The Battle for Wesnoth  1.15.1+dev
playsingle_controller.cpp
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1 /*
2  Copyright (C) 2006 - 2018 by Joerg Hinrichs <joerg.hinrichs@alice-dsl.de>
3  wesnoth playlevel Copyright (C) 2003 by David White <dave@whitevine.net>
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  * Logic for single-player game.
19  */
20 
22 
23 #include "actions/undo.hpp"
24 #include "ai/manager.hpp"
25 #include "ai/testing.hpp"
26 #include "display_chat_manager.hpp"
27 #include "game_end_exceptions.hpp"
28 #include "game_events/pump.hpp"
29 #include "preferences/game.hpp"
30 #include "gettext.hpp"
34 #include "log.hpp"
35 #include "map/label.hpp"
36 #include "map/map.hpp"
37 #include "playturn.hpp"
38 #include "random_deterministic.hpp"
39 #include "replay_helper.hpp"
40 #include "resources.hpp"
41 #include "savegame.hpp"
42 #include "sound.hpp"
43 #include "synced_context.hpp"
44 #include "formula/string_utils.hpp"
45 #include "events.hpp"
46 #include "save_blocker.hpp"
48 #include "soundsource.hpp"
49 #include "statistics.hpp"
50 #include "units/unit.hpp"
52 #include "whiteboard/manager.hpp"
53 #include "hotkey/hotkey_item.hpp"
54 #include <boost/dynamic_bitset.hpp>
55 
56 static lg::log_domain log_aitesting("aitesting");
57 #define LOG_AIT LOG_STREAM(info, log_aitesting)
58 //If necessary, this define can be replaced with `#define LOG_AIT std::cout` to restore previous behavior
59 
60 static lg::log_domain log_engine("engine");
61 #define ERR_NG LOG_STREAM(err, log_engine)
62 #define LOG_NG LOG_STREAM(info, log_engine)
63 
64 static lg::log_domain log_enginerefac("enginerefac");
65 #define LOG_RG LOG_STREAM(info, log_enginerefac)
66 
68  saved_game& state_of_game, const ter_data_cache & tdata, bool skip_replay)
69  : play_controller(level, state_of_game, tdata, skip_replay)
70  , cursor_setter_(cursor::NORMAL)
71  , textbox_info_()
72  , replay_sender_(*resources::recorder)
73  , network_reader_([this](config& cfg) {return receive_from_wesnothd(cfg);})
76  , skip_next_turn_(false)
77  , ai_fallback_(false)
79 {
80  hotkey_handler_.reset(new hotkey_handler(*this, saved_game_)); //upgrade hotkey handler to the sp (whiteboard enabled) version
81 
82 
83  // game may need to start in linger mode
84  linger_ = this->is_regular_game_end();
85 
86  plugins_context_->set_accessor_string("level_result", std::bind(&playsingle_controller::describe_result, this));
87  plugins_context_->set_accessor_int("turn", std::bind(&play_controller::turn, this));
88 }
89 
91 {
92  if(!is_regular_game_end()) {
93  return "NONE";
94  }
95  else if(get_end_level_data_const().is_victory){
96  return "VICTORY";
97  }
98  else {
99  return "DEFEAT";
100  }
101 }
102 
104 {
105  LOG_NG << "Initializing GUI... " << (SDL_GetTicks() - ticks()) << "\n";
107 
108  // Scroll to the starting position of the first team. If there is a
109  // human team, use that team; otherwise use team 1. If the map defines
110  // a starting position for the selected team, scroll to that tile. Note
111  // this often does not matter since many scenario start with messages,
112  // which will usually scroll to the speaker. Also note that the map
113  // does not necessarily define the starting positions. While usually
114  // best to use the map, the scenarion may explicitly set the positions,
115  // overriding those found in the map (if any).
