The Battle for Wesnoth  1.19.27+dev
play_controller.cpp
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1 /*
2  Copyright (C) 2006 - 2025
3  by Joerg Hinrichs <joerg.hinrichs@alice-dsl.de>
4  Copyright (C) 2003 by David White <dave@whitevine.net>
5  Part of the Battle for Wesnoth Project https://www.wesnoth.org/
6 
7  This program is free software; you can redistribute it and/or modify
8  it under the terms of the GNU General Public License as published by
9  the Free Software Foundation; either version 2 of the License, or
10  (at your option) any later version.
11  This program is distributed in the hope that it will be useful,
12  but WITHOUT ANY WARRANTY.
13 
14  See the COPYING file for more details.
15 */
16 
17 /**
18  * @file
19  * Handle input via mouse & keyboard, events, schedule commands.
20  */
21 
22 #include "play_controller.hpp"
23 
24 #include "actions/heal.hpp"
25 #include "actions/undo.hpp"
26 #include "actions/vision.hpp"
27 #include "ai/manager.hpp"
28 #include "ai/testing.hpp"
29 #include "display_chat_manager.hpp"
30 #include "floating_label.hpp"
31 #include "formula/string_utils.hpp"
32 #include "game_errors.hpp"
34 #include "game_events/pump.hpp"
35 #include "game_state.hpp"
36 #include "gettext.hpp"
38 #include "gui/dialogs/message.hpp" // for show_error_message
42 #include "log.hpp"
43 #include "map/label.hpp"
44 #include "pathfind/teleport.hpp"
46 #include "random.hpp"
47 #include "replay.hpp"
48 #include "resources.hpp"
49 #include "save_index.hpp"
50 #include "saved_game.hpp"
51 #include "savegame.hpp"
55 #include "sound.hpp"
56 #include "soundsource.hpp"
57 #include "statistics.hpp"
58 #include "synced_context.hpp"
59 #include "units/types.hpp"
60 #include "units/unit.hpp"
61 #include "utils/general.hpp"
62 #include "video.hpp"
63 #include "whiteboard/manager.hpp"
64 
65 #include <functional>
66 
67 static lg::log_domain log_aitesting("ai/testing");
68 #define LOG_AIT LOG_STREAM(info, log_aitesting)
69 // If necessary, this define can be replaced with `#define LOG_AIT std::cout` to restore previous behavior
70 
71 static lg::log_domain log_engine("engine");
72 #define LOG_NG LOG_STREAM(info, log_engine)
73 #define DBG_NG LOG_STREAM(debug, log_engine)
74 #define ERR_NG LOG_STREAM(err, log_engine)
75 
76 static lg::log_domain log_display("display");
77 #define ERR_DP LOG_STREAM(err, log_display)
78 
79 static lg::log_domain log_enginerefac("enginerefac");
80 #define LOG_RG LOG_STREAM(info, log_enginerefac)
81 
82 static lg::log_domain log_engine_enemies("engine/enemies");
83 #define DBG_EE LOG_STREAM(debug, log_engine_enemies)
84 
85 /**
86  * Copies [scenario] attributes/tags that are not otherwise stored in C++ structs/clases.
87  */
88 static void copy_persistent(const config& src, config& dst)
89 {
90  static const std::set<std::string> attrs {
91  "description",
92  "name",
93  "disallow_recall",
94  "experience_modifier",
95  "require_scenario",
96  "loaded_resources"
97  };
98 
99  static const std::set<std::string> tags {
100  "terrain_graphics",
101  "modify_unit_type",
102  "lua"
103  };
104 
105  for(const std::string& attr : attrs) {
106  dst[attr] = src[attr];
107  }
108 
109  for(const std::string& tag : tags) {
110  dst.append_children(src, tag);
111  }
112 }
113 
114 static void clear_resources()
115 {
116  resources::controller = nullptr;
117  resources::filter_con = nullptr;
118  resources::gameboard = nullptr;
119  resources::gamedata = nullptr;
120  resources::lua_kernel = nullptr;
121  resources::game_events = nullptr;
122  resources::persist = nullptr;
123  resources::soundsources = nullptr;
124  resources::tod_manager = nullptr;
125  resources::tunnels = nullptr;
126  resources::undo_stack = nullptr;
127  resources::recorder = nullptr;
128  resources::whiteboard.reset();
129  resources::classification = nullptr;
130 }
131 
133  : controller_base()
134  , observer()
136  , timer_()
137  , gamestate_()
138  , level_()
139  , saved_game_(state_of_game)
140  , tooltips_manager_()
141  , whiteboard_manager_()
142  , plugins_context_()
143  , labels_manager_(new font::floating_label_context())
144  , help_manager_(help::help_manager::get_instance())
145  , mouse_handler_(*this)
146  , menu_handler_(*this)
147  , hotkey_handler_(new hotkey_handler(*this, saved_game_))
148  , soundsources_manager_()
149  , persist_()
150  , gui_()
151  , xp_mod_(new unit_experience_accelerator(level["experience_modifier"].to_int(100)))
152  , statistics_context_(new statistics_t(state_of_game.statistics()))
153  , replay_(new replay(state_of_game.get_replay()))
154  , skip_replay_(false)
155  , skip_story_(state_of_game.skip_story())
156  , did_autosave_this_turn_(true)
157  , did_tod_sound_this_turn_(false)
158  , map_start_()
159  , start_faded_(true)
160  , victory_music_()
161  , defeat_music_()
162  , scope_(hotkey::scope_game)
163  , ignore_replay_errors_(false)
164  , player_type_changed_(false)
165 {
167 
168  for(const config& modify_unit_type : level_.child_range("modify_unit_type")) {
169  unit_types.apply_scenario_fix(modify_unit_type);
170  }
171  resources::controller = this;
174 
176 
178 
180 
181  try {
182  init(level);
183  } catch(...) {
184  DBG_NG << "Caught exception initializing level: " << utils::get_unknown_exception_type();
185  clear_resources();
186  throw;
187  }
188 }
189 
191 {
193  clear_resources();
194 }
195 
197 {
198  /*
199  * Initilisation currently happens on the following order:
200  * 1) This code, which is executed with the loadingscreen
201  * From inside the constructor.
