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mirror of https://github.com/vcmi/vcmi.git synced 2025-01-12 02:28:11 +02:00

Client: implement spectator mode via command-line options

If running with --spectate/-s CPlayerInterface will appear even without human players.
Following command-line options also available:
 --spectate-ignore-hero
 --spectate-hero-speed=N
 --spectate-battle-speed=N
 --spectate-skip-battle
 --spectate-skip-battle-result
Boolean options can also be changed in runtime via client console:
 set spectate-ignore-hero on / off
Spectator mode also:
 - Work with --onlyAI option when starting game or loading saves.
 - Allow to use any cheat codes.
 - Give recon on towns and heroes.
This commit is contained in:
Arseniy Shestakov 2017-06-03 08:25:10 +03:00
parent d95c74941b
commit 18161d3688
24 changed files with 196 additions and 54 deletions

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@ -1,3 +1,8 @@
0.99 -> 1.00
GENERAL:
* Spectator mode was implemented through command-line options
0.98 -> 0.99
GENERAL:

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@ -123,7 +123,7 @@ void startTestMap(const std::string &mapname)
PlayerSettings &pset = si.playerInfos[PlayerColor(i)];
pset.color = PlayerColor(i);
pset.name = CGI->generaltexth->allTexts[468];//Computer
pset.playerID = i;
pset.playerID = PlayerSettings::PLAYER_AI;
pset.compOnly = true;
pset.castle = 0;
pset.hero = -1;
@ -263,6 +263,12 @@ int main(int argc, char** argv)
("battle,b", po::value<std::string>(), "runs game in duel mode (battle-only")
("start", po::value<bfs::path>(), "starts game from saved StartInfo file")
("testmap", po::value<std::string>(), "")
("spectate,s", "enable spectator interface for AI-only games")
("spectate-ignore-hero", "wont follow heroes on adventure map")
("spectate-hero-speed", po::value<int>(), "hero movement speed on adventure map")
("spectate-battle-speed", po::value<int>(), "battle animation speed for spectator")
("spectate-skip-battle", "skip battles in spectator view")
("spectate-skip-battle-result", "skip battle result window")
("onlyAI", "runs without human player, all players will be default AI")
("headless", "runs without GUI, implies --onlyAI")
("ai", po::value<std::vector<std::string>>(), "AI to be used for the player, can be specified several times for the consecutive players")
@ -515,18 +521,34 @@ int main(int argc, char** argv)
if(vm.count("testmap"))
testmap = vm["testmap"].as<std::string>();
session["spectate"].Bool() = vm.count("spectate");
if(session["spectate"].Bool())
{
session["spectate-ignore-hero"].Bool() = vm.count("spectate-ignore-hero");
session["spectate-skip-battle"].Bool() = vm.count("spectate-skip-battle");
session["spectate-skip-battle-result"].Bool() = vm.count("spectate-skip-battle-result");
if(vm.count("spectate-hero-speed"))
session["spectate-hero-speed"].Integer() = vm["spectate-hero-speed"].as<int>();
if(vm.count("spectate-battle-speed"))
session["spectate-battle-speed"].Float() = vm["spectate-battle-speed"].as<int>();
}
if(!testmap.empty())
{
startTestMap(testmap);
else if(!fileToStartFrom.empty() && bfs::exists(fileToStartFrom))
startGameFromFile(fileToStartFrom); //ommit pregame and start the game using settings from file
}
else
{
if(!fileToStartFrom.empty())
if(!fileToStartFrom.empty() && bfs::exists(fileToStartFrom))
startGameFromFile(fileToStartFrom); //ommit pregame and start the game using settings from file
else
{
logGlobal->warnStream() << "Warning: cannot find given file to start from (" << fileToStartFrom
<< "). Falling back to main menu.";
if(!fileToStartFrom.empty())
{
logGlobal->warnStream() << "Warning: cannot find given file to start from (" << fileToStartFrom
<< "). Falling back to main menu.";
}
GH.curInt = CGPreGame::create(); //will set CGP pointer to itself
}
GH.curInt = CGPreGame::create(); //will set CGP pointer to itself
}
}
else

