The Battle for Wesnoth  1.15.11+dev
saved_game.cpp
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1 /*
2  Copyright (C) 2003 - 2018 by the Battle for Wesnoth Project https://www.wesnoth.org/
3 
4  This program is free software; you can redistribute it and/or modify
5  it under the terms of the GNU General Public License as published by
6  the Free Software Foundation; either version 2 of the License, or
7  (at your option) any later version.
8  This program is distributed in the hope that it will be useful,
9  but WITHOUT ANY WARRANTY.
10 
11  See the COPYING file for more details.
12 */
13 
14 /**
15  * Some information about savefiles:
16  *
17  * A savefile can contain:
18  *
19  * - General information (toplevel attributes, [multiplayer])
20  * This is present in all savefiles
21  *
22  * - [statistics]
23  * This is present in all savefiles but it's not handled by playcampaign/play_controller/saved_game.
24  * It's handled by savegame.cpp
25  *
26  * - [snapshot]
27  * If a savegame was saved during a scenario this contains a snapshot of the game at the point when
28  * it was saved.
29  *
30  * - [carryover_sides_start]
31  * At start-of-scenario saves this contains data from the previous scenario that was preserved.
32  *
33  * - [carryover_sides]
34  * In savefile made during the game, this tag contains data from [carryover_sides_start] that was not
35  * used in the current scenario but should be saved for a next scenario
36  *
37  * - [replay_start]
38  * A snapshot made very early to replay the game from.
39  *
40  * - [replay]
41  * A record of game actions that was made between the creation of [replay_start] and [snapshot].
42  *
43  *
44  * The following types of savegames are known:
45  *
46  * - Start of scenario savefiles
47  * These files only contain general information, statistics, and [carryover_sides_start]. When these
48  * saves are loaded, the scenario data is loaded form the game config using the next_scenario attribute
49  * from [carryover_sides_start].
50  *
51  * - Expanded Start of scenario savefiles
52  * Similar to normal Start-of-scenario savefiles, but the also contain a [scenario] that contains the
53  * scenario data. This type is only used internally and usually doesn't get written to the disk.
54  *
55  * - In-game savefile
56  * These files contain general information, statistics, [snapshot], [replay], [replay_start], [snapshot],
57  * and [carryover_sides]. These files don't contain a [carryover_sides_start] because both starting points
58  * ([replay_start] and [snapshot]) were made after [carryover_sides_start] was merged into the scenario.
59  *
60  * - Replay savefiles
61  * Like a in-game save made during linger mode, but without the [snapshot].
62  */
63 
64 #include "saved_game.hpp"
65 
66 #include "carryover.hpp"
67 #include "config.hpp"
68 #include "cursor.hpp"
69 #include "formula/string_utils.hpp"
70 #include "game_config_manager.hpp"
72 #include "log.hpp"
73 #include "random.hpp"
75 #include "statistics.hpp"
76 #include "variable.hpp" // for config_variable_set
77 #include "variable_info.hpp"
78 
79 #include <cassert>
80 #include <iomanip>
81 
82 static lg::log_domain log_engine("engine");
83 #define ERR_NG LOG_STREAM(err, log_engine)
84 #define WRN_NG LOG_STREAM(warn, log_engine)
85 #define LOG_NG LOG_STREAM(info, log_engine)
86 #define DBG_NG LOG_STREAM(debug, log_engine)
87 
88 namespace
89 {
90 bool variable_to_bool(const config& vars, const std::string& expression)
91 {
92  std::string res = utils::interpolate_variables_into_string(expression, config_variable_set(vars));
93  return res == "true" || res == "yes" || res == "1";
94 }
95 
96 // helper objects for saved_game::expand_mp_events()
97 struct modevents_entry
98 {
99  modevents_entry(const std::string& _type, const std::string& _id)
100  : type(_type)
101  , id(_id)
102  {
103  }
104 
105  std::string type;
106  std::string id;
107 };
108 
109 bool is_illegal_file_char(char c)
110 {
