1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00
vcmi/lib/StartInfo.cpp
Arseniy Shestakov ac66fc7f42 Full rework of pre-game interface and networking
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.
2018-04-04 14:24:26 +07:00

196 lines
4.3 KiB
C++

/*
* StartInfo.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "StartInfo.h"
#include "CGeneralTextHandler.h"
#include "rmg/CMapGenOptions.h"
#include "mapping/CMapInfo.h"
PlayerSettings::PlayerSettings()
: bonus(RANDOM), castle(NONE), hero(RANDOM), heroPortrait(RANDOM), color(0), handicap(NO_HANDICAP), team(0), compOnly(false)
{
}
bool PlayerSettings::isControlledByAI() const
{
return !connectedPlayerIDs.size();
}
bool PlayerSettings::isControlledByHuman() const
{
return connectedPlayerIDs.size();
}
PlayerSettings & StartInfo::getIthPlayersSettings(PlayerColor no)
{
if(playerInfos.find(no) != playerInfos.end())
return playerInfos[no];
logGlobal->error("Cannot find info about player %s. Throwing...", no.getStr());
throw std::runtime_error("Cannot find info about player");
}
const PlayerSettings & StartInfo::getIthPlayersSettings(PlayerColor no) const
{
return const_cast<StartInfo &>(*this).getIthPlayersSettings(no);
}
PlayerSettings * StartInfo::getPlayersSettings(const ui8 connectedPlayerId)
{
for(auto & elem : playerInfos)
{
if(vstd::contains(elem.second.connectedPlayerIDs, connectedPlayerId))
return &elem.second;
}
return nullptr;
}
std::string StartInfo::getCampaignName() const
{
if(campState->camp->header.name.length())
return campState->camp->header.name;
else
return VLC->generaltexth->allTexts[508];
}
void LobbyInfo::verifyStateBeforeStart(bool ignoreNoHuman) const
{
if(!mi)
throw ExceptionMapMissing();
//there must be at least one human player before game can be started
std::map<PlayerColor, PlayerSettings>::const_iterator i;
for(i = si->playerInfos.cbegin(); i != si->playerInfos.cend(); i++)
if(i->second.isControlledByHuman())
break;
if(i == si->playerInfos.cend() && !ignoreNoHuman)
throw ExceptionNoHuman();
if(si->mapGenOptions && si->mode == StartInfo::NEW_GAME)
{
if(!si->mapGenOptions->checkOptions())
throw ExceptionNoTemplate();
}
}
bool LobbyInfo::isClientHost(int clientId) const
{
return clientId == hostClientId;
}
std::set<PlayerColor> LobbyInfo::getAllClientPlayers(int clientId)
{
std::set<PlayerColor> players;
for(auto & elem : si->playerInfos)
{
if(isClientHost(clientId) && elem.second.isControlledByAI())
players.insert(elem.first);
for(ui8 id : elem.second.connectedPlayerIDs)
{
if(vstd::contains(getConnectedPlayerIdsForClient(clientId), id))
players.insert(elem.first);
}
}
if(isClientHost(clientId))
players.insert(PlayerColor::NEUTRAL);
return players;
}
std::vector<ui8> LobbyInfo::getConnectedPlayerIdsForClient(int clientId) const
{
std::vector<ui8> ids;
for(auto & pair : playerNames)
{
if(pair.second.connection == clientId)
{
for(auto & elem : si->playerInfos)
{
if(vstd::contains(elem.second.connectedPlayerIDs, pair.first))
ids.push_back(pair.first);
}
}
}
return ids;
}
std::set<PlayerColor> LobbyInfo::clientHumanColors(int clientId)
{
std::set<PlayerColor> players;
for(auto & elem : si->playerInfos)
{
for(ui8 id : elem.second.connectedPlayerIDs)
{
if(vstd::contains(getConnectedPlayerIdsForClient(clientId), id))
{
players.insert(elem.first);
}
}
}
return players;
}
PlayerColor LobbyInfo::clientFirstColor(int clientId) const
{
for(auto & pair : si->playerInfos)
{
if(isClientColor(clientId, pair.first))
return pair.first;
}
return PlayerColor::CANNOT_DETERMINE;
}
bool LobbyInfo::isClientColor(int clientId, PlayerColor color) const
{
if(si->playerInfos.find(color) != si->playerInfos.end())
{
for(ui8 id : si->playerInfos.find(color)->second.connectedPlayerIDs)
{
if(playerNames.find(id) != playerNames.end())
{
if(playerNames.find(id)->second.connection == clientId)
return true;
}
}
}
return false;
}
ui8 LobbyInfo::clientFirstId(int clientId) const
{
for(auto & pair : playerNames)
{
if(pair.second.connection == clientId)
return pair.first;
}
return 0;
}
PlayerInfo & LobbyInfo::getPlayerInfo(int color)
{
return mi->mapHeader->players[color];
}
TeamID LobbyInfo::getPlayerTeamId(PlayerColor color)
{
if(color < PlayerColor::PLAYER_LIMIT)
return getPlayerInfo(color.getNum()).team;
else
return TeamID::NO_TEAM;
}