202  * 2) The Music is changed.
203  * 3) The Storyscreen is shown.
204  * 4) The Labels are added
205  * 5) The preload event is fired
206  * 6) The prestart event is fired
207  * 7) The gui is activated
208  * 8) The start event is fired
209  */
212 
213  LOG_NG << "initializing game_state..." << timer();
214  gamestate_.reset(new game_state(level, *this));
215 
223 
224  gamestate_->ai_manager_.add_observer(this);
225  gamestate_->init(level, *this);
227 
228  LOG_NG << "initializing whiteboard..." << timer();
230  whiteboard_manager_.reset(new wb::manager());
232 
233  LOG_NG << "loading units..." << timer();
236 
237  LOG_NG << "initializing display (includes theme init and building terrain rules)... " << timer();
239  gui_.reset(new game_display(gamestate().board_, whiteboard_manager_, *gamestate().reports_, theme(), level));
240  map_start_ = map_location(level.child_or_empty("display").child_or_empty("location"));
241  if(start_faded_) {
242  gui_->set_fade({0,0,0,255});
243  gui_->set_prevent_draw(true);
244  }
245 
246  // Ensure the loading screen doesn't end up underneath the game display
248 
249  if(!video::headless()) {
251  gui_->get_theme().modify_label("time-icon", _("time left for current turn"));
252  } else {
253  gui_->get_theme().modify_label("time-icon", _("current local time"));
254  }
255  }
256 
257  mouse_handler_.set_gui(gui_.get());
258  menu_handler_.set_gui(gui_.get());
259 
260  LOG_NG << "done initializing display... " << timer();
261 
262  LOG_NG << "building gamestate to gui and whiteboard... " << timer();
263  // This *needs* to be created before the show_intro and show_map_scene
264  // as that functions use the manager state_of_game
265  // Has to be done before registering any events!
268 
269  init_managers();
271  // loadscreen_manager->reset();
273  gamestate().lua_kernel_->load_game(level);
274 
275  plugins_context_.reset(new plugins_context("Game"));
276  plugins_context_->set_callback("save_game", [this](const config& cfg) { save_game_auto(cfg["filename"]); }, true);
277  plugins_context_->set_callback("save_replay", [this](const config& cfg) { save_replay_auto(cfg["filename"]); }, true);
278  plugins_context_->set_callback("quit", [](const config&) { throw_quit_game_exception(); }, false);
279  plugins_context_->set_callback_execute(*resources::lua_kernel);
280  plugins_context_->set_accessor_string("scenario_name", [this](const config&) { return get_scenario_name(); });
281  plugins_context_->set_accessor_int("current_side", [this](const config&) { return current_side(); });
282  plugins_context_->set_accessor_int("current_turn", [this](const config&) { return turn(); });
283  plugins_context_->set_accessor_bool("can_move", [this](const config&) { return !events::commands_disabled && gamestate().gamedata_.phase() == game_data::TURN_PLAYING; });
284  plugins_context_->set_callback("end_turn", [this](const config&) { require_end_turn(); }, false);
285  plugins_context_->set_callback("synced_command", [this](const config& cmd) {
286  auto& pm = *plugins_manager::get();
287  if(resources::whiteboard->has_planned_unit_map())
288  {
289  ERR_NG << "plugin called synced command while whiteboard is applied, ignoring";
290  pm.notify_event("synced_command_error", config{"error", "whiteboard"});
291  return;
292  }
293 
294  auto& gamedata = gamestate().gamedata_;
295  const bool is_too_early = gamedata.phase() == game_data::INITIAL || resources::gamedata->phase() == game_data::PRELOAD;
296  const bool is_during_turn = gamedata.phase() == game_data::TURN_PLAYING;
297  const bool is_unsynced = synced_context::get_synced_state() == synced_context::UNSYNCED;
298  if(is_too_early) {
299  ERR_NG << "synced command called too early, only allowed at START or later";
300  pm.notify_event("synced_command_error", config{"error", "too-early"});
301  return;
302  }
303  if(is_unsynced && !is_during_turn) {
304  ERR_NG << "synced command can only be used during a turn when a user would also be able to invoke commands";
305  pm.notify_event("synced_command_error", config{"error", "not-your-turn"});
306  return;
307  }
308  if(is_unsynced && events::commands_disabled) {
309  ERR_NG << "synced command cannot be invoked while commands are blocked";
310  pm.notify_event("synced_command_error", config{"error", "disabled"});
311  return;
312  }
313  if(is_unsynced && !resources::controller->current_team().is_local()) {
314  ERR_NG << "synced command can only be used from clients that control the currently playing side";
315  pm.notify_event("synced_command_error", config{"error", "not-your-turn"});
316  return;
317  }
318  action_spectator spectator([&pm](const std::string& message) {
319  ERR_NG << "synced command from plugin raised an error: " << message;
320  pm.notify_event("synced_command_error", config{"error", "error", "message", message});
321  });
322  for(const auto [key, child] : cmd.all_children_range()) {
325  }
326  }, false);
327  });
328 }
329 
330 void play_controller::reset_gamestate(const config& level, int replay_pos)
331 {
332  // TODO: should we update we update this->level_ with level ?
