The Battle for Wesnoth  1.15.0+dev
mp_create_game.cpp
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1 /*
2  Copyright (C) 2008 - 2018 by Mark de Wever <koraq@xs4all.nl>
3  Part of the Battle for Wesnoth Project https://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 
15 #define GETTEXT_DOMAIN "wesnoth-lib"
16 
18 
19 #include "game_config_manager.hpp"
21 #include "gettext.hpp"
22 #include "gui/auxiliary/field.hpp"
23 #include "gui/dialogs/message.hpp"
26 #include "gui/widgets/button.hpp"
27 #include "gui/widgets/image.hpp"
30 #include "preferences/game.hpp"
31 #include "gui/widgets/listbox.hpp"
32 #include "formatter.hpp"
33 #include "formula/string_utils.hpp"
34 #include "game_config.hpp"
35 #include "gui/widgets/minimap.hpp"
36 #include "gui/widgets/settings.hpp"
37 #include "gui/widgets/slider.hpp"
40 #include "gui/widgets/text_box.hpp"
43 #include "log.hpp"
44 #include "savegame.hpp"
45 #include "map_settings.hpp"
46 
47 #include <boost/algorithm/string.hpp>
48 
49 static lg::log_domain log_mp_create("mp/create");
50 
51 #define DBG_MP LOG_STREAM(debug, log_mp_create)
52 #define WRN_MP LOG_STREAM(warn, log_mp_create)
53 #define ERR_MP LOG_STREAM(err, log_mp_create)
54 
55 namespace gui2
56 {
57 namespace dialogs
58 {
59 
60 // Special retval value for loading a game
61 static const int LOAD_GAME = 100;
62 
63 // Shorthand
64 namespace prefs = preferences;
65 
67 
68 mp_create_game::mp_create_game(const config& cfg, saved_game& state, bool local_mode, mp::user_info* host_info)
69  : cfg_(cfg)
70  , create_engine_(state)
71  , config_engine_()
72  , options_manager_()
73  , selected_game_index_(-1)
74  , selected_rfm_index_(-1)
75  , use_map_settings_(register_bool( "use_map_settings", true, prefs::use_map_settings, prefs::set_use_map_settings,
76  std::bind(&mp_create_game::update_map_settings, this)))
77  , fog_(register_bool("fog", true, prefs::fog, prefs::set_fog))
78  , shroud_(register_bool("shroud", true, prefs::shroud, prefs::set_shroud))
79  , start_time_(register_bool("random_start_time", true, prefs::random_start_time, prefs::set_random_start_time))
80  , time_limit_(register_bool("time_limit", true, prefs::countdown, prefs::set_countdown,
81  std::bind(&mp_create_game::update_map_settings, this)))
82  , shuffle_sides_(register_bool("shuffle_sides", true, prefs::shuffle_sides, prefs::set_shuffle_sides))
83  , observers_(register_bool("observers", true, prefs::allow_observers, prefs::set_allow_observers))
84  , registered_users_(register_bool("registered_users", true, prefs::registered_users_only, prefs::set_registered_users_only))
85  , strict_sync_(register_bool("strict_sync", true))
86  , turns_(register_integer("turn_count", true, prefs::turns, prefs::set_turns))
87  , gold_(register_integer("village_gold", true, prefs::village_gold, prefs::set_village_gold))
88  , support_(register_integer("village_support", true, prefs::village_support, prefs::set_village_support))
89  , experience_(register_integer("experience_modifier", true, prefs::xp_modifier, prefs::set_xp_modifier))
90  , init_turn_limit_(register_integer("init_turn_limit", true, prefs::countdown_init_time, prefs::set_countdown_init_time))
91  , turn_bonus_(register_integer("turn_bonus", true, prefs::countdown_turn_bonus, prefs::set_countdown_turn_bonus))
92  , reservoir_(register_integer("reservoir", true, prefs::countdown_reservoir_time, prefs::set_countdown_reservoir_time))
93  , action_bonus_(register_integer("action_bonus", true, prefs::countdown_action_bonus, prefs::set_countdown_action_bonus))
94  , mod_list_()
95  , eras_menu_button_()
96  , local_mode_(local_mode)
97  , host_info_(host_info)
98 {
99  level_types_ = {
100  {ng::level::TYPE::SCENARIO, _("Scenarios")},
101  {ng::level::TYPE::CAMPAIGN, _("Multiplayer Campaigns")},
102  {ng::level::TYPE::SP_CAMPAIGN, _("Singleplayer Campaigns")},
103  {ng::level::TYPE::USER_MAP, _("Custom Maps")},
104  {ng::level::TYPE::USER_SCENARIO, _("Custom Scenarios")},
105  {ng::level::TYPE::RANDOM_MAP, _("Random Maps")},
106  };
107 
108  level_types_.erase(std::remove_if(level_types_.begin(), level_types_.end(),
109  [this](level_type_info& type_info) {
110  return create_engine_.get_levels_by_type_unfiltered(type_info.first).empty();
111  }), level_types_.end());
112 
113  rfm_types_ = {
114  mp_game_settings::RANDOM_FACTION_MODE::DEFAULT,
115  mp_game_settings::RANDOM_FACTION_MODE::NO_MIRROR,
116  mp_game_settings::RANDOM_FACTION_MODE::NO_ALLY_MIRROR,
117  };
118 
119  set_show_even_without_video(true);
120 
121  create_engine_.init_active_mods();
122 
123  create_engine_.get_state().clear();
124  create_engine_.get_state().classification().campaign_type = game_classification::CAMPAIGN_TYPE::MULTIPLAYER;
125 
126  // Need to set this in the constructor, pre_show() is too late
127  set_allow_plugin_skip(false);
128 }
129 
131 {
132  find_widget<minimap>(&win, "minimap", false).set_config(&cfg_);
133 
134  find_widget<text_box>(&win, "game_name", false).set_value(ng::configure_engine::game_name_default());
135 
137  find_widget<button>(&win, "random_map_regenerate", false),
138  std::bind(&mp_create_game::regenerate_random_map, this, std::ref(win)));
139 
141  find_widget<button>(&win, "random_map_settings", false),
142  std::bind(&mp_create_game::show_generator_settings, this, std::ref(win)));
143 
145  find_widget<button>(&win, "load_game", false),
146  std::bind(&mp_create_game::load_game_callback, this, std::ref(win)));
147 
148  // Custom dialog close hook
149  win.set_exit_hook_ok_only([this](window& w)->bool { return dialog_exit_hook(w); });