111  return c == '/' || c == '\\' || c == ':' || (c >= 0x00 && c < 0x20)
112 #ifdef _WIN32
113  || c == '?' || c == '|' || c == '<' || c == '>' || c == '*' || c == '"'
114 #endif
115  ;
116 }
117 
118 } // end anon namespace
119 
121  : has_carryover_expanded_(false)
122  , carryover_(carryover_info().to_config())
123  , replay_start_()
124  , classification_()
125  , mp_settings_()
126  , starting_point_type_(starting_point::NONE)
127  , starting_point_()
128  , replay_data_()
129  , skip_story_(false)
130 {
131 }
132 
134  : has_carryover_expanded_(false)
135  , carryover_()
136  , replay_start_()
137  , classification_(cfg)
138  , mp_settings_()
140  , starting_point_()
141  , replay_data_()
142  , skip_story_(false)
143 {
144  set_data(cfg);
145 }
146 
149  , carryover_(state.carryover_)
152  , mp_settings_(state.mp_settings_)
155  , replay_data_(state.replay_data_)
156  , skip_story_(state.skip_story_)
157 {
158 }
159 
161 {
162  carryover_.swap(carryover_sides_start);
163  has_carryover_expanded_ = false;
164 }
165 
167 {
168  if(has_carryover_expanded_ || !carryover_["random_seed"].empty()) {
169  return;
170  }
171 
172  std::stringstream stream;
173  stream << std::setfill('0') << std::setw(8) << std::hex << randomness::generator->get_random_int(0, INT_MAX);
174  carryover_["random_seed"] = stream.str();
175  carryover_["random_calls"] = 0;
176 }
177 
179 {
180  write_general_info(out);
182 
183  if(!replay_start_.empty()) {
184  out.write_child("replay_start", replay_start_);
185  }
186 
187  out.open_child("replay");
188  replay_data_.write(out);
189 
190  out.close_child("replay");
191  write_carryover(out);
192 }
193 
195 {
197  out.write_child("snapshot", starting_point_);
199  out.write_child("scenario", starting_point_);
200  }
201 }
202 
204 {
205  assert(not_corrupt());
206  out.write_child(has_carryover_expanded_ ? "carryover_sides" : "carryover_sides_start", carryover_);
207 }
208 
210 {
212  out.write_child("multiplayer", mp_settings_.to_config());
213 }
214 
216 {
217  const bool is_loaded_game = starting_point_type_ != starting_point::SCENARIO;
218  const bool is_multiplayer_tag = classification().get_tagname() == "multiplayer";
220 
221  static const std::vector<std::string> team_defaults {
222  "carryover_percentage",
223  "carryover_add",
224  };
225 
226  if(const config& campaign = game_config.find_child("campaign", "id", classification_.campaign)) {
227  bool require_campaign = campaign["require_campaign"].to_bool(true);
228  starting_point_["require_scenario"] = require_campaign;
229  }
230 
231  for(config& side : starting_point_.child_range("side")) {
232  // Set save_id default value directly after loading to its default to prevent different default behaviour in
233  // mp_connect code and sp code.
234 
235  if(side["no_leader"].to_bool()) {
236  side["leader_lock"] = true;
237  side.remove_attribute("type");
238  }
239 
240  if(side["save_id"].empty()) {
241  side["save_id"] = side["id"];
242  }
243 
244  if(!is_multiplayer_tag && side["side_name"].blank()) {
245  side["side_name"] = side["name"];
246  }
247 
248  if(!is_loaded_game && !side["current_player"].empty()) {
249  ERR_NG << "Removed invalid 'current_player' attribute from [side] while loading a scenario. Consider using "
250  "'side_name' instead\n";
251 
252  side["current_player"] = config::attribute_value();
253  }
254 
255  // Set some team specific values to their defaults specified in scenario
256  for(const std::string& att_name : team_defaults) {
257  const config::attribute_value* scenario_value = starting_point_.get(att_name);
258  config::attribute_value& team_value = side[att_name];
259 
260  if(scenario_value && team_value.empty()) {
261  team_value = *scenario_value;
262  }
263  }
264  }
265 }
266 
268 {
271 
273  const config& scenario =
274  game_config.find_child(classification().get_tagname(), "id", carryover_["next_scenario"]);
275 
276  if(scenario) {
278  starting_point_ = scenario;
279 
280  // A hash has to be generated using an unmodified scenario data.