116  if(map_start_.valid())
117  {
118  gui_->scroll_to_tile(map_start_, game_display::WARP, false);
119  LOG_NG << "Found good stored ui location " << map_start_ << "\n";
120  }
121  else
122  {
123  int scroll_team = gamestate().first_human_team_ + 1;
124  if (scroll_team == 0) {
125  scroll_team = 1;
126  }
127  map_location loc(gamestate().board_.map().starting_position(scroll_team));
128  if ((loc.x >= 0) && (loc.y >= 0)) {
129  gui_->scroll_to_tile(loc, game_display::WARP);
130  LOG_NG << "Found bad stored ui location " << map_start_ << " using side starting location " << loc << "\n";
131  }
132  else {
133  LOG_NG << "Found bad stored ui location\n";
134  }
135  }
136 
137  update_locker lock_display(gui_->video(), is_skipping_replay());
139 }
140 
141 
143 {
144  // At the beginning of the scenario, save a snapshot as replay_start
147  }
148  start_game();
150  // This won't cause errors later but we should notify the user about it in case he didn't knew it.
152  // TODO: find a better title
153  _("Game Error"),
154  _("This multiplayer game uses an alternative random mode, if you don't know what this message means, then most likely someone is cheating or someone reloaded a corrupt game.")
155  );
156  }
157  return;
158 }
159 
161 {
162  LOG_NG << "starting main loop\n" << (SDL_GetTicks() - ticks()) << "\n";
163 
164 
165  // Avoid autosaving after loading, but still
166  // allow the first turn to have an autosave.
168  if(gamestate().board_.teams().empty())
169  {
170  ERR_NG << "Playing game with 0 teams." << std::endl;
171  }
172  while(true) {
173  try {
174  play_turn();
175  if (is_regular_game_end()) {
177  return;
178  }
179  }
180  catch(const reset_gamestate_exception& ex) {
181  //
182  // TODO:
183  //
184  // The MP replay feature still doesn't work properly (causes OOS)
185  // because:
186  //
187  // 1) The undo stack is not reset along with the gamestate (fixed).
188  // 2) The server_request_number_ is not reset along with the
189  // gamestate (fixed).
190  // 3) chat and other unsynced actions are inserted in the middle of
191  // the replay bringing the replay_pos in unorder (fixed).
192  // 4) untracked changes in side controllers are lost when resetting
193  // gamestate (fixed).
194  // 5) The game should have a stricter check for whether the loaded
195  // game is actually a parent of this game.
196  // 6) If an action was undone after a game was saved it can cause
197  // OOS if the undone action is in the snapshot of the saved
198  // game (luckily this is never the case for autosaves).
199  //
200  boost::dynamic_bitset<> local_players;
201  local_players.resize(gamestate().board_.teams().size(), true);
202  //Preserve side controllers, because we won't get the side controoller updates again when replaying.
203  for(std::size_t i = 0; i < local_players.size(); ++i) {
204  local_players[i] = gamestate().board_.teams()[i].is_local();
205  }
206  if(ex.start_replay) {
207  // MP "Back to turn"
209  } else {
210  // SP replay
212  }
213  reset_gamestate(*ex.level, (*ex.level)["replay_pos"]);
214  for(std::size_t i = 0; i < local_players.size(); ++i) {
215  resources::gameboard->teams()[i].set_local(local_players[i]);
216  }
218  if (replay_controller_ == nullptr) {
219  replay_controller_.reset(new replay_controller(*this, false, ex.level, [this](){ on_replay_end(false); } ));
220  }
221  if(ex.start_replay) {
222  replay_controller_->play_replay();
223  }
224  }
225  } //end for loop
226 }
227 
229 {
230  LOG_NG << "in playsingle_controller::play_scenario()...\n";
231 
232  // Start music.
233  for(const config &m : level.child_range("music")) {
234  sound::play_music_config(m, true);
235  }
237 
238  if(!this->is_skipping_replay() && !this->is_skipping_story()) {
239  // Combine all the [story] tags into a single config. Handle this here since
240  // storyscreen::controller doesn't have a default constructor.
