- reworked completly the JNetwork, JSocket interface (had to ifdef out the PSP socket code)

- added 2 menus to wait for connection and wait for deck selection
- tested compilation on Qt Linux, Qt Windows and PSP
- deactivated everywhere (NETWORK_SUPPORT to activate).
This commit is contained in:
Xawotihs
2011-03-13 21:19:02 +00:00
parent 3220f94e00
commit f9be0a6341
23 changed files with 735 additions and 400 deletions
+2 -2
View File
@@ -8,8 +8,8 @@
MTGAbility * AIMomirPlayer::momirAbility = NULL;
AIMomirPlayer::AIMomirPlayer(MTGDeck * deck, string file, string fileSmall, string avatarFile) :
AIPlayerBaka(deck, file, fileSmall, avatarFile)
AIMomirPlayer::AIMomirPlayer(string file, string fileSmall, string avatarFile, MTGDeck * deck) :
AIPlayerBaka(file, fileSmall, avatarFile, deck)
{
momirAbility = NULL;
agressivity = 100;
+5 -7
View File
@@ -38,8 +38,8 @@ int AIAction::Act()
return 0;
}
AIPlayer::AIPlayer(MTGDeck * deck, string file, string fileSmall) :
Player(deck, file, fileSmall)
AIPlayer::AIPlayer(string file, string fileSmall, MTGDeck * deck) :
Player(file, fileSmall, deck)
{
nextCardToPlay = NULL;
stats = NULL;
@@ -1189,10 +1189,8 @@ AIPlayer * AIPlayerFactory::createAIPlayer(MTGAllCards * collection, Player * op
if ( meta->getVictoryPercentage() >= 65)
deckSetting = HARD;
}
MTGDeck * tempDeck = NEW MTGDeck(deckFile, collection,0, deckSetting);
AIPlayerBaka * baka = NEW AIPlayerBaka(tempDeck, deckFile, deckFileSmall, avatarFile);
AIPlayerBaka * baka = NEW AIPlayerBaka(deckFile, deckFileSmall, avatarFile);
baka->deckId = deckid;
SAFE_DELETE(tempDeck);
return baka;
}
@@ -1272,8 +1270,8 @@ MTGCardInstance * AIPlayerBaka::FindCardToPlay(ManaCost * pMana, const char * ty
return nextCardToPlay;
}
AIPlayerBaka::AIPlayerBaka(MTGDeck * deck, string file, string fileSmall, string avatarFile) :
AIPlayer(deck, file, fileSmall)
AIPlayerBaka::AIPlayerBaka(string file, string fileSmall, string avatarFile, MTGDeck * deck) :
AIPlayer(file, fileSmall, deck)
{
mAvatarTex = WResourceManager::Instance()->RetrieveTexture(avatarFile, RETRIEVE_LOCK, TEXTURE_SUB_AVATAR);
+1 -1
View File
@@ -81,7 +81,7 @@ void DuelLayers::CheckUserInput(int isAI)
break;
}
}
if (JGE::GetInstance()->GetLeftClickCoordinates(x, y))
if ((!isAI) && JGE::GetInstance()->GetLeftClickCoordinates(x, y))
{
if (avatars->CheckUserInput(x, y))
{
+3
View File
@@ -44,6 +44,9 @@ GameState::GameState(GameApp* parent) :
GameApp::GameApp() :
JApp()
#ifdef NETWORK_SUPPORT
