Пример #1
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;
}
Пример #2
0
void playmp_controller::play_idle_loop()
{
	LOG_NG << "playmp::play_human_turn...\n";

	remove_blindfold();

	while (!should_return_to_play_side())
	{
		try
		{
			process_network_data();
			play_slice_catch();
			SDL_Delay(1);
		}
		catch(...)
		{
			turn_data_.send_data();
			throw;
		}
		turn_data_.send_data();
	}
}
Пример #3
0
void playmp_controller::on_not_observer() {
	remove_blindfold();
}
Пример #4
0
void playmp_controller::play_human_turn()
{
	LOG_NG << "playmp::play_human_turn...\n";
	assert(!linger_);
	assert(gamestate_->init_side_done());
	assert(gamestate().gamedata_.phase() == game_data::PLAY);

	mp_ui_alerts::turn_changed(current_team().current_player());

	LOG_NG << "events::commands_disabled=" << events::commands_disabled <<"\n";

	remove_blindfold();
	const std::unique_ptr<countdown_clock> timer(saved_game_.mp_settings().mp_countdown
        ? new countdown_clock(current_team())
        : nullptr);
	show_turn_dialog();
	if(undo_stack().can_undo()) {
		// If we reload a networked mp game we cannot undo moves made before the save
		// because other players already received them
		if(!current_team().auto_shroud_updates()) {
			synced_context::run_and_store("update_shroud", replay_helper::get_update_shroud());
		}
		undo_stack().clear();
	}
	if (!preferences::disable_auto_moves()) {
		execute_gotos();
	}

	end_turn_enable(true);
	while(!should_return_to_play_side()) {
		try {
			process_network_data();
			check_objectives();
			play_slice_catch();
			if (player_type_changed_)
			{
				// 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."));

					color_t color {255,255,255,SDL_ALPHA_OPAQUE};
					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();

			}
			if(timer)
			{
				bool time_left = timer->update();
				if(!time_left)
				{
					end_turn_ = END_TURN_REQUIRED;
				}
			}
		}
		catch(...)
		{
			turn_data_.send_data();
			throw;
		}
		turn_data_.send_data();
	}
}
Пример #5
0
void playmp_controller::play_human_turn(){
	LOG_NG << "playmp::play_human_turn...\n";

	remove_blindfold();

	command_disabled_resetter reset_commands;
	int cur_ticks = SDL_GetTicks();
	show_turn_dialog();
	execute_gotos();

	if (!linger_ || is_host_) {
		end_turn_enable(true);
	}
	while(!end_turn_) {

		try {
			config cfg;
			const network::connection res = network::receive_data(cfg);
			std::deque<config> backlog;

			if(res != network::null_connection) {
				if (turn_data_->process_network_data(cfg, res, backlog, skip_replay_) == turn_info::PROCESS_RESTART_TURN)
				{
					// 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();
					throw end_turn_exception(gui_->playing_side());
				}
			}

			play_slice();
			check_end_level();
			// give a chance to the whiteboard to continue an execute_all_actions
			resources::whiteboard->continue_execute_all();
		} catch(const end_level_exception&) {
			turn_data_->send_data();
			throw;
		}

		if (!linger_ && (current_team().countdown_time() > 0) && gamestate_.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 = gamestate_.mp_settings().mp_countdown_action_bonus;
				if ( (gamestate_.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);
				}
				turn_data_->send_data();

				if (!rand_rng::has_new_seed_callback()) {
					throw end_turn_exception();
				}
			}
		}

		gui_->draw();

		turn_data_->send_data();
	}
}
Пример #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;
}
Пример #7
0
void playmp_controller::play_human_turn()
{
	LOG_NG << "playmp::play_human_turn...\n";
	assert(!linger_);
	remove_blindfold();
	boost::scoped_ptr<countdown_clock> timer;
	if(saved_game_.mp_settings().mp_countdown) {
		timer.reset(new countdown_clock(current_team()));
	}
	show_turn_dialog();
	if(undo_stack_->can_undo()) {
		// If we reload a networked mp game we cannot undo moves made before the save
		// Becasue other players already received them
		if(!current_team().auto_shroud_updates()) {
			synced_context::run_and_store("update_shroud", replay_helper::get_update_shroud());
		}
		undo_stack_->clear();
	}
	if (!preferences::disable_auto_moves()) {
		execute_gotos();
	}

	end_turn_enable(true);
	while(!should_return_to_play_side()) {
		try {
			process_network_data();
			if (player_type_changed_)
			{
				// 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();

			}
			check_objectives();
			play_slice_catch();
			if(timer)
			{
				bool time_left = timer->update();
				if(!time_left)
				{
					end_turn_ = END_TURN_REQUIRED;
				}
			}
		}
		catch(...)
		{
			turn_data_.send_data();
			throw;
		}
		turn_data_.send_data();

		gui_->draw();
	}
}