281  mp_settings_.hash = scenario.hash();
282 
284 
285  update_label();
286  set_defaults();
287  } else {
288  ERR_NG << "Couldn't find [" << classification().get_tagname() << "] with id=" << carryover_["next_scenario"] << std::endl;
291  }
292  }
293 }
294 
296 {
297  const std::string version_default = starting_point_["addon_id"].empty() ? game_config::wesnoth_version.str() : "";
298  config scenario;
299  scenario["id"] = starting_point_["addon_id"].str("mainline");
300  scenario["name"] = starting_point_["addon_title"].str("mainline");
301  scenario["version"] = starting_point_["addon_version"].str(version_default);
302  scenario["min_version"] = starting_point_["addon_min_version"];
303  scenario["required"] = starting_point_["require_scenario"].to_bool(false);
304  config& content = scenario.add_child("content");
305  content["id"] = starting_point_["id"];
306  content["name"] = starting_point_["name"];
307  content["type"] = "scenario";
308 
310 }
311 
312 // "non scenario" at the time of writing this meaning any era, campaign, mods, or resources (see expand_mp_events() below).
313 void saved_game::load_non_scenario(const std::string& type, const std::string& id, size_t pos)
314 {
315  if(const config& cfg = game_config_manager::get()->game_config().find_child(type, "id", id)) {
316  // Note the addon_id if this mod is required to play the game in mp.
317  std::string require_attr = "require_" + type;
318 
319  // By default, eras have "require_era = true", and mods have "require_modification = false".
320  // anything with no addon_id is from mainline, and therefore isn't required in the sense that all players already have it
321  const bool require_default = cfg["addon_id"].empty() ? false : type == "era";
322  const std::string version_default = cfg["addon_id"].empty() ? game_config::wesnoth_version.str() : "";
323  config non_scenario;
324  // if there's no addon_id, then this isn't an add-on
325  non_scenario["id"] = cfg["addon_id"].str("mainline");
326  non_scenario["name"] = cfg["addon_title"].str("mainline");
327  non_scenario["version"] = cfg["addon_version"].str(version_default);
328  non_scenario["min_version"] = cfg["addon_min_version"];
329  non_scenario["required"] = cfg[require_attr].to_bool(require_default);
330  config& content = non_scenario.add_child("content");
331  content["id"] = id;
332  content["name"] = cfg["addon_title"].str(cfg["name"].str(""));
333  content["type"] = type;
334 
336 
337  // Copy events
338  for(const config& modevent : cfg.child_range("event")) {
339  if(modevent["enable_if"].empty()
340  || variable_to_bool(carryover_.child_or_empty("variables"), modevent["enable_if"])
341  ) {
342  starting_point_.add_child_at_total("event", modevent, pos++);
343  }
344  }
345 
346  // Copy lua
347  for(const config& modlua : cfg.child_range("lua")) {
348  starting_point_.add_child_at_total("lua", modlua, pos++);
349  }
350 
351  // Copy modify_unit_type
352  for(const config& modlua : cfg.child_range("modify_unit_type")) {
353  starting_point_.add_child_at_total("modify_unit_type", modlua, pos++);
354  }
355 
356  // Copy load_resource
357  for(const config& load_resource : cfg.child_range("load_resource")) {
358  starting_point_.add_child_at_total("load_resource", load_resource, pos++);
359  }
360  } else {
361  // TODO: A user message instead?
362  ERR_NG << "Couldn't find [" << type << "] with id=" << id << std::endl;
363  }
364 }
365 
366 // Gets the ids of the mp_era and modifications which were set to be active, then fetches these configs from the
367 // game_config and copies their [event] and [lua] to the starting_point_.
368 // At this time, also collect the addon_id attributes which appeared in them and put this list in the addon_ids
369 // attribute of the mp_settings.