333 
334  resources::gameboard = nullptr;
335  resources::gamedata = nullptr;
336  resources::tod_manager = nullptr;
337  resources::filter_con = nullptr;
338  resources::lua_kernel = nullptr;
339  resources::game_events = nullptr;
340  resources::tunnels = nullptr;
341  resources::undo_stack = nullptr;
342 
343  gui_->labels().set_team(nullptr);
344 
345  // Item overlays (including their halos) are stored on the display, not the
346  // game state, so they need to be cleared here on reset. Refer GitHub #10866.
347  gui_->remove_overlays();
348 
349  /* First destroy the old game state, then create the new one.
350  This is necessary to ensure that while the old AI manager is being destroyed,
351  all its member objects access the old manager instead of the new. */
352  gamestate_.reset();
353  gamestate_.reset(new game_state(level, *this));
354 
362 
363  gamestate_->ai_manager_.add_observer(this);
364  gamestate_->init(level, *this);
367 
368  gui_->reset_reports(*gamestate().reports_);
369  gui_->change_display_context(&gamestate().board_);
370  saved_game_.get_replay().set_pos(replay_pos);
371 
373  gamestate().lua_kernel_->load_game(level);
374 }
375 
377 {
378  LOG_NG << "initializing managers... " << timer();
380 
382  LOG_NG << "done initializing managers... " << timer();
383 }
384 
386 {
387  // Run initialization scripts, even if loading from a snapshot.
388  gamestate().gamedata_.get_variable("turn_number") = static_cast<int>(turn());
389  pump().fire("preload");
390  gamestate().lua_kernel_->preload_finished();
391 }
392 
394 {
395  // pre-start events must be executed before any GUI operation,
396  // as those may cause the display to be refreshed.
398 
399  // Fire these right before prestart events, to catch only the units sides
400  // have started with.
401  for(const unit& u : get_units()) {
402  pump().fire("unit_placed", map_location(u.get_location()));
403  }
404 
405  pump().fire("prestart");
406 
407  // prestart event may modify start turn with WML, reflect any changes.
408  gamestate().gamedata_.get_variable("turn_number") = static_cast<int>(turn());
409 }
410 
412 {
413  if(!get_teams().empty()) {
414  const config cfg("side", gui_->viewing_team().side());
415  gamestate().lua_kernel_->run_wml_action("show_objectives", vconfig(cfg),
416  game_events::queued_event("_from_interface", "", map_location(), map_location(), config()));
417  }
418 }
419 
421 {
423  pump().fire("start");
424 
425  skip_story_ = false; // Show [message]s from now on even with --campaign-skip-story
426 
427  // start event may modify start turn with WML, reflect any changes.
428  gamestate().gamedata_.get_variable("turn_number") = static_cast<int>(turn());
429 
432 
433  // prestart and start events may modify the initial gold amount,
434  // reflect any changes.
435  for(team& tm : get_teams()) {
436  tm.set_start_gold(tm.gold());
437  }
438 
440 }
441 
443 {
444  gui_->begin_game();
445  gui_->update_tod();
446 }
447 
449 {
451  gui_->set_playing_team_index(std::size_t(current_side() - 1));
452 
454 
456 }
457 
459 {
460  //
461  // We do side init only if not done yet for a local side when we are not replaying.
462  // For all other sides it is recorded in replay and replay handler has to handle
463  // calling do_init_side() functions.
464  //
465  if(is_during_turn()) {
466  // We already executed do_init_side this can for example happe if we reload a game,
467  // but also if we changed control of a side during it's turn
468  return;
469  }
470 
471  if(!current_team().is_local()) {
472  // We are in a mp game and execute do_init_side as soon as we receive [init_side] from the current player
473  // (see replay.cpp)
474  return;
475  }
476 
477  if(is_replay()) {
478  // We are in a replay and execute do_init_side as soon as we reach the next [init_side] in the replay data
479  // (see replay.cpp)
480  return;
481  }
482 
483  if(current_team().is_idle()) {
484  // In this case it can happen that we just gave control of this side to another player so doing init_side
485  // could lead to errors since we no longer own this side from the servers perspective.
486  // (see playturn.cpp)
487  return;
488  }
489 
491  do_init_side();
492 }
493 
495 {
496  { // Block for set_scontext_synced
497  set_scontext_synced sync;
498 
500 
501  log_scope("player turn");
502  // In case we might end up calling sync:network during the side turn events,
503  // and we don't want do_init_side to be called when a player drops.
