File: replay.h

package info (click to toggle)
asc 2.1.0.0-1
  • links: PTS, VCS
  • area: main
  • in suites: lenny
  • size: 59,052 kB
  • ctags: 25,676
  • sloc: cpp: 145,189; sh: 8,705; ansic: 5,564; makefile: 551; perl: 150
file content (156 lines) | stat: -rw-r--r-- 5,658 bytes parent folder | download
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
/***************************************************************************
                          replay.h  -  description
                             -------------------
    begin                : Sun Jan 21 2001
    copyright            : (C) 2001 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.                                   *
 *                                                                         *
 ***************************************************************************/

#ifndef replayH
 #define replayH

#include "events.h"
#include "ascstring.h"
#include "gamemap.h"
#include "basestreaminterface.h"

/*! \file replay.h
    \brief Interface for recording and playing replays
*/


enum trpl_actions { rpl_attack,
                    rpl_move, 
                    rpl_changeheight, 
                    rpl_convert, 
                    rpl_remobj, 
                    rpl_buildobj, 
                    rpl_putbuilding,
                    rpl_removebuilding, 
                    rpl_putmine, 
                    rpl_removemine,
                    rpl_produceunit, 
                    rpl_removeunit,
                    rpl_trainunit,
                    rpl_reactionfire, 
                    rpl_finished, 
                    rpl_shareviewchange, 
                    rpl_alliancechange,
                    rpl_move2, 
                    rpl_buildtnk,
                    rpl_refuel, 
                    rpl_bldrefuel, 
                    rpl_move3, 
                    rpl_changeheight2,
                    rpl_buildtnk2,
                    rpl_moveUnitUpDown,
                    rpl_move4,
                    rpl_productionResourceUsage,
                    rpl_buildtnk3,
                    rpl_refuel2,
                    rpl_buildobj2,
                    rpl_remobj2,
                    rpl_repairUnit,
                    rpl_repairUnit2,
                    rpl_refuel3,
                    rpl_produceAmmo,
                    rpl_buildtnk4,
                    rpl_buildProdLine,
                    rpl_removeProdLine,
                    rpl_setResearch,
                    rpl_techResearched,
                    rpl_putbuilding2,
                    rpl_setGeneratorStatus,
                    rpl_cutFromGame,
                    rpl_removebuilding2,
                    rpl_setResourceProcessingAmount,
                    rpl_removebuilding3,
                    rpl_netcontrol,
                    rpl_move5,
                    rpl_alliancechange2,
                    rpl_moveUnitUp,
                    rpl_jump,
                    rpl_repairBuilding,
                    rpl_recycleUnit,
                    rpl_convert2,
                    rpl_putmine2,
                    rpl_repairUnit3,
                    rpl_transferTribute,
                    rpl_reactionFireOn,
                    rpl_reactionFireOff,
                    rpl_selfdestruct };

extern void logtoreplayinfo ( trpl_actions action, ... );

struct treactionfire_replayinfo;

class trunreplay {
            ASCString lastErrorMessage;
         protected:
            int movenum;
            void execnextreplaymove ( void );
            GameMap* orgmap;
            tmemorystream* stream;
            void wait ( int t = ticker );
            void wait ( MapCoordinate pos, int t = ticker );
            void wait ( MapCoordinate pos1, MapCoordinate pos2, int t = ticker );
            int actplayer;

            void error( const char* message, ... );
            void error( const MapCoordinate& pos, const char* message, ... );
            void error( const ASCString& message );
            void error( const MapCoordinate& pos, const ASCString& message );

            char nextaction;

            void readnextaction ( void );
            void displayActionCursor ( int x1, int y1, int x2 = -1, int y2 = -1, int secondWait = 0 );
            void removeActionCursor( void );

         public:

            treactionfire_replayinfo* getnextreplayinfo ( void );

            trunreplay ( void );
            int status;
            void firstinit ( void );
            int  run ( int player, int viewingplayer, bool performEndTurnOperations );
   };

class LockReplayRecording {
        GameMap::ReplayInfo& ri;
     public:
        LockReplayRecording ( GameMap::ReplayInfo& _ri );
        ~LockReplayRecording();
};

extern trunreplay runreplay;

//! a hack to enable the replay in a game that was started without replays
extern int startreplaylate;

//! checks if there is replay information and -if there is any- runs the replay
extern void checkforreplay ( void );

//! Initialized the replay logging at the beginning of a players or the ai's turn.
extern void initReplayLogging( Player& player );

//! runs the replay for the given player
extern void runSpecificReplay( int player, int viewingplayer, bool performEndTurnOperations = true );

//! runs the replay of the current player. This is used primarily for debugging the replay system
extern void viewOwnReplay( Player& player );

//! initialized the replay system at program startup
extern void hookReplayToSystem();

#endif