241  config cfg;
242  for(const auto& iter : level.child_range("story")) {
243  cfg.append_children(iter);
244  }
245 
246  if(!cfg.empty()) {
248  }
249  }
250  gui_->labels().read(level);
251 
252  // Read sound sources
253  assert(soundsources_manager_ != nullptr);
254  for (const config &s : level.child_range("sound_source")) {
255  try {
257  soundsources_manager_->add(spec);
258  } catch (const bad_lexical_cast &) {
259  ERR_NG << "Error when parsing sound_source config: bad lexical cast." << std::endl;
260  ERR_NG << "sound_source config was: " << s.debug() << std::endl;
261  ERR_NG << "Skipping this sound source..." << std::endl;
262  }
263  }
264  LOG_NG << "entering try... " << (SDL_GetTicks() - ticks()) << "\n";
265  try {
267  // clears level config;
269 
270  if (!is_regular_game_end() && !linger_) {
272  }
274  exit(0);
275  }
276  const bool is_victory = get_end_level_data_const().is_victory;
277 
278  if(gamestate().gamedata_.phase() <= game_data::PRESTART) {
279  gui_->video().clear_screen();
280  }
281 
283 
284  const end_level_data& end_level = get_end_level_data_const();
285 
286  if (gamestate().board_.teams().empty())
287  {
288  //store persistent teams
290 
291  return LEVEL_RESULT::VICTORY; // this is probably only a story scenario, i.e. has its endlevel in the prestart event
292  }
293  if(linger_) {
294  LOG_NG << "resuming from loaded linger state...\n";
295  //as carryover information is stored in the snapshot, we have to re-store it after loading a linger state
297  if(!is_observer()) {
299  }
300  return LEVEL_RESULT::VICTORY;
301  }
302  pump().fire(is_victory ? "local_victory" : "local_defeat");
303  { // Block for set_scontext_synced_base
305  pump().fire(end_level.proceed_to_next_level ? "victory" : "defeat");
306  pump().fire("scenario_end");
307  }
308  if(end_level.proceed_to_next_level) {
310  }
311  if(is_observer()) {
312  gui2::show_transient_message(_("Game Over"), _("The game is over."));
313  return LEVEL_RESULT::OBSERVER_END;
314  }
315  // If we're a player, and the result is victory/defeat, then send
316  // a message to notify the server of the reason for the game ending.
318  "info", config {
319  "type", "termination",
320  "condition", "game over",
321  "result", is_victory ? "victory" : "defeat",
322  },
323  });
324  // Play victory music once all victory events
325  // are finished, if we aren't observers and the
326  // carryover dialog isn't disabled.
327  //
328  // Some scenario authors may use 'continue'
329  // result for something that is not story-wise
330  // a victory, so let them use [music] tags
331  // instead should they want special music.
332  const std::string& end_music = select_music(is_victory);
333  if((!is_victory || end_level.transient.carryover_report) && !end_music.empty()) {
335  sound::play_music_once(end_music);
336  }
338  return is_victory ? LEVEL_RESULT::VICTORY : LEVEL_RESULT::DEFEAT;
339  } catch(const savegame::load_game_exception &) {
340  // Loading a new game is effectively a quit.
341  saved_game_.clear();
342  throw;
343  } catch(const wesnothd_error& e) {
344 
345  scoped_savegame_snapshot snapshot(*this);
347  save.save_game_interactive(_("A network disconnection has occurred, and the game cannot continue. Do you want to save the game?"), savegame::savegame::YES_NO);
348  if(dynamic_cast<const ingame_wesnothd_error*>(&e)) {
349  return LEVEL_RESULT::QUIT;
350  } else {
351  throw;
352  }
353  }
354 }
355 
357 {
358  while(!should_return_to_play_side()) {
360  SDL_Delay(10);
361  }
362 }
363 
365 {
366  if (!skip_next_turn_) {
368  }
369  if(replay_controller_.get() != nullptr) {
370  init_side_done_now_ = false;
371  REPLAY_RETURN res = replay_controller_->play_side_impl();
372  if(res == REPLAY_FOUND_END_TURN) {
374  }
375  if (player_type_changed_) {
376  replay_controller_.reset();
377  }
378  } else if((current_team().is_local_human() && current_team().is_proxy_human())) {
379  LOG_NG << "is human...\n";
380  // If a side is dead end the turn, but play at least side=1's
381  // turn in case all sides are dead
382  if (gamestate().board_.side_units(current_side()) == 0 && !(gamestate().board_.units().empty() && current_side() == 1)) {