150 
151  //
152  // Set up the options manager. Needs to be done before selecting an initial tab
153  //
155 
156  //
157  // Set up filtering
158  //
159  connect_signal_notify_modified(find_widget<slider>(&win, "num_players", false),
160  std::bind(&mp_create_game::on_filter_change<slider>, this, std::ref(win), "num_players", true));
161 
162  text_box& filter = find_widget<text_box>(&win, "game_filter", false);
163 
165  std::bind(&mp_create_game::on_filter_change<text_box>, this, std::ref(win), "game_filter", true));
166 
167  // Note this cannot be in the keyboard chain or it will capture focus from other text boxes
168  win.keyboard_capture(&filter);
169 
170  //
171  // Set up game types menu_button
172  //
173  std::vector<config> game_types;
174  for(level_type_info& type_info : level_types_) {
175  game_types.emplace_back("label", type_info.second);
176  }
177 
178  if(game_types.empty()) {
179  gui2::show_transient_message("", _("No games found."));
180  throw game::error(_("No games found."));
181  }
182 
183  menu_button& game_menu_button = find_widget<menu_button>(&win, "game_types", false);
184 
185  // Helper to make sure the initially selected level type is valid
186  auto get_initial_type_index = [this]()->int {
187  const auto index = std::find_if(level_types_.begin(), level_types_.end(), [](level_type_info& info) {
188  return info.first == ng::level::TYPE::from_int(preferences::level_type());
189  });
190 
191  if(index != level_types_.end()) {
192  return std::distance(level_types_.begin(), index);
193  }
194 
195  return 0;
196  };
197 
198  game_menu_button.set_values(game_types, get_initial_type_index());
199 
200  connect_signal_notify_modified(game_menu_button,
201  std::bind(&mp_create_game::update_games_list, this, std::ref(win)));
202 
203  //
204  // Set up mods list
205  //
206  mod_list_ = &find_widget<listbox>(&win, "mod_list", false);
207 
208  const auto& activemods = preferences::modifications();
210  std::map<std::string, string_map> data;
212 
213  item["label"] = mod->name;
214  data.emplace("mod_name", item);
215 
216  grid* row_grid = &mod_list_->add_row(data);
217 
218  find_widget<toggle_panel>(row_grid, "panel", false).set_tooltip(mod->description);
219 
220  toggle_button& mog_toggle = find_widget<toggle_button>(row_grid, "mod_active_state", false);
221 
222  const int i = mod_list_->get_item_count() - 1;
223  if(std::find(activemods.begin(), activemods.end(), mod->id) != activemods.end()) {
224  create_engine_.active_mods().push_back(mod->id);
225  mog_toggle.set_value_bool(true);
226  }
227 
228  connect_signal_notify_modified(mog_toggle, std::bind(&mp_create_game::on_mod_toggle, this, std::ref(win), i, &mog_toggle));
229  }
230 
231  // No mods, hide the header
232  if(mod_list_->get_item_count() <= 0) {
233  find_widget<styled_widget>(&win, "mods_header", false).set_visible(widget::visibility::invisible);
234  }
235 
236  //
237  // Set up eras menu_button
238  //
239  eras_menu_button_ = &find_widget<menu_button>(&win, "eras", false);
240 
241  std::vector<config> era_names;
243  era_names.emplace_back("label", era->name, "tooltip", era->description);
244  }
245 
246  if(era_names.empty()) {
247  gui2::show_transient_message("", _("No eras found."));
248  throw config::error(_("No eras found"));
249  }
250 
251  eras_menu_button_->set_values(era_names);
252 
254  std::bind(&mp_create_game::on_era_select, this, std::ref(win)));
255 
257  if(era_selection >= 0) {
258  eras_menu_button_->set_selected(era_selection);
259  }
260 
261  on_era_select(win);
262 
263  //
264  // Set up random faction mode menu_button
265  //
266  std::vector<config> rfm_options;
267  for(const auto& type : rfm_types_) {
268  // HACK: The labels are defined for the wesnoth textdomain in a header,
269  // see mp_game_settings::RANDOM_FACTION_MODE in src/mp_game_settings.hpp
270  rfm_options.emplace_back("label",
271  translation::dsgettext("wesnoth", mp_game_settings::RANDOM_FACTION_MODE::enum_to_string(type).c_str())
272  );
273  };
274 
275  // Manually insert tooltips. Need to find a better way to do this
276  rfm_options[0]["tooltip"] = _("Independent: Random factions assigned independently");
277  rfm_options[1]["tooltip"] = _("No Mirror: No two players will get the same faction");
278  rfm_options[2]["tooltip"] = _("No Ally Mirror: No two allied players will get the same faction");
279 
280  const int initial_index = std::distance(rfm_types_.begin(), std::find(rfm_types_.begin(), rfm_types_.end(),
281  mp_game_settings::RANDOM_FACTION_MODE::string_to_enum(prefs::random_faction_mode(), mp_game_settings::RANDOM_FACTION_MODE::DEFAULT))
282  );
283 
284  menu_button& rfm_menu_button = find_widget<menu_button>(&win, "random_faction_mode", false);
285 
286  rfm_menu_button.set_values(rfm_options, initial_index);
287 
288  connect_signal_notify_modified(rfm_menu_button,
289  std::bind(&mp_create_game::on_random_faction_mode_select, this, std::ref(win)));
290 
292 
293  //
294  // Set up the setting status labels
295  //
296  bind_status_label<slider>(&win, turns_->id());
297  bind_status_label<slider>(&win, gold_->id());
298  bind_status_label<slider>(&win, support_->id());
299  bind_status_label<slider>(&win, experience_->id());
300 
301  bind_status_label<slider>(&win, init_turn_limit_->id());
302  bind_status_label<slider>(&win, turn_bonus_->id());
303  bind_status_label<slider>(&win, reservoir_->id());
304  bind_status_label<slider>(&win, action_bonus_->id());
305 
306  //
307  // Disable certain settings if we're playing a local game.
