예제 #1
0
possible_end_play_signal playsingle_controller::play_scenario_main_loop(end_level_data & end_level, bool & /*past_prestart*/) {
    LOG_NG << "starting main loop\n" << (SDL_GetTicks() - ticks_) << "\n";

    // Initialize countdown clock.
    std::vector<team>::const_iterator t;
    for(t = gamestate_.board_.teams().begin(); t != gamestate_.board_.teams().end(); ++t) {
        if (saved_game_.mp_settings().mp_countdown && !loading_game_ ) {
            t->set_countdown_time(1000 * saved_game_.mp_settings().mp_countdown_init_time);
        }
    }

    // if we loaded a save file in linger mode, skip to it.
    if (linger_) {
        //determine the bonus gold handling for this scenario
        end_level.read(level_.child_or_empty("end_level_data"));
        end_level.transient.carryover_report = false;
        end_level.transient.disabled = true;
        end_level_struct els = { SKIP_TO_LINGER };
        return possible_end_play_signal ( els );
        //throw end_level_exception(SKIP_TO_LINGER);
    }

    // Avoid autosaving after loading, but still
    // allow the first turn to have an autosave.
    do_autosaves_ = !loading_game_;
    ai_testing::log_game_start();
    for(; ; first_player_ = 1) {
        PROPOGATE_END_PLAY_SIGNAL( play_turn() );
        do_autosaves_ = true;
    } //end for loop
    return boost::none;
}
예제 #2
0
possible_end_play_signal playsingle_controller::check_time_over() {
    bool b = gamestate_.tod_manager_.next_turn(*resources::gamedata);
    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 (gamestate_.tod_manager_.is_time_left()) {
            return boost::none;
        }

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

        HANDLE_END_PLAY_SIGNAL( check_victory() );

        get_end_level_data().proceed_to_next_level = false;

        end_level_struct els = {DEFEAT};
        return possible_end_play_signal (els);
        //throw end_level_exception(DEFEAT);
    }
    return boost::none;
}
예제 #3
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;
}
예제 #4
0
possible_end_play_signal playsingle_controller::play_side()
{
    //check for team-specific items in the scenario
    gui_->parse_team_overlays();

    HANDLE_END_PLAY_SIGNAL( maybe_do_init_side(false) );

    //flag used when we fallback from ai and give temporarily control to human
    bool temporary_human = false;
    do {
        // This flag can be set by derived classes (in overridden functions).
        player_type_changed_ = false;
        if (!skip_next_turn_)
            end_turn_ = false;

        statistics::reset_turn_stats(gamestate_.board_.teams()[player_number_ - 1].save_id());

        if(current_team().is_human() || temporary_human) {
            LOG_NG << "is human...\n";
            temporary_human = false;
            // If a side is dead end the turn, but play at least side=1's
            // turn in case all sides are dead
            if (gamestate_.board_.side_units(player_number_) != 0
                    || (resources::units->size() == 0 && player_number_ == 1))
            {
                possible_end_play_signal signal = before_human_turn();

                if (!signal) {
                    signal = play_human_turn();
                }

                if (signal) {
                    switch (boost::apply_visitor(get_signal_type(), *signal)) {
                    case END_LEVEL:
                        return signal;
                    case END_TURN:
                        if (int(boost::apply_visitor(get_redo(),*signal)) == player_number_) {
                            player_type_changed_ = true;
                            // If new controller is not human,
                            // reset gui to prev human one
                            if (!gamestate_.board_.teams()[player_number_-1].is_human()) {
                                browse_ = true;
                                int s = find_human_team_before_current_player();
                                if (s <= 0)
                                    s = gui_->playing_side();
                                update_gui_to_player(s-1);
                            }
                        }

                    }
                }
            }

            // Ending the turn commits all moves.
            undo_stack_->clear();
            if ( !player_type_changed_ )
                after_human_turn();
            LOG_NG << "human finished turn...\n";