384  }
385 
387  if (end_turn_ == END_TURN_NONE) {
388  play_human_turn();
389  }
392  }
393  LOG_NG << "human finished turn...\n";
394 
395  } else if(current_team().is_local_ai() || (current_team().is_local_human() && current_team().is_droid())) {
396  play_ai_turn();
397  } else if(current_team().is_network()) {
399  } else if(current_team().is_local_human() && current_team().is_idle()) {
400  end_turn_enable(false);
403  if (end_turn_ == END_TURN_NONE) {
404  play_idle_loop();
405  }
406  }
407  else {
408  // we should have skipped over empty controllers before so this shouldn't be possible
409  ERR_NG << "Found invalid side controller " << current_team().controller().to_string() << " (" << current_team().proxy_controller().to_string() << ") for side " << current_team().side() << "\n";
410  }
411 }
412 
414 {
415  log_scope("player turn");
416  assert(!linger_);
418  return;
419  }
420 
422  scoped_savegame_snapshot snapshot(*this);
425  }
426 
427  if(preferences::turn_bell()) {
429  }
430 }
431 
434  blindfold b(*gui_, true); //apply a blindfold for the duration of this dialog
435  gui_->redraw_everything();
436  gui_->recalculate_minimap();
437  std::string message = _("It is now $name|’s turn");
438  utils::string_map symbols;
439  symbols["name"] = gamestate().board_.get_team(current_side()).side_name();
440  message = utils::interpolate_variables_into_string(message, &symbols);
441  gui2::show_transient_message("", message);
442  }
443 }
444 
446 {
448  {
449  return;
450  }
451  try
452  {
454  }
455  catch (const return_to_play_side_exception&)
456  {
457  }
458 }
459 
462 
464  execute_gotos();
465  }
466 
467  end_turn_enable(true);
468  while(!should_return_to_play_side()) {
471  }
472 
473 }
474 
476 {
477  LOG_NG << "beginning end-of-scenario linger\n";
478  linger_ = true;
479 
480  // If we need to set the status depending on the completion state
481  // the key to it is here.
482  gui_->set_game_mode(game_display::LINGER);
483 
484  // change the end-turn button text to its alternate label
485  gui_->get_theme().refresh_title2("button-endturn", "title2");
486  gui_->invalidate_theme();
487  gui_->redraw_everything();
488 
489  // End all unit moves
491  try {
492  // Same logic as single-player human turn, but
493  // *not* the same as multiplayer human turn.
494  end_turn_enable(true);
496  while(end_turn_ == END_TURN_NONE) {
497  play_slice();
498  }
499  } catch(const savegame::load_game_exception &) {
500  // Loading a new game is effectively a quit.
501  saved_game_.clear();
502  throw;
503  }
504 
505  // revert the end-turn button text to its normal label
506  gui_->get_theme().refresh_title2("button-endturn", "title");
507  gui_->invalidate_theme();
508  gui_->redraw_everything();
509  gui_->set_game_mode(game_display::RUNNING);
510 
511  LOG_NG << "ending end-of-scenario linger\n";
512 }
513 
515 {
516  gui_->enable_menu("endturn", enable);
518 }
519 
520 
522 {
523  // Clear moves from the GUI.
524  gui_->set_route(nullptr);
525  gui_->unhighlight_reach();
526 }
527 
529 {
530  LOG_NG << "is ai...\n";
531 
532  end_turn_enable(false);
533  gui_->recalculate_minimap();
534 
535  const cursor::setter cursor_setter(cursor::WAIT);
536 
537  // Correct an oddball case where a human could have left delayed shroud
538  // updates on before giving control to the AI. (The AI does not bother
539  // with the undo stack, so it cannot delay shroud updates.)
540  team & cur_team = current_team();
541  if ( !cur_team.auto_shroud_updates() ) {
542  // We just took control, so the undo stack is empty. We still need
543  // to record this change for the replay though.
545  }
546  undo_stack().clear();
547 
549  try {
550  try {
553  }
554  }
555  catch (const return_to_play_side_exception&) {
556  }
557  catch (const fallback_ai_to_human_exception&) {
559  player_type_changed_ = true;
560  ai_fallback_ = true;
561  }
562  }
563  catch(...) {
565  throw;
566  }
569  }
571  gui_->recalculate_minimap();
572  gui_->invalidate_unit();
573  gui_->invalidate_game_status();
574  gui_->invalidate_all();
575 }
576 
577 
578 /**
579  * Will handle sending a networked notification in descendent classes.
