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create_engine.cpp
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1 /*
2  Copyright (C) 2013 - 2017 by Andrius Silinskas <silinskas.andrius@gmail.com>
3  Part of the Battle for Wesnoth Project http://www.wesnoth.org/
4 
5  This program is free software; you can redistribute it and/or modify
6  it under the terms of the GNU General Public License as published by
7  the Free Software Foundation; either version 2 of the License, or
8  (at your option) any later version.
9  This program is distributed in the hope that it will be useful,
10  but WITHOUT ANY WARRANTY.
11 
12  See the COPYING file for more details.
13 */
14 
16 
17 #include "filesystem.hpp"
18 #include "formula/string_utils.hpp"
19 #include "game_config_manager.hpp"
21 #include "preferences/game.hpp"
24 #include "hash.hpp"
25 #include "image.hpp"
26 #include "log.hpp"
27 #include "map/exception.hpp"
28 #include "map/map.hpp"
29 #include "minimap.hpp"
30 #include "saved_game.hpp"
31 #include "wml_exception.hpp"
32 
34 #include "serialization/parser.hpp"
35 
36 #include <sstream>
37 #include <cctype>
38 
39 static lg::log_domain log_config("config");
40 #define ERR_CF LOG_STREAM(err, log_config)
41 
42 static lg::log_domain log_mp_create_engine("mp/create/engine");
43 #define WRN_MP LOG_STREAM(warn, log_mp_create_engine)
44 #define DBG_MP LOG_STREAM(debug, log_mp_create_engine)
45 
46 namespace ng {
47 
48 level::level(const config& data)
49  : data_(data)
50 {
51 }
52 
54  : level(data)
55  , map_()
56  , map_hash_()
57  , num_players_(0)
58 {
59  set_metadata();
60 }
61 
63 {
64  return map_.get() != nullptr;
65 }
66 
68 {
69  const std::string& map_data = data_["map_data"];
70 
71  try {
72  map_.reset(new gamemap(game_config_manager::get()->terrain_types(),
73  map_data));
74  } catch(incorrect_map_format_error& e) {
75  data_["description"] = _("Map could not be loaded: ") + e.message;
76 
77  ERR_CF << "map could not be loaded: " << e.message << '\n';
78  } catch(wml_exception& e) {
79  data_["description"] = _("Map could not be loaded.");
80 
81  ERR_CF << "map could not be loaded: " << e.dev_message << '\n';
82  }
83 
84  set_sides();
85 }
86 
88 {
89  std::stringstream map_size;
90 
91  if(map_.get() != nullptr) {
92  map_size << map_->w();
94  map_size << map_->h();
95  } else {
96  map_size << _("not available.");
97  }
98 
99  return map_size.str();
100 }
101 
103 {
104  if(map_.get() != nullptr) {
105  // If there are fewer sides in the configuration than there are
106  // starting positions, then generate the additional sides
107  const int map_positions = map_->num_valid_starting_positions();
108 
109  for(int pos = data_.child_count("side"); pos < map_positions; ++pos) {
110  config& side = data_.add_child("side");
111  side["side"] = pos + 1;
112  side["team_name"] = "Team " + std::to_string(pos + 1);
113  side["canrecruit"] = true;
114  side["controller"] = "human";
115  }
116 
117  num_players_ = 0;
118  for(const config& scenario : data_.child_range("side")) {
119  if(scenario["allow_player"].to_bool(true)) {
120  ++num_players_;
121  }
122  }
123  }
124 }
125 
127  : scenario(data)
128  , name_(name)
129 {
130  if(map != nullptr) {
131  map_.reset(new gamemap(*map));
132  }
133 
134  set_metadata();
135 }
136 
138 {
139  set_sides();
140 }
141 
143 {
144  if(!data_["description"].empty()) {
145  return data_["description"];