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@ -296,6 +296,8 @@ void CMessage::drawIWindow(CInfoWindow * ret, std::string text, PlayerColor play
void CMessage::drawBorder(PlayerColor playerColor, SDL_Surface * ret, int w, int h, int x, int y)
{
if(playerColor.isSpectator())
playerColor = PlayerColor(1);
std::vector<const IImage*> &box = piecesOfBox.at(playerColor.getNum());
// Note: this code assumes that the corner dimensions are all the same.

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@ -245,6 +245,9 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details)
if (LOCPLINT != this)
return;
if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-ignore-hero"].Bool())
return;
const CGHeroInstance * hero = cb->getHero(details.id); //object representing this hero
int3 hp = details.start;
@ -321,7 +324,12 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details)
}
ui32 speed;
if (makingTurn) // our turn, our hero moves
if(settings["session"]["spectate"].Bool())
{
if(!settings["session"]["spectate-hero-speed"].isNull())
speed = settings["session"]["spectate-hero-speed"].Integer();
}
else if (makingTurn) // our turn, our hero moves
speed = settings["adventure"]["heroSpeed"].Float();
else
speed = settings["adventure"]["enemySpeed"].Float();
@ -334,7 +342,6 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details)
return; // no animation
}
adventureInt->centerOn(hero); //actualizing screen pos
adventureInt->minimap.redraw();
adventureInt->heroList.redraw();
@ -471,6 +478,14 @@ int3 CPlayerInterface::repairScreenPos(int3 pos)
pos.y = CGI->mh->sizes.y - adventureInt->terrain.tilesh + CGI->mh->frameH;
return pos;
}
void CPlayerInterface::activateForSpectator()
{
adventureInt->state = CAdvMapInt::INGAME;
adventureInt->activate();
adventureInt->minimap.activate();
}
void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
@ -1637,7 +1652,8 @@ void CPlayerInterface::update()
}
//in some conditions we may receive calls before selection is initialized - we must ignore them
if (adventureInt && !adventureInt->selection && GH.topInt() == adventureInt)
if(adventureInt && GH.topInt() == adventureInt
&& (!adventureInt->selection && !settings["session"]["spectate"].Bool()))
{
return;
}
@ -2131,7 +2147,7 @@ void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResul
--howManyPeople;
if (howManyPeople == 0) //all human players eliminated
if(howManyPeople == 0 && !settings["session"]["spectate"].Bool()) //all human players eliminated
{
if (adventureInt)
{
@ -2152,7 +2168,7 @@ void CPlayerInterface::gameOver(PlayerColor player, const EVictoryLossCheckResul
}
else
{
if (howManyPeople == 0) //all human players eliminated
if(howManyPeople == 0 && !settings["session"]["spectate"].Bool()) //all human players eliminated
{
requestReturningToMainMenu();
}

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@ -236,6 +236,7 @@ public:
void updateInfo(const CGObjectInstance * specific);
void init(std::shared_ptr<CCallback> CB) override;
int3 repairScreenPos(int3 pos); //returns position closest to pos we can center screen on
void activateForSpectator(); // TODO: spectator probably need own player interface class
// show dialogs
void showInfoDialog(const std::string &text, CComponent * component);