371 {
372  expand_scenario();
373 
374  if(starting_point_type_ == starting_point::SCENARIO && !starting_point_["has_mod_events"].to_bool(false)) {
375  std::vector<modevents_entry> mods;
376  std::set<std::string> loaded_resources;
377 
378  std::transform(classification_.active_mods.begin(), classification_.active_mods.end(), std::back_inserter(mods),
379  [](const std::string& id) { return modevents_entry("modification", id); }
380  );
381 
382  // We don't want the error message below if there is no era (= if this is a sp game).
383  if(!classification_.era_id.empty()) {
384  mods.emplace_back("era", classification_.era_id);
385  }
386 
387  if(!classification_.campaign.empty()) {
388  mods.emplace_back("campaign", classification_.campaign);
389  }
390 
391  for(modevents_entry& mod : mods) {
393  }
394  mods.clear();
395 
396  while(starting_point_.has_child("load_resource")) {
397  assert(starting_point_.child_count("load_resource") > 0);
398  std::string id = starting_point_.child("load_resource")["id"];
399  size_t pos = starting_point_.find_total_first_of("load_resource");
400  starting_point_.remove_child("load_resource", 0);
401  if(loaded_resources.find(id) == loaded_resources.end()) {
402  loaded_resources.insert(id);
403  load_non_scenario("resource", id, pos);
404  }
405  }
406  starting_point_["has_mod_events"] = true;
407  starting_point_["loaded_resources"] = utils::join(loaded_resources);
408  }
409 }
410 
412 {
414  std::vector<modevents_entry> mods;
415 
416  std::transform(classification_.active_mods.begin(), classification_.active_mods.end(), std::back_inserter(mods),
417  [](const std::string& id) { return modevents_entry("modification", id); }
418  );
419 
420  mods.emplace_back("era", classification_.era_id);
421  mods.emplace_back("multiplayer", get_scenario_id());
422  mods.emplace_back("campaign", classification().campaign);
423 
424  config& variables = carryover_.child_or_add("variables");
425 
426  for(modevents_entry& mod : mods) {
427  if(const config& cfg = mp_settings().options.find_child(mod.type, "id", mod.id)) {
428  for(const config& option : cfg.child_range("option")) {
429  try {
430  variable_access_create(option["id"], variables).as_scalar() = option["value"];
431  } catch(const invalid_variablename_exception&) {
432  ERR_NG << "variable " << option["id"] << "cannot be set to " << option["value"] << std::endl;
433  }
434  }
435  } else {
436  LOG_NG << "Couldn't find [" << mod.type << "] with id=" << mod.id << " for [option]s" << std::endl;
437  }
438  }
439  }
440 }
441 
442 static void inherit_scenario(config& scenario, config& map_scenario)
443 {
444  config sides;
445  sides.splice_children(map_scenario, "side");
446  scenario.append_children(map_scenario);
447  scenario.inherit_attributes(map_scenario);
448  for(config& side_from : sides.child_range("side")) {
449  config& side_to = scenario.find_child("side", "side", side_from["side"]);
450  if(side_to) {
451  side_to.inherit_attributes(side_from);
452  side_to.append_children(side_from);
453  } else {
454  scenario.add_child("side", side_from);
455  }
456  }
457 }
458 
460 {
461  if(scenario["map_data"].empty() && !scenario["map_file"].empty()) {
462  std::string map_data = filesystem::read_map(scenario["map_file"]);
463  if(map_data.find("map_data") != std::string::npos) {
464  // we have a scenario, gnerated by the editor
465  config map_data_cfg;
466  read(map_data_cfg, map_data);
467  inherit_scenario(scenario, map_data_cfg);
468  } else {
469  // we have an plain map_data file
470  scenario["map_data"] = map_data;
471  }
472  }
473 }
474 
476 {
477  expand_scenario();
478 
480  // If the entire scenario should be randomly generated
481  if(!starting_point_["scenario_generation"].empty()) {
482  LOG_NG << "randomly generating scenario...\n";
483  const cursor::setter cursor_setter(cursor::WAIT);
484 
485  config scenario_new =
486  random_generate_scenario(starting_point_["scenario_generation"], starting_point_.child("generator"), &carryover_.child_or_empty("variables"));
487 
489  starting_point_ = std::move(scenario_new);
490 
491  update_label();
492  set_defaults();
493  }
494 
495  // If no map_data is provided, try to load the specified file directly
497  // If the map should be randomly generated
498  // We don’t want that we accidentally to this twice so we check for starting_point_["map_data"].empty()
499  if(starting_point_["map_data"].empty() && !starting_point_["map_generation"].empty()) {
500  LOG_NG << "randomly generating map...\n";
501  const cursor::setter cursor_setter(cursor::WAIT);
502 
503  starting_point_["map_data"] =
504  random_generate_map(starting_point_["map_generation"], starting_point_.child("generator"), &carryover_.child_or_empty("variables"));
505  }
506  }
507 }
508 
509 void saved_game::post_scenario_generation(const config& old_scenario, config& generated_scenario)
510 {
511  static const std::vector<std::string> attributes_to_copy {
512  "id",
513  "addon_id",
514  "addon_title",
515  "addon_version",
516  "addon_min_version",
517  "require_scenario",
518  };
519 
520  // TODO: should we add "description" to this list?