146  }
147 
148  // map error message
149  return _("Custom map.");
150 }
151 
153  : scenario(data)
154  , generator_data_()
155  , generate_whole_scenario_(data_.has_attribute("scenario_generation"))
156  , generator_name_(generate_whole_scenario_ ? data_["scenario_generation"] : data_["map_generation"])
157 {
158  if(!data.has_child("generator")) {
159  data_.clear();
161  data_["description"] = "Error: Random map found with missing generator information. Scenario should have a [generator] child.";
162  data_["error_message"] = "missing [generator] tag";
163  } else {
164  generator_data_ = data.child("generator");
165  }
166 
167  if(!data.has_attribute("scenario_generation") && !data.has_attribute("map_generation")) {
168  data_.clear();
170  data_["description"] = "Error: Random map found with missing generator information. Scenario should have a [generator] child.";
171  data_["error_message"] = "couldn't find 'scenario_generation' or 'map_generation' attribute";
172  }
173 }
174 
176 {
178 }
179 
181  : level(data)
182  , id_(data["id"])
183  , allow_era_choice_(level::allow_era_choice())
184  , image_label_()
185  , min_players_(2)
186  , max_players_(2)
187 {
188  if(data.has_attribute("start_year")) {
189  dates_.first = irdya_date::read_date(data["start_year"]);
190  if(data.has_attribute("end_year")) {
191  dates_.second = irdya_date::read_date(data["end_year"]);
192  } else {
193  dates_.second = dates_.first;
194  }
195  } else if(data.has_attribute("year")) {
196  dates_.first = dates_.second = irdya_date::read_date(data["year"]);
197  }
198  set_metadata();
199 }
200 
202 {
203  return !data_.empty();
204 }
205 
207 {
208  image_label_ = data_["image"].str();
209 
210  int min = data_["min_players"].to_int(2);
211  int max = data_["max_players"].to_int(2);
212 
213  min_players_ = max_players_ = min;
214 
215  if(max > min) {
216  max_players_ = max;
217  }
218 }
219 
221 {
222  data_["completed"] = preferences::is_campaign_completed(data_["id"]);
223 
224  for(auto& cfg : data_.child_range("difficulty")) {
225  cfg["completed_at"] = preferences::is_campaign_completed(data_["id"], cfg["define"]);
226  }
227 }
228 
230  : current_level_type_()
231  , current_level_index_(0)
232  , current_era_index_(0)
233  , level_name_filter_()
234  , player_count_filter_(1)
235  , type_map_()
236  , user_map_names_()
237  , user_scenario_names_()
238  , eras_()
239  , mods_()
240  , state_(state)
241  , dependency_manager_(nullptr)
242  , generator_(nullptr)
243  , selected_campaign_difficulty_()
244  , game_config_(game_config_manager::get()->game_config())
245 {
246  // Set up the type map. Do this first!
248  type_map_.emplace(level::TYPE::USER_MAP, type_list());
249  type_map_.emplace(level::TYPE::USER_SCENARIO, type_list());
250  type_map_.emplace(level::TYPE::CAMPAIGN, type_list());
251  type_map_.emplace(level::TYPE::SP_CAMPAIGN, type_list());
252  type_map_.emplace(level::TYPE::RANDOM_MAP, type_list());
253 
254  DBG_MP << "restoring game config\n";
255 
256  // Restore game config for multiplayer.
257  game_classification::CAMPAIGN_TYPE type = state_.classification().campaign_type;
258 
259  state_.clear();
260  state_.classification().campaign_type = type;
261 
262  game_config_manager::get()->load_game_config_for_create(type == game_classification::CAMPAIGN_TYPE::MULTIPLAYER);
263 
264  // Initialize dependency_manager_ after refreshing game config.