308  //
309 
310  // Don't allow a 'registered users only' game if the host themselves isn't registered.
312  registered_users_->widget_set_enabled(win, false, false);
313  }
314 
315  if(local_mode_) {
316  find_widget<text_box>(&win, "game_password", false).set_active(false);
317 
318  observers_->widget_set_enabled(win, false, false);
319  strict_sync_->widget_set_enabled(win, false, false);
320  }
321 
322  if(host_info_ && !host_info_->registered) {
323  registered_users_->widget_set_enabled(win, false, false);
324  }
325 
326  //
327  // Set up tab control
328  //
329  listbox& tab_bar = find_widget<listbox>(&win, "tab_bar", false);
330 
332  std::bind(&mp_create_game::on_tab_select, this, std::ref(win)));
333 
334  // Allow the settings stack to find widgets in all pages, regardless of which is selected.
335  // This ensures settings (especially game settings) widgets are appropriately updated when
336  // a new game is selected, regardless of which settings tab is active at the time.
337  find_widget<stacked_widget>(&win, "pager", false).set_find_in_all_layers(true);
338 
339  // We call on_tab_select farther down.
340 
341  //
342  // Main games list
343  //
344  listbox& list = find_widget<listbox>(&win, "games_list", false);
345 
347  std::bind(&mp_create_game::on_game_select, this, std::ref(win)));
348 
349  win.add_to_keyboard_chain(&list);
350 
351  // This handles the initial game selection as well
352  display_games_of_type(win, level_types_[get_initial_type_index()].first, preferences::level());
353 
354  // Initial tab selection must be done after game selection so the field widgets are set to their correct active state.
355  on_tab_select(win);
356 
357  //
358  // Set up the Lua plugin context
359  //
360  plugins_context_.reset(new plugins_context("Multiplayer Create"));
361 
362  plugins_context_->set_callback("create", [&win](const config&) { win.set_retval(retval::OK); }, false);
363  plugins_context_->set_callback("quit", [&win](const config&) { win.set_retval(retval::CANCEL); }, false);
364  plugins_context_->set_callback("load", [this, &win](const config&) { load_game_callback(win); }, false);
365 
366 #define UPDATE_ATTRIBUTE(field, convert) \
367  do { if(cfg.has_attribute(#field)) { field##_->set_widget_value(win, cfg[#field].convert()); } } while(false) \
368 
369  plugins_context_->set_callback("update_settings", [this, &win](const config& cfg) {
370  UPDATE_ATTRIBUTE(turns, to_int);
371  UPDATE_ATTRIBUTE(gold, to_int);
372  UPDATE_ATTRIBUTE(support, to_int);
373  UPDATE_ATTRIBUTE(experience, to_int);
374  UPDATE_ATTRIBUTE(start_time, to_bool);
375  UPDATE_ATTRIBUTE(fog, to_bool);
376  UPDATE_ATTRIBUTE(shroud, to_bool);
377  UPDATE_ATTRIBUTE(time_limit, to_bool);
378  UPDATE_ATTRIBUTE(init_turn_limit, to_int);
379  UPDATE_ATTRIBUTE(turn_bonus, to_int);
380  UPDATE_ATTRIBUTE(reservoir, to_int);
381  UPDATE_ATTRIBUTE(action_bonus, to_int);
382  UPDATE_ATTRIBUTE(observers, to_bool);
383  UPDATE_ATTRIBUTE(registered_users, to_bool);
384  UPDATE_ATTRIBUTE(strict_sync, to_bool);
386  }, true);
387 
388 #undef UPDATE_ATTRIBUTE
389 
390  plugins_context_->set_callback("set_name", [this](const config& cfg) {
391  config_engine_->set_game_name(cfg["name"]); }, true);
392 
393  plugins_context_->set_callback("set_password", [this](const config& cfg) {
394  config_engine_->set_game_password(cfg["password"]); }, true);
395 
396  plugins_context_->set_callback("select_level", [this](const config& cfg) {
397  selected_game_index_ = convert_to_game_filtered_index(cfg["index"].to_int());
399  }, true);
400 
401  plugins_context_->set_callback("select_type", [this](const config& cfg) {
402  create_engine_.set_current_level_type(ng::level::TYPE::string_to_enum(cfg["type"], ng::level::TYPE::SCENARIO)); }, true);
403 
404  plugins_context_->set_callback("select_era", [this](const config& cfg) {
405  create_engine_.set_current_era_index(cfg["index"].to_int()); }, true);
406 
407  plugins_context_->set_callback("select_mod", [this, &win](const config& cfg) {
408  on_mod_toggle(win, cfg["index"].to_int(), nullptr);
409  }, true);
410 
411  plugins_context_->set_accessor("game_config", [this](const config&) {return cfg_; });
412  plugins_context_->set_accessor("get_selected", [this](const config&) {
413  const ng::level& current_level = create_engine_.current_level();
414  return config {
415  "id", current_level.id(),
416  "name", current_level.name(),
417  "icon", current_level.icon(),
418  "description", current_level.description(),
419  "allow_era_choice", current_level.allow_era_choice(),
421  };
422  });
423 
424  plugins_context_->set_accessor("find_level", [this](const config& cfg) {
425  const std::string id = cfg["id"].str();
426  return config {
427  "index", create_engine_.find_level_by_id(id).second,
428  "type", create_engine_.find_level_by_id(id).first,
429  };
430  });
431 
432  plugins_context_->set_accessor_int("find_era", [this](const config& cfg) {
434  });
435 
436  plugins_context_->set_accessor_int("find_mod", [this](const config& cfg) {
438  });
439 }
440 
442 {
443  DBG_MP << "sync_with_depcheck: start\n";
444 
445  if(static_cast<int>(create_engine_.current_era_index()) != create_engine_.dependency_manager().get_era_index()) {
446  DBG_MP << "sync_with_depcheck: correcting era\n";
447  const int new_era_index = create_engine_.dependency_manager().get_era_index();
448 
449  create_engine_.set_current_era_index(new_era_index, true);
450  eras_menu_button_->set_value(new_era_index);
451  }
452 
