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 "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  reset_gamestate(*ex.level, (*ex.level)["replay_pos"]);
207  for(std::size_t i = 0; i < local_players.size(); ++i) {
208  resources::gameboard->teams()[i].set_local(local_players[i]);
209  }
211  if (replay_controller_ == nullptr) {
212  replay_controller_.reset(new replay_controller(*this, false, ex.level, [this](){ on_replay_end(false); } ));
213  }
214  if(ex.start_replay) {
215  replay_controller_->play_replay();
216  }
217  }
218  } //end for loop
219 }
220 
222 {
223  LOG_NG << "in playsingle_controller::play_scenario()...\n";
224 
225  // Start music.
226  for(const config &m : level.child_range("music")) {
227  sound::play_music_config(m, true);
228  }
230 
231  if(!this->is_skipping_replay() && !this->is_skipping_story()) {
232  // Combine all the [story] tags into a single config. Handle this here since
233  // storyscreen::controller doesn't have a default constructor.
234  config cfg;
235  for(const auto& iter : level.child_range("story")) {
236  cfg.append_children(iter);
237  }
238 
239  if(!cfg.empty()) {
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  gui_->video().clear_screen();
273  }
274 
276 
277  const end_level_data& end_level = get_end_level_data_const();
278 
279  if (gamestate().board_.teams().empty())
280  {
281  //store persistent teams
283 
284  return LEVEL_RESULT::VICTORY; // this is probably only a story scenario, i.e. has its endlevel in the prestart event
285  }
286  if(linger_) {
287  LOG_NG << "resuming from loaded linger state...\n";
288  //as carryover information is stored in the snapshot, we have to re-store it after loading a linger state
290  if(!is_observer()) {
292  }
293  return LEVEL_RESULT::VICTORY;
294  }
295  pump().fire(is_victory ? "local_victory" : "local_defeat");
296  { // Block for set_scontext_synced_base
298  pump().fire(end_level.proceed_to_next_level ? "victory" : "defeat");
299  pump().fire("scenario_end");
300  }
301  if(end_level.proceed_to_next_level) {
303  }
304  if(is_observer()) {
305  gui2::show_transient_message(_("Game Over"), _("The game is over."));
306  return LEVEL_RESULT::OBSERVER_END;
307  }
308  // If we're a player, and the result is victory/defeat, then send
309  // a message to notify the server of the reason for the game ending.
311  "info", config {
312  "type", "termination",
313  "condition", "game over",
314  "result", is_victory ? "victory" : "defeat",
315  },
316  });
317  // Play victory music once all victory events
318  // are finished, if we aren't observers and the
319  // carryover dialog isn't disabled.
320  //
321  // Some scenario authors may use 'continue'
322  // result for something that is not story-wise
323  // a victory, so let them use [music] tags
324  // instead should they want special music.
325  const std::string& end_music = select_music(is_victory);
326  if((!is_victory || end_level.transient.carryover_report) && !end_music.empty()) {
328  sound::play_music_once(end_music);
329  }
331  return is_victory ? LEVEL_RESULT::VICTORY : LEVEL_RESULT::DEFEAT;
332  } catch(const savegame::load_game_exception &) {
333  // Loading a new game is effectively a quit.