,mpNetwork(NULL)
#endif //NETWORK_SUPPORT
{
#ifdef DEBUG
nbUpdates = 0;
+81 -13
View File
@@ -20,6 +20,10 @@
#include "TestSuiteAI.h"
#endif
#ifdef NETWORK_SUPPORT
#include "NetworkPlayer.h"
#endif
#if defined (WIN32) || defined (LINUX)
#include <time.h>
#endif
@@ -41,6 +45,9 @@ enum ENUM_DUEL_STATE
DUEL_STATE_PLAY,
DUEL_STATE_BACK_TO_MAIN_MENU,
DUEL_STATE_MENU,
#ifdef NETWORK_SUPPORT
DUEL_STATE_OPPONENT_WAIT,
#endif //NETWORK_SUPPORT
DUEL_STATE_ERROR
};
@@ -77,6 +84,10 @@ GameState(parent)
credits = NULL;
rules = NULL;
#ifdef NETWORK_SUPPORT
RegisterNetworkPlayers();
#endif //NETWORK_SUPPORT
}
GameStateDuel::~GameStateDuel()
@@ -156,22 +167,34 @@ void GameStateDuel::Start()
}
}
void GameStateDuel::loadPlayer(int playerId, int decknb, int isAI)
void GameStateDuel::loadPlayer(int playerId, int decknb, bool isAI, bool isNetwork)
{
if (decknb)
{
if (!isAI)
{ //Human Player
char deckFile[255];
if (premadeDeck)
sprintf(deckFile, JGE_GET_RES("player/premade/deck%i.txt").c_str(), decknb);
if(playerId == 0)
{
char deckFile[255];
if (premadeDeck)
sprintf(deckFile, JGE_GET_RES("player/premade/deck%i.txt").c_str(), decknb);
else
sprintf(deckFile, "%s/deck%i.txt", options.profileFile().c_str(), decknb);
char deckFileSmall[255];
sprintf(deckFileSmall, "player_deck%i", decknb);
mPlayers[playerId] = NEW HumanPlayer(deckFile, deckFileSmall);
#ifdef NETWORK_SUPPORT
if(isNetwork)
{
ProxyPlayer* mProxy;
mProxy = NEW ProxyPlayer(mPlayers[playerId], mParent->mpNetwork);
}
}
else
sprintf(deckFile, "%s/deck%i.txt", options.profileFile().c_str(), decknb);
char deckFileSmall[255];
sprintf(deckFileSmall, "player_deck%i", decknb);
MTGDeck * tempDeck = NEW MTGDeck(deckFile, MTGCollection());
mPlayers[playerId] = NEW HumanPlayer(tempDeck, deckFile, deckFileSmall);
SAFE_DELETE( tempDeck );
{ //Remote player
mPlayers[playerId] = NEW RemotePlayer(mParent->mpNetwork);
#endif //NETWORK_SUPPORT
}
}
else
{ //AI Player, chooses deck
@@ -471,6 +494,29 @@ void GameStateDuel::Update(float dt)
mGamePhase = DUEL_STATE_MENU;
}
break;
#ifdef NETWORK_SUPPORT
case DUEL_STATE_OPPONENT_WAIT:
{
if(mPlayers[1] && mPlayers[1]->game)
{ // Player loaded
menu->Close();
SAFE_DELETE(menu);
mGamePhase = DUEL_STATE_PLAY;
} else if(menu == NULL)
{
loadPlayer(1, 42/* 0 not good*/, false, true);
menu = NEW SimpleMenu(DUEL_STATE_OPPONENT_WAIT, this, Fonts::MENU_FONT, 150, 60);
if (menu)
{
menu->Add(MENUITEM_MAIN_MENU, "Back to main menu");
}
} else
{
menu->Update(dt);
}
}
break;
