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/***************************************************************************
gamemap.cpp - description
-------------------
begin : Tue Oct 24 2000
copyright : (C) 2000 by Martin Bickel
email : bickel@asc-hq.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. *
* *
***************************************************************************/
#include <algorithm>
#include <ctime>
#include <cmath>
#include "global.h"
#include "misc.h"
#include "typen.h"
#include "vehicletype.h"
#include "buildingtype.h"
#include "player.h"
#include "gamemap.h"
#include "cannedmessages.h"
PlayerID::PlayerID( const Player& p ) : num( p.getPosition() ) {};
SigC::Signal4<void,GameMap*,int,int,DiplomaticStates> DiplomaticStateVector::anyStateChanged;
SigC::Signal3<void,GameMap*,int,int> DiplomaticStateVector::shareViewChanged;
const char* diplomaticStateNames[diplomaticStateNum+1] =
{
"War",
"Truce",
"Peace",
"Association",
"Alliance",
NULL
};
DiplomaticStateVector::DiplomaticStateVector( Player& _player ) : player( _player )
{
}
void DiplomaticStateVector::turnBegins()
{
for ( QueuedStateChanges::iterator i = queuedStateChanges.begin(); i != queuedStateChanges.end(); ++i ) {
if ( getState(i->first) > i->second ) {
// we are changing to a more aggressive state, which doesn't need the confirmation of the counterpart
setState( i->first, i->second );
player.getParentMap()->player[ i->first ].diplomacy.setState( player.getPosition(), i->second);
} else {
// we are browsing through the queued changes of the target player to look if he accepted our proposal
DiplomaticStateVector& target = player.getParentMap()->player[ i->first ].diplomacy;
QueuedStateChanges::iterator t = target.queuedStateChanges.find( player.getPosition() );
if ( t != target.queuedStateChanges.end() ) {
// this should have been handled when the other player set his proposal
} else {
// he did not answer
}
}
}
queuedStateChanges.clear();
}
DiplomaticStates DiplomaticStateVector::getState( int towardsPlayer ) const
{
if ( towardsPlayer < 0 )
return WAR;
if ( player.getPosition() == towardsPlayer )
return ALLIANCE;
if ( towardsPlayer < states.size() )
return states[towardsPlayer];
else
return WAR;
}
void DiplomaticStateVector::setState( int towardsPlayer, DiplomaticStates s, bool fireSignal )
{
assert( towardsPlayer >= 0 );
if ( towardsPlayer >= states.size() )
states.resize(towardsPlayer+1);
states[towardsPlayer] = s;
if ( fireSignal )
anyStateChanged( player.getParentMap(), player.getPosition(), towardsPlayer,s);
}
void DiplomaticStateVector::sneakAttack( int towardsPlayer )
{
assert( towardsPlayer >= 0 );
setState( towardsPlayer, WAR );
player.getParentMap()->player[ towardsPlayer ].diplomacy.setState( player.getPosition(), WAR );
int to = 0;
for ( int j = 0; j < 8; j++ )
if ( j != player.getPosition() )
to |= 1 << j;
ASCString txt;
txt.format ( getmessage( 10001 ), player.getName().c_str(), player.getParentMap()->player[towardsPlayer].getName().c_str() );
new Message ( txt, player.getParentMap(), to );
}
void DiplomaticStateVector::changeToState( int towardsPlayer, DiplomaticStates s, bool mail )
{
assert( towardsPlayer >= 0 );
int msgid;
if ( s > getState( towardsPlayer ))
msgid = 10003; // propose peace
else
msgid = 10002; // declare war
bool oldShareView = sharesView(towardsPlayer);
setState( towardsPlayer, s );
DiplomaticStateVector& targ = player.getParentMap()->player[ towardsPlayer ].diplomacy;
targ.setState( player.getPosition(), s );
if( sharesView(towardsPlayer) != oldShareView )
shareViewChanged( player.getParentMap(), player.getPosition(), towardsPlayer );
if ( mail ) {
ASCString txt;
txt.format( getmessage( msgid ), player.getName().c_str(), diplomaticStateNames[s] );
