The Battle for Wesnoth  1.15.0-dev
playcampaign.cpp
Go to the documentation of this file.
1 /*
2  Copyright (C) 2003-2005 by David White <dave@whitevine.net>
3  Copyright (C) 2005 - 2018 by Philippe Plantier <ayin@anathas.org>
4  Part of the Battle for Wesnoth Project https://www.wesnoth.org
5 
6  This program is free software; you can redistribute it and/or modify
7  it under the terms of the GNU General Public License as published by
8  the Free Software Foundation; either version 2 of the License, or
9  (at your option) any later version.
10  This program is distributed in the hope that it will be useful,
11  but WITHOUT ANY WARRANTY.
12 
13  See the COPYING file for more details.
14 */
15 
16 /**
17  * @file
18  * Controls setup, play, (auto)save and replay of campaigns.
19  */
20 
22 
23 #include "carryover.hpp"
24 #include "formula/string_utils.hpp"
25 #include "game_config.hpp"
26 #include "game_errors.hpp"
32 #include "gettext.hpp"
33 #include "gui/dialogs/message.hpp"
35 #include "gui/widgets/retval.hpp"
36 #include "log.hpp"
37 #include "map/exception.hpp"
38 #include "map/map.hpp"
39 #include "persist_manager.hpp"
40 #include "playmp_controller.hpp"
41 #include "preferences/game.hpp"
42 #include "resources.hpp"
43 #include "saved_game.hpp"
44 #include "savegame.hpp"
45 #include "sound.hpp"
46 #include "terrain/type_data.hpp"
47 #include "wml_exception.hpp"
48 
49 #define LOG_G LOG_STREAM(info, lg::general)
50 
51 static lg::log_domain log_engine("engine");
52 #define LOG_NG LOG_STREAM(info, log_engine)
53 #define ERR_NG LOG_STREAM(err, log_engine)
54 
55 static lg::log_domain log_enginerefac("enginerefac");
56 #define LOG_RG LOG_STREAM(info, log_enginerefac)
57 
59  std::ostringstream& report, team& t, int finishing_bonus_per_turn, int turns_left, int finishing_bonus)
60 {
61  report << "<small>\n" << _("Remaining gold: ") << utils::half_signed_value(t.gold()) << "</small>";
62 
63  if(t.carryover_bonus() != 0) {
64  if(turns_left > -1) {
65  report << "\n\n<b>" << _("Turns finished early: ") << turns_left << "</b>\n"
66  << "<small>" << _("Early finish bonus: ") << finishing_bonus_per_turn << _(" per turn")
67  << "</small>\n"
68  << "<small>" << _("Total bonus: ") << finishing_bonus << "</small>\n";
69  }
70 
71  report << "<small>" << _("Total gold: ") << utils::half_signed_value(t.gold() + finishing_bonus) << "</small>";
72  }
73 
74  if(t.gold() > 0) {
75  report << "\n<small>" << _("Carryover percentage: ") << t.carryover_percentage() << "</small>";
76  }
77 
78  if(t.carryover_add()) {
79  report << "\n\n<big><b>" << _("Bonus gold: ") << utils::half_signed_value(t.carryover_gold()) << "</b></big>";
80  } else {
81  report << "\n\n<big><b>" << _("Retained gold: ") << utils::half_signed_value(t.carryover_gold())
82  << "</b></big>";
83  }
84 
85  std::string goldmsg;
86  utils::string_map symbols;
87 
88  symbols["gold"] = lexical_cast_default<std::string>(t.carryover_gold());
89 
90  // Note that both strings are the same in English, but some languages will
91  // want to translate them differently.
92  if(t.carryover_add()) {
93  if(t.carryover_gold() > 0) {
94  goldmsg = VNGETTEXT(
95  "You will start the next scenario with $gold on top of the defined minimum starting gold.",
96  "You will start the next scenario with $gold on top of the defined minimum starting gold.",
97  t.carryover_gold(), symbols
98  );
99  } else {
100  goldmsg = VNGETTEXT(
101  "You will start the next scenario with the defined minimum starting gold.",
102  "You will start the next scenario with the defined minimum starting gold.",
103  t.carryover_gold(), symbols
104  );
105  }
106  } else {
107  goldmsg = VNGETTEXT(
108  "You will start the next scenario with $gold or its defined minimum starting gold, whichever is higher.",
109  "You will start the next scenario with $gold or its defined minimum starting gold, whichever is higher.",
110  t.carryover_gold(), symbols
111  );
112  }
113 
114  // xgettext:no-c-format
115  report << "\n" << goldmsg;
116 }
117 
119  playsingle_controller& playcontroller, const end_level_data& end_level, const LEVEL_RESULT res)
120 {
121  assert(resources::gameboard);
122 
123  bool has_next_scenario =
125 
126  // maybe this can be the case for scenario that only contain a story and end during the prestart event ?
