The Battle for Wesnoth  1.15.0-dev
playcampaign.cpp
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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 "game_config.hpp"
25 #include "game_errors.hpp"
26 #include "preferences/game.hpp"
29 #include "gui/dialogs/message.hpp"
31 #include "gui/widgets/retval.hpp"
32 #include "persist_manager.hpp"
33 #include "playmp_controller.hpp"
34 #include "log.hpp"
35 #include "map/map.hpp"
36 #include "map/exception.hpp"
40 #include "gettext.hpp"
41 #include "resources.hpp"
42 #include "savegame.hpp"
43 #include "saved_game.hpp"
44 #include "sound.hpp"
45 #include "terrain/type_data.hpp"
46 #include "wml_exception.hpp"
47 #include "formula/string_utils.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,
60  int finishing_bonus_per_turn, int turns_left, int finishing_bonus)
61 {
62  report << "<small>\n" << _("Remaining gold: ") << utils::half_signed_value(t.gold()) << "</small>";
63 
64  if(t.carryover_bonus() != 0) {
65  if (turns_left > -1) {
66  report << "\n\n<b>" << _("Turns finished early: ") << turns_left << "</b>\n"
67  << "<small>" << _("Early finish bonus: ") << finishing_bonus_per_turn << _(" per turn") << "</small>\n"
68  << "<small>" << _("Total bonus: ") << finishing_bonus << "</small>\n";
69  }
70  report << "<small>" << _("Total gold: ") << utils::half_signed_value(t.gold() + finishing_bonus) << "</small>";
71  }
72  if (t.gold() > 0) {
73  report << "\n<small>" << _("Carryover percentage: ") << t.carryover_percentage() << "</small>";
74  }
75  if(t.carryover_add()) {
76  report << "\n\n<big><b>" << _("Bonus gold: ") << utils::half_signed_value(t.carryover_gold()) << "</b></big>";
77  } else {
78  report << "\n\n<big><b>" << _("Retained gold: ") << utils::half_signed_value(t.carryover_gold()) << "</b></big>";
79  }
80 
81  std::string goldmsg;
82  utils::string_map symbols;
83 
84  symbols["gold"] = lexical_cast_default<std::string>(t.carryover_gold());
85 
86  // Note that both strings are the same in English, but some languages will
87  // want to translate them differently.
88  if(t.carryover_add()) {
89  if(t.carryover_gold() > 0) {
90  goldmsg = VNGETTEXT(
91  "You will start the next scenario with $gold "
92  "on top of the defined minimum starting gold.",
93  "You will start the next scenario with $gold "
94  "on top of the defined minimum starting gold.",
95  t.carryover_gold(), symbols);
96 
97  } else {
98  goldmsg = VNGETTEXT(
99  "You will start the next scenario with "
100  "the defined minimum starting gold.",
101  "You will start the next scenario with "
102  "the defined minimum starting gold.",
103  t.carryover_gold(), symbols);
104  }
105  } else {
106  goldmsg = VNGETTEXT(
107  "You will start the next scenario with $gold "
108  "or its defined minimum starting gold, "
109  "whichever is higher.",
110  "You will start the next scenario with $gold "
111  "or its defined minimum starting gold, "
112  "whichever is higher.",
113  t.carryover_gold(), symbols);
114  }
115 
116  // xgettext:no-c-format
117  report << "\n" << goldmsg;
118 }
119 
120 void campaign_controller::show_carryover_message(playsingle_controller& playcontroller, const end_level_data& end_level, const LEVEL_RESULT res)
121 {
122  assert(resources::gameboard);
123 
124  bool has_next_scenario = !resources::gamedata->next_scenario().empty() &&
125  resources::gamedata->next_scenario() != "null";
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  int persistent_teams = 0;
149  for (const team &t : teams) {
150  if (t.persistent()){
151  ++persistent_teams;
152  }
153  }
154 
155  if (persistent_teams > 0 && ((has_next_scenario && end_level.proceed_to_next_level)||
156  state_.classification().campaign_type == game_classification::CAMPAIGN_TYPE::TEST))
157  {
158  const gamemap& map = playcontroller.get_map_const();
159  const tod_manager& tod = playcontroller.get_tod_manager_const();
160  int turns_left = std::max<int>(0, tod.number_of_turns() - tod.turn());
161  for (team &t : teams)
162  {
163  if (!t.persistent() || t.lost())
164  {
165  continue;
166  }
167  int finishing_bonus_per_turn = map.villages().size() * t.village_gold() + t.base_income();
168  int finishing_bonus = t.carryover_bonus() * finishing_bonus_per_turn * turns_left;
169  t.set_carryover_gold(div100rounded((t.gold() + finishing_bonus) * t.carryover_percentage()));
170  if(!t.is_local_human())
171  {
