-
-
Notifications
You must be signed in to change notification settings - Fork 992
/
game_data.cpp
268 lines (232 loc) · 6.53 KB
/
game_data.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
/*
Copyright (C) 2003 - 2014 by David White <dave@whitevine.net>
Part of the Battle for Wesnoth Project http://www.wesnoth.org/
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY.
See the COPYING file for more details.
*/
/**
* @file
* Maintain status of a game, load&save games.
*/
#include "global.hpp"
#include "game_data.hpp"
#include "carryover.hpp"
#include "filesystem.hpp"
#include "formula_string_utils.hpp"
#include "game_config.hpp"
#include "game_preferences.hpp"
#include "gettext.hpp"
#include "log.hpp"
#include "map.hpp"
#include "recall_list_manager.hpp"
#include "replay.hpp"
#include "resources.hpp"
#include "serialization/binary_or_text.hpp"
#include "statistics.hpp"
#include "team.hpp"
#include "teambuilder.hpp"
#include "unit.hpp"
#include "unit_id.hpp"
#include "wesconfig.h"
#include "wml_exception.hpp"
#include "variable.hpp"
#include "pathfind/pathfind.hpp"
#include "whiteboard/side_actions.hpp"
#include "sound.hpp"
#include "soundsource.hpp"
#include "map_label.hpp"
#include "unit.hpp"
#include "unit_map.hpp"
#include <boost/assign.hpp>
#include <boost/bind.hpp>
#include <boost/foreach.hpp>
#ifndef _MSC_VER
#include <sys/time.h>
#endif
static lg::log_domain log_engine("engine");
#define ERR_NG LOG_STREAM(err, log_engine)
#define WRN_NG LOG_STREAM(warn, log_engine)
#define LOG_NG LOG_STREAM(info, log_engine)
#define DBG_NG LOG_STREAM(debug, log_engine)
static lg::log_domain log_enginerefac("enginerefac");
#define LOG_RG LOG_STREAM(info, log_enginerefac)
/// The default difficulty setting for campaigns.
const std::string DEFAULT_DIFFICULTY("NORMAL");
game_data::game_data()
: scoped_variables()
, last_selected(map_location::null_location())
, wml_menu_items_()
, rng_()
, variables_()
, phase_(INITIAL)
, can_end_turn_(true)
, scenario_()
, next_scenario_()
{}
game_data::game_data(const config& level)
: scoped_variables()
, last_selected(map_location::null_location())
, wml_menu_items_()
, rng_(level)
, variables_(level.child_or_empty("variables"))
, phase_(INITIAL)
, can_end_turn_(level["can_end_turn"].to_bool(true))
, scenario_(level["id"])
, next_scenario_(level["next_scenario"])
{
wml_menu_items_.set_menu_items(level);
}
game_data::game_data(const game_data& data)
: variable_set() // Not sure why empty, copied from old code
, scoped_variables(data.scoped_variables)
, last_selected(data.last_selected)
, wml_menu_items_(data.wml_menu_items_)
, rng_(data.rng_)
, variables_(data.variables_)
, phase_(data.phase_)
, can_end_turn_(data.can_end_turn_)
, scenario_(data.scenario_)
, next_scenario_(data.next_scenario_)
{}
//throws
config::attribute_value &game_data::get_variable(const std::string& key)
{
return get_variable_access_write(key).as_scalar();
}
config::attribute_value game_data::get_variable_const(const std::string &key) const
{
try
{
return get_variable_access_read(key).as_scalar();
}
catch(const invalid_variablename_exception&)
{
return config::attribute_value();
}
}
//throws
config& game_data::get_variable_cfg(const std::string& key)
{
return get_variable_access_write(key).as_container();
}
void game_data::set_variable(const std::string& key, const t_string& value)
{
try
{
get_variable(key) = value;
}
catch(const invalid_variablename_exception&)
{
ERR_NG << "variable " << key << "cannot be set to " << value << std::endl;
}
}
//throws
config& game_data::add_variable_cfg(const std::string& key, const config& value)
{
std::vector<config> temp = boost::assign::list_of(value);
return *get_variable_access_write(key).append_array(temp).first;
}
void game_data::clear_variable_cfg(const std::string& varname)
{
try
{
get_variable_access_throw(varname).clear(true);
}
catch(const invalid_variablename_exception&)
{
//variable doesn't exist, nothing to delete
}
}
void game_data::clear_variable(const std::string& varname)
{
try
{
get_variable_access_throw(varname).clear(false);
}
catch(const invalid_variablename_exception&)
{
//variable doesn't exist, nothing to delete
}
}
void game_data::write_snapshot(config& cfg) const {
cfg["scenario"] = scenario_;
cfg["next_scenario"] = next_scenario_;
cfg["can_end_turn"] = can_end_turn_;
cfg["random_seed"] = rng_.get_random_seed();
cfg["random_calls"] = rng_.get_random_calls();
cfg.add_child("variables", variables_);
wml_menu_items_.to_config(cfg);
}
void game_data::write_config(config_writer& out){
out.write_key_val("scenario", scenario_);
out.write_key_val("next_scenario", next_scenario_);
out.write_key_val("random_seed", lexical_cast<std::string>(rng_.get_random_seed()));
out.write_key_val("random_calls", lexical_cast<std::string>(rng_.get_random_calls()));
out.write_child("variables", variables_);
config cfg;
wml_menu_items_.to_config(cfg);
out.write_child("menu_item", cfg);
}
team_builder_ptr game_data::create_team_builder(const config& side_cfg,
std::vector<team>& teams,
const config& level, gamemap& map)
{
return team_builder_ptr(new team_builder(side_cfg, teams, level, map, *this));
}
void game_data::build_team_stage_one(team_builder_ptr tb_ptr)
{
tb_ptr->build_team_stage_one();
}
void game_data::build_team_stage_two(team_builder_ptr tb_ptr)
{
tb_ptr->build_team_stage_two();
}
game_data& game_data::operator=(const game_data& info)
{
// Use copy constructor to make sure we are coherent
if (this != &info) {
this->~game_data();
new (this) game_data(info) ;
}
return *this ;
}
game_data* game_data::operator=(const game_data* info)
{
// Use copy constructor to make sure we are coherent
if (this != info) {
this->~game_data();
new (this) game_data(*info) ;
}
return this ;
}
namespace {
bool recursive_activation = false;
} // end anonymous namespace
void game_data::activate_scope_variable(std::string var_name) const
{
if(recursive_activation)
return;
const std::string::iterator itor = std::find(var_name.begin(),var_name.end(),'.');
if(itor != var_name.end()) {
var_name.erase(itor, var_name.end());
}
std::vector<scoped_wml_variable*>::const_reverse_iterator rit;
for(
rit = scoped_variables.rbegin();
rit != scoped_variables.rend();
++rit) {
if((**rit).name() == var_name) {
recursive_activation = true;
if(!(**rit).activated()) {
(**rit).activate();
}
recursive_activation = false;
break;
}
}
}