127  if(resources::gameboard->teams().size() < 1) {
128  return;
129  }
130 
131  std::ostringstream report;
132  std::string title;
133 
134  bool obs = playcontroller.is_observer();
135 
136  if(obs) {
137  title = _("Scenario Report");
138  } else if(res == LEVEL_RESULT::VICTORY) {
139  title = _("Victory");
140  report << "<b>" << _("You have emerged victorious!") << "</b>";
141  } else {
142  title = _("Defeat");
143  report << _("You have been defeated!");
144  }
145 
146  // We need to write the carryover amount to the team that's why we need non const
147  std::vector<team>& teams = resources::gameboard->teams();
148 
149  int persistent_teams = 0;
150  for(const team& t : teams) {
151  if(t.persistent()) {
152  ++persistent_teams;
153  }
154  }
155 
156  if(persistent_teams > 0 && (
157  (has_next_scenario && end_level.proceed_to_next_level) ||
158  state_.classification().campaign_type == game_classification::CAMPAIGN_TYPE::TEST
159  )) {
160  const gamemap& map = playcontroller.get_map_const();
161  const tod_manager& tod = playcontroller.get_tod_manager_const();
162  int turns_left = std::max<int>(0, tod.number_of_turns() - tod.turn());
163 
164  for(team& t : teams) {
165  if(!t.persistent() || t.lost()) {
166  continue;
167  }
168 
169  int finishing_bonus_per_turn = map.villages().size() * t.village_gold() + t.base_income();
170  int finishing_bonus = t.carryover_bonus() * finishing_bonus_per_turn * turns_left;
171 
172  t.set_carryover_gold(div100rounded((t.gold() + finishing_bonus) * t.carryover_percentage()));
173 
174  if(!t.is_local_human()) {
175  continue;
176  }
177 
178  if(persistent_teams > 1) {
179  report << "\n\n<b>" << t.side_name() << "</b>";
180  }
181 
182  report_victory(report, t, finishing_bonus_per_turn, turns_left, finishing_bonus);
183  }
184  }
185 
186  if(end_level.transient.carryover_report) {
187  gui2::show_transient_message(title, report.str(), "", true);
188  }
189 }
190 
192 {
194  state_, tdata_, false);
195 
196  LOG_NG << "created objects... " << (SDL_GetTicks() - playcontroller.get_ticks()) << "\n";
197 
198  if(is_replay_) {
199  playcontroller.enable_replay(is_unit_test_);
200  }
201 
202  LEVEL_RESULT res =
203  playcontroller.play_scenario(is_replay_ ? state_.get_replay_starting_point() : state_.get_starting_point());
204 
205  if(res == LEVEL_RESULT::QUIT) {
206  return LEVEL_RESULT::QUIT;
207  }
208 
209  if(!is_unit_test_) {
210  is_replay_ = false;
211  }
212 
213  if(is_replay_) {
214  return res;
215  }
216 
217  end_level = playcontroller.get_end_level_data_const();
218  show_carryover_message(playcontroller, end_level, res);
219 
220  if(!CVideo::get_singleton().faked()) {
221  playcontroller.maybe_linger();
222  }
223 
224  state_.set_snapshot(playcontroller.to_config());
225  return res;
226 }
227 
229 {
231  LEVEL_RESULT res = playcontroller.play_scenario(state_.get_starting_point());
232 
233  // Check if the player started as mp client and changed to host
234 
235  if(res == LEVEL_RESULT::QUIT) {
236  return LEVEL_RESULT::QUIT;
237  }
238 
239  end_level = playcontroller.get_end_level_data_const();
240 
241  if(res != LEVEL_RESULT::OBSERVER_END) {
242  // We need to call this before linger because it prints the defeated/victory message.