#endif //NETWORK_SUPPORT
case DUEL_STATE_MENU:
menu->Update(dt);
break;
@@ -565,7 +611,11 @@ void GameStateDuel::Render()
case DUEL_STATE_CHOOSE_DECK2_TO_PLAY:
case DUEL_STATE_DECK1_DETAILED_INFO:
case DUEL_STATE_DECK2_DETAILED_INFO:
if (mParent->gameType != GAME_TYPE_CLASSIC)
if (mParent->gameType != GAME_TYPE_CLASSIC
#ifdef NETWORK_SUPPORT
&& mParent->gameType != GAME_TYPE_SLAVE
#endif //NETWORK_SUPPORT
)
mFont->DrawString(_("LOADING DECKS").c_str(), 0, SCREEN_HEIGHT / 2);
else
{
@@ -582,6 +632,11 @@ void GameStateDuel::Render()
mFont->DrawString(_("NO DECK AVAILABLE,").c_str(), 0, SCREEN_HEIGHT / 2);
mFont->DrawString(_("PRESS CIRCLE TO GO TO THE DECK EDITOR!").c_str(), 0, SCREEN_HEIGHT / 2 + 20);
break;
#ifdef NETWORK_SUPPORT
case DUEL_STATE_OPPONENT_WAIT:
if (menu) menu->Render();
break;
#endif //NETWORK_SUPPORT
case DUEL_STATE_MENU:
case DUEL_STATE_CANCEL:
case DUEL_STATE_BACK_TO_MAIN_MENU:
@@ -742,9 +797,22 @@ void GameStateDuel::ButtonPressed(int controllerId, int controlId)
vector<DeckMetaData *> * playerDeck = deckManager->getPlayerDeckOrderList();
if (!premadeDeck && controlId > 0)
deckNumber = playerDeck->at(controlId - 1)->getDeckId();
loadPlayer(0, deckNumber);
loadPlayer(0, deckNumber, false
#ifdef NETWORK_SUPPORT
,(mParent->players[1] == PLAYER_TYPE_REMOTE)
#endif //NETWORK_SUPPORT
);
deckmenu->Close();
mGamePhase = DUEL_STATE_CHOOSE_DECK1_TO_2;
#ifdef NETWORK_SUPPORT
if(mParent->players[1] == PLAYER_TYPE_REMOTE)
{ // no need to choose an opponent deck in network mode
mGamePhase = DUEL_STATE_OPPONENT_WAIT;
}
else
#endif //NETWORK_SUPPORT
{
mGamePhase = DUEL_STATE_CHOOSE_DECK1_TO_2;
}
playerDeck = NULL;
}
else
+80 -16
View File
@@ -39,7 +39,10 @@ enum ENUM_MENU_STATE_MAJOR
MENU_STATE_MAJOR_FIRST_TIME = 0x05,
MENU_STATE_MAJOR_DUEL = 0x06,
MENU_STATE_MAJOR_LANG = 0x07,
#ifdef NETWORK_SUPPORT
MENU_STATE_NETWORK_DEFINE = 0x08,
MENU_STATE_NETWORK_WAIT = 0x09,
#endif //NETWORK_SUPPORT
MENU_STATE_MAJOR = 0xFF
};
@@ -61,8 +64,9 @@ enum
MENUITEM_EXIT,
SUBMENUITEM_1PLAYER,
#ifdef NETWORK_SUPPORT
SUBMENUITEM_2PLAYER_SERVER,
SUBMENUITEM_2PLAYER_CLIENT,
SUBMENUITEM_2PLAYERS,
SUBMENUITEM_HOST_GAME,
SUBMENUITEM_JOIN_GAME,
#endif //NETWORK_SUPPORT
SUBMENUITEM_DEMO,
SUBMENUITEM_TESTSUITE,
@@ -535,6 +539,44 @@ void GameStateMenu::Update(float dt)
if (mEngine->GetButtonState(JGE_BTN_NEXT)) //Hook for GameStateAward state
mParent->DoTransition(TRANSITION_FADE, GAME_STATE_AWARDS); //TODO: A slide transition would be nice.