453  if(create_engine_.current_level().id() != create_engine_.dependency_manager().get_scenario()) {
454  DBG_MP << "sync_with_depcheck: correcting scenario\n";
455 
456  // Match scenario and scenario type
457  const auto new_level_index = create_engine_.find_level_by_id(create_engine_.dependency_manager().get_scenario());
458  const bool different_type = new_level_index.first != create_engine_.current_level_type();
459 
460  if(new_level_index.second != -1) {
461  create_engine_.set_current_level_type(new_level_index.first);
462  create_engine_.set_current_level(new_level_index.second);
463  selected_game_index_ = new_level_index.second;
464 
465  auto& game_types_list = find_widget<menu_button>(&window, "game_types", false);
466  game_types_list.set_value(std::distance(level_types_.begin(), std::find_if(level_types_.begin(), level_types_.begin(), [&](const level_type_info& info){ return info.first == new_level_index.first; })));
467 
468  if(different_type) {
469  display_games_of_type(window, new_level_index.first, create_engine_.current_level().id());
470  } else {
471  // This function (or rather on_game_select) might be triggered by a listbox callback, in
472  // which case we cannot use display_games_of_type since it destroys the list (and its
473  // elements) which might result in segfaults. Instead, we assume that a listbox-triggered
474  // sync_with_depcheck call never changes the game type and goes to this branch instead.
475  find_widget<listbox>(&window, "games_list", false).select_row(new_level_index.second);
476 
477  // Override the last selection so on_game_select selects the new level
479 
480  on_game_select(window);
481  }
482  }
483  }
484 
485  if(get_active_mods() != create_engine_.dependency_manager().get_modifications()) {
486  DBG_MP << "sync_with_depcheck: correcting modifications\n";
487  set_active_mods(create_engine_.dependency_manager().get_modifications());
488  }
489 
491  DBG_MP << "sync_with_depcheck: end\n";
492 }
493 
494 template<typename widget>
495 void mp_create_game::on_filter_change(window& window, const std::string& id, bool do_select)
496 {
497  create_engine_.apply_level_filter(find_widget<widget>(&window, id, false).get_value());
498 
499  listbox& game_list = find_widget<listbox>(&window, "games_list", false);
500 
501  boost::dynamic_bitset<> filtered(game_list.get_item_count());
503  filtered[i] = true;
504  }
505 
506  game_list.set_row_shown(filtered);
507 
508  if(do_select) {
509  on_game_select(window);
510  }
511 }
512 
514 {
515  const int selected_game = find_widget<listbox>(&window, "games_list", false).get_selected_row();
516 
517  if(selected_game == selected_game_index_) {
518  return;
519  }
520 
521  // Convert the absolute-index get_selected_row to a relative index for the create_engine to handle
523 
525 
526  sync_with_depcheck(window);
527 
528  update_details(window);
529 
530  // General settings
531  const bool can_select_era = create_engine_.current_level().allow_era_choice();
532 
533  if(!can_select_era) {
534  eras_menu_button_->set_label(_("No eras available for this game."));
535  } else {
537  }
538 
539  eras_menu_button_->set_active(can_select_era);
540 
541  // Custom options
542  options_manager_->update_game_options();
543 
544  // Game settings
546 }
547 
549 {
550  const int i = find_widget<listbox>(&window, "tab_bar", false).get_selected_row();
551  find_widget<stacked_widget>(&window, "pager", false).select_layer(i);
552 }
553 
555 {
556  if(sender && (sender->get_value_bool() == create_engine_.dependency_manager().is_modification_active(index))) {
557  ERR_MP << "ignoring on_mod_toggle that is already set\n";
558  return;
559  }
560 
561  create_engine_.toggle_mod(index);
562 
563  sync_with_depcheck(window);
564 
565  options_manager_->update_mod_options();
566 }
567 
569 {
571 
573 
574  sync_with_depcheck(window);
575 
576  options_manager_->update_era_options();
577 }
578 
580 {
581  selected_rfm_index_ = find_widget<menu_button>(&window, "random_faction_mode", false).get_value();
582 }
583 
584 void mp_create_game::show_description(window& window, const std::string& new_description)
585 {
586  styled_widget& description = find_widget<styled_widget>(&window, "description", false);
587 
588  description.set_label(!new_description.empty() ? new_description : _("No description available."));
589  description.set_use_markup(true);
590 }
591 
593 {
594  const int index = find_widget<menu_button>(&window, "game_types", false).get_value();
595 
597 }
598 
600 {
602 
603  listbox& list = find_widget<listbox>(&window, "games_list", false);
604 
605  list.clear();
606 
607  for(const auto& game : create_engine_.get_levels_by_type_unfiltered(type)) {
608  if(!game->can_launch_game()) {
609  continue;
610  }
611 
612  std::map<std::string, string_map> data;
614 
615  if(type == ng::level::TYPE::CAMPAIGN || type == ng::level::TYPE::SP_CAMPAIGN) {
616  item["label"] = game->icon();
617  data.emplace("game_icon", item);
618  }
619 
620  item["label"] = game->name();
621  data.emplace("game_name", item);
622 
623  list.add_row(data);
624  }
625 
626  if(!level.empty() && !list.get_rows_shown().empty()) {
627  // Recalculate which rows should be visible
628  on_filter_change<slider>(window, "num_players", false);
629  on_filter_change<text_box>(window, "game_filter", false);
630 
631  int level_index = create_engine_.find_level_by_id(level).second;
632  if(level_index >= 0 && std::size_t(level_index) < list.get_item_count()) {
633  list.select_row(level_index);
634  }
635  }
636 
637  const bool is_random_map = type == ng::level::TYPE::RANDOM_MAP;