243  //(we want to see that message before entering the linger mode)
244  show_carryover_message(playcontroller, end_level, res);
245  }
246 
247  playcontroller.maybe_linger();
248  playcontroller.update_savegame_snapshot();
249 
250  if(mp_info_) {
251  mp_info_->connected_players = playcontroller.all_players();
252  mp_info_->skip_replay = false;
254  }
255 
256  return res;
257 }
258 
260 {
261  if(is_replay_) {
263  } else {
265  }
266 
268 
269  game_classification::CAMPAIGN_TYPE game_type = state_.classification().campaign_type;
270 
271  while(state_.valid()) {
272  LEVEL_RESULT res = LEVEL_RESULT::VICTORY;
273  end_level_data end_level;
274 
275  try {
277 
278  // In case this an mp scenario reloaded by sp this was not already done yet.
280 
282 
284 
285  // expand_mp_options must be called after expand_carryover because expand_carryover will to set previous
286  // variables if there are already variables in the [scenario]
288 
289 #if !defined(ALWAYS_USE_MP_CONTROLLER)
290  if(game_type != game_classification::CAMPAIGN_TYPE::MULTIPLAYER || is_replay_) {
291  res = playsingle_scenario(end_level);
292 
293  if(is_replay_) {
294  return res;
295  }
296  } else
297 #endif
298  {
299  res = playmp_scenario(end_level);
300  }
301  } catch(const game::load_game_failed& e) {
302  gui2::show_error_message(_("The game could not be loaded: ") + e.message);
303  return LEVEL_RESULT::QUIT;
304  } catch(const quit_game_exception&) {
305  LOG_NG << "The game was aborted\n";
306  return LEVEL_RESULT::QUIT;
307  } catch(const game::game_error& e) {
308  gui2::show_error_message(_("Error while playing the game: ") + e.message);
309  return LEVEL_RESULT::QUIT;
310  } catch(const incorrect_map_format_error& e) {
311  gui2::show_error_message(_("The game map could not be loaded: ") + e.message);
312  return LEVEL_RESULT::QUIT;
313  } catch(const mapgen_exception& e) {
314  gui2::show_error_message(_("Map generator error: ") + e.message);
315  } catch(const config::error& e) {
316  gui2::show_error_message(_("Error while reading the WML: ") + e.message);
317  return LEVEL_RESULT::QUIT;
318  } catch(const wml_exception& e) {
319  e.show();
320  return LEVEL_RESULT::QUIT;
321  }
322 
323  if(is_unit_test_) {
324  return res;
325  }
326 
327  if(res == LEVEL_RESULT::QUIT) {
328  return res;
329  }
330 
331  // proceed_to_next_level <=> 'any human side received victory'
332  // If 'any human side received victory' we do the Save-management options
333  // Otherwise we are done now
334  if(!end_level.proceed_to_next_level) {
335  return res;
336  }
337 
340  }
341 
342  if(preferences::save_replays() && end_level.replay_save) {
344  save.save_game_automatic(true);
345  }
346 
348 
349  // If there is no next scenario we're done now.
350  if(state_.get_scenario_id().empty()) {
351  return res;
352  } else if(res == LEVEL_RESULT::OBSERVER_END && mp_info_ && !mp_info_->is_host) {
353  const int dlg_res = gui2::show_message(_("Game Over"),
354  _("This scenario has ended. Do you want to continue the campaign?"),
356 
357  if(dlg_res == gui2::retval::CANCEL) {
358  return res;
359  }
360  }
361 
362  if(mp_info_ && !mp_info_->is_host) {
363  // Opens join game dialog to get a new gamestate.
364  if(!mp::goto_mp_wait(state_, &mp_info_->connection, res == LEVEL_RESULT::OBSERVER_END)) {
365  return LEVEL_RESULT::QUIT;
366  }
367 
368  // The host should send the complete savegame now that also contains the carryvoer sides start.
369  } else {
370  // Retrieve next scenario data.
372 
373  if(state_.valid()) {
374  // note that although starting_pos is const it might be changed by gamestate.some_non_const_operation().