break;
#ifdef NETWORK_SUPPORT
case MENU_STATE_NETWORK_DEFINE:
currentState = MENU_STATE_MAJOR_SUBMENU;
subMenuController = NEW SimpleMenu(MENU_FIRST_DUEL_SUBMENU, this, Fonts::MENU_FONT, 150, 60);
if (subMenuController)
{
subMenuController->Add(SUBMENUITEM_HOST_GAME, "Host a game");
subMenuController->Add(SUBMENUITEM_JOIN_GAME, "Join a game");
subMenuController->Add(SUBMENUITEM_CANCEL, "Cancel");
}
break;
case MENU_STATE_NETWORK_WAIT:
if(MENU_STATE_MINOR_NONE == (currentState & MENU_STATE_MINOR))
{
if(mParent->mpNetwork->isConnected())
{
if(subMenuController) subMenuController->Close();
currentState = MENU_STATE_MAJOR_DUEL | MENU_STATE_MINOR_SUBMENU_CLOSING;
}
else if(!subMenuController)
{
// currentState = MENU_STATE_MAJOR_SUBMENU;
subMenuController = NEW SimpleMenu(MENU_FIRST_DUEL_SUBMENU, this, Fonts::MENU_FONT, 150, 60);
if (subMenuController)
{
subMenuController->Add(SUBMENUITEM_CANCEL, "Cancel connection");
}
}
else{
if (subMenuController)
subMenuController->Update(dt);
ensureMGuiController();
mGuiController->Update(dt);
break;
}
}
break;
#endif //NETWORK_SUPPORT
case MENU_STATE_MAJOR_SUBMENU:
if (subMenuController)
subMenuController->Update(dt);
@@ -751,8 +793,7 @@ void GameStateMenu::ButtonPressed(int controllerId, int controlId)
// TODO Put 2 players mode back
// This requires to fix the hand (to accept 2 players) OR to implement network game
#ifdef NETWORK_SUPPORT
subMenuController->Add(SUBMENUITEM_2PLAYER_SERVER, "2 Players - server");
subMenuController->Add(SUBMENUITEM_2PLAYER_CLIENT, "2 Players - client");
subMenuController->Add(SUBMENUITEM_2PLAYERS, "2 Players");
#endif //NETWORK_SUPPORT
subMenuController->Add(SUBMENUITEM_DEMO, "Demo");
subMenuController->Add(SUBMENUITEM_CANCEL, "Cancel");
@@ -781,22 +822,39 @@ void GameStateMenu::ButtonPressed(int controllerId, int controlId)
currentState = MENU_STATE_MAJOR_DUEL | MENU_STATE_MINOR_SUBMENU_CLOSING;
break;
#ifdef NETWORK_SUPPORT
case SUBMENUITEM_2PLAYER_SERVER:
case SUBMENUITEM_2PLAYERS:
mParent->players[0] = PLAYER_TYPE_HUMAN;
mParent->players[1] = PLAYER_TYPE_HUMAN;
this->hasChosenGameType = true;
mParent->gameType = GAME_TYPE_CLASSIC;
mParent->players[1] = PLAYER_TYPE_REMOTE;
subMenuController->Close();
currentState = MENU_STATE_MAJOR_DUEL | MENU_STATE_MINOR_SUBMENU_CLOSING;
currentState = MENU_STATE_NETWORK_DEFINE | MENU_STATE_MINOR_SUBMENU_CLOSING;
break;
case SUBMENUITEM_2PLAYER_CLIENT:
mParent->players[0] = PLAYER_TYPE_HUMAN;
mParent->players[1] = PLAYER_TYPE_HUMAN;
this->hasChosenGameType = true;
mParent->gameType = GAME_TYPE_CLASSIC;
case SUBMENUITEM_HOST_GAME:
{
if(!mParent->mpNetwork)
{
mParent->mpNetwork = new JNetwork();
}
mParent->mpNetwork->connect();
subMenuController->Close();
currentState = MENU_STATE_MAJOR_DUEL | MENU_STATE_MINOR_SUBMENU_CLOSING;
currentState = MENU_STATE_NETWORK_WAIT | MENU_STATE_MINOR_SUBMENU_CLOSING;
break;
}
case SUBMENUITEM_JOIN_GAME:
{
if(!mParent->mpNetwork)
{
mParent->mpNetwork = new JNetwork();
}
// FIXME needs to be able to specify the server ip
mParent->mpNetwork->connect("127.0.0.1");
// we let the server choose the game mode
mParent->gameType = GAME_TYPE_SLAVE;
hasChosenGameType = true;
subMenuController->Close();
// currentState = MENU_STATE_MAJOR_DUEL | MENU_STATE_MINOR_SUBMENU_CLOSING;
currentState = MENU_STATE_NETWORK_WAIT;
break;
}
#endif //NETWORK_SUPPORT
