The Battle for Wesnoth  1.15.0-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 "ogl/utils.hpp"
38 #include "playturn.hpp"
39 #include "random_deterministic.hpp"
40 #include "replay_helper.hpp"
41 #include "resources.hpp"
42 #include "savegame.hpp"
43 #include "sound.hpp"
44 #include "synced_context.hpp"
45 #include "formula/string_utils.hpp"
46 #include "events.hpp"
47 #include "save_blocker.hpp"
49 #include "soundsource.hpp"
50 #include "statistics.hpp"
51 #include "units/unit.hpp"
53 #include "whiteboard/manager.hpp"
54 #include "hotkey/hotkey_item.hpp"
55 #include <boost/dynamic_bitset.hpp>
56 
57 static lg::log_domain log_aitesting("aitesting");
58 #define LOG_AIT LOG_STREAM(info, log_aitesting)
59 //If necessary, this define can be replaced with `#define LOG_AIT std::cout` to restore previous behavior
60 
61 static lg::log_domain log_engine("engine");
62 #define ERR_NG LOG_STREAM(err, log_engine)
63 #define LOG_NG LOG_STREAM(info, log_engine)
64 
65 static lg::log_domain log_enginerefac("enginerefac");
66 #define LOG_RG LOG_STREAM(info, log_enginerefac)
67 
69  saved_game& state_of_game, const ter_data_cache & tdata, bool skip_replay)
70  : play_controller(level, state_of_game, tdata, skip_replay)
71  , cursor_setter_(cursor::NORMAL)
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)
78  , replay_()
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());
138 }
139 
140 
142 {
143  // At the beginning of the scenario, save a snapshot as replay_start
146  }
147  start_game();
149  // This won't cause errors later but we should notify the user about it in case he didn't knew it.
151  // TODO: find a better title
152  _("Game Error"),
153  _("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.")
154  );
155  }
156  return;
157 }
158 
160 {
161  LOG_NG << "starting main loop\n" << (SDL_GetTicks() - ticks()) << "\n";
162 
163 
164  // Avoid autosaving after loading, but still
165  // allow the first turn to have an autosave.
167  if(gamestate().board_.teams().empty())
168  {
169  ERR_NG << "Playing game with 0 teams." << std::endl;
170  }
171  while(true) {
172  try {
173  play_turn();
174  if (is_regular_game_end()) {
176  return;
177  }
178  }
179  catch(const reset_gamestate_exception& ex) {
180  //
181  // TODO:
182  //
183  // The MP replay feature still doesn't work properly (causes OOS)
184  // because:
185  //
186  // 1) The undo stack is not reset along with the gamestate (fixed).
187  // 2) The server_request_number_ is not reset along with the
188  // gamestate (fixed).
189  // 3) chat and other unsynced actions are inserted in the middle of
190  // the replay bringing the replay_pos in unorder (fixed).
191  // 4) untracked changes in side controllers are lost when resetting
192  // gamestate (fixed).
193  // 5) The game should have a stricter check for whether the loaded
194  // game is actually a parent of this game.
195  // 6) If an action was undone after a game was saved it can cause
196  // OOS if the undone action is in the snapshot of the saved
197  // game (luckily this is never the case for autosaves).
198  //
199  boost::dynamic_bitset<> local_players;
200  local_players.resize(gamestate().board_.teams().size(), true);
201  //Preserve side controllers, because we won't get the side controoller updates again when replaying.
202  for(std::size_t i = 0; i < local_players.size(); ++i) {
203  local_players[i] = gamestate().board_.teams()[i].is_local();
204  }
205  reset_gamestate(*ex.level, (*ex.level)["replay_pos"]);
206  for(std::size_t i = 0; i < local_players.size(); ++i) {
207  resources::gameboard->teams()[i].set_local(local_players[i]);
208  }
210  if (replay_ == nullptr) {
211  replay_.reset(new replay_controller(*this, false, ex.level, [this](){ on_replay_end(false); } ));
212  }
213  if(ex.start_replay) {
214  replay_->play_replay();
215  }
216  }
217  } //end for loop
218 }
219 
221 {
222  LOG_NG << "in playsingle_controller::play_scenario()...\n";
223 
224  // Start music.
225  for(const config &m : level.child_range("music")) {
226  sound::play_music_config(m, true);
227  }
229 
230  if(!this->is_skipping_replay()) {
231  // Combine all the [story] tags into a single config. Handle this here since
232  // storyscreen::controller doesn't have a default constructor.