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@ -487,6 +487,10 @@ void CClient::newGame( CConnection *con, StartInfo *si )
}
else
{
if(settings["session"]["spectate"].Bool())
{
installNewPlayerInterface(std::make_shared<CPlayerInterface>(PlayerColor::SPECTATOR), PlayerColor::SPECTATOR, true);
}
loadNeutralBattleAI();
}
@ -638,9 +642,6 @@ void CClient::serialize(BinaryDeserializer & h, const int version, const std::se
nInt->human = isHuman;
nInt->playerID = pid;
if(playerIDs.count(pid))
installNewPlayerInterface(nInt, pid);
nInt->loadGame(h, version);
if(settings["session"]["onlyai"].Bool() && isHuman)
{
@ -654,6 +655,20 @@ void CClient::serialize(BinaryDeserializer & h, const int version, const std::se
installNewPlayerInterface(nInt, pid);
GH.totalRedraw();
}
else
{
if(playerIDs.count(pid))
installNewPlayerInterface(nInt, pid);
}
}
if(settings["session"]["spectate"].Bool())
{
removeGUI();
auto p = std::make_shared<CPlayerInterface>(PlayerColor::SPECTATOR);
installNewPlayerInterface(p, PlayerColor::SPECTATOR, true);
GH.curInt = p.get();
LOCPLINT->activateForSpectator();
GH.totalRedraw();
}
if(playerIDs.count(PlayerColor::NEUTRAL))
@ -759,15 +774,29 @@ void CClient::battleStarted(const BattleInfo * info)
def = std::dynamic_pointer_cast<CPlayerInterface>( playerint[rightSide.color] );
}
if(!settings["session"]["headless"].Bool()
&& (!!att || !!def || gs->scenarioOps->mode == StartInfo::DUEL))
if(!settings["session"]["headless"].Bool())
{
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
auto bi = new CBattleInterface(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero,
Rect((screen->w - 800)/2,
(screen->h - 600)/2, 800, 600), att, def);
if(!!att || !!def || gs->scenarioOps->mode == StartInfo::DUEL)
{
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
auto bi = new CBattleInterface(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero,
Rect((screen->w - 800)/2,
(screen->h - 600)/2, 800, 600), att, def);
GH.pushInt(bi);
GH.pushInt(bi);
}
else if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
{
//TODO: This certainly need improvement
auto spectratorInt = std::dynamic_pointer_cast<CPlayerInterface>(playerint[PlayerColor::SPECTATOR]);
spectratorInt->cb->setBattle(info);
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
auto bi = new CBattleInterface(leftSide.armyObject, rightSide.armyObject, leftSide.hero, rightSide.hero,
Rect((screen->w - 800)/2,
(screen->h - 600)/2, 800, 600), att, def, spectratorInt);
GH.pushInt(bi);
}
}
auto callBattleStart = [&](PlayerColor color, ui8 side){
@ -778,6 +807,8 @@ void CClient::battleStarted(const BattleInfo * info)
callBattleStart(leftSide.color, 0);
callBattleStart(rightSide.color, 1);
callBattleStart(PlayerColor::UNFLAGGABLE, 1);
if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
callBattleStart(PlayerColor::SPECTATOR, 1);
if(info->tacticDistance && vstd::contains(battleints,info->sides[info->tacticsSide].color))
{
@ -790,6 +821,9 @@ void CClient::battleFinished()
for(auto & side : gs->curB->sides)
if(battleCallbacks.count(side.color))
battleCallbacks[side.color]->setBattle(nullptr);
if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool())
battleCallbacks[PlayerColor::SPECTATOR]->setBattle(nullptr);
}
void CClient::loadNeutralBattleAI()
@ -887,7 +921,7 @@ void CClient::campaignMapFinished( std::shared_ptr<CCampaignState> camp )
}
}
void CClient::installNewPlayerInterface(std::shared_ptr<CGameInterface> gameInterface, boost::optional<PlayerColor> color)
void CClient::installNewPlayerInterface(std::shared_ptr<CGameInterface> gameInterface, boost::optional<PlayerColor> color, bool battlecb)
{
boost::unique_lock<boost::recursive_mutex> un(*CPlayerInterface::pim);
PlayerColor colorUsed = color.get_value_or(PlayerColor::UNFLAGGABLE);
@ -903,7 +937,7 @@ void CClient::installNewPlayerInterface(std::shared_ptr<CGameInterface> gameInte
battleCallbacks[colorUsed] = cb;
gameInterface->init(cb);
installNewBattleInterface(gameInterface, color, false);
installNewBattleInterface(gameInterface, color, battlecb);
}
void CClient::installNewBattleInterface(std::shared_ptr<CBattleGameInterface> battleInterface, boost::optional<PlayerColor> color, bool needCallback /*= true*/)