265  dependency_manager_.reset(new depcheck::manager(
266  game_config_, type == game_classification::CAMPAIGN_TYPE::MULTIPLAYER));
267 
268  // TODO: the editor dir is already configurable, is the preferences value
270  nullptr, filesystem::FILE_NAME_ONLY);
271 
273  nullptr, filesystem::FILE_NAME_ONLY);
274 
275  DBG_MP << "initializing all levels, eras and mods\n";
276 
277  init_all_levels();
278  init_extras(ERA);
279  init_extras(MOD);
280 
281  state_.mp_settings().saved_game = false;
282 
283  for(const std::string& str : preferences::modifications(state_.classification().campaign_type == game_classification::CAMPAIGN_TYPE::MULTIPLAYER)) {
284  if(game_config_.find_child("modification", "id", str)) {
285  state_.mp_settings().active_mods.push_back(str);
286  }
287  }
288 
289 
290  dependency_manager_->try_modifications(state_.mp_settings().active_mods, true);
291 
293 }
294 
296 {
297  DBG_MP << "initializing generated level data\n";
298 
299  //DBG_MP << "current data:\n";
300  //DBG_MP << current_level().data().debug();
301 
302  random_map * cur_lev = dynamic_cast<random_map *> (&current_level());
303 
304  if(!cur_lev) {
305  WRN_MP << "Tried to initialized generated level data on a level that wasn't a random map\n";
306  return;
307  }
308 
309  try {
310  if(!cur_lev->generate_whole_scenario())
311  {
312  DBG_MP << "** replacing map ** \n";
313 
314  config data = cur_lev->data();
315 
316  data["map_data"] = generator_->create_map();
317 
318  cur_lev->set_data(data);
319 
320  } else { //scenario generation
321 
322  DBG_MP << "** replacing scenario ** \n";
323 
324  config data = generator_->create_scenario();
325 
326  // Set the scenario to have placing of sides
327  // based on the terrain they prefer
328  if(!data.has_attribute("modify_placing")) {
329  data["modify_placing"] = true;
330  }
331 
332  const std::string& description = cur_lev->data()["description"];
333  data["description"] = description;
334  // TODO: should we also carryover [story] from the outer scenario as we do in saved_game.cpp
335  data["id"] = cur_lev->data()["id"];
336 
337  cur_lev->set_data(data);
338  }
339  } catch (mapgen_exception & e) {
340  config data = cur_lev->data();
341 
342  data["error_message"] = e.what();
343 
344  cur_lev->set_data(data);
345  }
346 
347  //DBG_MP << "final data:\n";
348  //DBG_MP << current_level().data().debug();
349 }
350 
352 {
353  //
354  // We exclude campaigns from this check since they require preprocessing in order to check
355  // their side data. Since this function is used by the MP Create screen to verify side data
356  // before proceeding to Staging, this should cover most cases of false positives. It does,
357  // however, leave open the possibility of scenarios that require preprocessing before their
358  // side data is accessible, but that's an unlikely occurrence.
359  //
360  if(current_level_type_ == level::TYPE::CAMPAIGN || current_level_type_ == level::TYPE::SP_CAMPAIGN) {
361  return true;
362  }
363 
364  return current_level().data().has_child("side");
365 }
366 
368 {
369  DBG_MP << "preparing mp_game_settings for new level\n";
372 }
373 
375 {
376  state_.classification().era_define = game_config_.find_child("era", "id", get_parameters().mp_era)["define"].str();
377  for(const std::string& mod_id : get_parameters().active_mods) {
378  state_.classification().mod_defines.push_back(game_config_.find_child("modification", "id", mod_id)["define"].str());
379  }
380 }
381 
383 {
384  DBG_MP << "preparing data for scenario by reloading game config\n";
385 
386  state_.classification().scenario_define = current_level().data()["define"].str();
387 
389  config {"next_scenario", current_level().data()["id"]}
390  );
391 }
392 
394 {
395  DBG_MP << "preparing data for campaign by reloading game config\n";
396 
397  if(!difficulty.empty()) {
398  state_.classification().difficulty = difficulty;
399  } else if(!selected_campaign_difficulty_.empty()) {
401  }
402 
403  config& current_level_data = current_level().data();
404 
405  state_.classification().campaign = current_level_data["id"].str();
406  state_.classification().campaign_name = current_level_data["name"].str();
407  state_.classification().abbrev = current_level_data["abbrev"].str();