521  // TODO: in theory it is possible that whether the scenario is required depends on the generated scenario, so maybe remove require_scenario from this list.
522 
523  for(const auto& str : attributes_to_copy) {
524  generated_scenario[str] = old_scenario[str];
525  }
526 
527  // Preserve "story" from the scenario toplevel.
528  // Note that it does not delete [story] tags in generated_scenario, so you can still have your story
529  // dependent on the generated scenario.
530  for(const config& story : old_scenario.child_range("story")) {
531  generated_scenario.add_child("story", story);
532  }
533 }
534 
535 
537 {
538  expand_scenario();
540  carryover_info sides(carryover_);
541 
543  for(config& side_cfg : get_starting_point().child_range("side")) {
544  sides.transfer_all_to(side_cfg);
545  }
546 
547  carryover_ = sides.to_config();
549  }
550 }
551 
552 bool saved_game::valid() const
553 {
555 }
556 
558 {
560  starting_point_.swap(snapshot);
561 
562  return starting_point_;
563 }
564 
566 {
568  starting_point_.swap(scenario);
569 
570  has_carryover_expanded_ = false;
571 
572  update_label();
573 }
574 
576 {
579 }
580 
582 {
583  return starting_point_;
584 }
585 
587 {
588  if(!replay_start_.empty()) {
589  return replay_start_;
590  }
591 
593  // Try to load the scenario form game config or from [scenario] if there is no [replay_start]
594  expand_scenario();
596  }
597 
599  return starting_point_;
600  }
601 
602  return replay_start_.child("some_non_existet_invalid");
603 }
604 
606 {
608 
609  carryover_info sides(starting_point_, true);
610 
612  sides.rng().rotate_random();
613 
614  carryover_ = sides.to_config();
615 
616  has_carryover_expanded_ = false;
617 
620 
621  remove_snapshot();
622 }
623 
625 {
626  // TODO: remove this code duplication with write_... functions.
628 
629  if(!replay_start_.empty()) {
630  r.add_child("replay_start", replay_start_);
631  }
632 
633  replay_data_.write(r.add_child("replay"));
634 
636  r.add_child("snapshot", starting_point_);
638  r.add_child("scenario", starting_point_);
639  }
640 
641  r.add_child(has_carryover_expanded_ ? "carryover_sides" : "carryover_sides_start", carryover_);
642  r.add_child("multiplayer", mp_settings_.to_config());
643 
644  return r;
645 }
646 
647 std::string saved_game::get_scenario_id() const
648 {
649  std::string scenario_id;
650 
652  scenario_id = starting_point_["id"].str();
653  } else if(!has_carryover_expanded_) {
654  scenario_id = carryover_["next_scenario"].str();
655  } else if(!replay_start_.empty()) {
656  scenario_id = replay_start_["id"].str();
657  } else {
658  assert(!"cannot figure out scenario_id");
659  throw "assertion ignored";
660  }
661 
662  return scenario_id == "null" ? "" : scenario_id;
663 }
664 
666 {
667  return true;
668 }
669 
671 {
672  std::string& label = classification().label;
673 
674  if(classification().abbrev.empty()) {
675  label = starting_point_["name"].str();
676  } else {
677  label = classification().abbrev + "-" + starting_point_["name"];
678  }
679 
680  label.erase(std::remove_if(label.begin(), label.end(), is_illegal_file_char), label.end());
681  std::replace(label.begin(), label.end(), '_', ' ');
682 }
683 
685 {
686  for(config& side : starting_point_.child_range("side")) {
687  // for humans "goto_x/y" is used for multi-turn-moves
688  // for the ai "goto_x/y" is a way for wml to order the ai to move a unit to a certain place.