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@ -148,7 +148,7 @@ public:
void newGame(CConnection *con, StartInfo *si); //con - connection to server
void loadNeutralBattleAI();
void installNewPlayerInterface(std::shared_ptr<CGameInterface> gameInterface, boost::optional<PlayerColor> color);
void installNewPlayerInterface(std::shared_ptr<CGameInterface> gameInterface, boost::optional<PlayerColor> color, bool battlecb = false);
void installNewBattleInterface(std::shared_ptr<CBattleGameInterface> battleInterface, boost::optional<PlayerColor> color, bool needCallback = true);
std::string aiNameForPlayer(const PlayerSettings &ps, bool battleAI); //empty means no AI -> human
std::string aiNameForPlayer(bool battleAI);

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@ -96,6 +96,10 @@
#define BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(function,...) \
CALL_ONLY_THAT_BATTLE_INTERFACE(GS(cl)->curB->sides[0].color, function, __VA_ARGS__) \
CALL_ONLY_THAT_BATTLE_INTERFACE(GS(cl)->curB->sides[1].color, function, __VA_ARGS__) \
if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-skip-battle"].Bool()) \
{ \
CALL_ONLY_THAT_BATTLE_INTERFACE(PlayerColor::SPECTATOR, function, __VA_ARGS__) \
} \
BATTLE_INTERFACE_CALL_RECEIVERS(function, __VA_ARGS__)
/*
* NetPacksClient.cpp, part of VCMI engine
@ -358,12 +362,12 @@ void TryMoveHero::applyFirstCl(CClient *cl)
//check if playerint will have the knowledge about movement - if not, directly update maphandler
for(auto i=cl->playerint.begin(); i!=cl->playerint.end(); i++)
{
if(i->first >= PlayerColor::PLAYER_LIMIT)
continue;
TeamState *t = GS(cl)->getPlayerTeam(i->first);
if((t->fogOfWarMap[start.x-1][start.y][start.z] || t->fogOfWarMap[end.x-1][end.y][end.z])
&& GS(cl)->getPlayer(i->first)->human)
humanKnows = true;
auto ps = GS(cl)->getPlayer(i->first);
if(ps && (GS(cl)->isVisible(start - int3(1, 0, 0), i->first) || GS(cl)->isVisible(end - int3(1, 0, 0), i->first)))
{
if(ps->human)
humanKnows = true;
}
}
if(!CGI->mh)
@ -399,9 +403,8 @@ void TryMoveHero::applyCl(CClient *cl)
//notify interfaces about move
for(auto i=cl->playerint.begin(); i!=cl->playerint.end(); i++)
{
if(i->first >= PlayerColor::PLAYER_LIMIT) continue;
TeamState *t = GS(cl)->getPlayerTeam(i->first);
if(t->fogOfWarMap[start.x-1][start.y][start.z] || t->fogOfWarMap[end.x-1][end.y][end.z])
if(GS(cl)->isVisible(start - int3(1, 0, 0), i->first)
|| GS(cl)->isVisible(end - int3(1, 0, 0), i->first))
{
i->second->heroMoved(*this);
}
@ -592,6 +595,8 @@ void BattleStart::applyFirstCl(CClient *cl)
info->tile, info->sides[0].hero, info->sides[1].hero);
CALL_ONLY_THAT_BATTLE_INTERFACE(info->sides[1].color, battleStartBefore, info->sides[0].armyObject, info->sides[1].armyObject,
info->tile, info->sides[0].hero, info->sides[1].hero);
CALL_ONLY_THAT_BATTLE_INTERFACE(PlayerColor::SPECTATOR, battleStartBefore, info->sides[0].armyObject, info->sides[1].armyObject,
info->tile, info->sides[0].hero, info->sides[1].hero);
BATTLE_INTERFACE_CALL_RECEIVERS(battleStartBefore, info->sides[0].armyObject, info->sides[1].armyObject,
info->tile, info->sides[0].hero, info->sides[1].hero);
}
@ -711,7 +716,7 @@ void BattleResultsApplied::applyCl(CClient *cl)
{
INTERFACE_CALL_IF_PRESENT(player1, battleResultsApplied);
INTERFACE_CALL_IF_PRESENT(player2, battleResultsApplied);
INTERFACE_CALL_IF_PRESENT(PlayerColor::UNFLAGGABLE, battleResultsApplied);
INTERFACE_CALL_IF_PRESENT(PlayerColor::SPECTATOR, battleResultsApplied);
if(GS(cl)->initialOpts->mode == StartInfo::DUEL)
{
handleQuit();
@ -812,7 +817,10 @@ void PlayerMessage::applyCl(CClient *cl)
logNetwork->debugStream() << "Player "<< player <<" sends a message: " << text;
std::ostringstream str;
str << cl->getPlayer(player)->nodeName() <<": " << text;
if(player.isSpectator())
str << "Spectator: " << text;
else
str << cl->getPlayer(player)->nodeName() <<": " << text;
if(LOCPLINT)
LOCPLINT->cingconsole->print(str.str());
}