505  gamestate_->next_player_number_ = gamestate_->player_number_ + 1;
506 
507  const std::string turn_num = std::to_string(turn());
508  const std::string side_num = std::to_string(current_side());
509 
510  gamestate().gamedata_.get_variable("side_number") = current_side();
511 
512  // We might have skipped some sides because they were empty so it is not enough to check for side_num==1
513  if(!gamestate().tod_manager_.has_turn_event_fired()) {
514  pump().fire("turn_" + turn_num);
515  pump().fire("new_turn");
517  }
518 
519  pump().fire("side_turn");
520  pump().fire("side_" + side_num + "_turn");
521  pump().fire("side_turn_" + turn_num);
522  pump().fire("side_" + side_num + "_turn_" + turn_num);
523 
524  // We want to work out if units for this player should get healed,
525  // and the player should get income now.
526  // Healing/income happen if it's not the first turn of processing,
527  // or if we are loading a game.
528  if(turn() > 1) {
531 
532  // If the expense is less than the number of villages owned
533  // times the village support capacity,
534  // then we don't have to pay anything at all
535  int expense = gamestate().board_.side_upkeep(current_side()) - current_team().support();
536  if(expense > 0) {
537  current_team().spend_gold(expense);
538  }
539  }
540 
541  if(do_healing()) {
543  }
544 
545  // Do healing on every side turn except the very first side turn.
546  // (1.14 and earlier did healing whenever turn >= 2.)
547  set_do_healing(true);
548 
549  // Set resting now after the healing has been done.
550  for(unit& patient : resources::gameboard->units()) {
551  if(patient.side() == current_side()) {
552  patient.set_resting(true);
553  }
554  }
555 
556  // Prepare the undo stack.
558 
559  pump().fire("turn_refresh");
560  pump().fire("side_" + side_num + "_turn_refresh");
561  pump().fire("turn_" + turn_num + "_refresh");
562  pump().fire("side_" + side_num + "_turn_" + turn_num + "_refresh");
563 
564  // Make sure vision is accurate.
566 
567  check_victory();
568  sync.do_final_checkup();
570  }
571 
572  statistics().reset_turn_stats(gamestate().board_.get_team(current_side()).save_id_or_number());
573 
574  init_side_end();
575 
576  if(!is_skipping_replay() && current_team().get_scroll_to_leader()) {
577  gui_->scroll_to_leader(current_side(), game_display::ONSCREEN, false);
578  }
579 }
580 
582 {
586  LOG_NG << "playing ToD sound: " << tod.sounds;
587  sound::play_sound(tod.sounds, sound_tracks::type::sound_source);
588  }
589  whiteboard_manager_->on_init_side();
590 }
591 
593 {
594  config cfg = level_;
595 
596  cfg["replay_pos"] = saved_game_.get_replay().get_pos();
597  gamestate().write(cfg);
598 
599  gui_->write(cfg.add_child("display"));
600 
601  // Write the soundsources.
602  soundsources_manager_->write_sourcespecs(cfg);
603 
604  gui_->labels().write(cfg);
606 
607  if(cfg["replay_pos"].to_int(0) > 0 && cfg["playing_team"].empty()) {
608  gui2::show_error_message(_("Trying to create a corrupt file, please report this bug"));
609  }
610 
611  return cfg;
612 }
613 
615 {
616 
617  { // Block for set_scontext_synced
618  set_scontext_synced sync(1);
619  // Also clears the undo stack.
621 
623  const std::string turn_num = std::to_string(turn());
624  const std::string side_num = std::to_string(current_side());
625 
626  // Clear shroud, in case units had been slowed for the turn.
628 
629  pump().fire("side_turn_end");
630  pump().fire("side_" + side_num + "_turn_end");
631  pump().fire("side_turn_" + turn_num + "_end");
632  pump().fire("side_" + side_num + "_turn_" + turn_num + "_end");
633  // This is where we refog, after all of a side's events are done.