233  config cfg;
234  for(const auto& iter : level.child_range("story")) {
235  cfg.append_children(iter);
236  }
237 
238  if(!cfg.empty()) {
240  }
241  }
242 
243  gui_->labels().read(level);
244 
245  // Read sound sources
246  assert(soundsources_manager_ != nullptr);
247  for (const config &s : level.child_range("sound_source")) {
248  try {
250  soundsources_manager_->add(spec);
251  } catch (const bad_lexical_cast &) {
252  ERR_NG << "Error when parsing sound_source config: bad lexical cast." << std::endl;
253  ERR_NG << "sound_source config was: " << s.debug() << std::endl;
254  ERR_NG << "Skipping this sound source..." << std::endl;
255  }
256  }
257  LOG_NG << "entering try... " << (SDL_GetTicks() - ticks()) << "\n";
258  try {
260  // clears level config;
262 
263  if (!is_regular_game_end() && !linger_) {
265  }
267  exit(0);
268  }
269  const bool is_victory = get_end_level_data_const().is_victory;
270 
271  if(gamestate().gamedata_.phase() <= game_data::PRESTART) {
272 #ifdef USE_GL_RENDERING
273  gl::clear_screen();
274 #else
275  gui_->video().clear_screen();
276 #endif
277  }
278 
280 
281  const end_level_data& end_level = get_end_level_data_const();
282 
283  if (gamestate().board_.teams().empty())
284  {
285  //store persistent teams
287 
288  return LEVEL_RESULT::VICTORY; // this is probably only a story scenario, i.e. has its endlevel in the prestart event
289  }
290  if(linger_) {
291  LOG_NG << "resuming from loaded linger state...\n";
292  //as carryover information is stored in the snapshot, we have to re-store it after loading a linger state
294  if(!is_observer()) {
296  }
297  return LEVEL_RESULT::VICTORY;
298  }
299  pump().fire(is_victory ? "local_victory" : "local_defeat");
300  { // Block for set_scontext_synced_base
302  pump().fire(end_level.proceed_to_next_level ? "victory" : "defeat");
303  pump().fire("scenario_end");
304  }
305  if(end_level.proceed_to_next_level) {
307  }
308  if(is_observer()) {
309  gui2::show_transient_message(_("Game Over"), _("The game is over."));
310  return LEVEL_RESULT::OBSERVER_END;
311  }
312  // If we're a player, and the result is victory/defeat, then send
313  // a message to notify the server of the reason for the game ending.
315  "info", config {
316  "type", "termination",
317  "condition", "game over",
318  "result", is_victory ? "victory" : "defeat",
319  },
320  });
321  // Play victory music once all victory events
322  // are finished, if we aren't observers and the
323  // carryover dialog isn't disabled.
324  //
325  // Some scenario authors may use 'continue'
326  // result for something that is not story-wise
327  // a victory, so let them use [music] tags
328  // instead should they want special music.
329  const std::string& end_music = select_music(is_victory);
330  if((!is_victory || end_level.transient.carryover_report) && !end_music.empty()) {
332  sound::play_music_once(end_music);
333  }
335  return is_victory ? LEVEL_RESULT::VICTORY : LEVEL_RESULT::DEFEAT;
336  } catch(const savegame::load_game_exception &) {
337  // Loading a new game is effectively a quit.
338  saved_game_.clear();
339  throw;
340  } catch(const wesnothd_error& e) {
341 
342  scoped_savegame_snapshot snapshot(*this);
344  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);
345  if(dynamic_cast<const ingame_wesnothd_error*>(&e)) {
346  return LEVEL_RESULT::QUIT;
347  } else {
348  throw;
349  }
350  }
351 }
352 
354 {
355  while(!should_return_to_play_side()) {
357  SDL_Delay(10);
358  }
359 }
360 
362 {
363  if (!skip_next_turn_) {
365  }
366  if(replay_.get() != nullptr) {
367  init_side_done_now_ = false;
368  REPLAY_RETURN res = replay_->play_side_impl();
369  if(res == REPLAY_FOUND_END_TURN) {
371  }
372  if (player_type_changed_) {
373  replay_.reset();
374  }
375  } else if((current_team().is_local_human() && current_team().is_proxy_human())) {
376  LOG_NG << "is human...\n";
377  // If a side is dead end the turn, but play at least side=1's
378  // turn in case all sides are dead
379  if (gamestate().board_.side_units(current_side()) == 0 && !(gamestate().board_.units().empty() && current_side() == 1)) {
381  }
382 
384  if (end_turn_ == END_TURN_NONE) {
385  play_human_turn();
386  }
389  }
390  LOG_NG << "human finished turn...\n";
391 
392  } else if(current_team().is_local_ai() || (current_team().is_local_human() && current_team().is_droid())) {
393  play_ai_turn();
394  } else if(current_team().is_network()) {
396  } else if(current_team().is_local_human() && current_team().is_idle()) {