689  // we want to cancel human order but not to break wml.
690  if(side["controller"] != "human" && side["controller"] != "network") {
691  continue;
692  }
693 
694  for(config& unit : side.child_range("unit")) {
695  unit["goto_x"] = -999;
696  unit["goto_y"] = -999;
697  }
698  }
699 }
700 
702 {
703  for(config& side : starting_point_.child_range("side")) {
704  side.remove_attribute("is_local");
705  //TODO: the old code below is probably not needed anymore
706  if(side["controller"] == "network") {
707  side["controller"] = "human";
708  }
709 
710  if(side["controller"] == "network_ai") {
711  side["controller"] = "ai";
712  }
713  }
714 }
715 
717 {
718  swap(other);
719  return *this;
720 }
721 
723 {
724  carryover_.swap(other.carryover_);
725 
729 
733 
735 }
736 
738 {
739  log_scope("read_game");
740 
741  if(config& caryover_sides = cfg.child("carryover_sides")) {
742  carryover_.swap(caryover_sides);
744  } else if(config& caryover_sides_start = cfg.child("carryover_sides_start")) {
745  carryover_.swap(caryover_sides_start);
746  has_carryover_expanded_ = false;
747  } else {
748  carryover_.clear();
749  has_carryover_expanded_ = false;
750  }
751 
752  if(config& replay_start = cfg.child("replay_start")) {
754  } else {
756  }
757 
759 
760  // Serversided replays can contain multiple [replay]
761  for(config& replay : cfg.child_range("replay")) {
763  }
764 
766 
767  if(config& snapshot = cfg.child("snapshot")) {
769  starting_point_.swap(snapshot);
770  } else if(config& scenario = cfg.child("scenario")) {
772  starting_point_.swap(scenario);
773  } else {
776  }
777 
778  LOG_NG << "scenario: '" << carryover_["next_scenario"].str() << "'\n";
779 
780  if(const config& stats = cfg.child("statistics")) {
782  statistics::read_stats(stats);
783  }
784 
786  mp_settings_ = { cfg.child_or_empty("multiplayer") };
787 
788  cfg.clear();
789 }
790 
792 {
793  carryover_.clear();
794  classification_ = {};
795  has_carryover_expanded_ = false;
796  mp_settings_ = {};
797  replay_data_.swap({});
801 }
802 
803 void swap(saved_game& lhs, saved_game& rhs)
804 {
805  lhs.swap(rhs);
806 }
void check_require_scenario()
Add addon_id information if needed.
Definition: saved_game.cpp:295
bool empty() const
Tests for an attribute that either was never set or was set to "".
config replay_start_
snapshot made before the start event.
Definition: saved_game.hpp:150
config & child(config_key_type key, int n=0)
Returns the nth child with the given key, or a reference to an invalid config if there is none...
Definition: config.cpp:414
void write_general_info(config_writer &out) const
Definition: saved_game.cpp:209
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 ...
void write(const config &cfg)
std::string label
Name of the game (e.g.
This class represents a single unit of a specific type.
Definition: unit.hpp:120
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:267
std::string join(const T &v, const std::string &s=",")
Generates a new string joining container items in a list.
config & find_child(config_key_type key, const std::string &name, const std::string &value)
Returns the first child of tag key with a name attribute containing value.
Definition: config.cpp:860
config & replay_start()
Definition: saved_game.hpp:122
Variant for storing WML attributes.
void set_scenario(config scenario)
Definition: saved_game.cpp:565
const config to_config()
Definition: carryover.cpp:239
void write_starting_point(config_writer &out) const
Definition: saved_game.cpp:194
void set_defaults()
does some post loading stuff must be used before passing the data to connect_engine ...