new Message ( txt, player.getParentMap(), 1 << towardsPlayer );
}
/*
for ( int p = 0; p < player.getParentMap()->getPlayerCount(); ++p )
if ( p != player.getPosition() ) {
if ( getState( p ) == ALLIANCE ) {
// we have an allied player which must now react
DiplomaticStateVector& ally = player.getParentMap()->getPlayer( p ).diplomacy;
if ( ally.getState( towardsPlayer ) != s )
ally.changeToState( towardsPlayer, s );
}
if ( targ.getState( p ) == ALLIANCE ) {
// the opponent has an ally which must now react
if ( getState( p ) != s )
changeToState( p, s );
}
}
*/
}
void DiplomaticStateVector::propose( int towardsPlayer, DiplomaticStates s )
{
assert( towardsPlayer >= 0 );
DiplomaticStateVector& targ = player.getParentMap()->player[ towardsPlayer ].diplomacy;
QueuedStateChanges::iterator i = targ.queuedStateChanges.find( player.getPosition() );
DiplomaticStates currentState = getState( towardsPlayer ) ;
if ( i == targ.queuedStateChanges.end() || (s < currentState && i->second > currentState)) {
// we only send a message if this is an initial proposal OR
// if the other player proposed a more peaceful state, but we are setting a more hostile state
ASCString txt;
int msgid;
if ( s > getState( towardsPlayer ))
msgid = 10003; // propose peace
else
msgid = 10002; // declare war
txt.format( getmessage( msgid ), player.getName().c_str(), diplomaticStateNames[s] );
new Message ( txt, player.getParentMap(), 1 << towardsPlayer );
queuedStateChanges[towardsPlayer] = s;
} else {
// we are answering a proposal by the other player
if ( s > getState( towardsPlayer )) {
// our proposal is about going to a more peaceful state
if ( s > i->second ) {
// we are proposing even more peace, but we'll only set the state he proposed and keep our proposal
changeToState( towardsPlayer, i->second );
} else {
// he proposes less or equal peace, but we'll set the state he proposed and delete his proposal, because it's fulfilled
changeToState( towardsPlayer, s, true ); // s < i->second would only send mail if the proposal differs
targ.queuedStateChanges.erase( i );
}
} else {
if ( s < i->second ) {
// we go to an even more hostile state
changeToState( towardsPlayer, i->second );
targ.queuedStateChanges.erase( i );
} else {
// we are going to a state that is more hostile than the current one, but less hostile then the other players declaration
changeToState( towardsPlayer, s, false );
}
}
}
}
bool DiplomaticStateVector::getProposal( int fromPlayer, DiplomaticStates* state )
{
assert( fromPlayer >= 0 );
DiplomaticStateVector& targ = player.getParentMap()->player[ fromPlayer ].diplomacy;
QueuedStateChanges::iterator i = targ.queuedStateChanges.find( player.getPosition() );
if ( i != targ.queuedStateChanges.end() ) {
if ( state )
*state = i->second;
return true;
} else
return false;
}
void DiplomaticStateVector::read ( tnstream& stream )
{
stream.readInt();
int size = stream.readInt();
states.resize( size );
for ( int i = 0; i < size; ++i )
states[i] = DiplomaticStates( stream.readInt() );
queuedStateChanges.clear();
size = stream.readInt();
for ( int i = 0; i< size; ++i ) {
int p = stream.readInt();
DiplomaticStates s = DiplomaticStates( stream.readInt() );
queuedStateChanges[p] = s;
}
}
void DiplomaticStateVector::write ( tnstream& stream ) const
{
stream.writeInt( 1 );
stream.writeInt( states.size() );
for ( int i = 0; i< states.size(); ++i )
stream.writeInt( int( states[i]));
stream.writeInt( queuedStateChanges.size() );
for ( QueuedStateChanges::const_iterator i = queuedStateChanges.begin(); i != queuedStateChanges.end(); ++i ) {
stream.writeInt( i->first );
stream.writeInt( int(i->second) );
}
}
const char* Player :: playerStatusNames[6] = { "Human Player",