638 
639  find_widget<button>(&window, "random_map_regenerate", false).set_active(is_random_map);
640  find_widget<button>(&window, "random_map_settings", false).set_active(is_random_map);
641 
642  // Override the last selection so on_game_select selects the new level
644 
645  on_game_select(window);
646 }
647 
649 {
651 
652  regenerate_random_map(window);
653 }
654 
656 {
658 
659  update_details(window);
660 }
661 
662 int mp_create_game::convert_to_game_filtered_index(const unsigned int initial_index)
663 {
664  const std::vector<std::size_t>& filtered_indices = create_engine_.get_filtered_level_indices(create_engine_.current_level_type());
665  return std::distance(filtered_indices.begin(), std::find(filtered_indices.begin(), filtered_indices.end(), initial_index));
666 }
667 
669 {
670  styled_widget& players = find_widget<styled_widget>(&win, "map_num_players", false);
671  styled_widget& map_size = find_widget<styled_widget>(&win, "map_size", false);
672 
673  if(create_engine_.current_level_type() == ng::level::TYPE::RANDOM_MAP) {
674  // If the current random map doesn't have data, generate it
677  }
678 
679  find_widget<button>(&win, "random_map_settings", false).set_active(create_engine_.generator_has_settings());
680  }
681 
682  create_engine_.current_level().set_metadata();
683 
684  // Reset the config_engine with new values
686  config_engine_->update_initial_cfg(create_engine_.current_level().data());
687  config_engine_->set_default_values();
688 
689  // Set the title, with newlines replaced. Newlines are sometimes found in SP Campaign names
690  std::string title = create_engine_.current_level().name();
691  boost::replace_all(title, "\n", " " + font::unicode_em_dash + " ");
692  find_widget<styled_widget>(&win, "game_title", false).set_label(title);
693 
695 
696  switch(create_engine_.current_level_type().v) {
698  case ng::level::TYPE::USER_MAP:
699  case ng::level::TYPE::USER_SCENARIO:
700  case ng::level::TYPE::RANDOM_MAP: {
701  ng::scenario* current_scenario = dynamic_cast<ng::scenario*>(&create_engine_.current_level());
702 
703  assert(current_scenario);
704 
706 
707  find_widget<stacked_widget>(&win, "minimap_stack", false).select_layer(0);
708  find_widget<minimap>(&win, "minimap", false).set_map_data(current_scenario->data()["map_data"]);
709 
710  players.set_label(std::to_string(current_scenario->num_players()));
711  map_size.set_label(current_scenario->map_size());
712 
713  break;
714  }
715  case ng::level::TYPE::CAMPAIGN:
716  case ng::level::TYPE::SP_CAMPAIGN: {
717  ng::campaign* current_campaign = dynamic_cast<ng::campaign*>(&create_engine_.current_level());
718 
719  assert(current_campaign);
720 
721  create_engine_.get_state().classification().campaign = current_campaign->data()["id"].str();
722 
723  const std::string img = formatter() << current_campaign->data()["image"] << "~SCALE_INTO(265,265)";
724 
725  find_widget<stacked_widget>(&win, "minimap_stack", false).select_layer(1);
726  find_widget<image>(&win, "campaign_image", false).set_image(img);
727 
728  const int p_min = current_campaign->min_players();
729  const int p_max = current_campaign->max_players();
730 
731  if(p_max > p_min) {
732  players.set_label(VGETTEXT("number of players^$min to $max", {{"min", std::to_string(p_min)}, {"max", std::to_string(p_max)}}));
733  } else {
734  players.set_label(std::to_string(p_min));
735  }
736 
737  map_size.set_label(font::unicode_em_dash);
738 
739  break;
740  }
741  }
742 }
743 
745 {
746  window& window = *get_window();
747 
748  if(config_engine_->force_lock_settings()) {
749  use_map_settings_->widget_set_enabled(window, false, false);
750  use_map_settings_->set_widget_value(window, true);
751  } else {
752  use_map_settings_->widget_set_enabled(window, true, false);
753  }
754 
756 
757  config_engine_->set_use_map_settings(use_map_settings);
758 
759  fog_ ->widget_set_enabled(window, !use_map_settings, false);
760  shroud_ ->widget_set_enabled(window, !use_map_settings, false);
761  start_time_ ->widget_set_enabled(window, !use_map_settings, false);
762 
763  turns_ ->widget_set_enabled(window, !use_map_settings, false);
764  gold_ ->widget_set_enabled(window, !use_map_settings, false);
765  support_ ->widget_set_enabled(window, !use_map_settings, false);
766  experience_ ->widget_set_enabled(window, !use_map_settings, false);
767 
768  const bool time_limit = time_limit_->get_widget_value(window);
769 
770  init_turn_limit_->widget_set_enabled(window, time_limit, false);
771  turn_bonus_ ->widget_set_enabled(window, time_limit, false);
772  reservoir_ ->widget_set_enabled(window, time_limit, false);
773  action_bonus_ ->widget_set_enabled(window, time_limit, false);
774 
775  if(use_map_settings) {
776  fog_ ->set_widget_value(window, config_engine_->fog_game_default());
777  shroud_ ->set_widget_value(window, config_engine_->shroud_game_default());
778  start_time_->set_widget_value(window, config_engine_->random_start_time_default());
779 
780  turns_ ->set_widget_value(window, config_engine_->num_turns_default());
781  gold_ ->set_widget_value(window, config_engine_->village_gold_default());
782  support_ ->set_widget_value(window, config_engine_->village_support_default());
783  experience_->set_widget_value(window, config_engine_->xp_modifier_default());
784  }
785 }
786 
788 {
790 
791  if(!load.load_multiplayer_game()) {
792  return;
793  }
794 
795  if(load.data().cancel_orders) {
797  }
798 
799  window.set_retval(LOAD_GAME);
800 }
801 