334  saved_game_.clear();
335  throw;
336  } catch(const wesnothd_error& e) {
337 
338  scoped_savegame_snapshot snapshot(*this);
340  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);
341  if(dynamic_cast<const ingame_wesnothd_error*>(&e)) {
342  return LEVEL_RESULT::QUIT;
343  } else {
344  throw;
345  }
346  }
347 }
348 
350 {
351  while(!should_return_to_play_side()) {
353  SDL_Delay(10);
354  }
355 }
356 
358 {
359  if (!skip_next_turn_) {
361  }
362  if(replay_controller_.get() != nullptr) {
363  init_side_done_now_ = false;
364  REPLAY_RETURN res = replay_controller_->play_side_impl();
365  if(res == REPLAY_FOUND_END_TURN) {
367  }
368  if (player_type_changed_) {
369  replay_controller_.reset();
370  }
371  } else if((current_team().is_local_human() && current_team().is_proxy_human())) {
372  LOG_NG << "is human...\n";
373  // If a side is dead end the turn, but play at least side=1's
374  // turn in case all sides are dead
375  if (gamestate().board_.side_units(current_side()) == 0 && !(gamestate().board_.units().empty() && current_side() == 1)) {
377  }
378 
380  if (end_turn_ == END_TURN_NONE) {
381  play_human_turn();
382  }
385  }
386  LOG_NG << "human finished turn...\n";
387 
388  } else if(current_team().is_local_ai() || (current_team().is_local_human() && current_team().is_droid())) {
389  play_ai_turn();
390  } else if(current_team().is_network()) {
392  } else if(current_team().is_local_human() && current_team().is_idle()) {
393  end_turn_enable(false);
396  if (end_turn_ == END_TURN_NONE) {
397  play_idle_loop();
398  }
399  }
400  else {
401  // we should have skipped over empty controllers before so this shouldn't be possible
402  ERR_NG << "Found invalid side controller " << current_team().controller().to_string() << " (" << current_team().proxy_controller().to_string() << ") for side " << current_team().side() << "\n";
403  }
404 }
405 
407 {
408  log_scope("player turn");
409  assert(!linger_);
411  return;
412  }
413 
415  scoped_savegame_snapshot snapshot(*this);
418  }
419 
420  if(preferences::turn_bell()) {
422  }
423 }
424 
427  blindfold b(*gui_, true); //apply a blindfold for the duration of this dialog
428  gui_->redraw_everything();
429  gui_->recalculate_minimap();
430  std::string message = _("It is now $name|’s turn");
431  utils::string_map symbols;
432  symbols["name"] = gamestate().board_.get_team(current_side()).side_name();
433  message = utils::interpolate_variables_into_string(message, &symbols);
434  gui2::show_transient_message("", message);
435  }
436 }
437 
439 {
441  {
442  return;
443  }
444  try
445  {
447  }
448  catch (const return_to_play_side_exception&)
449  {
450  }
451 }
452 
455 
457  execute_gotos();
458  }
459 
460  end_turn_enable(true);
461  while(!should_return_to_play_side()) {
464  }
465 
466 }
467 
469 {
470  LOG_NG << "beginning end-of-scenario linger\n";
471  linger_ = true;
472 
473  // If we need to set the status depending on the completion state
474  // the key to it is here.
475  gui_->set_game_mode(game_display::LINGER);
476 
477  // change the end-turn button text to its alternate label
478  gui_->get_theme().refresh_title2("button-endturn", "title2");
479  gui_->invalidate_theme();
480  gui_->redraw_everything();
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_->invalidate_theme();
501  gui_->redraw_everything();
502  gui_->set_game_mode(game_display::RUNNING);
503 
504  LOG_NG << "ending end-of-scenario linger\n";
505 }
506 
508 {
509  gui_->enable_menu("endturn", enable);
511 }
512 
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  gui_->recalculate_minimap();
527 
528  const cursor::setter cursor_setter(cursor::WAIT);
529 
530  // Correct an oddball case where a human could have left delayed shroud
531  // updates on before giving control to the AI. (The AI does not bother
532  // with the undo stack, so it cannot delay shroud updates.)
533  team & cur_team = current_team();
534  if ( !cur_team.auto_shroud_updates() ) {
535  // We just took control, so the undo stack is empty. We still need
536  // to record this change for the replay though.
538  }
539  undo_stack().clear();
540 
542  try {
543  try {
546  }
547  }
548  catch (const return_to_play_side_exception&) {
549  }
550  catch (const fallback_ai_to_human_exception&) {
552  player_type_changed_ = true;
553  ai_fallback_ = true;
554  }
555  }
556  catch(...) {
558  throw;
559  }
562  }
564  gui_->recalculate_minimap();
565  gui_->invalidate_unit();
566  gui_->invalidate_game_status();
567  gui_->invalidate_all();
568 }
569 
570 
571 /**
572  * Will handle sending a networked notification in descendent classes.