408 
409  state_.classification().end_text = current_level_data["end_text"].str();
410  state_.classification().end_text_duration = current_level_data["end_text_duration"];
411 
412  state_.classification().campaign_define = current_level_data["define"].str();
414  utils::split(current_level_data["extra_defines"]);
415 
417  config {"next_scenario", current_level_data["first_scenario"]}
418  );
419 }
420 
422 {
423  // Verify the existence of difficulties
424  std::vector<std::string> difficulties;
425 
426  for(const config& d : current_level().data().child_range("difficulty")) {
427  difficulties.push_back(d["define"]);
428  }
429 
430  if(difficulties.empty()) {
431  difficulties = utils::split(current_level().data()["difficulties"]);
432  }
433 
434  // No difficulties found. Exit
435  if(difficulties.empty()) {
436  return "";
437  }
438 
439  // One difficulty found. Use it
440  if(difficulties.size() == 1) {
441  return difficulties[0];
442  }
443 
444  // A specific difficulty value was passed
445  // Use a minimalistic interface to get the specified define
446  if(set_value != -1) {
447  if(set_value > static_cast<int>(difficulties.size())) {
448  std::cerr << "incorrect difficulty number: [" <<
449  set_value << "]. maximum is [" << difficulties.size() << "].\n";
450  return "FAIL";
451  } else if(set_value < 1) {
452  std::cerr << "incorrect difficulty number: [" <<
453  set_value << "]. minimum is [1].\n";
454  return "FAIL";
455  } else {
456  return difficulties[set_value - 1];
457  }
458  }
459 
460  // If not, let the user pick one from the prompt
461  // We don't pass the difficulties vector here because additional data is required
462  // to constrict the dialog
464  dlg.show();
465 
467 
469 }
470 
472 {
473  DBG_MP << "preparing mp_game_settings for saved game\n";
474 
476 
477  // The save might be a start-of-scenario save so make sure we have the scenario data loaded.
479  state_.mp_settings().saved_game = true;
480  state_.mp_settings().name = vgettext("$login|’s game", {{"login", preferences::login()}});
481 }
482 
484 {
485  DBG_MP << "prepare_for_other\n";
488 }
489 
491 {
494 }
495 
497 {
498  player_count_filter_ = players;
500 }
501 
503 {
504  for(auto& type : type_map_) {
505  type.second.reset_filter();
506  }
507 
508  level_name_filter_ = "";
509 }
510 
512 {
514 }
515 
517 {
519 }
520 
522 {
523  try {
524  current_level_index_ = type_map_.at(current_level_type_.v).games_filtered.at(index);
525  } catch (std::out_of_range&) {
527  }
528 
529  if(current_level_type_ == level::TYPE::RANDOM_MAP) {
530  random_map* current_random_map = dynamic_cast<random_map*>(&current_level());
531 
532  // If dynamic cast has failed then we somehow have gotten all the pointers mixed together.
533  assert(current_random_map);
534 
535  generator_.reset(current_random_map->create_map_generator());
536  } else {
537  generator_.reset(nullptr);
538  }
539 
540  dependency_manager_->try_scenario(current_level().id());
541 }
542 
543 void create_engine::set_current_era_index(const size_t index, bool force)
544 {
546 
547  dependency_manager_->try_era_by_index(index, force);
548 }
549 
550 bool create_engine::toggle_mod(int index, bool force)
551 {
552  bool is_active = dependency_manager_->is_modification_active(index);
553  dependency_manager_->try_modification_by_index(index, !is_active, force);
554 
555  state_.mp_settings().active_mods = dependency_manager_->get_modifications();
556 
557  return !is_active;
558 }
559 
561 {
562  return generator_ != nullptr;
563 }
564 
566 {
567  return generator_->allow_user_config();
568 }
569 
571 {
572  generator_->user_config();
573 }
574 
575 std::pair<level::TYPE, int> create_engine::find_level_by_id(const std::string& id) const
576 {
577  for(const auto& type : type_map_) {
578  int i = 0;
579 
580  for(const auto game : type.second.games) {
581  if(game->id() == id) {
582  return {type.first, i};
583  }
584 
585  i++;
586  }
587  }
588 
589  return {level::TYPE::SP_CAMPAIGN, -1};
590 }
591 
592 int create_engine::find_extra_by_id(const MP_EXTRA extra_type, const std::string& id) const
593 {
594  int i = 0;
595  for(extras_metadata_ptr extra : get_const_extras_by_type(extra_type)) {
596  if(extra->id == id) {