635  check_victory();
636  sync.do_final_checkup();
637  }
639 }
640 
642 {
643  set_scontext_synced sync(2);
644  const std::string turn_num = std::to_string(turn());
645  pump().fire("turn_end");
646  pump().fire("turn_" + turn_num + "_end");
647  sync.do_final_checkup();
648 }
649 
651 {
652  // If we aren't using fog/shroud, this is easy :)
653  if(current_team().uses_fog() == false && current_team().uses_shroud() == false) {
654  return true;
655  }
656 
657  // See if any enemies are visible
658  for(const unit& u : get_units()) {
659  if(current_team().is_enemy(u.side()) && !gui_->fogged(u.get_location())) {
660  return true;
661  }
662  }
663 
664  return false;
665 }
666 
668 {
669  if(menu_handler_.get_textbox().active() == false) {
670  return;
671  }
672 
673  const std::string str = menu_handler_.get_textbox().box()->text();
674  const unsigned int team_num = current_side();
675  events::mouse_handler& mousehandler = mouse_handler_;
676 
677  switch(menu_handler_.get_textbox().mode()) {
678  case gui::TEXTBOX_SEARCH:
682  break;
684  if (menu_handler_.do_speak()) {
687  }
688  break;
693  break;
694  case gui::TEXTBOX_AI:
697  menu_handler_.do_ai_formula(str, team_num, mousehandler);
698  break;
699  default:
701  ERR_DP << "unknown textbox mode";
702  }
703 }
704 
706 {
707  if(menu_handler_.get_textbox().active() == false) {
708  return;
709  }
710 
711  const std::string str = menu_handler_.get_textbox().box()->text();
712  const std::vector<std::string>& command_history = menu_handler_.get_textbox().command_history();
713 
714  auto prev = std::find(command_history.begin(), command_history.end(), str);
715 
716  if (prev != command_history.end())
717  {
718  if(up) {
719  if(prev != command_history.begin()) {
720  menu_handler_.get_textbox().box()->set_text(*--prev);
721  }
722  } else {
723  if(++prev != command_history.end()) {
724  menu_handler_.get_textbox().box()->set_text(*prev);
725  } else {
726  menu_handler_.get_textbox().box()->set_text("");
727  }
728  }
729  } else if (up) {
730  if(command_history.size() > 0) {
731  menu_handler_.get_textbox().box()->set_text(*--prev);
732  }
733  if(!str.empty()) {
735  }
736  }
737 }
738 
740 {
742 
743  std::set<std::string> dictionary;
744  switch(mode) {
745  case gui::TEXTBOX_SEARCH: {
746  for(const unit& u : get_units()) {
747  const map_location& loc = u.get_location();
748  if(!gui_->fogged(loc) && !(gui_->viewing_team().is_enemy(u.side()) && u.invisible(loc)))
749  dictionary.insert(u.name());
750  }
751  // TODO List map labels
752  break;
753  }
754  case gui::TEXTBOX_COMMAND: {
755  std::vector<std::string> commands = menu_handler_.get_commands_list();
756  dictionary.insert(commands.begin(), commands.end());
757  [[fallthrough]]; // we also want player names from the next case
758  }
759  case gui::TEXTBOX_MESSAGE: {
760  for(const team& t : get_teams()) {
761  if(!t.is_empty())
762  dictionary.insert(t.current_player());
763  }
764 
765  // Add observers
766  for(const std::string& o : gui_->observers()) {
767  dictionary.insert(o);
768  }
769 
770  // Add nicks who whispered you
771  for(const std::string& w : gui_->get_chat_manager().whisperers()) {
772  dictionary.insert(w);
773  }
774 
775  // Add nicks from friendlist
776  const std::map<std::string, std::string> friends = prefs::get().get_acquaintances_nice("friend");
777 
778  for(std::map<std::string, std::string>::const_iterator iter = friends.begin(); iter != friends.end(); ++iter) {
779  dictionary.insert((*iter).first);
780  }
781 
782  // Exclude own nick from tab-completion.
783  // NOTE why ?
784  dictionary.erase(prefs::get().login());
785  break;
786  }
787 
788  default:
789  ERR_DP << "unknown textbox mode";
790  } // switch(mode)
791 
792  menu_handler_.get_textbox().tab(dictionary);
793 }
794 
796 {
797  if(get_teams().size() == 0) {
798  throw game::game_error("The scenario has no sides defined");
799  }
800 
801  assert(gamestate().board_.has_team(current_side()));
803 }
804 
806 {
807  if(get_teams().size() == 0) {
808  throw game::game_error("The scenario has no sides defined");
809  }
810 
811  assert(gamestate().board_.has_team(current_side()));
813 }
814 
815 
817 {
818  return mouse_handler_;
819 }
820 
821 std::shared_ptr<wb::manager> play_controller::get_whiteboard() const
822 {
823  return whiteboard_manager_;
824 }
825 
827 {
828  return saved_game_.mp_settings();
829 }
830 
832 {
833  return saved_game_.classification();
834 }
835 
837 {
838  return *gui_;
839 }
840 
842 {
843  return !menu_handler_.get_textbox().active();
844 }
845 
847 {
848  if(event.key.key == SDLK_ESCAPE || event.key.key == SDLK_AC_BACK) {
850  } else if(event.key.key == SDLK_TAB) {
851  tab();
852  } else if(event.key.key == SDLK_UP) {
854  } else if(event.key.key == SDLK_DOWN) {
856  } else if(event.key.key == SDLK_RETURN || event.key.key == SDLK_KP_ENTER) {
857  enter_textbox();
858  }
859 }
860 
861 void play_controller::process_keydown_event(const SDL_Event& event)
862 {
863  if(event.key.key == SDLK_TAB) {
864  whiteboard_manager_->set_invert_behavior(true);
865  }
866 }
867 
868 void play_controller::process_keyup_event(const SDL_Event& event)
869 {
870  // If the user has pressed 1 through 9, we want to show
871  // how far the unit can move in that many turns
872  if(event.key.key >= '1' && event.key.key <= '9') {
873  const int new_path_turns = (event.type == SDL_EVENT_KEY_DOWN) ? event.key.key - '1' : 0;
874 
875  if(new_path_turns != mouse_handler_.get_path_turns()) {
876  mouse_handler_.set_path_turns(new_path_turns);
877 
879 
880  if(u.valid()) {
881  // if it's not the unit's turn, we reset its moves
882  unit_movement_resetter move_reset(*u, u->side() != current_side());
883 
885  *u, false, true, gui_->viewing_team(), mouse_handler_.get_path_turns()));
886 
887  gui_->highlight_reach(mouse_handler_.current_paths());
888  } else {
890  }
891  }
892  } else if(event.key.key == SDLK_TAB) {
893  CKey keys;
894  if(!keys[SDLK_TAB]) {
895  whiteboard_manager_->set_invert_behavior(false);
896  }
897  }
898 }
899 
901 {
902  assert(replay_);
903  return *replay_.get();
904 }
905 
907 {
908  // Saving while an event is running isn't supported
909  // because it may lead to expired event handlers being saved.