802 std::vector<std::string> mp_create_game::get_active_mods()
803 {
804  int i = 0;
805  std::set<std::string> res;
807  if(find_widget<toggle_button>(mod_list_->get_row_grid(i), "mod_active_state", false).get_value_bool()) {
808  res.insert(mod->id);
809  }
810  ++i;
811  }
812  return std::vector<std::string>(res.begin(), res.end());
813 }
814 
815 void mp_create_game::set_active_mods(const std::vector<std::string>& val)
816 {
817  std::set<std::string> val2(val.begin(), val.end());
818  int i = 0;
819  std::set<std::string> res;
821  find_widget<toggle_button>(mod_list_->get_row_grid(i), "mod_active_state", false).set_value_bool(val2.find(mod->id) != val2.end());
822  ++i;
823  }
824 }
825 
827 {
829  gui2::show_transient_error_message(_("The selected game has no sides!"));
830  return false;
831  }
832 
833  if(!create_engine_.is_campaign()) {
834  return true;
835  }
836 
837  return create_engine_.select_campaign_difficulty() != "CANCEL";
838 }
839 
841 {
842  plugins_context_.reset();
843 
844  // Show all tabs so that find_widget works correctly
845  find_widget<stacked_widget>(&window, "pager", false).select_layer(-1);
846 
847  if(get_retval() == LOAD_GAME) {
849  return;
850  }
851 
852  if(get_retval() == retval::OK) {
857 
859 
860  if(create_engine_.current_level_type() == ng::level::TYPE::CAMPAIGN ||
861  create_engine_.current_level_type() == ng::level::TYPE::SP_CAMPAIGN) {
865  } else {
866  // This means define= doesn't work for randomly generated scenarios
868  }
869 
871 
873 
874  std::vector<const config*> entry_points;
875  std::vector<std::string> entry_point_titles;
876 
877  const auto& tagname = create_engine_.get_state().classification().get_tagname();
878 
879  if(tagname == "scenario") {
880  const std::string first_scenario = create_engine_.current_level().data()["first_scenario"];
881  for(const config& scenario : game_config_manager::get()->game_config().child_range(tagname)) {
882  const bool is_first = scenario["id"] == first_scenario;
883  if(scenario["allow_new_game"].to_bool(false) || is_first || game_config::debug ) {
884  const std::string& title = !scenario["new_game_title"].empty()
885  ? scenario["new_game_title"]
886  : scenario["name"];
887 
888  entry_points.insert(is_first ? entry_points.begin() : entry_points.end(), &scenario);
889  entry_point_titles.insert(is_first ? entry_point_titles.begin() : entry_point_titles.end(), title);
890  }
891  }
892  }
893 
894  if(entry_points.size() > 1) {
895  gui2::dialogs::simple_item_selector dlg(_("Choose Starting Scenario"), _("Select at which point to begin this campaign."), entry_point_titles);
896 
897  dlg.set_single_button(true);
898  dlg.show();
899 
900  const config& scenario = *entry_points[dlg.selected_index()];
901 
902  create_engine_.get_state().mp_settings().hash = scenario.hash();
904  }
905 
906  config_engine_->set_use_map_settings(use_map_settings_->get_widget_value(window));
907 
908  if(!config_engine_->force_lock_settings()) {
909  // Max slider value (in this case, 100) means 'unlimited turns', so pass the value -1
910  const int num_turns = turns_->get_widget_value(window);
911  config_engine_->set_num_turns(num_turns < ::settings::turns_max ? num_turns : - 1);
912  config_engine_->set_village_gold(gold_->get_widget_value(window));
913  config_engine_->set_village_support(support_->get_widget_value(window));
914  config_engine_->set_xp_modifier(experience_->get_widget_value(window));
915  config_engine_->set_random_start_time(start_time_->get_widget_value(window));
916  config_engine_->set_fog_game(fog_->get_widget_value(window));
917  config_engine_->set_shroud_game(shroud_->get_widget_value(window));
918 
919  config_engine_->write_parameters();
920  }
921 
922  config_engine_->set_mp_countdown(time_limit_->get_widget_value(window));
923  config_engine_->set_mp_countdown_init_time(init_turn_limit_->get_widget_value(window));
924  config_engine_->set_mp_countdown_turn_bonus(turn_bonus_->get_widget_value(window));
925  config_engine_->set_mp_countdown_reservoir_time(reservoir_->get_widget_value(window));
926  config_engine_->set_mp_countdown_action_bonus(action_bonus_->get_widget_value(window));
927 
928  config_engine_->set_allow_observers(observers_->get_widget_value(window));
929  config_engine_->set_registered_users_only(registered_users_->get_widget_value(window));
930  config_engine_->set_oos_debug(strict_sync_->get_widget_value(window));
931  config_engine_->set_shuffle_sides(shuffle_sides_->get_widget_value(window));
932 
933  config_engine_->set_random_faction_mode(rfm_types_[selected_rfm_index_]);
934 
935  // Since we don't have a field handling this option, we need to save the value manually
936  prefs::set_random_faction_mode(mp_game_settings::RANDOM_FACTION_MODE::enum_to_string(rfm_types_[selected_rfm_index_]));
937 
938  // Save custom option settings
939  config_engine_->set_options(options_manager_->get_options_config());
940 
941  // Set game name
942  const std::string name = find_widget<text_box>(&window, "game_name", false).get_value();
943  if(!name.empty() && (name != ng::configure_engine::game_name_default())) {
944  config_engine_->set_game_name(name);
945  }
946 
947  // Set game password
948  const std::string password = find_widget<text_box>(&window, "game_password", false).get_value();
949  if(!password.empty()) {
950  config_engine_->set_game_password(password);
951  }
952  }
953 }
954 
955 } // namespace dialogs
956 } // namespace gui2
TYPE
UNSCALED : image will be drawn "as is" without changing size, even in case of redraw SCALED_TO_ZOOM :...