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@ -95,7 +95,7 @@ void CBattleInterface::addNewAnim(CBattleAnimation *anim)
CBattleInterface::CBattleInterface(const CCreatureSet *army1, const CCreatureSet *army2,
const CGHeroInstance *hero1, const CGHeroInstance *hero2,
const SDL_Rect & myRect,
std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen)
std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt)
: background(nullptr), queue(nullptr), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0),
activeStack(nullptr), mouseHoveredStack(nullptr), stackToActivate(nullptr), selectedStack(nullptr), previouslyHoveredHex(-1),
currentlyHoveredHex(-1), attackingHex(-1), stackCanCastSpell(false), creatureCasting(false), spellDestSelectMode(false), spellToCast(nullptr), sp(nullptr),
@ -105,12 +105,15 @@ CBattleInterface::CBattleInterface(const CCreatureSet *army1, const CCreatureSet
{
OBJ_CONSTRUCTION;
if (!curInt)
if(spectatorInt)
curInt = spectatorInt;
else if(!curInt)
{
//May happen when we are defending during network MP game -> attacker interface is just not present
curInt = defenderInt;
}
animsAreDisplayed.setn(false);
pos = myRect;
strongInterest = true;
@ -377,6 +380,8 @@ CBattleInterface::CBattleInterface(const CCreatureSet *army1, const CCreatureSet
currentAction = INVALID;
selectedAction = INVALID;
addUsedEvents(RCLICK | MOVE | KEYBOARD);
blockUI(settings["session"]["spectate"].Bool());
}
CBattleInterface::~CBattleInterface()
@ -1246,6 +1251,11 @@ void CBattleInterface::battleFinished(const BattleResult& br)
void CBattleInterface::displayBattleFinished()
{
CCS->curh->changeGraphic(ECursor::ADVENTURE,0);
if(settings["session"]["spectate"].Bool() && settings["session"]["spectate-skip-battle-result"].Bool())
{
GH.popIntTotally(this);
return;
}
SDL_Rect temp_rect = genRect(561, 470, (screen->w - 800)/2 + 165, (screen->h - 600)/2 + 19);
resWindow = new CBattleResultWindow(*bresult, temp_rect, *this->curInt);
@ -1531,6 +1541,9 @@ void CBattleInterface::setAnimSpeed(int set)
int CBattleInterface::getAnimSpeed() const
{
if(settings["session"]["spectate"].Bool() && !settings["session"]["spectate-battle-speed"].isNull())
return vstd::round(settings["session"]["spectate-battle-speed"].Float() *100);
return vstd::round(settings["battle"]["animationSpeed"].Float() *100);
}