597  return i;
598  }
599  i++;
600  }
601 
602  return -1;
603 }
604 
606 {
607  state_.mp_settings().active_mods = dependency_manager_->get_modifications();
608 }
609 
610 std::vector<std::string>& create_engine::active_mods()
611 {
612  return state_.mp_settings().active_mods;
613 }
614 
615 std::vector<create_engine::extras_metadata_ptr> create_engine::active_mods_data()
616 {
617  const std::vector<extras_metadata_ptr>& mods = get_const_extras_by_type(MP_EXTRA::MOD);
618 
619  std::vector<extras_metadata_ptr> data_vec;
620  std::copy_if(mods.begin(), mods.end(), std::back_inserter(data_vec), [this](extras_metadata_ptr mod) {
621  return dependency_manager_->is_modification_active(mod->id);
622  });
623 
624  return data_vec;
625 }
626 
628 {
629  int era_index = current_level().allow_era_choice() ? current_era_index_ : 0;
630  return *eras_[era_index]->cfg;
631 }
632 
634 {
635  DBG_MP << "getting parameter values" << std::endl;
636 
637  int era_index = current_level().allow_era_choice() ? current_era_index_ : 0;
638  state_.mp_settings().mp_era = eras_[era_index]->id;
639  state_.mp_settings().mp_era_name = (*eras_[era_index]->cfg)["name"].str();
640 
641  return state_.mp_settings();
642 }
643 
645 {
646  if(const config& generic_multiplayer = game_config_.child("generic_multiplayer")) {
647  config gen_mp_data = generic_multiplayer;
648 
649  // User maps.
650  int dep_index_offset = 0;
651  for(size_t i = 0; i < user_map_names_.size(); i++)
652  {
653  config user_map_data = gen_mp_data;
654  user_map_data["map_data"] = filesystem::read_map(user_map_names_[i]);
655 
656  // Check if a file is actually a map.
657  // Note that invalid maps should be displayed in order to
658  // show error messages in the GUI.
659  bool add_map = true;
660  std::unique_ptr<gamemap> map;
661  try {
662  map.reset(new gamemap(game_config_manager::get()->terrain_types(), user_map_data["map_data"]));
663  } catch (incorrect_map_format_error& e) {
664  user_map_data["description"] = _("Map could not be loaded: ") + e.message;
665 
666  ERR_CF << "map could not be loaded: " << e.message << '\n';
667  } catch (wml_exception&) {
668  add_map = false;
669  dep_index_offset++;
670  }
671 
672  if(add_map) {
673  type_map_[level::TYPE::USER_MAP].games.emplace_back(new user_map(user_map_data, user_map_names_[i], map.get()));
674 
675  // Since user maps are treated as scenarios, some dependency info is required
676  config depinfo;
677  depinfo["id"] = user_map_names_[i];
678  depinfo["name"] = user_map_names_[i];
679  dependency_manager_->insert_element(depcheck::SCENARIO, depinfo, i - dep_index_offset);
680  }
681  }
682 
683  // User made scenarios.
684  dep_index_offset = 0;
685  for(size_t i = 0; i < user_scenario_names_.size(); i++)
686  {
687  config data;
688  try {
689  read(data, *preprocess_file(filesystem::get_user_data_dir() + "/editor/scenarios/" + user_scenario_names_[i]));
690  } catch (config::error & e) {
691  ERR_CF << "Caught a config error while parsing user made (editor) scenarios:\n" << e.message << std::endl;
692  ERR_CF << "Skipping file: " << (filesystem::get_user_data_dir() + "/editor/scenarios/" + user_scenario_names_[i]) << std::endl;
693  continue;
694  }
695 
696  scenario_ptr new_scenario(new scenario(data));
697  if(new_scenario->id().empty()) continue;
698 
699  type_map_[level::TYPE::USER_SCENARIO].games.push_back(std::move(new_scenario));
700 
701  // Since user scenarios are treated as scenarios, some dependency info is required
702  config depinfo;
703  depinfo["id"] = data["id"];
704  depinfo["name"] = data["name"];
705  dependency_manager_->insert_element(depcheck::SCENARIO, depinfo, i - dep_index_offset++);
706  }
707  }
708 
709  // Stand-alone scenarios.
710  for(const config& data : game_config_.child_range("multiplayer"))
711  {
712  if(!data["allow_new_game"].to_bool(true))
713  continue;
714 
715  if(!data["campaign_id"].empty())
716  continue;
717 
718  if(data.has_attribute("map_generation") || data.has_attribute("scenario_generation")) {
719  type_map_[level::TYPE::RANDOM_MAP].games.emplace_back(new random_map(data));
720  } else {
721  type_map_[level::TYPE::SCENARIO].games.emplace_back(new scenario(data));
722  }
723  }
724 
725  // Campaigns.