Definition: picture.hpp:185
Dialog was closed with the CANCEL button.
Definition: retval.hpp:37
std::string map_size() const
level::TYPE current_level_type() const
void set_value_bool(bool value, bool fire_event=false)
void set_text_changed_callback(std::function< void(text_box_base *textbox, const std::string text)> cb)
Set the text_changed callback.
void set_selected(unsigned selected, bool fire_event=true)
void on_tab_select(window &window)
void on_random_faction_mode_select(window &window)
void set_village_support(int value)
Definition: game.cpp:697
configure_engine
saved_game & get_state()
const int turns_max
maximum number of turns
void set_current_era_index(const std::size_t index, bool force=false)
std::string random_faction_mode()
Definition: game.cpp:497
The class for loading a savefile.
Definition: savegame.hpp:96
int village_support
Definition: game_config.cpp:55
void set_countdown_action_bonus(int value)
Definition: game.cpp:677
void set_countdown_turn_bonus(int value)
Definition: game.cpp:666
int min_players() const
std::string era()
Definition: game.cpp:712
Simple push button.
Definition: menu_button.hpp:41
void update_games_list(window &window)
void set_shroud(bool value)
Definition: game.cpp:567
void show_description(window &window, const std::string &new_description)
std::vector< mp_game_settings::RANDOM_FACTION_MODE > rfm_types_
void set_countdown_init_time(int value)
Definition: game.cpp:644
bool generator_assigned() const
int xp_modifier()
Definition: game.cpp:702
std::vector< extras_metadata_ptr > & get_extras_by_type(const MP_EXTRA extra_type)
int find_extra_by_id(const MP_EXTRA extra_type, const std::string &id) const
void set_scenario(config scenario)
Definition: saved_game.cpp:527
std::vector< game_tip > load(const config &cfg)
Loads the tips from a config.
Definition: tips.cpp:35
static l_noret error(LoadState *S, const char *why)
Definition: lundump.cpp:39
logger & info()
Definition: log.cpp:90
bool generator_has_settings() const
bool shuffle_sides()
Definition: game.cpp:487
void show_transient_message(const std::string &title, const std::string &message, const std::string &image, const bool message_use_markup, const bool title_use_markup, const bool restore_background)
Shows a transient message to the user.
int max_players() const
std::vector< level_type_info > level_types_
void set_current_level(const std::size_t index)
virtual void set_value(unsigned value, bool fire_event=false) override
Inherited from selectable_item.
Definition: menu_button.hpp:67
void on_mod_toggle(window &window, const int index, toggle_button *sender)
void set_random_faction_mode(const std::string &value)
Definition: game.cpp:501
STL namespace.
window * get_window() const
Returns a pointer to the dialog&#39;s window.
void load_game_callback(window &window)
T get_widget_value(window &window)
Gets the value of the field.
Definition: field.hpp:395
Implements some helper classes to ease adding fields to a dialog and hide the synchronization needed...
bool show(const unsigned auto_close_time=0)
Shows the window.
void set_countdown(bool value)
Definition: game.cpp:633
void sync_with_depcheck(window &window)
const mp_game_settings & get_parameters()
void prepare_for_era_and_mods()
bool is_campaign() const
Wrapper to simplify the is-type-campaign-or-sp-campaign check.
int countdown_init_time()
Definition: game.cpp:638
bool current_level_has_side_data()
Returns true if the current level has one or more [side] tags.
void set_registered_users_only(bool value)
Definition: game.cpp:482
void on_era_select(window &window)
std::string dsgettext(const char *domainname, const char *msgid)
Definition: gettext.cpp:404
bool select_row(const unsigned row, const bool select=true)
Selects a row.
Definition: listbox.cpp:250
void show_generator_settings(window &window)
Class for a single line text area.
Definition: text_box.hpp:121
Generic file dialog.
Definition: field-fwd.hpp:22
std::string select_campaign_difficulty(int set_value=-1)
select_campaign_difficulty
virtual std::string id() const
const config & data() const
std::vector< std::string > get_active_mods()
void display_games_of_type(window &window, ng::level::TYPE type, const std::string &level)
bool fog()
Definition: game.cpp:552
Pubic entry points for the MP workflow.
Definition: lobby_data.cpp:49
virtual void set_label(const t_string &label)
The listbox class.
Definition: listbox.hpp:40
static const char * name(const std::vector< SDL_Joystick *> &joysticks, const std::size_t index)
Definition: joystick.cpp:48
void set_current_level_type(const level::TYPE type)
Base container class.
Definition: grid.hpp:30
static game_config_manager * get()
virtual unsigned get_value() const override
Inherited from selectable_item.
Definition: menu_button.hpp:64
static UNUSEDNOWARN std::string _(const char *str)
Definition: gettext.hpp:91
field_bool * use_map_settings_
All fields are also in the normal field vector, but they need to be manually controlled as well so ad...
int countdown_turn_bonus()
Definition: game.cpp:660
bool toggle_mod(int index, bool force=false)
void set_level_type(int value)
Definition: game.cpp:737
void set_widget_value(window &window, CT value)
Sets the value of the field.
Definition: field.hpp:358
void set_tooltip(const t_string &tooltip)
std::string level()
Definition: game.cpp:722
void connect_signal_notify_modified(dispatcher &dispatcher, const signal_notification_function &signal)
Connects a signal handler for getting a notification upon modification.
Definition: dispatcher.cpp:248
#define DBG_MP
int num_players() const
virtual std::string name() const
const std::string & id() const
Definition: field.hpp:196
This file contains the settings handling of the widget library.
void prepare_for_campaign(const std::string &difficulty="")
std::ostringstream wrapper.
Definition: formatter.hpp:38
void clear()
Removes all the rows in the listbox, clearing it.