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@ -269,7 +269,7 @@ public:
ui32 animIDhelper; //for giving IDs for animations
static CondSh<bool> animsAreDisplayed; //for waiting with the end of battle for end of anims
CBattleInterface(const CCreatureSet *army1, const CCreatureSet *army2, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const SDL_Rect & myRect, std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen); //c-tor
CBattleInterface(const CCreatureSet *army1, const CCreatureSet *army2, const CGHeroInstance *hero1, const CGHeroInstance *hero2, const SDL_Rect & myRect, std::shared_ptr<CPlayerInterface> att, std::shared_ptr<CPlayerInterface> defen, std::shared_ptr<CPlayerInterface> spectatorInt = nullptr); //c-tor
virtual ~CBattleInterface(); //d-tor
//std::vector<TimeInterested*> timeinterested; //animation handling

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@ -211,8 +211,7 @@ void CBattleHero::clickRight(tribool down, bool previousState)
windowPosition.y = myOwner->pos.y + 135;
InfoAboutHero targetHero;
if (down && myOwner->myTurn)
if(down && (myOwner->myTurn || settings["session"]["spectate"].Bool()))
{
auto h = flip ? myOwner->defendingHeroInstance : myOwner->attackingHeroInstance;
targetHero.initFromHero(h, InfoAboutHero::EInfoLevel::INBATTLE);

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@ -361,7 +361,8 @@ void CGuiHandler::simpleRedraw()
//update only top interface and draw background
if(objsToBlit.size() > 1)
blitAt(screen2,0,0,screen); //blit background
objsToBlit.back()->show(screen); //blit active interface/window
if(!objsToBlit.empty())
objsToBlit.back()->show(screen); //blit active interface/window
}
void CGuiHandler::handleMoveInterested(const SDL_MouseMotionEvent & motion)

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@ -54,7 +54,7 @@ struct NeighborTilesInfo
if ( dx + pos.x < 0 || dx + pos.x >= sizes.x
|| dy + pos.y < 0 || dy + pos.y >= sizes.y)
return false;
return visibilityMap[dx+pos.x][dy+pos.y][pos.z];
return settings["session"]["spectate"].Bool() ? true : visibilityMap[dx+pos.x][dy+pos.y][pos.z];
};
d7 = getTile(-1, -1); //789
d8 = getTile( 0, -1); //456
@ -563,7 +563,7 @@ void CMapHandler::CMapWorldViewBlitter::drawTileOverlay(SDL_Surface * targetSurf
const CGObjectInstance * obj = object.obj;
const bool sameLevel = obj->pos.z == pos.z;
const bool isVisible = (*info->visibilityMap)[pos.x][pos.y][pos.z];
const bool isVisible = settings["session"]["spectate"].Bool() ? true : (*info->visibilityMap)[pos.x][pos.y][pos.z];
const bool isVisitable = obj->visitableAt(pos.x, pos.y);
if(sameLevel && isVisible && isVisitable)
@ -895,7 +895,7 @@ void CMapHandler::CMapBlitter::blit(SDL_Surface * targetSurf, const MapDrawingIn
{
const TerrainTile2 & tile = parent->ttiles[pos.x][pos.y][pos.z];
if (!(*info->visibilityMap)[pos.x][pos.y][topTile.z] && !info->showAllTerrain)
if(!settings["session"]["spectate"].Bool() && !(*info->visibilityMap)[pos.x][pos.y][topTile.z] && !info->showAllTerrain)
drawFow(targetSurf);
// overlay needs to be drawn over fow, because of artifacts-aura-like spells
@ -1099,6 +1099,9 @@ bool CMapHandler::CMapBlitter::canDrawObject(const CGObjectInstance * obj) const
bool CMapHandler::CMapBlitter::canDrawCurrentTile() const
{
if(settings["session"]["spectate"].Bool())
return true;
const NeighborTilesInfo neighbors(pos, parent->sizes, *info->visibilityMap);
return !neighbors.areAllHidden();
}