910  assert(!gamestate().events_manager_->is_event_running());
911 
912  scoped_savegame_snapshot snapshot(*this);
913  savegame::ingame_savegame save(saved_game_, prefs::get().save_compression_format());
915 }
916 
918 {
919  scoped_savegame_snapshot snapshot(*this);
920  savegame::ingame_savegame save(saved_game_, prefs::get().save_compression_format());
921  save.save_game_automatic(false, filename);
922 }
923 
925 {
926  savegame::replay_savegame save(saved_game_, prefs::get().save_compression_format());
928 }
929 
931 {
932  savegame::replay_savegame save(saved_game_, prefs::get().save_compression_format());
933  save.save_game_automatic(false, filename);
934 }
935 
937 {
939 }
940 
942 {
944 }
945 
947 {
949  undo_stack().undo();
950 }
951 
953 {
955  undo_stack().redo();
956 }
957 
959 {
961 }
962 
964 {
966 }
967 
968 const std::string& play_controller::select_music(bool victory) const
969 {
970  const std::vector<std::string>& music_list = victory
971  ? (gamestate_->get_game_data()->get_victory_music().empty()
973  : gamestate_->get_game_data()->get_victory_music())
974  : (gamestate_->get_game_data()->get_defeat_music().empty()
976  : gamestate_->get_game_data()->get_defeat_music());
977 
978  if(music_list.empty()) {
979  // Since this function returns a reference, we can't return a temporary empty string.
980  static const std::string empty_str = "";
981  return empty_str;
982  }
983 
984  return music_list[randomness::rng::default_instance().get_random_int(0, music_list.size() - 1)];
985 }
986 
988 {
989  if(is_linger_mode()) {
990  return;
991  }
992 
993  if(is_regular_game_end()) {
994  return;
995  }
996 
997  bool continue_level, found_player, found_network_player, invalidate_all;
998  std::set<unsigned> not_defeated;
999 
1001  continue_level,
1002  found_player,
1003  found_network_player,
1005  not_defeated,
1006  gamestate().remove_from_carryover_on_defeat_
1007  );
1008 
1009  if(invalidate_all) {
1010  gui_->invalidate_all();
1011  }
1012 
1013  if(continue_level) {
1014  return;
1015  }
1016 
1017  if(found_player || found_network_player) {
1018  pump().fire("enemies_defeated");
1019  if(is_regular_game_end()) {
1020  return;
1021  }
1022  }
1023 
1024  DBG_EE << "victory_when_enemies_defeated: " << gamestate().victory_when_enemies_defeated_;
1025  DBG_EE << "found_player: " << found_player;
1026  DBG_EE << "found_network_player: " << found_network_player;
1027 
1028  if(!gamestate().victory_when_enemies_defeated_ && (found_player || found_network_player)) {
1029  // This level has asked not to be ended by this condition.
1030  return;
1031  }
1032 
1033  if(video::headless()) {
1034  LOG_AIT << "winner: ";
1035  for(unsigned l : not_defeated) {
1037  if(ai.empty())
1038  ai = "default ai";
1039  LOG_AIT << l << " (using " << ai << ") ";
1040  }
1041 
1042  LOG_AIT;
1043  ai_testing::log_victory(not_defeated);
1044  }
1045 
1046  DBG_EE << "throwing end level exception...";
1047  // Also proceed to the next scenario when another player survived.
1048  end_level_data el_data;
1050  el_data.proceed_to_next_level = found_player || found_network_player;
1051  el_data.is_victory = found_player;
1052  set_end_level_data(el_data);
1053 }
1054 
1055 void play_controller::process_oos(const std::string& msg) const
1056 {
1057  if(video::headless()) {
1058  throw game::game_error(msg);
1059  }
1060 
1062  return;
1063  }
1064 
1065  std::stringstream message;
1066  message << _("The game is out of sync. It might not make much sense to continue. Do you want to save your game?");
1067  message << "\n\n" << _("Error details:") << "\n\n" << msg;
1068 
1069  scoped_savegame_snapshot snapshot(*this);
1071  save.save_game_interactive(message.str(), savegame::savegame::YES_NO); // can throw quit_game_exception
1072 }
1073 
1075 {
1076  return saved_game_.classification().get_tagname() == "multiplayer";
1077 }
1078 
1079 void play_controller::update_gui_to_player(const int team_index, const bool observe)
1080 {
1081  gui_->set_viewing_team_index(team_index, observe);
1082  gui_->recalculate_minimap();
1083  gui_->invalidate_all();
1084 }
1085 
1087 {
1088  scoped_savegame_snapshot snapshot(*this);
1089  savegame::autosave_savegame save(saved_game_, prefs::get().save_compression_format());
1090  save.autosave(false, prefs::get().auto_save_max(), pref_constants::INFINITE_AUTO_SAVES);
1091 }
1092 
1094 {
1095  scoped_savegame_snapshot snapshot(*this);
1096  savegame::ingame_savegame save(saved_game_, prefs::get().save_compression_format());
1097  save.save_game_automatic(true, filename);
1098 }
1099 
1101 {
1102  // note: this writes to level_ if this is not a replay.