397  end_turn_enable(false);
400  if (end_turn_ == END_TURN_NONE) {
401  play_idle_loop();
402  }
403  }
404  else {
405  // we should have skipped over empty controllers before so this shouldn't be possible
406  ERR_NG << "Found invalid side controller " << current_team().controller().to_string() << " (" << current_team().proxy_controller().to_string() << ") for side " << current_team().side() << "\n";
407  }
408 }
409 
411 {
412  log_scope("player turn");
413  assert(!linger_);
415  return;
416  }
417 
419  scoped_savegame_snapshot snapshot(*this);
422  }
423 
424  if(preferences::turn_bell()) {
426  }
427 }
428 
431  blindfold b(*gui_, true); //apply a blindfold for the duration of this dialog
432  std::string message = _("It is now $name|’s turn");
433  utils::string_map symbols;
434  symbols["name"] = gamestate().board_.get_team(current_side()).side_name();
435  message = utils::interpolate_variables_into_string(message, &symbols);
436  gui2::show_transient_message("", message);
437  }
438 }
439 
441 {
443  {
444  return;
445  }
446  try
447  {
449  }
450  catch (const return_to_play_side_exception&)
451  {
452  }
453 }
454 
457 
459  execute_gotos();
460  }
461 
462  end_turn_enable(true);
463  while(!should_return_to_play_side()) {
466  }
467 
468 }
469 
471 {
472  LOG_NG << "beginning end-of-scenario linger\n";
473  linger_ = true;
474 
475  // If we need to set the status depending on the completion state
476  // the key to it is here.
477  gui_->set_game_mode(game_display::LINGER);
478 
479  // change the end-turn button text to its alternate label
480  gui_->get_theme().refresh_title2("button-endturn", "title2");
481 
482  // End all unit moves
484  try {
485  // Same logic as single-player human turn, but
486  // *not* the same as multiplayer human turn.
487  end_turn_enable(true);
489  while(end_turn_ == END_TURN_NONE) {
490  play_slice();
491  }
492  } catch(const savegame::load_game_exception &) {
493  // Loading a new game is effectively a quit.
494  saved_game_.clear();
495  throw;
496  }
497 
498  // revert the end-turn button text to its normal label
499  gui_->get_theme().refresh_title2("button-endturn", "title");
500  gui_->set_game_mode(game_display::RUNNING);
501 
502  LOG_NG << "ending end-of-scenario linger\n";
503 }
504 
505 #if 0
507 {
508  //gui_->enable_menu("endturn", enable);
509 }
510 #else
512 #endif
513 
515 {
516  // Clear moves from the GUI.
517  gui_->set_route(nullptr);
518  gui_->unhighlight_reach();
519 }
520 
522 {
523  LOG_NG << "is ai...\n";
524 
525  end_turn_enable(false);
526 
527  const cursor::setter cursor_setter(cursor::WAIT);
528 
529  // Correct an oddball case where a human could have left delayed shroud
530  // updates on before giving control to the AI. (The AI does not bother
531  // with the undo stack, so it cannot delay shroud updates.)
532  team & cur_team = current_team();
533  if ( !cur_team.auto_shroud_updates() ) {
534  // We just took control, so the undo stack is empty. We still need
535  // to record this change for the replay though.
537  }
538  undo_stack().clear();
539 
541  try {
542  try {
545  }
546  }
547  catch (const return_to_play_side_exception&) {
548  }
549  catch (const fallback_ai_to_human_exception&) {
551  player_type_changed_ = true;
552  ai_fallback_ = true;
553  }
554  }
555  catch(...) {
557  throw;
558  }
561  }
563 }
564 
565 
566 /**
567  * Will handle sending a networked notification in descendent classes.
568  */
570 {
571  gui_->get_chat_manager().add_chat_message(std::time(nullptr), "Wesnoth", 0,
572  "This side is in an idle state. To proceed with the game, the host must assign it to another controller.",
574 }
575 
576 /**
577  * Will handle networked turns in descendent classes.
578  */
580 {
581  // There should be no networked sides in single-player.
582  ERR_NG << "Networked team encountered by playsingle_controller." << std::endl;
583 }
584 
585 
587  if (name == "ai_user_interact"){
588  play_slice(false);
589  }
590 }
591 
592 
593 
595  if (linger_)
597  else if (!is_browsing() && menu_handler_.end_turn(current_side())){
599  }
600 }
601 
603  skip_next_turn_ = true;
605 }
606 
608 {
609  if (!gamestate().board_.teams().empty()) {
610  const team &t = gamestate().board_.teams()[gui_->viewing_team()];
611 
612  if (!is_regular_game_end() && !is_browsing() && t.objectives_changed()) {
613  show_objectives();
614  }
615  }
616 }
617 
618 
620 {
621  // mouse_handler expects at least one team for linger mode to work.