375  const config& starting_pos = state_.get_starting_point();
376 
377  const bool is_mp = state_.classification().is_normal_mp_game();
378  state_.mp_settings().num_turns = starting_pos["turns"].to_int(-1);
379  state_.mp_settings().saved_game = false;
380  state_.mp_settings().use_map_settings = starting_pos["force_lock_settings"].to_bool(!is_mp);
381 
382  ng::connect_engine_ptr connect_engine(new ng::connect_engine(state_, false, mp_info_));
383 
384  if(!connect_engine->can_start_game() ||
385  (game_config::debug && game_type == game_classification::CAMPAIGN_TYPE::MULTIPLAYER)
386  ) {
387  // Opens staging dialog to allow users to make an adjustments for scenario.
388  if(!mp::goto_mp_connect(*connect_engine, mp_info_ ? &mp_info_->connection : nullptr)) {
389  return LEVEL_RESULT::QUIT;
390  }
391  } else {
392  // Start the next scenario immediately.
393  connect_engine->start_game();
394  }
395  }
396  }
397 
398  if(state_.valid()) {
399  // Update the label
401 
402  // If this isn't the last scenario, then save the game
403  if(end_level.prescenario_save) {
404  // For multiplayer, we want the save
405  // to contain the starting position.
406  // For campaigns however, this is the
407  // start-of-scenario save and the
408  // starting position needs to be empty,
409  // to force a reload of the scenario config.
410 
412 
413  save.save_game_automatic();
414  }
415  }
416  }
417 
418  if(!state_.get_scenario_id().empty()) {
419  std::string message = _("Unknown scenario: '$scenario|'");
420  utils::string_map symbols;
421  symbols["scenario"] = state_.get_scenario_id();
422  message = utils::interpolate_variables_into_string(message, &symbols);
423  gui2::show_error_message(message);
424  return LEVEL_RESULT::QUIT;
425  }
426 
430  }
431  }
432 
433  return LEVEL_RESULT::VICTORY;
434 }
void empty_playlist()
Definition: sound.cpp:574
Exception used to escape form the ai or ui code to playsingle_controller::play_side.
Dialog was closed with the CANCEL button.
Definition: retval.hpp:37
void show_message(const std::string &title, const std::string &msg, const std::string &button_caption, const bool auto_close, const bool message_use_markup, const bool title_use_markup)
Shows a message to the user.
Definition: message.cpp:149
Class for start-of-scenario saves.
Definition: savegame.hpp:295
std::string interpolate_variables_into_string(const std::string &str, const string_map *const symbols)
Function which will interpolate variables, starting with &#39;$&#39; in the string &#39;str&#39; with the equivalent ...
LEVEL_RESULT play_game()
bool skip_replay_blindfolded
virtual const std::vector< team > & teams() const override
Definition: game_board.hpp:92
std::map< std::string, t_string > string_map
mp_campaign_info * mp_info_
std::string label
Name of the game (e.g.
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:230
static void report_victory(std::ostringstream &report, team &t, int finishing_bonus_per_turn, int turns_left, int finishing_bonus)
static lg::log_domain log_enginerefac("enginerefac")
Add a special kind of assert to validate whether the input from WML doesn&#39;t contain any problems that...
Error used when game loading fails.
Definition: game_errors.hpp:30
std::set< std::string > connected_players
players and observers
replay_recorder_base & get_replay()
Definition: saved_game.hpp:121
bool carryover_add() const
Definition: team.hpp:355
void expand_random_scenario()
takes care of generate_map=, generate_scenario=, map= attributes This should be called before expandi...
Definition: saved_game.cpp:423
bool valid() const
Definition: saved_game.cpp:503
static lg::log_domain log_engine("engine")
bool prescenario_save
Should a prescenario be created the next game?
static CVideo & get_singleton()
Definition: video.hpp:48
#define VNGETTEXT(msgid, msgid_plural, count,...)
bool replay_save
Should a replay save be made?
config & set_snapshot(config snapshot)
Definition: saved_game.cpp:508
saved_game & state_
LEVEL_RESULT playmp_scenario(end_level_data &end_level)
double carryover_bonus() const
Definition: team.hpp:357
game_data * gamedata
Definition: resources.cpp:22
const tod_manager & get_tod_manager_const() const
int gold() const
Definition: team.hpp:189
void show() const
Shows the error in a dialog.