Definition: saved_game.cpp:215
void write_config(config_writer &out) const
writes the config information into a stream (file)
Definition: saved_game.cpp:178
bool has_child(config_key_type key) const
Determine whether a config has a child or not.
Definition: config.cpp:406
unsigned child_count(config_key_type key) const
Definition: config.cpp:384
void write_carryover(config_writer &out) const
Definition: saved_game.cpp:203
config & add_child_at_total(config_key_type key, const config &val, size_t pos)
Definition: config.cpp:580
child_itors child_range(config_key_type key)
Definition: config.cpp:356
void unify_controllers()
Definition: saved_game.cpp:701
void load_game_config_for_game(const game_classification &classification, const std::string &scenario_id)
void expand_random_scenario()
takes care of generate_map=, generate_scenario=, map= attributes This should be called before expandi...
Definition: saved_game.cpp:475
bool valid() const
Definition: saved_game.cpp:552
const attribute_value * get(config_key_type key) const
Returns a pointer to the attribute with the given key or nullptr if it does not exist.
Definition: config.cpp:766
#define LOG_NG
Definition: saved_game.cpp:85
void fresh_stats()
Definition: statistics.cpp:782
void merge_old_carryover(const carryover_info &old_carryover)
Definition: carryover.cpp:270
size_t find_total_first_of(config_key_type key, size_t start=0)
Definition: config.cpp:566
void clear()
Definition: saved_game.cpp:791
config & child_or_add(config_key_type key)
Definition: config.cpp:490
config starting_point_
The starting pos where the (non replay) game will be started from.
Definition: saved_game.hpp:160
config & set_snapshot(config snapshot)
Definition: saved_game.cpp:557
void clear()
Definition: config.cpp:895
static void post_scenario_generation(const config &old_scenario, config &generated_scenario)
copies attributes & tags from the &#39;outer&#39; [scenario] to the scenario that is generated by scenario_genera...
Definition: saved_game.cpp:509
void append_children(const config &cfg)
Adds children from cfg.
Definition: config.cpp:235
void transfer_to(config &level)
Definition: carryover.cpp:210
void remove_attribute(config_key_type key)
Definition: config.cpp:229
Definitions for the interface to Wesnoth Markup Language (WML).
std::string get_scenario_id() const
Definition: saved_game.cpp:647
std::string random_generate_map(const std::string &name, const config &cfg, const config *vars)
Definition: map_create.cpp:44
config to_config() const
We failed to get a starting pos in expand_scenario.
void write_child(const std::string &key, const config &cfg)
void transfer_all_to(config &side_cfg)
Definition: carryover.cpp:184
const config & options()
Definition: game.cpp:563
static game_config_manager * get()
void swap(config &cfg)
Definition: config.cpp:1422
#define ERR_NG
Definition: saved_game.cpp:83
static void expand_map_file(config &scenario)
reads scenario["map_file"]
Definition: saved_game.cpp:459
void splice_children(config &src, const std::string &key)
Moves all the children with tag key from src to this.
Definition: config.cpp:650
const randomness::mt_rng & rng() const
Definition: carryover.hpp:93
void close_child(const std::string &key)
void set_random_seed()
sets the random seed if that didn&#39;t already happen.
Definition: saved_game.cpp:166
std::vector< std::string > active_mods
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:411
void read(config &cfg, std::istream &in, abstract_validator *validator)
Definition: parser.cpp:626
Class for writing a config out to a file in pieces.
unsigned all_children_count() const
Definition: config.cpp:396
const game_config_view & game_config() const
void open_child(const std::string &key)
void update_label()
sets classification().label to the correct value.
Definition: saved_game.cpp:670
void update_addon_requirements(const config &addon_cfg)
Takes a config with addon metadata (id, name, version, min_version) and adds it as a requirement for ...
void swap(saved_game &lhs, saved_game &rhs)
Implement non-member swap function for std::swap (calls saved_game::swap).