580  */
582 {
583  gui_->get_chat_manager().add_chat_message(std::time(nullptr), "Wesnoth", 0,
584  "This side is in an idle state. To proceed with the game, the host must assign it to another controller.",
586 }
587 
588 /**
589  * Will handle networked turns in descendent classes.
590  */
592 {
593  // There should be no networked sides in single-player.
594  ERR_NG << "Networked team encountered by playsingle_controller." << std::endl;
595 }
596 
597 
599  if (name == "ai_user_interact"){
600  play_slice(false);
601  }
602 }
603 
604 
605 
607  if (linger_)
609  else if (!is_browsing() && menu_handler_.end_turn(current_side())){
611  }
612 }
613 
615  skip_next_turn_ = true;
617 }
618 
620 {
621  if (!gamestate().board_.teams().empty()) {
622  const team &t = gamestate().board_.teams()[gui_->viewing_team()];
623 
624  if (!is_regular_game_end() && !is_browsing() && t.objectives_changed()) {
625  show_objectives();
626  }
627  }
628 }
629 
630 
632 {
633  // mouse_handler expects at least one team for linger mode to work.
634  assert(is_regular_game_end());
635  if (get_end_level_data_const().transient.linger_mode && !gamestate().board_.teams().empty()) {
636  linger();
637  }
638 }
639 
641 {
642  //We cannot add [end_turn] to the recorder while executing another action.
644  if(end_turn_ == END_TURN_REQUIRED && current_team().is_local())
645  {
646  //TODO: we should also send this immediately.
647  resources::recorder->end_turn(gamestate_->next_player_number_);
649  }
650 
651  assert(end_turn_ == END_TURN_SYNCED);
652  skip_next_turn_ = false;
653 
654  if(ai_fallback_) {
655  current_team().make_ai();
656  ai_fallback_ = false;
657  }
658 }
659 
661 {
662  if(replay_controller_ && replay_controller_->is_controlling_view()) {
663  replay_controller_->update_viewing_player();
664  }
665  //Update viewing team in case it has changed during the loop.
666  else if(int side_num = play_controller::find_last_visible_team()) {
667  if(side_num != this->gui_->viewing_side()) {
668  update_gui_to_player(side_num - 1);
669  }
670  }
671 }
672 
674 {
675  if(replay_controller_ && replay_controller_->allow_reset_replay()) {
676  replay_controller_->stop_replay();
677  throw reset_gamestate_exception(replay_controller_->get_reset_state(), {}, false);
678  }
679  else {
680  ERR_NG << "received invalid reset replay\n";
681  }
682 }
683 
685 {
686  replay_controller_.reset(new replay_controller(*this, gamestate().has_human_sides(), std::shared_ptr<config>( new config(saved_game_.get_replay_starting_point())), std::bind(&playsingle_controller::on_replay_end, this, is_unit_test)));
687  if(is_unit_test) {
688  replay_controller_->play_replay();
689  }
690 }
691 
693 {
695  return true;
696  }
697  else if (end_turn_ == END_TURN_NONE || replay_controller_.get() != 0 || current_team().is_network()) {
698  return false;
699  }
700  else {
701  return true;
702  }
703 }
704 
706 {
707  if(is_networked_mp()) {
709  }
710  else if(is_unit_test) {
711  replay_controller_->return_to_play_side();
712  if(!is_regular_game_end()) {
714  e.proceed_to_next_level = false;
715  e.is_victory = false;
717  }
718  }
719 }
bool disable_auto_moves()
Definition: general.cpp:1047
void empty_playlist()
Definition: sound.cpp:580
void end_turn(int next_player_number)
Definition: replay.cpp:300
void clear()
Clears the stack of undoable (and redoable) actions.
Definition: undo.cpp:220
void set_all_units_user_end_turn()
Definition: game_board.cpp:80
An error occurred during when trying to coommunicate with the wesnothd server.
int autosavemax()
Definition: game.cpp:822
std::unique_ptr< soundsource::manager > soundsources_manager_
bool turn_bell()
Definition: general.cpp:605
static void display(const std::string &scenario_name, const config &story)
static bool run_and_store(const std::string &commandname, const config &data, bool use_undo=true, bool show=true, synced_command::error_handler_function error_handler=default_error_function)
hotkey::command_executor * get_hotkey_command_executor() override
Optionally get a command executor to handle context menu events.