622  assert(is_regular_game_end());
623  if (get_end_level_data_const().transient.linger_mode && !gamestate().board_.teams().empty()) {
624  linger();
625  }
626 }
627 
629 {
630  //We cannot add [end_turn] to the recorder while executing another action.
632  if(end_turn_ == END_TURN_REQUIRED && current_team().is_local())
633  {
634  //TODO: we should also send this immediately.
635  resources::recorder->end_turn(gamestate_->next_player_number_);
637  }
638 
639  assert(end_turn_ == END_TURN_SYNCED);
640  skip_next_turn_ = false;
641 
642  if(ai_fallback_) {
643  current_team().make_ai();
644  ai_fallback_ = false;
645  }
646 }
647 
649 {
650  if(replay_ && replay_->is_controlling_view()) {
651  replay_->update_viewing_player();
652  }
653  //Update viewing team in case it has changed during the loop.
654  else if(int side_num = play_controller::find_last_visible_team()) {
655  if(side_num != this->gui_->viewing_side()) {
656  update_gui_to_player(side_num - 1);
657  }
658  }
659 }
660 
662 {
663  if(replay_ && replay_->allow_reset_replay()) {
664  replay_->stop_replay();
665  throw reset_gamestate_exception(replay_->get_reset_state(), false);
666  }
667  else {
668  ERR_NG << "received invalid reset replay\n";
669  }
670 }
671 
673 {
674  replay_.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)));
675  if(is_unit_test) {
676  replay_->play_replay();
677  }
678 }
679 
681 {
683  return true;
684  }
685  else if (end_turn_ == END_TURN_NONE || replay_.get() != 0 || current_team().is_network()) {
686  return false;
687  }
688  else {
689  return true;
690  }
691 }
692 
694 {
695  if(is_networked_mp()) {
697  }
698  else if(is_unit_test) {
699  replay_->return_to_play_side();
700  if(!is_regular_game_end()) {
702  e.proceed_to_next_level = false;
703  e.is_victory = false;
705  }
706  }
707 }
bool disable_auto_moves()
Definition: general.cpp:911
void empty_playlist()
Definition: sound.cpp:574
void end_turn(int next_player_number)
Definition: replay.cpp:301
void clear()
Clears the stack of undoable (and redoable) actions.
Definition: undo.cpp:219
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:806
std::unique_ptr< soundsource::manager > soundsources_manager_
bool turn_bell()
Definition: general.cpp:607
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)
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:152
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:269
game_events::wml_event_pump & pump()
const int INFINITE_AUTO_SAVES
Definition: game.hpp:189
std::unique_ptr< hotkey_handler > hotkey_handler_
int first_human_team_
Definition: game_state.hpp:70
child_itors child_range(config_key_type key)
Definition: config.cpp:366
virtual void init_gui() override
bool objectives_changed() const
Definition: team.hpp:241
PROCESS_DATA_RESULT sync_network()
Definition: playturn.cpp:59
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:730
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:242
config & set_snapshot(config snapshot)
Definition: saved_game.cpp:503
void play_music_once(const std::string &file)
Definition: sound.cpp:565
void append_children(const config &cfg)
Adds children from cfg.
Definition: config.cpp:245
static void log_game_end()
Definition: testing.cpp:103
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:352
const end_level_data & get_end_level_data_const() const
std::unique_ptr< replay_controller > replay_
persist_manager persist_
void send_data()
Definition: playturn.cpp:78
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
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:89
virtual bool should_return_to_play_side() const override
team & get_team(int i)
Definition: game_board.hpp:104
const t_string name
bool disable_autosave
config to_config() const
Builds the snapshot config from members and their respective configs.
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.
bool valid() const
Definition: location.hpp:93
game_board * gameboard
Definition: resources.cpp:20
bool is_regular_game_end() const
virtual void init_gui()
std::string describe_result() const
Managing the AIs lifecycle - headers.
#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:746
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:256
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:532
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
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:858
void play_bell(const std::string &files)
Definition: sound.cpp:995
game_state & gamestate()
double t
Definition: astarsearch.cpp:63
playturn_network_adapter network_reader_
void play_music_config(const config &music_node, bool allow_interrupt_current_track, int i)
Definition: sound.cpp:666
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:580
int current_side() const
Returns the number of the side whose turn it is.
replay_network_sender replay_sender_
std::shared_ptr< config > level
#define e
std::size_t turn() const
void commit_music_changes()
Definition: sound.cpp:784
void remove_snapshot()
Definition: saved_game.cpp:521
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:68
static lg::log_domain log_engine("engine")
bool turn_dialog()
Definition: game.cpp:416
Thrown when a lexical_cast fails.
bool empty() const
Definition: config.cpp:837
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