726  for(const config& data : game_config_.child_range("campaign"))
727  {
728  const std::string& type = data["type"];
729  bool mp = state_.classification().campaign_type == game_classification::CAMPAIGN_TYPE::MULTIPLAYER;
730 
731  if(type == "mp" || (type == "hybrid" && mp)) {
732  type_map_[level::TYPE::CAMPAIGN].games.emplace_back(new campaign(data));
733  }
734 
735  if(type == "sp" || type.empty() || (type == "hybrid" && !mp)) {
736  campaign_ptr new_sp_campaign(new campaign(data));
737  new_sp_campaign->mark_if_completed();
738 
739  type_map_[level::TYPE::SP_CAMPAIGN].games.push_back(std::move(new_sp_campaign));
740  }
741  }
742 
743  auto& sp_campaigns = type_map_[level::TYPE::SP_CAMPAIGN].games;
744 
745  // Sort sp campaigns by rank.
746  std::stable_sort(sp_campaigns.begin(), sp_campaigns.end(),
748  return a->data()["rank"].to_int(1000) < b->data()["rank"].to_int(1000);
749  }
750  );
751 }
752 
753 void create_engine::init_extras(const MP_EXTRA extra_type)
754 {
755  std::vector<extras_metadata_ptr>& extras = get_extras_by_type(extra_type);
756  const std::string extra_name = (extra_type == ERA) ? "era" : "modification";
757 
758  ng::depcheck::component_availability default_availabilty = (extra_type == ERA)
759  ? ng::depcheck::component_availability::MP
760  : ng::depcheck::component_availability::HYBRID;
761 
762  std::set<std::string> found_ids;
763  for(const config& extra : game_config_.child_range(extra_name))
764  {
765  ng::depcheck::component_availability type = extra["type"].to_enum(default_availabilty);
766  bool mp = state_.classification().campaign_type == game_classification::CAMPAIGN_TYPE::MULTIPLAYER;
767 
768  if((type != ng::depcheck::component_availability::MP || mp) && (type != ng::depcheck::component_availability::SP || !mp) )
769  {
770  if(found_ids.insert(extra["id"]).second) {
771  extras_metadata_ptr new_extras_metadata(new extras_metadata());
772  new_extras_metadata->id = extra["id"].str();
773  new_extras_metadata->name = extra["name"].str();
774  new_extras_metadata->description = extra["description"].str();
775  new_extras_metadata->cfg = &extra;
776 
777  extras.push_back(std::move(new_extras_metadata));
778  }
779  else {
780  //TODO: use a more visible error message.
781  ERR_CF << "found " << extra_name << " with id=" << extra["id"] << " twice\n";
782  }
783  }
784  }
785 }
786 
788 {
789  for(auto& type : type_map_) {
790  type.second.apply_filter(player_count_filter_, level_name_filter_);
791  }
792 }
793 
794 std::vector<create_engine::level_ptr> create_engine::get_levels_by_type_unfiltered(level::TYPE type) const
795 {
796  std::vector<level_ptr> levels;
797  for(const level_ptr lvl : type_map_.at(type.v).games) {
798  levels.push_back(lvl);
799  }
800 
801  return levels;
802 }
803 
804 std::vector<create_engine::level_ptr> create_engine::get_levels_by_type(level::TYPE type) const
805 {
806  auto& g_list = type_map_.at(type.v);
807 
808  std::vector<level_ptr> levels;
809  for(size_t level : g_list.games_filtered) {
810  levels.push_back(g_list.games[level]);
811  }
812 
813  return levels;
814 }
815 
817 {
818  return type_map_.at(type.v).games_filtered;
819 }
820 
821 const std::vector<create_engine::extras_metadata_ptr>&
823 {
824  return (extra_type == ERA) ? eras_ : mods_;
825 }
826 
827 std::vector<create_engine::extras_metadata_ptr>&
829 {
830  return (extra_type == ERA) ? eras_ : mods_;
831 }
832 
834 {
835  return state_;
836 }
837 
838 } // end namespace ng
TYPE
UNSCALED : image will be drawn "as is" without changing size, even in case of redraw SCALED_TO_ZOOM :...