172  continue;
173  }
174  if (persistent_teams > 1) {
175  report << "\n\n<b>" << t.side_name() << "</b>";
176  }
177 
178  report_victory(report, t, finishing_bonus_per_turn, turns_left, finishing_bonus);
179  }
180  }
181 
182  if (end_level.transient.carryover_report) {
183  gui2::show_transient_message(title, report.str(), "", true);
184  }
185 }
186 
188 {
190  state_, tdata_, false);
191 
192  LOG_NG << "created objects... " << (SDL_GetTicks() - playcontroller.get_ticks()) << "\n";
193  if(is_replay_) {
194  playcontroller.enable_replay(is_unit_test_);
195  }
196  LEVEL_RESULT res = playcontroller.play_scenario(is_replay_ ? state_.get_replay_starting_point() : state_.get_starting_point());
197 
198  if (res == LEVEL_RESULT::QUIT) {
199  return LEVEL_RESULT::QUIT;
200  }
201  if(!is_unit_test_)
202  {
203  is_replay_ = false;
204  }
205  if(is_replay_)
206  {
207  return res;
208  }
209  end_level = playcontroller.get_end_level_data_const();
210 
211  show_carryover_message(playcontroller, end_level, res);
212  if(!CVideo::get_singleton().faked())
213  {
214  playcontroller.maybe_linger();
215  }
216  state_.set_snapshot(playcontroller.to_config());
217  return res;
218 }
219 
220 
222 {
223 
225  LEVEL_RESULT res = playcontroller.play_scenario(state_.get_starting_point());
226 
227  //Check if the player started as mp client and changed to host
228 
229  if (res == LEVEL_RESULT::QUIT)
230  {
231  return LEVEL_RESULT::QUIT;
232  }
233 
234  end_level = playcontroller.get_end_level_data_const();
235 
236  if(res != LEVEL_RESULT::OBSERVER_END)
237  {
238  //We need to call this before linger because it prints the defeated/victory message.
239  //(we want to see that message before entering the linger mode)
240  show_carryover_message(playcontroller, end_level, res);
241  }
242  playcontroller.maybe_linger();
243  playcontroller.update_savegame_snapshot();
244  if(mp_info_) {
245  mp_info_->connected_players = playcontroller.all_players();
246  mp_info_->skip_replay = false;
248  }
249  return res;
250 }
251 
253 {
254  if(is_replay_) {
256  }
257  else {
259  }
260 
262 
263  game_classification::CAMPAIGN_TYPE game_type = state_.classification().campaign_type;
264 
265  while(state_.valid())
266  {
267  LEVEL_RESULT res = LEVEL_RESULT::VICTORY;
268  end_level_data end_level;
269  try {
270 
272  //In case this an mp scenario reloaded by sp this was not already done yet.
274 
276 
278  //expand_mp_options must be called after expand_carryover because expand_carryover will to set previous variables if there are already variables in the [scenario]
280 
281 #if !defined(ALWAYS_USE_MP_CONTROLLER)
282  if (game_type != game_classification::CAMPAIGN_TYPE::MULTIPLAYER || is_replay_) {
283  res = playsingle_scenario(end_level);
284  if(is_replay_) {
285  return res;
286  }
287  } else
288 #endif
289  {
290  res = playmp_scenario(end_level);
291  }
292  } catch(const game::load_game_failed& e) {
293  gui2::show_error_message(_("The game could not be loaded: ") + e.message);
294  return LEVEL_RESULT::QUIT;
295  } catch(const quit_game_exception&) {
296  LOG_NG << "The game was aborted\n";
297  return LEVEL_RESULT::QUIT;
298  } catch(const game::game_error& e) {
299  gui2::show_error_message(_("Error while playing the game: ") + e.message);
300  return LEVEL_RESULT::QUIT;
301  } catch(const incorrect_map_format_error& e) {
302  gui2::show_error_message(_("The game map could not be loaded: ") + e.message);
303  return LEVEL_RESULT::QUIT;
304  } catch(const mapgen_exception& e) {
305  gui2::show_error_message(_("Map generator error: ") + e.message);
306  } catch(const config::error& e) {
307  gui2::show_error_message(_("Error while reading the WML: ") + e.message);
308  return LEVEL_RESULT::QUIT;
309  } catch(const wml_exception& e) {
310  e.show();
311  return LEVEL_RESULT::QUIT;
312  }
313 
314  if (is_unit_test_) {
315  return res;
316  }
317  if(res == LEVEL_RESULT::QUIT) {
318  return res;
319  }
320  // proceed_to_next_level <=> 'any human side received victory'
321  // If 'any human side received victory' we do the Save-management options
322  // Otherwise we are done now
323  if(!end_level.proceed_to_next_level) {
324  return res;
325  }
326 
329  }
330  if (preferences::save_replays() && end_level.replay_save) {
332  save.save_game_automatic(true);
333  }
334 
336 
337  //If there is no next scenario we're done now.