Definition: saved_game.cpp:803
void read_stats(const config &cfg)
Definition: statistics.cpp:772
config carryover_
depends on has_carryover_expanded_: if true: The carryover information for all sides from the previou...
Definition: saved_game.hpp:148
config & get_starting_point()
Definition: saved_game.cpp:581
void write(config_writer &out) const
bool skip_story_
Definition: saved_game.hpp:164
void load_non_scenario(const std::string &type, const std::string &id, size_t pos)
helper for expand_mp_events();
Definition: saved_game.cpp:313
starting_point starting_point_type_
Definition: saved_game.hpp:155
std::string campaign
The id of the campaign being played.
void set_data(config &cfg)
destroys the passed config.
Definition: saved_game.cpp:737
all_children_iterator erase(const all_children_iterator &i)
Definition: config.cpp:713
bool not_corrupt() const
Definition: saved_game.cpp:665
std::string read_map(const std::string &name)
void inherit_attributes(const config &c)
Merge the attributes of config &#39;c&#39; into this config, preserving this config&#39;s values.
Definition: config.cpp:1264
static void inherit_scenario(config &scenario, config &map_scenario)
Definition: saved_game.cpp:442
game_classification classification_
some general information of the game that doesn&#39;t change during the game
Definition: saved_game.hpp:152
std::string abbrev
the campaign abbreviation
const config & get_replay_starting_point()
Definition: saved_game.cpp:586
There is no scenario stating pos data (start-of-scenario).
Default, unset return value.
Definition: retval.hpp:31
We have a [scenario] (start-of-scenario) savefile.
Game configuration data as global variables.
Definition: build_info.cpp:58
mp_game_settings mp_settings_
Definition: saved_game.hpp:153
void rotate_random()
Resets the random to the 0 calls and the seed to the random this way we stay in the same sequence but...
Definition: mt_rng.cpp:73
void append_config(const config &data)
#define log_scope(description)
Definition: log.hpp:206
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:370
int get_random_int(int min, int max)
This helper method provides a random int from the underlying generator, using results of next_random...
Definition: random.hpp:51
void expand_carryover()
merges [carryover_sides_start] into [scenario] and saves the rest into [carryover_sides] Removes [car...
Definition: saved_game.cpp:536
const version_info wesnoth_version(VERSION)
rng * generator
This generator is automatically synced during synced context.
Definition: random.cpp:60
variable_info_mutable< variable_info_implementation::vi_policy_create > variable_access_create
&#39;Create if nonexistent&#39; access.
config & add_child(config_key_type key)
Definition: config.cpp:500
const config & find_child(config_key_type key, const std::string &name, const std::string &value) const
void swap(replay_recorder_base &other)
void swap(saved_game &other)
Definition: saved_game.cpp:722
void cancel_orders()
Definition: saved_game.cpp:684
replay_recorder_base replay_data_
Definition: saved_game.hpp:162
config random_generate_scenario(const std::string &name, const config &cfg, const config *vars)
Definition: map_create.cpp:56
game_classification & classification()
Definition: saved_game.hpp:54
void set_carryover_sides_start(config carryover_sides_start)
Definition: saved_game.cpp:160
saved_game & operator=(const saved_game &other)=delete
Standard logging facilities (interface).
std::string str() const
Serializes the version number into string form.
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:605
config to_config() const
Definition: saved_game.cpp:624
We have a [snapshot] (mid-game-savefile).
void remove_snapshot()
Definition: saved_game.cpp:575
const config & child_or_empty(config_key_type key) const
Returns the first child with the given key, or an empty config if there is none.
Definition: config.cpp:477
config_attribute_value attribute_value
Variant for storing WML attributes.
Definition: config.hpp:213
static lg::log_domain log_engine("engine")
Some information about savefiles:
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:59
mock_char c
bool has_carryover_expanded_
Definition: saved_game.hpp:142
mp_game_settings & mp_settings()
Multiplayer parameters for this game.
Definition: saved_game.hpp:58
void remove_child(config_key_type key, unsigned index)
Definition: config.cpp:718
std::string hash() const
Definition: config.cpp:1367
bool empty() const
Definition: config.cpp:916
std::string get_tagname() const