Definition: image.hpp:189
unsigned int end_text_duration
for how long the end-of-campaign text is shown
#define ERR_CF
config & child(config_key_type key, int n=0)
Returns the nth child with the given key, or a reference to an invalid config if there is none...
Definition: config.cpp:400
const char * what() const NOEXCEPT
Definition: exceptions.hpp:37
std::vector< char_t > string
size_t index(const utf8::string &str, const size_t index)
Codepoint index corresponding to the nth character in a UTF-8 string.
Definition: unicode.cpp:71
saved_game & get_state()
std::vector< extras_metadata_ptr > mods_
bool can_launch_game() const
std::shared_ptr< level > level_ptr
std::shared_ptr< campaign > campaign_ptr
const std::vector< extras_metadata_ptr > & get_const_extras_by_type(const MP_EXTRA extra_type) const
void expand_scenario()
copies the content of a [scenario] with the correct id attribute from the game config into this objec...
Definition: saved_game.cpp:218
std::vector< extras_metadata_ptr > & get_extras_by_type(const MP_EXTRA extra_type)
std::vector< level_ptr > get_levels_by_type(level::TYPE type) const
config & find_child(config_key_type key, const std::string &name, const std::string &value)
Returns the first child of tag key with a name attribute containing value.
Definition: config.cpp:763
void set_scenario(config scenario)
Definition: saved_game.cpp:473
Add a special kind of assert to validate whether the input from WML doesn't contain any problems that...
std::string generator_name() const
#define a
level & current_level() const
static lg::log_domain log_mp_create_engine("mp/create/engine")
bool is_campaign_completed(const std::string &campaign_id)
Definition: game.cpp:319
std::vector< std::string > user_scenario_names_
child_itors child_range(config_key_type key)
Definition: config.cpp:343
virtual bool allow_era_choice() const
std::vector< level_ptr > get_levels_by_type_unfiltered(level::TYPE type) const
void expand_random_scenario()
takes care of generate_map=, generate_scenario=, map= attributes This should be called before expandi...
Definition: saved_game.cpp:402
std::string campaign_name
The name of the campaign being played.
std::string mp_era_name
std::shared_ptr< scenario > scenario_ptr
void clear()
Definition: saved_game.cpp:690
#define WRN_MP
bool generate_whole_scenario() const
void set_current_era_index(const size_t index, bool force=false)
void set_data(const config &data)
void clear()
Definition: config.cpp:790
#define d
static lg::log_domain log_config("config")
void set_current_level(const size_t index)
const config & data() const
bool empty() const
Definition: config.cpp:811
bool show(const unsigned auto_close_time=0)
Shows the window.
const mp_game_settings & get_parameters()
void prepare_for_era_and_mods()
std::vector< std::string > split(const std::string &val, const char c, const int flags)
Splits a (comma-)separated string into a vector of pieces.
bool current_level_has_side_data()
Returns true if the current level has one or more [side] tags.
bool generator_assigned() const
std::vector< std::pair< const std::string *, const stats * > > levels
Stats (and name) for each scenario. The pointers are never nullptr.
Definition: statistics.hpp:114
campaign(const config &data)
bool can_launch_game() const
std::string select_campaign_difficulty(int set_value=-1)
select_campaign_difficulty
#define b
std::map< level::TYPE, type_list > type_map_
static bool is_active(const widget *wgt)
Definition: window.cpp:1325
Pubic entry points for the MP workflow.