1104 }
1105 
1107 {
1108  return gamestate().events_manager_->pump();
1109 }
1110 
1112 {
1113  return soundsources_manager_.get();
1114 }
1115 
1117 {
1118  return plugins_context_.get();
1119 }
1120 
1122 {
1123  return hotkey_handler_.get();
1124 }
1125 
1127 {
1128  if(!gamestate().in_phase(game_data::TURN_PLAYING)) {
1129  return true;
1130  }
1131 
1132  const team& t = current_team();
1133  return !t.is_local_human() || !t.is_proxy_human();
1134 }
1135 
1137 {
1139  return;
1140  }
1141 
1142  try {
1143  play_slice();
1144  } catch(const return_to_play_side_exception&) {
1145  assert(should_return_to_play_side());
1146  }
1147 }
1148 
1150 {
1151  if(gamestate().in_phase(game_data::PRELOAD)) {
1154 
1155  set_scontext_synced sync;
1156 
1157  // So that the code knows it can send choices immidiateley
1159  fire_prestart();
1160  if(is_regular_game_end()) {
1161  return;
1162  }
1163 
1164  for(const team& t : get_teams()) {
1165  actions::clear_shroud(t.side(), false, false);
1166  }
1167 
1168  init_gui();
1169  LOG_NG << "first_time..." << (is_skipping_replay() ? "skipping" : "no skip");
1170 
1171  fire_start();
1172  if(is_regular_game_end()) {
1173  return;
1174  }
1175 
1176  sync.do_final_checkup();
1177  gui_->recalculate_minimap();
1178 
1179  // Initialize countdown clock.
1180  for(const team& t : get_teams()) {
1182  t.set_countdown_time(saved_game_.mp_settings().mp_countdown_init_time);
1183  }
1184  }
1185  did_autosave_this_turn_ = false;
1186  } else {
1187  init_gui();
1188  gui_->recalculate_minimap();
1189  }
1190 
1192 }
1193 
1194 /**
1195  * Find all [endlevel]next_scenario= attributes, and add them to @a result.
1196  */
1197 static void find_next_scenarios(const config& parent, std::set<std::string>& result) {
1198  for(const auto& endlevel : parent.child_range("endlevel")) {
1199  if(endlevel.has_attribute("next_scenario")) {
1200  result.insert(endlevel["next_scenario"]);
1201  }
1202  }
1203  for(const auto [key, cfg] : parent.all_children_view()) {
1204  find_next_scenarios(cfg, result);
1205  }
1206 };
1207 
1209  // Which scenarios are reachable from the current one?
1210  std::set<std::string> possible_next_scenarios;
1211  possible_next_scenarios.insert(gamestate().gamedata_.next_scenario());
1212 
1213  // Find all "endlevel" tags that could be triggered in events
1214  config events;
1215  gamestate().events_manager_->write_events(events);
1216  find_next_scenarios(events, possible_next_scenarios);
1217 
1218  // Are we looking for [scenario]id=, [multiplayer]id= or [test]id=?
1219  const auto tagname = saved_game_.classification().get_tagname();
1220 
1221  // Of the possible routes, work out which exist.
1222  bool possible_this_is_the_last_scenario = false;
1223  std::vector<std::string> known;
1224  std::vector<std::string> unknown;
1225  for(const auto& x : possible_next_scenarios) {
1226  if(x.empty() || x == "null") {
1227  possible_this_is_the_last_scenario = true;
1228  LOG_NG << "This can be the last scenario";
1229  } else if(utils::contains(x, '$')) {
1230  // Assume a WML variable will be set to a correct value before the end of the scenario
1231  known.push_back(x);
1232  LOG_NG << "Variable value for next scenario '" << x << "'";
1233  } else if(game_config_.find_child(tagname, "id", x)) {
1234  known.push_back(x);
1235  LOG_NG << "Known next scenario '" << x << "'";
1236  } else {
1237  unknown.push_back(x);
1238  ERR_NG << "Unknown next scenario '" << x << "'";
1239  }
1240  }
1241 
1242  if(unknown.empty()) {
1243  // everything's good
1244  return;
1245  }
1246 
1247  std::string title = _("Warning: broken campaign branches");
1248  std::stringstream message;
1249 
1250  message << _n(
1251  // TRANSLATORS: This is an error that will hopefully only be seen by UMC authors and by players who have already
1252  // said "okay" to a "loading saves from an old version might not work" dialog.
1253  "The next scenario is missing, you will not be able to finish this campaign.",
1254  // TRANSLATORS: This is an error that will hopefully only be seen by UMC authors and by players who have already
1255  // said "okay" to a "loading saves from an old version might not work" dialog.