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 ...
virtual const std::vector< team > & teams() const override
Definition: game_board.hpp:92
void heal_all_survivors()
Definition: game_board.cpp:86
std::map< std::string, t_string > string_map
virtual const unit_map & units() const override
Definition: game_board.hpp:114
int find_last_visible_team() const
returns 0 if no such team was found.
std::unique_ptr< game_display > gui_
events::mouse_handler mouse_handler_
static manager & get_singleton()
Definition: manager.hpp:150
std::unique_ptr< plugins_context > plugins_context_
bool is_network() const
Definition: team.hpp:261
config & replay_start()
Definition: saved_game.hpp:109
bool is_skipping_replay() const
const std::string & side_name() const
Definition: team.hpp:306
virtual void play_side_impl() override
Class for autosaves.
Definition: savegame.hpp:266
game_events::wml_event_pump & pump()
const int INFINITE_AUTO_SAVES
Definition: game.hpp:190
std::unique_ptr< hotkey_handler > hotkey_handler_
int first_human_team_
Definition: game_state.hpp:72
child_itors child_range(config_key_type key)
Definition: config.cpp:362
virtual void init_gui() override
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.
bool objectives_changed() const
Definition: team.hpp:241
PROCESS_DATA_RESULT sync_network()
Definition: playturn.cpp:61
static lg::log_domain log_aitesting("aitesting")
static config get_auto_shroud(bool turned_on)
Records that the player has toggled automatic shroud updates.
Gather statistics important for AI testing and output them.
And endturn was required eigher by the player, by the ai or by [end_turn].
playsingle_controller(const config &level, saved_game &state_of_game, const ter_data_cache &tdata, bool skip_replay)
void clear()
Definition: saved_game.cpp:751
void enable_replay(bool is_unit_test=false)
virtual void play_slice(bool is_delay_enabled=true)
Class for "normal" midgame saves.
Definition: savegame.hpp:239
config & set_snapshot(config snapshot)
Definition: saved_game.cpp:519
void play_music_once(const std::string &file)
Definition: sound.cpp:571
void append_children(const config &cfg)
Adds children from cfg.
Definition: config.cpp:241
static void log_game_end()
Definition: testing.cpp:102
Contains the exception interfaces used to signal completion of a scenario, campaign or turn...
bool save_game_interactive(const std::string &message, DIALOG_TYPE dialog_type)
Save a game interactively through the savegame dialog.
Definition: savegame.cpp:353
const end_level_data & get_end_level_data_const() const
persist_manager persist_
void reset_current_scenario()
Reset the stats of the current scenario to the beginning.
Definition: statistics.cpp:793
void send_data()
Definition: playturn.cpp:80
An extension of play_controller::hotkey_handler, which has support for SP wesnoth features like white...
events::menu_handler menu_handler_
virtual void do_idle_notification()
Will handle sending a networked notification in descendent classes.
#define b
void make_human()
Definition: team.hpp:272
std::unique_ptr< game_state > gamestate_
REPLAY_RETURN
Definition: replay.hpp:153
-file pathfind.hpp
no linger overlay, show fog and shroud.
std::string turn_bell
static const char * name(const std::vector< SDL_Joystick *> &joysticks, const std::size_t index)
Definition: joystick.cpp:48
saved_game & saved_game_
void end_turn_enable(bool enable)
This class stores all the data for a single &#39;side&#39; (in game nomenclature).
Definition: team.hpp:44
bool end_turn(int side_num)
virtual void check_objectives() override
static UNUSEDNOWARN std::string _(const char *str)
Definition: gettext.hpp:91
virtual bool should_return_to_play_side() const override
team & get_team(int i)
Definition: game_board.hpp:104
bool disable_autosave
config to_config() const
Builds the snapshot config from members and their respective configs.
bool valid() const
Definition: location.hpp:93
game_board * gameboard
Definition: resources.cpp:20
bool is_regular_game_end() const
std::shared_ptr< config > stats_
virtual void init_gui()
void read_stats(const config &cfg)
Definition: statistics.cpp:769
std::string describe_result() const
Managing the AIs lifecycle - headers TODO: Refactor history handling and internal commands...