case SUBMENUITEM_DEMO:
mParent->players[0] = PLAYER_TYPE_CPU;
@@ -810,6 +868,12 @@ void GameStateMenu::ButtonPressed(int controllerId, int controlId)
{
subMenuController->Close();
}
#ifdef NETWORK_SUPPORT
if(mParent->mpNetwork)
{
SAFE_DELETE(mParent->mpNetwork);
}
#endif //NETWORK_SUPPORT
currentState = MENU_STATE_MAJOR_MAINMENU | MENU_STATE_MINOR_SUBMENU_CLOSING;
break;
+1 -2
View File
@@ -974,11 +974,10 @@ ostream& operator<<(ostream& out, const MTGGameZone& z)
}
ostream& operator<<(ostream& out, const MTGPlayerCards& z)
{
out << z.library->nb_cards << endl;
out << z.library->nb_cards << " ";
for (int i = 0; i < z.library->nb_cards; i++)
out << z.library->cards[i]->getMTGId() << " ";
out << endl;
return out;
}
+41
View File
@@ -0,0 +1,41 @@
#include "NetworkPlayer.h"
#include <sstream>
RemotePlayer* RemotePlayer::mInstance = NULL;
ProxyPlayer* ProxyPlayer::mInstance = NULL;
void RegisterNetworkPlayers()
{
// JNetwork::registerCommand("GetPlayer", ProxyPlayer::Serialize, RemotePlayer::Deserialize);
}
RemotePlayer::RemotePlayer(JNetwork* pxNetwork)
: Player("remote", "", NULL), mpNetwork(pxNetwork)
{
mInstance = this;
mpNetwork->sendCommand("GetPlayer");
}
void RemotePlayer::Deserialize(istream& in, ostream& out)
{
// istringstream ss(mInstance->mpNetwork->receiveString());
in >> *mInstance;
}
ProxyPlayer::ProxyPlayer(Player* pxPlayer, JNetwork* pxNetwork)
: mpPlayer(pxPlayer), mpNetwork(pxNetwork)
{
mInstance = this;
JNetwork::registerCommand("GetPlayer", ProxyPlayer::Serialize, RemotePlayer::Deserialize);
// ostringstream ss;
// ss << "Player : " << *mpPlayer;
// mpNetwork->send(ss.str());
}
void ProxyPlayer::Serialize(istream& in, ostream& out)
{
out << *(mInstance->mpPlayer);
}
+15 -3
View File
@@ -5,9 +5,16 @@
#include "DeckStats.h"
#include "ManaCost.h"
Player::Player(MTGDeck * deck, string file, string fileSmall) :
Player::Player(string file, string fileSmall, MTGDeck * deck) :
Damageable(20)
{
bool deleteDeckPlease = false;
if(deck == NULL && file != "testsuite" && file != "remote")
{
deck = NEW MTGDeck(file.c_str(), MTGCollection());
deleteDeckPlease = true;
}
game = NULL;
deckFile = file;
deckFileSmall = fileSmall;
@@ -25,6 +32,10 @@ Damageable(20)
game->setOwner(this);
deckName = deck->meta_name;
}
if(deleteDeckPlease)
{
SAFE_DELETE(deck);
}
}
/*Method to call at the end of a game, before all objects involved in the game are destroyed */
@@ -87,8 +98,8 @@ Player * Player::opponent()
return this == game->players[0] ? game->players[1] : game->players[0];
}
HumanPlayer::HumanPlayer(MTGDeck * deck, string file, string fileSmall) :
Player(deck, file, fileSmall)
HumanPlayer::HumanPlayer(string file, string fileSmall, MTGDeck * deck) :
Player(file, fileSmall, deck)
{
loadAvatar("avatar.jpg");
playMode = MODE_HUMAN;
@@ -203,6 +214,7 @@ istream& operator>>(istream& in, Player& p)
}
in >> *(p.game);
p.game->setOwner(&p);
return in;
}
+9 -5
View File
@@ -191,7 +191,11 @@ void Rules::addExtraRules()
if (p->playMode != Player::MODE_TEST_SUITE && g->mRules->gamemode != GAME_TYPE_MOMIR && g->mRules->gamemode
!= GAME_TYPE_RANDOM1 && g->mRules->gamemode != GAME_TYPE_RANDOM2 && g->mRules->gamemode
!= GAME_TYPE_STORY &&
g->mRules->gamemode != GAME_TYPE_DEMO && (!g->players[0] == PLAYER_TYPE_CPU && !g->players[1] == PLAYER_TYPE_CPU))//keep this out of mimor and other game modes.