        } else if(current_team().is_ai()) {
            try {
                play_ai_turn();
            } catch(fallback_ai_to_human_exception&) {
                // Give control to a human for this turn.
                player_type_changed_ = true;
                temporary_human = true;
            } catch (end_level_exception & e) { //Don't know at the moment if these two are possible but can't hurt to add
                return possible_end_play_signal(e.to_struct());
            } catch (end_turn_exception & e) {
                return possible_end_play_signal(e.to_struct());
            }
            if(!player_type_changed_)
            {
                recorder.end_turn();
            }

        } else if(current_team().is_network()) {
            PROPOGATE_END_PLAY_SIGNAL( play_network_turn() );
        } else if(current_team().is_idle()) {
            end_turn_enable(false);
            do_idle_notification();

            possible_end_play_signal signal = before_human_turn();

            if (!signal) {
                signal = play_idle_loop();
            }

            if (signal) {
                switch (boost::apply_visitor(get_signal_type(), *signal)) {
                case END_LEVEL:
                    return signal;
                case END_TURN:
                    LOG_NG << "Escaped from idle state with exception!" << std::endl;
                    if (int(boost::apply_visitor(get_redo(), *signal)) == player_number_) {
                        player_type_changed_ = true;
                        // If new controller is not human,
                        // reset gui to prev human one
                        if (!gamestate_.board_.teams()[player_number_-1].is_human()) {
                            browse_ = true;
                            int s = find_human_team_before_current_player();
                            if (s <= 0)
                                s = gui_->playing_side();
                            update_gui_to_player(s-1);
                        }
                    }
                }
            }
        }

        // Else current_team().is_empty(), so do nothing.

    } while (player_type_changed_);
    // Keep looping if the type of a team (human/ai/networked)
    // has changed mid-turn
    skip_next_turn_ = false;
    return boost::none;
}
//make only one side move
possible_end_play_signal replay_controller::play_side() {

	DBG_REPLAY << "Status turn number: " << turn() << "\n";
	DBG_REPLAY << "Replay_Controller turn number: " << current_turn_ << "\n";
	DBG_REPLAY << "Player number: " << player_number_ << "\n";

	// If a side is empty skip over it.
	if (!current_team().is_empty()) {
		statistics::reset_turn_stats(current_team().save_id());

		possible_end_play_signal signal = play_controller::init_side(true);

		if (signal) {
			switch (boost::apply_visitor(get_signal_type(), *signal) ) {
				case END_TURN:
					return signal;
				case END_LEVEL:
					//VICTORY/DEFEAT end_level_exception shall not return to title screen
					LEVEL_RESULT res = boost::apply_visitor(get_result(), *signal);
					if ( res != VICTORY && res != DEFEAT ) return signal;
			}
		}

		DBG_REPLAY << "doing replay " << player_number_ << "\n";
		// if have reached the end we don't want to execute finish_side_turn and finish_turn
		// becasue we might not have enough data to execute them (like advancements during turn_end for example)

		try {
			if(do_replay() != REPLAY_FOUND_END_TURN) {
				// We reached the end of teh replay without finding and end turn tag.
				return boost::none;
			}
		} catch(end_level_exception& e){
			//VICTORY/DEFEAT end_level_exception shall not return to title screen
			if (e.result != VICTORY && e.result != DEFEAT) {
				return possible_end_play_signal(e.to_struct());
			}
		} catch (end_turn_exception & e) {
			return possible_end_play_signal(e.to_struct());
		}

		finish_side_turn();
	}

	player_number_++;

	if (static_cast<size_t>(player_number_) > gamestate_.board_.teams().size()) {
		//during the orginal game player_number_ would also be gamestate_.board_.teams().size(),
		player_number_ = gamestate_.board_.teams().size();
		finish_turn();
		gamestate_.tod_manager_.next_turn(*resources::gamedata);
		it_is_a_new_turn_ = true;
		player_number_ = 1;
		current_turn_++;
		gui_->new_turn();
	}

	// This is necessary for replays in order to show possible movements.
	gamestate_.board_.new_turn(player_number_);

	update_teams();
	update_gui();

	return boost::none;
}
예제 #6
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;
}