338  if(state_.get_scenario_id().empty())
339  {
340  return res;
341  }
342  else if(res == LEVEL_RESULT::OBSERVER_END && mp_info_ && !mp_info_->is_host)
343  {
344  const int dlg_res = gui2::show_message(_("Game Over"),
345  _("This scenario has ended. Do you want to continue the campaign?"),
347 
348  if(dlg_res == gui2::retval::CANCEL) {
349  return res;
350  }
351  }
352 
353  if (mp_info_ && !mp_info_->is_host) {
354  // Opens join game dialog to get a new gamestate.
355  if(!mp::goto_mp_wait(state_, &mp_info_->connection, res == LEVEL_RESULT::OBSERVER_END)) {
356  return LEVEL_RESULT::QUIT;
357  }
358 
359  //The host should send the complete savegame now that also contains the carryvoer sides start.
360  } else {
361  // Retrieve next scenario data.
363 
364  if (state_.valid()) {
365  //note that although starting_pos is const it might be changed by gamestate.some_non_const_operation() .
366  const config& starting_pos = state_.get_starting_point();
367 
368  const bool is_mp = state_.classification().is_normal_mp_game();
369  state_.mp_settings().num_turns = starting_pos["turns"].to_int(-1);
370  if(state_.mp_settings().saved_game == mp_game_settings::SAVED_GAME_MODE::MIDGAME) {
371  state_.mp_settings().saved_game = mp_game_settings::SAVED_GAME_MODE::SCENARIO_START;
372  }
373 
374  state_.mp_settings().use_map_settings = starting_pos["force_lock_settings"].to_bool(!is_mp);
375 
376  ng::connect_engine_ptr connect_engine(new ng::connect_engine(state_, false, mp_info_));
377 
378  if (!connect_engine->can_start_game() || (game_config::debug && game_type == game_classification::CAMPAIGN_TYPE::MULTIPLAYER)) {
379  // Opens staging dialog to allow users to make an adjustments for scenario.
380  if(!mp::goto_mp_connect(*connect_engine, mp_info_ ? &mp_info_->connection : nullptr)) {
381  return LEVEL_RESULT::QUIT;
382  }
383  } else {
384  // Start the next scenario immediately.
385  connect_engine->start_game();
386  }
387  }
388  }
389 
390  if(state_.valid()) {
391  // Update the label
393 
394  // If this isn't the last scenario, then save the game
395  if(end_level.prescenario_save) {
396 
397  // For multiplayer, we want the save
398  // to contain the starting position.
399  // For campaigns however, this is the
400  // start-of-scenario save and the
401  // starting position needs to be empty,
402  // to force a reload of the scenario config.
403 
405 
406  save.save_game_automatic();
407  }
408 
409  }
410  }
411 
412  if (!state_.get_scenario_id().empty()) {
413  std::string message = _("Unknown scenario: '$scenario|'");
414  utils::string_map symbols;
415  symbols["scenario"] = state_.get_scenario_id();
416  message = utils::interpolate_variables_into_string(message, &symbols);
417  gui2::show_error_message(message);
418  return LEVEL_RESULT::QUIT;
419  }
420 
424  }
425  }
426  return LEVEL_RESULT::VICTORY;
427 }
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:152
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 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.
void expand_random_scenario()
takes care of generate_map=, generate_scenario=, map= attributes This should be called before expandi...
Definition: saved_game.cpp:420
bool valid() const
Definition: saved_game.cpp:500
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:43
#define VNGETTEXT(msgid, msgid_plural, count,...)
bool replay_save
Should a replay save be made?
config & set_snapshot(config snapshot)
Definition: saved_game.cpp:505
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:389
int carryover_percentage() const
Definition: team.hpp:353
game_board * gameboard
Definition: resources.cpp:20
void update_label()
sets classification().label to the correct value.
Definition: saved_game.cpp:616
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:529
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:534
const bool is_unit_test_
void clean_saves(const std::string &label)
Delete all autosaves of a certain scenario.
Definition: savegame.cpp:67
std::string get_scenario_id()
Definition: saved_game.cpp:595
bool proceed_to_next_level
whether to proceed to the next scenario, equals is_victory in sp.
bool delete_saves()
Definition: game.cpp:783
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:484
static void save(LexState *ls, int c)
Definition: llex.cpp:57
const std::string & next_scenario() const
Definition: game_data.hpp:93
Class for replay saves (either manually or automatically).
Definition: savegame.hpp:256
-file mapgen.hpp
compression::format save_compression_format()
Definition: game.cpp:871
#define LOG_NG
double t
Definition: astarsearch.cpp:64
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:192
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:553
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:205
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:92
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:337
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:773