g->mRules->gamemode != GAME_TYPE_DEMO && (!g->players[0] == PLAYER_TYPE_CPU && !g->players[1] == PLAYER_TYPE_CPU)
#ifdef NETWORK_SUPPORT
&& !g->players[1] == PLAYER_TYPE_REMOTE
#endif //NETWORK_SUPPORT
)//keep this out of mimor and other game modes.
{
difficultyRating = DeckManager::getDifficultyRating(g->players[0], g->players[1]);
}
@@ -273,9 +277,9 @@ Player * Rules::loadPlayerMomir(int isAI)
Player *player = NULL;
if (!isAI) // Human Player
player = NEW HumanPlayer(tempDeck, options.profileFile("momir.txt", "", true).c_str(), deckFileSmall);
player = NEW HumanPlayer(options.profileFile("momir.txt", "", true).c_str(), deckFileSmall, tempDeck);
else
player = NEW AIMomirPlayer(tempDeck, options.profileFile("momir.txt", "", true).c_str(), deckFileSmall, empty);
player = NEW AIMomirPlayer(options.profileFile("momir.txt", "", true).c_str(), deckFileSmall, empty, tempDeck);
delete tempDeck;
return player;
@@ -308,9 +312,9 @@ Player * Rules::loadPlayerRandom(int isAI, int mode)
Player *player = NULL;
if (!isAI) // Human Player
player = NEW HumanPlayer(tempDeck, deckFile, deckFileSmall);
player = NEW HumanPlayer(deckFile, deckFileSmall, tempDeck);
else
player = NEW AIPlayerBaka(tempDeck, deckFile, deckFileSmall, "");
player = NEW AIPlayerBaka(deckFile, deckFileSmall, "", tempDeck);
delete tempDeck;
return player;
+2 -6
View File
@@ -305,16 +305,12 @@ void StoryDuel::init()
sprintf(folder, JGE_GET_RES(CAMPAIGNS_FOLDER"%s/%s").c_str(), mParent->folder.c_str(), pageId.c_str());
sprintf(deckFile, "%s/deck.txt", folder);
MTGDeck * tempDeck = NEW MTGDeck(deckFile, MTGCollection());
sprintf(deckFileSmall, "campaign_%s", mParent->folder.c_str());
players[0] = NEW HumanPlayer(tempDeck, deckFile, deckFileSmall);
SAFE_DELETE(tempDeck);
players[0] = NEW HumanPlayer(deckFile, deckFileSmall);
sprintf(deckFile, "%s/opponent_deck.txt", folder);
tempDeck = NEW MTGDeck(deckFile, MTGCollection());
sprintf(deckFileSmall, "campaign_ennemy_%s_%s", mParent->folder.c_str(), pageId.c_str());
players[1] = NEW AIPlayerBaka(tempDeck, deckFile, deckFileSmall, "baka.jpg");
SAFE_DELETE(tempDeck);
players[1] = NEW AIPlayerBaka(deckFile, deckFileSmall, "baka.jpg");
string rulesFile = folder;
rulesFile.append("/rules.txt");
+1 -1
View File
@@ -16,7 +16,7 @@ using std::string;
// NULL is sent in place of a MTGDeck since there is no way to create a MTGDeck without a proper deck file.
// TestSuiteAI will be responsible for managing its own deck state.
TestSuiteAI::TestSuiteAI(TestSuite * _suite, int playerId) :
AIPlayerBaka(NULL, "testsuite", "testsuite", "baka.jpg")
AIPlayerBaka("testsuite", "testsuite", "baka.jpg", NULL)
{
this->game = _suite->buildDeck(playerId);
game->setOwner(this);