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@ -1021,7 +1021,12 @@ void CAdvMapInt::show(SDL_Surface * to)
#endif
for(int i = 0; i < 4; i++)
gems[i]->setFrame(LOCPLINT->playerID.getNum());
{
if(settings["session"]["spectate"].Bool())
gems[i]->setFrame(PlayerColor(1).getNum());
else
gems[i]->setFrame(LOCPLINT->playerID.getNum());
}
if(updateScreen)
{
int3 betterPos = LOCPLINT->repairScreenPos(position);
@ -1481,7 +1486,8 @@ void CAdvMapInt::setPlayer(PlayerColor Player)
void CAdvMapInt::startTurn()
{
state = INGAME;
if(LOCPLINT->cb->getCurrentPlayer() == LOCPLINT->playerID)
if(LOCPLINT->cb->getCurrentPlayer() == LOCPLINT->playerID
|| settings["session"]["spectate"].Bool())
{
adjustActiveness(false);
minimap.setAIRadar(false);
@ -1490,6 +1496,9 @@ void CAdvMapInt::startTurn()
void CAdvMapInt::endingTurn()
{
if(settings["session"]["spectate"].Bool())
return;
if(LOCPLINT->cingconsole->active)
LOCPLINT->cingconsole->deactivate();
LOCPLINT->makingTurn = false;
@ -1817,6 +1826,9 @@ const IShipyard * CAdvMapInt::ourInaccessibleShipyard(const CGObjectInstance *ob
void CAdvMapInt::aiTurnStarted()
{
if(settings["session"]["spectate"].Bool())
return;
adjustActiveness(true);
CCS->musich->playMusicFromSet("enemy-turn", true);
adventureInt->minimap.setAIRadar(true);

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@ -225,9 +225,13 @@ void CWindowObject::setShadow(bool on)
void CWindowObject::showAll(SDL_Surface *to)
{
auto color = LOCPLINT ? LOCPLINT->playerID : PlayerColor(1);
if(settings["session"]["spectate"].Bool())
color = PlayerColor(1); // TODO: Spectator shouldn't need special code for UI colors
CIntObject::showAll(to);
if ((options & BORDERED) && (pos.h != to->h || pos.w != to->w))
CMessage::drawBorder(LOCPLINT ? LOCPLINT->playerID : PlayerColor(1), to, pos.w+28, pos.h+29, pos.x-14, pos.y-15);
CMessage::drawBorder(color, to, pos.w+28, pos.h+29, pos.x-14, pos.y-15);
}
void CWindowObject::close()

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@ -335,6 +335,8 @@ void CRClickPopup::close()
void CRClickPopup::createAndPush(const std::string &txt, const CInfoWindow::TCompsInfo &comps)
{
PlayerColor player = LOCPLINT ? LOCPLINT->playerID : PlayerColor(1); //if no player, then use blue
if(settings["session"]["spectate"].Bool())//TODO: there must be better way to implement this
player = PlayerColor(1);
CSimpleWindow * temp = new CInfoWindow(txt, player, comps);
temp->center(Point(GH.current->motion)); //center on mouse

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@ -237,7 +237,7 @@ const CGTownInstance * CBattleInfoEssentials::battleGetDefendedTown() const
BattlePerspective::BattlePerspective CBattleInfoEssentials::battleGetMySide() const
{
RETURN_IF_NOT_BATTLE(BattlePerspective::INVALID);
if(!player)
if(!player || player.get().isSpectator())
return BattlePerspective::ALL_KNOWING;
if(*player == getBattle()->sides[0].color)
return BattlePerspective::LEFT_SIDE;

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@ -595,7 +595,7 @@ const CMapHeader * CGameInfoCallback::getMapHeader() const
bool CGameInfoCallback::hasAccess(boost::optional<PlayerColor> playerId) const
{
return !player || gs->getPlayerRelations( *playerId, *player ) != PlayerRelations::ENEMIES;
return !player || player.get().isSpectator() || gs->getPlayerRelations( *playerId, *player ) != PlayerRelations::ENEMIES;
}
EPlayerStatus::EStatus CGameInfoCallback::getPlayerStatus(PlayerColor player, bool verbose) const