573  */
575 {
576  gui_->get_chat_manager().add_chat_message(std::time(nullptr), "Wesnoth", 0,
577  "This side is in an idle state. To proceed with the game, the host must assign it to another controller.",
579 }
580 
581 /**
582  * Will handle networked turns in descendent classes.
583  */
585 {
586  // There should be no networked sides in single-player.
587  ERR_NG << "Networked team encountered by playsingle_controller." << std::endl;
588 }
589 
590 
592  if (name == "ai_user_interact"){
593  play_slice(false);
594  }
595 }
596 
597 
598 
600  if (linger_)
602  else if (!is_browsing() && menu_handler_.end_turn(current_side())){
604  }
605 }
606 
608  skip_next_turn_ = true;
610 }
611 
613 {
614  if (!gamestate().board_.teams().empty()) {
615  const team &t = gamestate().board_.teams()[gui_->viewing_team()];
616 
617  if (!is_regular_game_end() && !is_browsing() && t.objectives_changed()) {
618  show_objectives();
619  }
620  }
621 }
622 
623 
625 {
626  // mouse_handler expects at least one team for linger mode to work.
627  assert(is_regular_game_end());
628  if (get_end_level_data_const().transient.linger_mode && !gamestate().board_.teams().empty()) {
629  linger();
630  }
631 }
632 
634 {
635  //We cannot add [end_turn] to the recorder while executing another action.
637  if(end_turn_ == END_TURN_REQUIRED && current_team().is_local())
638  {
639  //TODO: we should also send this immediately.
640  resources::recorder->end_turn(gamestate_->next_player_number_);
642  }
643 
644  assert(end_turn_ == END_TURN_SYNCED);
645  skip_next_turn_ = false;
646 
647  if(ai_fallback_) {
648  current_team().make_ai();
649  ai_fallback_ = false;
650  }
651 }
652 
654 {
655  if(replay_controller_ && replay_controller_->is_controlling_view()) {
656  replay_controller_->update_viewing_player();
657  }
658  //Update viewing team in case it has changed during the loop.
659  else if(int side_num = play_controller::find_last_visible_team()) {
660  if(side_num != this->gui_->viewing_side()) {
661  update_gui_to_player(side_num - 1);
662  }
663  }
664 }
665 
667 {
668  if(replay_controller_ && replay_controller_->allow_reset_replay()) {
669  replay_controller_->stop_replay();
670  throw reset_gamestate_exception(replay_controller_->get_reset_state(), false);
671  }
672  else {
673  ERR_NG << "received invalid reset replay\n";
674  }
675 }
676 
678 {
679  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)));
680  if(is_unit_test) {
681  replay_controller_->play_replay();
682  }
683 }
684 
686 {
688  return true;
689  }
690  else if (end_turn_ == END_TURN_NONE || replay_controller_.get() != 0 || current_team().is_network()) {
691  return false;
692  }
693  else {
694  return true;
695  }
696 }
697 
699 {
700  if(is_networked_mp()) {
702  }
703  else if(is_unit_test) {
704  replay_controller_->return_to_play_side();
705  if(!is_regular_game_end()) {
707  e.proceed_to_next_level = false;
708  e.is_victory = false;
710  }
711  }
712 }
bool disable_auto_moves()
Definition: general.cpp:1047
void empty_playlist()
Definition: sound.cpp:574
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:808
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:151
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:72
child_itors child_range(config_key_type key)
Definition: config.cpp:366
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:731
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:504
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:353
const end_level_data & get_end_level_data_const() const
persist_manager persist_
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:89
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
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:739
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:533
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:871
void play_bell(const std::string &files)
Definition: sound.cpp:995
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: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:581
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:784
void remove_snapshot()
Definition: saved_game.cpp:522
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:418
Thrown when a lexical_cast fails.
bool empty() const
Definition: config.cpp:886
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