"AI player",
"off",
"Supervisor",
"suspended",
NULL };
Player :: Player()
: diplomacy( *this )
{
ai = NULL;
parentMap = NULL;
queuedEvents = 0;
ASCversion = 0;
color = 0;
}
void Player :: setParentMap( GameMap* map, int pos )
{
parentMap = map;
player = pos;
parentMap->sigPlayerTurnBegins.connect( SigC::slot( *this, &Player::turnBegins ));
parentMap->sigPlayerUserInteractionBegins.connect( SigC::slot( *this, &Player::userInteractionBegins ));
parentMap->sigPlayerTurnEnds.connect( SigC::slot( *this, &Player::turnEnds ));
}
void Player :: turnBegins( Player& p )
{
if ( &p == this ) {
diplomacy.turnBegins();
}
}
void Player :: userInteractionBegins( Player& p )
{
if ( &p == this ) {
}
}
void Player :: turnEnds( Player& p )
{
if ( &p == this ) {
sendQueuedMessages();
if ( !exist() && stat != off ) {
stat = off;
resetView();
resetResearch();
resetTribute();
resetPassword();
email = "";
name += " (removed)";
}
}
}
DI_Color Player :: getColor() const
{
if ( color == DI_Color(0)) {
switch ( player ) {
case 0: return DI_Color( 0xe0, 0, 0 );
case 1: return DI_Color( 0, 0x71, 0xdb );
case 2: return DI_Color( 0xbc, 0xb3, 0 );
case 3: return DI_Color( 0, 0xaa, 0 );
case 4: return DI_Color( 0xbc, 0, 0 );
case 5: return DI_Color( 0xb2, 0, 0xb2 );
case 6: return DI_Color( 0,0, 0xaa );
case 7: return DI_Color( 0xbc, 0x67, 0 );
case 8: return DI_Color( 0xaa, 0xaa, 0xaa );
};
return DI_Color(0, 0, 0);
} else
return color;
}
PlayerColor Player::getPlayerColor() const
{
return PlayerColor(getPosition(), getColor() );
}
ASCString Player :: getName( ) const
{
if ( name.length() )
return name;
if ( stat == off )
return "off";
return ASCString("Player ") + ASCString::toString(getPosition() );
}
int Player::getHumanPlayerNum( const GameMap* gamemap )
{
int h = 0;
for ( int p = 0; p < gamemap->getPlayerCount(); ++p )
if ( gamemap->getPlayer(p).exist() && gamemap->getPlayer(p).isHuman() )
++h;
return h;
}
void Player :: sendQueuedMessages()
{
MessagePntrContainer::iterator mi = getParentMap()->unsentmessage.begin();
while ( mi != getParentMap()->unsentmessage.end() ) {
sentmessage.push_back ( *mi );
for ( int i = 0; i < 8; i++ ) {
if ( (*mi)->to & ( 1 << i ))
getParentMap()->player[ i ].unreadmessage.push_back ( *mi );
if ( (*mi)->cc & ( 1 << i ))
getParentMap()->player[ i ].unreadmessage.push_back ( *mi );
}
mi = getParentMap()->unsentmessage.erase ( mi );
}
}
bool Player::exist() const
{
return !(buildingList.empty() && vehicleList.empty());
}
template <typename T> void swapData( T& t1, T& t2 )
{
T temp = t1;
t1 = t2;
t2 = temp;
}
void Player::swap ( Player& secondPlayer )
{
if ( &secondPlayer == this)
return;
typedef VehicleList VL;
typedef VehicleList::iterator VLI;
VL vl;
for ( VLI i = vehicleList.begin(); i != vehicleList.end(); ) {
(*i)->color = secondPlayer.player*8;
vl.push_back ( *i );
i = vehicleList.erase( i );
}
for ( VLI i = secondPlayer.vehicleList.begin(); i != secondPlayer.vehicleList.end(); ) {
(*i)->color = player*8;
vehicleList.push_back ( *i );
i = secondPlayer.vehicleList.erase( i );
}
for ( VLI i = vl.begin(); i != vl.end(); ) {
secondPlayer.vehicleList.push_back ( *i );
i = vl.erase( i );
}
typedef Player::BuildingList BL;
typedef Player::BuildingList::iterator BLI;
BL bl;
for ( BLI i = buildingList.begin(); i != buildingList.end(); ++i)
bl.push_back ( *i );
BL bl2 = secondPlayer.buildingList;
for ( BLI i = bl2.begin(); i != bl2.end(); ++i)
(*i)->convert( player );
for ( BLI i = bl.begin(); i != bl.end(); ++i)
(*i)->convert( secondPlayer.player );
for (int i =0; i < parentMap->xsize * parentMap->ysize ;i++ ) {
tfield* fld = &parentMap->field[i];
VisibilityStates temp = fld->getVisibility( player );
fld->setVisibility( fld->getVisibility( secondPlayer.player), player);
