and relevant.
	 *
	 * -- vultraz, 2017-11-24
	 */

	const config& game_config = game_config_manager::get()->game_config();
	const config& era_cfg = game_config.find_child("era", "id", era);

	if(!era_cfg) {
		if(params.saved_game == mp_game_settings::SAVED_GAME_MODE::NONE) {
			throw config::error(VGETTEXT("Cannot find era $era", {{"era", era}}));
		}

		// FIXME: @todo We should tell user about missing era but still load game...
		WRN_CF << "Missing era in MP load game " << era << std::endl;

		// Otherwise we get an error when when we try to add ai algorithms in mp_staging.
		level.add_child("era");
	} else {
		level.add_child("era", era_cfg);

		// Initialize the list of sides available for the current era.
		// We also need this so not to get a segfault in mp_staging for ai configuration.
		const config& custom_side = game_config.find_child("multiplayer_side", "id", "Custom");
		level.child("era").add_child_at("multiplayer_side", custom_side, 0);
	}

	// Add modifications, needed for ai algorithms which are applied in mp_staging.
	const std::vector<std::string>& mods = params.active_mods;

	for(unsigned i = 0; i < mods.size(); ++i) {
		if(const config& mod_cfg = game_config.find_child("modification", "id", mods[i])) {
			level.add_child("modification", mod_cfg);
		}
	}

	// This will force connecting clients to be using the same version number as us.
	level["version"] = game_config::wesnoth_version.str();
	return level;
}