This class stores all the data for a single &#39;side&#39; (in game nomenclature).
Definition: team.hpp:44
std::string half_signed_value(int val)
Sign with Unicode "−" if negative.
int div100rounded(int num)
Guarantees portable results for division by 100; round half up, to the nearest integer.
Definition: math.hpp:37
static UNUSEDNOWARN std::string _(const char *str)
Definition: gettext.hpp:89
std::size_t size(const std::string &str)
Length in characters of a UTF-8 string.
Definition: unicode.cpp:86
const ter_data_cache & tdata_
void expand_mp_options()
adds values of [option]s into [carryover_sides_start][variables] so that they are applied in the next...
Definition: saved_game.cpp:392
int carryover_percentage() const
Definition: team.hpp:353
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)
Shows a transient message to the user.
game_board * gameboard
Definition: resources.cpp:20
void update_label()
sets classification().label to the correct value.
Definition: saved_game.cpp:619
Encapsulates the map of the game.
Definition: map.hpp:36
LEVEL_RESULT playsingle_scenario(end_level_data &end_level)
config & get_starting_point()
Definition: saved_game.cpp:532
Shows a yes and no button.
Definition: message.hpp:79
bool carryover_report
Should a summary of the scenario outcome be displayed?
Error used for any general game error, e.g.
Definition: game_errors.hpp:46
LEVEL_RESULT play_scenario(const config &level)
bool is_observer() const
int number_of_turns() const
Helper class, don&#39;t construct this directly.
transient_end_level transient
void show_carryover_message(playsingle_controller &playcontroller, const end_level_data &end_level, LEVEL_RESULT res)
const config & get_replay_starting_point()
Definition: saved_game.cpp:537
const bool is_unit_test_
void clean_saves(const std::string &label)
Delete all autosaves of a certain scenario.
Definition: savegame.cpp:66
std::string get_scenario_id()
Definition: saved_game.cpp:598
bool proceed_to_next_level
whether to proceed to the next scenario, equals is_victory in sp.
bool delete_saves()
Definition: game.cpp:781
void expand_mp_events()
adds [event]s from [era] and [modification] into this scenario does NOT expand [option]s because vari...
Definition: saved_game.cpp:349
Additional information on the game outcome which can be provided by WML.
const bool & debug
void expand_carryover()
merges [carryover_sides_start] into [scenario] and saves the rest into [carryover_sides] Removes [car...
Definition: saved_game.cpp:487
static void save(LexState *ls, int c)
Definition: llex.cpp:57
const std::string & next_scenario() const
Definition: game_data.hpp:87
Class for replay saves (either manually or automatically).
Definition: savegame.hpp:256
-file mapgen.hpp
compression::format save_compression_format()
Definition: game.cpp:858
#define LOG_NG
double t
Definition: astarsearch.cpp:63
wesnothd_connection & connection
game_classification & classification()
Definition: saved_game.hpp:55
const std::vector< map_location > & villages() const
Return a list of the locations of villages on the map.
Definition: map.hpp:180
Standard logging facilities (interface).
void convert_to_start_save()
converts a normal savegame form the end of a scenaio to a start-of-scenario savefile for the next sce...
Definition: saved_game.cpp:556
const gamemap & get_map_const() const
std::string message
Definition: exceptions.hpp:31
void show_error_message(const std::string &msg, bool message_use_markup)
Shows an error message to the user.
Definition: message.cpp:202
int carryover_gold() const
Definition: team.hpp:359
int turn() const
#define e
const std::unique_ptr< connect_engine > connect_engine_ptr
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:68
mp_game_settings & mp_settings()
Multiplayer parameters for this game.
Definition: saved_game.hpp:59
int turns_left
Definition: pathfind.cpp:161
bool save_game_automatic(bool ask_for_overwrite=false, const std::string &filename="")
Saves a game without user interaction, unless the file exists and it should be asked to overwrite it...
Definition: savegame.cpp:336
bool goto_mp_wait(saved_game &state, wesnothd_connection *connection, bool observe)
Opens mp::wait screen and sets game state according to the changes made.
bool goto_mp_connect(ng::connect_engine &engine, wesnothd_connection *connection)
Opens mp::connect screen and sets game state according to the changes made.
bool save_replays()
Definition: game.cpp:771