fld->setVisibility( temp, secondPlayer.player);
for ( tfield::MineContainer::iterator i = fld->mines.begin(); i != fld->mines.end(); i++ )
if ( i->player == player )
i->player = secondPlayer.player;
else
if ( i->player == secondPlayer.player )
i->player = player;
if ( fld->resourceview ) {
bool b = fld->resourceview->visible & (1 << player);
int m = fld->resourceview->materialvisible[player];
int f = fld->resourceview->fuelvisible[player];
if ( fld->resourceview->visible & (1 << secondPlayer.player ) )
fld->resourceview->setview( player, fld->resourceview->materialvisible[secondPlayer.player], fld->resourceview->fuelvisible[secondPlayer.player] );
else
fld->resourceview->resetview( player );
if ( b )
fld->resourceview->setview( secondPlayer.player, m, f );
else
fld->resourceview->resetview( secondPlayer.player );
}
} /* endfor */
swapData( research, secondPlayer.research );
swapData( existanceAtBeginOfTurn, secondPlayer.existanceAtBeginOfTurn );
delete ai;
ai = NULL;
delete secondPlayer.ai;
secondPlayer.ai = NULL;
swapData( stat, secondPlayer.stat );
swapData( passwordcrc, secondPlayer.passwordcrc );
swapData( dissections, secondPlayer.dissections );
swapData( unreadmessage, secondPlayer.unreadmessage );
swapData( oldmessage, secondPlayer.oldmessage );
swapData( sentmessage, secondPlayer.sentmessage );
swapData( queuedEvents, secondPlayer.queuedEvents );
swapData( ASCversion, secondPlayer.ASCversion );
swapData( playTime, secondPlayer.playTime );
swapData( cursorPos, secondPlayer.cursorPos );
swapData( email, secondPlayer.email );
swapData( name, secondPlayer.name );
swapData( color, secondPlayer.color );
diplomacy.swap( secondPlayer.player );
int a = player;
int b = secondPlayer.player;
for ( int i= 0; i < parentMap->getPlayerCount(); ++i )
if ( i != a ) {
swapData( parentMap->tribute.paid[i][a], parentMap->tribute.paid[i][b] );
swapData( parentMap->tribute.paid[a][i], parentMap->tribute.paid[b][i] );
swapData( parentMap->tribute.avail[i][a], parentMap->tribute.avail[i][b] );
swapData( parentMap->tribute.avail[a][i], parentMap->tribute.avail[b][i] );
swapData( parentMap->tribute.payStatusLastTurn[i][a], parentMap->tribute.payStatusLastTurn[i][b] );
swapData( parentMap->tribute.payStatusLastTurn[a][i], parentMap->tribute.payStatusLastTurn[b][i] );
}
}
void DiplomaticStateVector::swap( int secondPlayer )
{
DiplomaticStateVector& secondDSV = player.getParentMap()->getPlayer(secondPlayer).diplomacy;
swapData( states, secondDSV.states );
swapData( queuedStateChanges, secondDSV.queuedStateChanges );
for ( int i= 0; i < player.getParentMap()->getPlayerCount(); ++i )
swapData( player.getParentMap()->getPlayer(i).diplomacy.states[secondPlayer], player.getParentMap()->getPlayer(i).diplomacy.states[player.getPosition()] );
}
void Player::merge ( Player& secondPlayer )
{
}
void Player::resetView()
{
for ( int x = 0; x < getParentMap()->xsize; x++ )
for ( int y = 0; y < getParentMap()->ysize; y++ ) {
tfield* fld = getParentMap()->getField(x,y);
fld->setVisibility( visible_not, player );
if ( fld->resourceview )
fld->resourceview->visible &= ~(1<<player);
}
}
void Player::resetResearch()
{
research.clear();
}
void Player::resetTribute()
{
for ( int j = 0; j< getParentMap()->getPlayerCount(); ++j ) {
getParentMap()->tribute.avail[player][j] = Resources();
getParentMap()->tribute.avail[j][player]= Resources();
getParentMap()->tribute.paid[player][j] = Resources();
getParentMap()->tribute.paid[j][player]= Resources();
getParentMap()->tribute.payStatusLastTurn[player][j] = Resources();
getParentMap()->tribute.payStatusLastTurn[j][player]= Resources();
}
}
void Player::resetPassword()
{
passwordcrc.reset();
}
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