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ac66fc7f42
New features for players: * Loading for multiplayer. Any save could be used for multiplayer. * Restart for multiplayer. All clients will restart together. * Loading from single save. * Hotseat mixed with network game. Multiple players per client. * Now connection to server could be cancelled. * Return to menu on disconnections instead of crashes. * Restoring of last selected map, save or campaign on next run. TLDR on important changes in engine code: * UI: work with server separated from UI * UI: all explitic blitting replaced with IntObject's * UI: all new code use smart pointers instead of DISPOSE * Gameplay always start through lobby controlled by server. * Threads receiving netpacks now shared for lobby and gameplay. * Campaigns: heroes for crossover now serialized as JsonNode.
193 lines
4.9 KiB
C++
193 lines
4.9 KiB
C++
/*
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* StartInfo.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "GameConstants.h"
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class CMapGenOptions;
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class CCampaignState;
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class CMapInfo;
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struct PlayerInfo;
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class PlayerColor;
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class SharedMemory;
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/// Struct which describes the name, the color, the starting bonus of a player
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struct DLL_LINKAGE PlayerSettings
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{
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enum { PLAYER_AI = 0 }; // for use in playerID
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enum Ebonus {
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NONE = -2,
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RANDOM = -1,
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ARTIFACT = 0,
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GOLD = 1,
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RESOURCE = 2
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};
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Ebonus bonus;
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si16 castle;
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si32 hero,
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heroPortrait; //-1 if default, else ID
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std::string heroName;
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PlayerColor color; //from 0 -
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enum EHandicap {NO_HANDICAP, MILD, SEVERE};
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EHandicap handicap;//0-no, 1-mild, 2-severe
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TeamID team;
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std::string name;
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std::set<ui8> connectedPlayerIDs; //Empty - AI, or connectrd player ids
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bool compOnly; //true if this player is a computer only player; required for RMG
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template <typename Handler>
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void serialize(Handler &h, const int version)
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{
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h & castle;
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h & hero;
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h & heroPortrait;
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h & heroName;
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h & bonus;
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h & color;
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h & handicap;
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h & name;
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if(version < 787)
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{
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ui8 oldConnectedId = 0;
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h & oldConnectedId;
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if(oldConnectedId)
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{
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connectedPlayerIDs.insert(oldConnectedId);
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}
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}
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else
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{
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h & connectedPlayerIDs;
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}
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h & team;
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h & compOnly;
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}
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PlayerSettings();
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bool isControlledByAI() const;
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bool isControlledByHuman() const;
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};
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/// Struct which describes the difficulty, the turn time,.. of a heroes match.
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struct DLL_LINKAGE StartInfo
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{
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enum EMode {NEW_GAME, LOAD_GAME, CAMPAIGN, INVALID = 255};
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EMode mode;
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ui8 difficulty; //0=easy; 4=impossible
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typedef std::map<PlayerColor, PlayerSettings> TPlayerInfos;
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TPlayerInfos playerInfos; //color indexed
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ui32 seedToBeUsed; //0 if not sure (client requests server to decide, will be send in reply pack)
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ui32 seedPostInit; //so we know that game is correctly synced at the start; 0 if not known yet
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ui32 mapfileChecksum; //0 if not relevant
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ui8 turnTime; //in minutes, 0=unlimited
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std::string mapname; // empty for random map, otherwise name of the map or savegame
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bool createRandomMap() const { return mapGenOptions.get() != nullptr; }
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std::shared_ptr<CMapGenOptions> mapGenOptions;
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std::shared_ptr<CCampaignState> campState;
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PlayerSettings & getIthPlayersSettings(PlayerColor no);
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const PlayerSettings & getIthPlayersSettings(PlayerColor no) const;
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PlayerSettings * getPlayersSettings(const ui8 connectedPlayerId);
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// TODO: Must be client-side
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std::string getCampaignName() const;
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template <typename Handler>
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void serialize(Handler &h, const int version)
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{
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h & mode;
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h & difficulty;
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h & playerInfos;
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h & seedToBeUsed;
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h & seedPostInit;
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h & mapfileChecksum;
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h & turnTime;
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h & mapname;
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h & mapGenOptions;
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h & campState;
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}
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StartInfo() : mode(INVALID), difficulty(0), seedToBeUsed(0), seedPostInit(0),
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mapfileChecksum(0), turnTime(0)
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{
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}
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};
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struct ClientPlayer
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{
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int connection;
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std::string name;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & connection;
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h & name;
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}
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};
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struct LobbyState
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{
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std::shared_ptr<StartInfo> si;
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std::shared_ptr<CMapInfo> mi;
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std::map<ui8, ClientPlayer> playerNames; // id of player <-> player name; 0 is reserved as ID of AI "players"
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int hostClientId;
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// TODO: Campaign-only and we don't really need either of them.
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// Before start both go into CCampaignState that is part of StartInfo
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int campaignMap;
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int campaignBonus;
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LobbyState() : si(new StartInfo()), hostClientId(-1), campaignMap(-1), campaignBonus(-1) {}
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & si;
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h & mi;
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h & playerNames;
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h & hostClientId;
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h & campaignMap;
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h & campaignBonus;
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}
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};
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struct DLL_LINKAGE LobbyInfo : public LobbyState
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{
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boost::mutex stateMutex;
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std::string uuid;
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std::shared_ptr<SharedMemory> shm;
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LobbyInfo() {}
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void verifyStateBeforeStart(bool ignoreNoHuman = false) const;
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bool isClientHost(int clientId) const;
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std::set<PlayerColor> getAllClientPlayers(int clientId);
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std::vector<ui8> getConnectedPlayerIdsForClient(int clientId) const;
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// Helpers for lobby state access
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std::set<PlayerColor> clientHumanColors(int clientId);
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PlayerColor clientFirstColor(int clientId) const;
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bool isClientColor(int clientId, PlayerColor color) const;
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ui8 clientFirstId(int clientId) const; // Used by chat only!
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PlayerInfo & getPlayerInfo(int color);
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TeamID getPlayerTeamId(PlayerColor color);
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};
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class ExceptionMapMissing : public std::exception {};
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class ExceptionNoHuman : public std::exception {};
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class ExceptionNoTemplate : public std::exception {};
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