Definition: listbox.cpp:125
virtual void pre_show(window &window) override
Inherited from modal_dialog.
std::unique_ptr< plugins_context > plugins_context_
std::vector< level_ptr > get_levels_by_type_unfiltered(level::TYPE type) const
void on_filter_change(window &window, const std::string &id, bool do_select)
void connect_signal_mouse_left_click(dispatcher &dispatcher, const signal_function &signal)
Connects a signal handler for a left mouse button click.
Definition: dispatcher.cpp:233
int countdown_reservoir_time()
Definition: game.cpp:649
void regenerate_random_map(window &window)
void set_random_start_time(bool value)
Definition: game.cpp:547
static lg::log_domain log_mp_create("mp/create")
void set_values(const std::vector<::config > &values, unsigned selected=0)
Modify, read and display user preferences.
unsigned get_item_count() const
Returns the number of items in the listbox.
Definition: listbox.cpp:131
virtual void set_use_markup(bool use_markup)
bool registered_users_only()
Definition: game.cpp:477
int village_gold()
Definition: game.cpp:682
std::string campaign
The id of the campaign being played.
#define ERR_MP
ng::create_engine create_engine_
General settings and defaults for scenarios.
virtual void post_show(window &window) override
Inherited from modal_dialog.
void set_active_mods(const std::vector< std::string > &val)
std::vector< std::string > & active_mods()
void apply_level_filter(const std::string &name)
void init_generated_level_data()
static const int LOAD_GAME
Various uncategorised dialogs.
std::pair< level::TYPE, int > find_level_by_id(const std::string &id) const
void set_level(const std::string &value)
Definition: game.cpp:727
#define UPDATE_ATTRIBUTE(field, convert)
static std::string game_name_default()
virtual std::string icon() const
void set_allow_observers(bool value)
Definition: game.cpp:472
std::pair< ng::level::TYPE, std::string > level_type_info
bool countdown()
Definition: game.cpp:628
bool shroud()
Definition: game.cpp:562
void widget_set_enabled(window &window, const bool enable, const bool sync)
Enables a widget.
Definition: field.hpp:170
std::size_t i
Definition: function.cpp:933
int selected_index() const
Returns the selected item index after displaying.
level & current_level() const
void update_details(window &window)
std::unique_ptr< mp_options_helper > options_manager_
int convert_to_game_filtered_index(const unsigned int initial_index)
Game configuration data as global variables.
Definition: build_info.cpp:49
The user set the widget invisible, that means:
std::string password(const std::string &server, const std::string &login)
bool use_map_settings()
Definition: game.cpp:505
std::map< std::string, t_string > string_map
Definition: widget.hpp:24
grid & add_row(const string_map &item, const int index=-1)
When an item in the list is selected by the user we need to update the state.
Definition: listbox.cpp:66
int w
const bool & debug
void set_retval(const int retval, const bool close_window=true)
Sets there return value of the window.
Definition: window.hpp:364
std::size_t index(const std::string &str, const std::size_t index)
Codepoint index corresponding to the nth character in a UTF-8 string.
Definition: unicode.cpp:71
Base class for all visible items.
#define VGETTEXT(msgid,...)
Handy wrappers around interpolate_variables_into_string and gettext.
virtual std::string description() const
boost::dynamic_bitset get_rows_shown() const
Returns a list of visible rows.
Definition: listbox.cpp:221
std::size_t current_era_index() const
void set_turns(int value)
Definition: game.cpp:577
const grid * get_row_grid(const unsigned row) const
Returns the grid of the wanted row.
Definition: listbox.cpp:237
bool allow_observers()
Definition: game.cpp:467
void cancel_orders()
Definition: saved_game.cpp:644
void show_transient_error_message(const std::string &message, const std::string &image, const bool message_use_markup)
Shows a transient error message to the user.
int turns()
Definition: game.cpp:572
const std::vector< std::string > & modifications(bool mp)
Definition: game.cpp:742
const extras_metadata & current_era() const
const depcheck::manager & dependency_manager() const
bool find(E event, F functor)
Tests whether an event handler is available.
game_classification & classification()
Definition: saved_game.hpp:55
void on_game_select(window &window)
void set_modifications(const std::vector< std::string > &value, bool mp)
Definition: game.cpp:750
const std::string unicode_em_dash
Definition: constants.cpp:40
Standard logging facilities (interface).
Base class for all level type classes.
std::unique_ptr< ng::configure_engine > config_engine_
const std::vector< extras_metadata_ptr > & get_const_extras_by_type(const MP_EXTRA extra_type) const
int countdown_action_bonus()
Definition: game.cpp:671
virtual void set_active(const bool active) override
See styled_widget::set_active.
Definition: menu_button.cpp:74
void set_era(const std::string &value)
Definition: game.cpp:717
void set_shuffle_sides(bool value)
Definition: game.cpp:492
void set_fog(bool value)
Definition: game.cpp:557
std::vector< std::size_t > get_filtered_level_indices(level::TYPE type) const
Dialog was closed with the OK button.
Definition: retval.hpp:34
bool dialog_exit_hook(window &)
Dialog exit hook to bring up the difficulty dialog when starting a campaign.
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:92
void set_countdown_reservoir_time(int value)
Definition: game.cpp:655
bool random_start_time()
Definition: game.cpp:542
mp_game_settings & mp_settings()
Multiplayer parameters for this game.
Definition: saved_game.hpp:59
void set_xp_modifier(int value)
Definition: game.cpp:707
base class of top level items, the only item which needs to store the final canvases to draw on ...
Definition: window.hpp:63
void set_row_shown(const unsigned row, const bool shown)
Makes a row visible or invisible.
Definition: listbox.cpp:143
std::string hash() const
Definition: config.cpp:1322
void set_village_gold(int value)
Definition: game.cpp:687
void set_use_map_settings(bool value)
Definition: game.cpp:510
bool empty() const
Definition: config.cpp:884
std::string get_tagname() const
Class for a toggle button.
std::pair< std::string, unsigned > item
Definition: help_impl.hpp:371
virtual bool allow_era_choice() const
void set_single_button(bool value)
Sets whether the Cancel button should be hidden or not.
int level_type()
Definition: game.cpp:732