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@ -2208,6 +2208,9 @@ bool CGameState::isVisible(int3 pos, PlayerColor player)
{
if(player == PlayerColor::NEUTRAL)
return false;
if(player.isSpectator())
return true;
return getPlayerTeam(player)->fogOfWarMap[pos.x][pos.y][pos.z];
}

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@ -29,6 +29,7 @@ const SlotID SlotID::SUMMONED_SLOT_PLACEHOLDER = SlotID(-3);
const SlotID SlotID::WAR_MACHINES_SLOT = SlotID(-4);
const SlotID SlotID::ARROW_TOWERS_SLOT = SlotID(-5);
const PlayerColor PlayerColor::SPECTATOR = PlayerColor(252);
const PlayerColor PlayerColor::CANNOT_DETERMINE = PlayerColor(253);
const PlayerColor PlayerColor::UNFLAGGABLE = PlayerColor(254);
const PlayerColor PlayerColor::NEUTRAL = PlayerColor(255);
@ -72,6 +73,11 @@ bool PlayerColor::isValidPlayer() const
return num < PLAYER_LIMIT_I;
}
bool PlayerColor::isSpectator() const
{
return num == 252;
}
std::string PlayerColor::getStr(bool L10n) const
{
std::string ret = "unnamed";

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@ -257,12 +257,14 @@ class PlayerColor : public BaseForID<PlayerColor, ui8>
PLAYER_LIMIT_I = 8
};
DLL_LINKAGE static const PlayerColor SPECTATOR; //252
DLL_LINKAGE static const PlayerColor CANNOT_DETERMINE; //253
DLL_LINKAGE static const PlayerColor UNFLAGGABLE; //254 - neutral objects (pandora, banks)
DLL_LINKAGE static const PlayerColor NEUTRAL; //255
DLL_LINKAGE static const PlayerColor PLAYER_LIMIT; //player limit per map
DLL_LINKAGE bool isValidPlayer() const; //valid means < PLAYER_LIMIT (especially non-neutral)
DLL_LINKAGE bool isSpectator() const;
DLL_LINKAGE std::string getStr(bool L10n = false) const;
DLL_LINKAGE std::string getStrCap(bool L10n = false) const;

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@ -1842,6 +1842,9 @@ DLL_LINKAGE void BattleSetStackProperty::applyGs(CGameState *gs)
DLL_LINKAGE void PlayerCheated::applyGs(CGameState *gs)
{
if(!player.isValidPlayer())
return;
gs->getPlayer(player)->enteredLosingCheatCode = losingCheatCode;
gs->getPlayer(player)->enteredWinningCheatCode = winningCheatCode;
}

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@ -1878,7 +1878,8 @@ void CGameHandler::run(bool resume)
sbuffer << color << " ";
{
boost::unique_lock<boost::recursive_mutex> lock(gsm);
connections[color] = cc;
if(!color.isSpectator()) // there can be more than one spectator
connections[color] = cc;
}
}
logGlobal->info(sbuffer.str());
@ -4430,7 +4431,9 @@ void CGameHandler::playerMessage(PlayerColor player, const std::string &message,
{
SystemMessage temp_message(VLC->generaltexth->allTexts.at(260));
sendAndApply(&temp_message);
checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
if(!player.isSpectator())
checkVictoryLossConditionsForPlayer(player);//Player enter win code or got required art\creature
}
}

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@ -283,8 +283,11 @@ bool CastAdvSpell::applyGh( CGameHandler *gh )
bool PlayerMessage::applyGh( CGameHandler *gh )
{
ERROR_IF_NOT(player);
if(gh->getPlayerAt(c) != player) ERROR_AND_RETURN;
if(!player.isSpectator()) // TODO: clearly not a great way to verify permissions
{
ERROR_IF_NOT(player);
if(gh->getPlayerAt(c) != player) ERROR_AND_RETURN;
}
gh->playerMessage(player,text, currObj);
return true;
}