#define LOG_NG
replay * recorder
Definition: resources.cpp:28
void play_turn(side_number side)
Plays a turn for the specified side using its active AI.
Definition: manager.cpp:723
static lg::log_domain log_enginerefac("enginerefac")
bool carryover_report
Should a summary of the scenario outcome be displayed?
An object which will lock the display for the duration of its lifetime.
Definition: video.hpp:279
virtual void play_network_turn()
Will handle networked turns in descendent classes.
static void log_game_start()
Definition: testing.cpp:90
LEVEL_RESULT play_scenario(const config &level)
bool is_browsing() const override
bool is_observer() const
void update_gui_to_player(const int team_index, const bool observe=false)
Changes the UI for this client to the passed side index.
Encapsulates the map of the game.
Definition: location.hpp:42
void on_replay_end(bool is_unit_test)
bool auto_shroud_updates() const
Definition: team.hpp:336
void make_ai()
Definition: team.hpp:273
Sound source info class.
void set_end_level_data(const end_level_data &data)
Exception used to signal that the user has decided to abortt a game, and to load another game instead...
Definition: savegame.hpp:74
transient_end_level transient
virtual bool is_networked_mp() const
const config & get_replay_starting_point()
Definition: saved_game.cpp:548
std::size_t i
Definition: function.cpp:933
const std::string & select_music(bool victory) const
map_location map_start_
void execute_gotos(mouse_handler &mousehandler, int side_num)
#define ERR_NG
static map_location::DIRECTION s
std::unique_ptr< replay_controller > replay_controller_
void reset_gamestate(const config &level, int replay_pos)
Define the game&#39;s event mechanism.
#define log_scope(description)
Definition: log.hpp:186
bool empty() const
Definition: map.hpp:432
bool proceed_to_next_level
whether to proceed to the next scenario, equals is_victory in sp.
t_string get_scenario_name() const
Additional information on the game outcome which can be provided by WML.
actions::undo_list & undo_stack()
static void save(LexState *ls, int c)
Definition: llex.cpp:57
pump_result_t fire(const std::string &event, const entity_location &loc1=entity_location::null_entity, const entity_location &loc2=entity_location::null_entity, const config &data=config())
Function to fire an event.
Definition: pump.cpp:486
virtual bool receive_from_wesnothd(config &) const
void update_viewing_player() override
compression::format save_compression_format()
Definition: game.cpp:885
void play_bell(const std::string &files)
Definition: sound.cpp:1003
game_state & gamestate()
double t
Definition: astarsearch.cpp:64
playturn_network_adapter network_reader_
void play_music_config(const config &music_node, bool allow_interrupt_current_track, int i)
Definition: sound.cpp:673
game_classification & classification()
Definition: saved_game.hpp:55
PROXY_CONTROLLER proxy_controller() const
Definition: team.hpp:281
game_board board_
Definition: game_state.hpp:46
Various functions that implement the undoing (and redoing) of in-game commands.
Standard logging facilities (interface).
void autosave(const bool disable_autosave, const int autosave_max, const int infinite_autosaves)
Definition: savegame.cpp:568
int current_side() const
Returns the number of the side whose turn it is.
bool is_skipping_story() const
replay_network_sender replay_sender_
std::shared_ptr< config > level
#define e
std::size_t turn() const
void commit_music_changes()
Definition: sound.cpp:791
void remove_snapshot()
Definition: saved_game.cpp:537
int side() const
Definition: team.hpp:188
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:92
static lg::log_domain log_engine("engine")
bool turn_dialog()
Definition: game.cpp:432
Thrown when a lexical_cast fails.
bool empty() const
Definition: config.cpp:884
virtual void send_to_wesnothd(const config &, const std::string &="unknown") const
virtual void handle_generic_event(const std::string &name) override
An [end_turn] was added to the replay.
void show_objectives() const
bool init_side_done_now_
Whether we did init sides in this session (false = we did init sides before we reloaded the game)...
CONTROLLER controller() const
Definition: team.hpp:255
std::shared_ptr< terrain_type_data > ter_data_cache