Definition: lobby_data.cpp:48
std::vector< extras_metadata_ptr > active_mods_data()
unsigned child_count(config_key_type key) const
Definition: config.cpp:371
std::vector< std::string > active_mods
static irdya_date read_date(const std::string &date)
static game_config_manager * get()
std::string selected_campaign_difficulty_
std::string level_name_filter_
static UNUSEDNOWARN std::string _(const char *str)
Definition: gettext.hpp:89
std::string selected_difficulty() const
Returns the selected difficulty define after displaying.
bool toggle_mod(int index, bool force=false)
std::pair< irdya_date, irdya_date > dates_
saved_game & state_
void set_metadata()
void prepare_for_campaign(const std::string &difficulty="")
#define DBG_MP
void read(config &cfg, std::istream &in, abstract_validator *validator)
Definition: parser.cpp:612
std::string get_user_data_dir()
std::unique_ptr< depcheck::manager > dependency_manager_
const config & generator_data() const
std::string campaign_define
If there is a define the campaign uses to customize data.
level::TYPE current_level_type_
const std::string unicode_multiplication_sign
Definition: constants.cpp:41
Encapsulates the map of the game.
Definition: map.hpp:34
std::string end_text
end-of-campaign text
create_engine(saved_game &state)
std::string campaign
The id of the campaign being played.
std::unique_ptr< gamemap > map_
std::string image_label_
std::vector< std::string > & active_mods()
void apply_level_filter(const std::string &name)
void init_generated_level_data()
int find_extra_by_id(const MP_EXTRA extra_type, const std::string &id) const
std::string read_map(const std::string &name)
std::string era_define
If there is a define the era uses to customize data.
map_generator * create_map_generator(const std::string &name, const config &cfg)
Definition: map_create.cpp:29
bool has_child(config_key_type key) const
Determine whether a config has a child or not.
Definition: config.cpp:393
void mark_if_completed()
Helper class, don't construct this directly.
std::string login()
bool has_attribute(config_key_type key) const
Definition: config.cpp:196
std::string dev_message
The message for developers telling which problem was triggered, this shouldn't be translated...
std::string abbrev
the campaign abbreviation
scenario(const config &data)
void get_files_in_dir(const std::string &dir, std::vector< std::string > *files, std::vector< std::string > *dirs=nullptr, file_name_option mode=FILE_NAME_ONLY, file_filter_option filter=NO_FILTER, file_reorder_option reorder=DONT_REORDER, file_tree_checksum *checksum=nullptr)
Populates 'files' with all the files and 'dirs' with all the directories in dir.
std::vector< std::string > campaign_xtra_defines
more customization of data
std::vector< size_t > get_filtered_level_indices(level::TYPE type) const
void load_game_config_for_create(bool is_mp, bool is_test=false)
std::string description() const
Game configuration data as global variables.
Definition: build_info.cpp:53
level(const config &data)
map_generator * create_map_generator() const
std::string scenario_define
If there is a define the scenario uses to customize data.
std::vector< std::string > mod_defines
If there are defines the modifications use to customize data.
const extras_metadata & current_era() const
size_t i
Definition: function.cpp:933
CURSOR_TYPE get()
Definition: cursor.cpp:194
std::unique_ptr< map_generator > generator_
std::vector< std::string > user_map_names_
Declarations for File-IO.
config & add_child(config_key_type key)
Definition: config.cpp:456
std::string difficulty
The difficulty level the game is being played on.
std::string vgettext(const char *msgid, const utils::string_map &symbols)
std::shared_ptr< extras_metadata > extras_metadata_ptr
std::vector< extras_metadata_ptr > eras_
std::string hash() const
Definition: config.cpp:1237
bool generator_has_settings() const
const std::vector< std::string > & modifications(bool mp)
Definition: game.cpp:730
void load_game_config_for_game(const game_classification &classification)
random_map(const config &data)
game_classification & classification()
Definition: saved_game.hpp:55
void set_carryover_sides_start(config carryover_sides_start)
Definition: saved_game.cpp:125
Standard logging facilities (interface).
Base class for all level type classes.
std::string message
Definition: exceptions.hpp:31
static const char * name(const std::vector< SDL_Joystick * > &joysticks, const size_t index)
Definition: joystick.cpp:48
#define e
const config & curent_era_cfg() const
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:93
filesystem::scoped_istream preprocess_file(const std::string &fname, preproc_map *defines)
std::string map_size() const
mp_game_settings & mp_settings()
Multiplayer parameters for this game.
Definition: saved_game.hpp:59
user_map(const config &data, const std::string &name, gamemap *map)
std::pair< level::TYPE, int > find_level_by_id(const std::string &id) const
const config & game_config_
Reference to the main game config.
void init_extras(const MP_EXTRA extra_type)