1256  "Some of the possible next scenarios are missing, you might not be able to finish this campaign.",
1257  unknown.size() + known.size() + (possible_this_is_the_last_scenario ? 1 : 0));
1258  message << "\n\n";
1259  message << _n(
1260  "Please report the following missing scenario to the campaign’s author:\n$unknown_list|",
1261  "Please report the following missing scenarios to the campaign’s author:\n$unknown_list|",
1262  unknown.size());
1263  message << "\n";
1264  message << _("Once this is fixed, you will need to restart this scenario.");
1265 
1266  std::stringstream unknown_list;
1267  for(const auto& x : unknown) {
1268  unknown_list << font::unicode_bullet << " " << x << "\n";
1269  }
1270  utils::string_map symbols;
1271  symbols["unknown_list"] = unknown_list.str();
1272  auto message_str = utils::interpolate_variables_into_string(message.str(), &symbols);
1273  ERR_NG << message_str;
1275 }
1276 
1278 {
1279  const team& viewing_team = gui_->viewing_team();
1280  return gui_->viewing_team_is_playing() && !events::commands_disabled && viewing_team.is_local_human()
1281  && !is_browsing();
1282 }
1283 
1284 std::set<std::string> play_controller::all_players() const
1285 {
1286  std::set<std::string> res = gui_->observers();
1287  for(const team& t : get_teams()) {
1288  if(t.is_human()) {
1289  res.insert(t.current_player());
1290  }
1291  }
1292 
1293  return res;
1294 }
1295 
1297 {
1298  const bool time_left = gamestate().tod_manager_.next_turn(&gamestate().gamedata_);
1299 
1300  if(!time_left) {
1301  LOG_NG << "firing time over event...";
1303  pump().fire("time_over");
1304  LOG_NG << "done firing time over event...";
1305 
1306  // If turns are added while handling 'time over' event.
1307  if(gamestate().tod_manager_.is_time_left()) {
1308  return;
1309  }
1310 
1311  if(video::headless()) {
1312  LOG_AIT << "time over (draw)";
1314  }
1315 
1316  check_victory();
1317  if(is_regular_game_end()) {
1318  return;
1319  }
1320 
1321  end_level_data e;
1322  e.transient.reveal_map = reveal_map_default();
1323  e.proceed_to_next_level = false;
1324  e.is_victory = false;
1326  }
1327 }
1328 
1330  : controller_(controller)
1331 {
1333 }
1334 
1336 {
1337  controller_.saved_game_.remove_snapshot();
1338 }
1339 
1341 {
1342  const team& t = gui_->viewing_team();
1343  static const std::string no_objectives(_("No objectives available"));
1344  std::string objectives = utils::interpolate_variables_into_string(t.objectives(), *gamestate_->get_game_data());
1345  gui2::show_transient_message(get_scenario_name(), (objectives.empty() ? no_objectives : objectives), "", true);
1346  t.reset_objectives_changed();
1347 }
1348 
1350 {
1352  const std::shared_ptr<gui::button> skip_animation_button = get_display().find_action_button("skip-animation");
1353  if(skip_animation_button) {
1354  skip_animation_button->set_check(skip_replay_);
1355  }
1356 }
1357 
1359 {
1360  return is_skipping_replay() || (prefs::get().skip_ai_moves() && current_team().is_ai() && !is_replay());
1361 }
1362 
1364 {
1366 }
1367 
1369 {
1371 }
1372 
1374 {
1377  }
1378 }
static bool is_enemy(std::size_t side, std::size_t other_side)
Definition: abilities.cpp:1064
map_location loc
Definition: move.cpp:172
Managing the AIs lifecycle - headers TODO: Refactor history handling and internal commands.
double t
Definition: astarsearch.cpp:63
map_location prev
Definition: astarsearch.cpp:64
Class that keeps track of all the keys on the keyboard.
Definition: key.hpp:29
void new_side_turn(int side)
Performs some initializations and error checks when starting a new side-turn.
Definition: undo.cpp:173
bool can_undo() const
True if there are actions that can be undone.
Definition: undo.hpp:95
void redo()
Redoes the top action on the redo stack.
Definition: undo.cpp:314
bool can_redo() const
True if there are actions that can be redone.
Definition: undo.hpp:97
void undo()
Undoes the top action on the undo stack.
Definition: undo.cpp:281
std::string get_active_ai_identifier_for_side(side_number side)
Gets AI algorithm identifier for active AI of the given side.
Definition: manager.cpp:542
void raise_gamestate_changed()
Notifies all observers of 'ai_gamestate_changed' event.
Definition: manager.cpp:448
static manager & get_singleton()
Definition: manager.hpp:140
static void log_victory(const std::set< unsigned int > &teams)
Definition: testing.cpp:81
static void log_draw()
Definition: testing.cpp:75
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:157
config & add_child(std::string_view key)
Definition: config.cpp:436
auto all_children_view() const
In-order iteration over all children.
Definition: config.hpp:795
child_itors child_range(std::string_view key)
Definition: config.cpp:268
const_all_children_itors all_children_range() const
In-order iteration over all children.
Definition: config.cpp:858
const game_config_view & game_config_
virtual void play_slice()
int side_upkeep(int side_num) const
@ ONSCREEN
Definition: display.hpp:495
std::shared_ptr< gui::button > find_action_button(const std::string &id)
Retrieves a pointer to a theme UI button.
Definition: display.cpp:768
void do_ai_formula(const std::string &str, int side_num, mouse_handler &mousehandler)
gui::floating_textbox & get_textbox()
void do_command(const std::string &str)
void do_search(const std::string &new_search)
void set_gui(game_display *gui)
Definition: menu_events.hpp:57
std::vector< std::string > get_commands_list()
void set_gui(game_display *gui)
const pathfind::paths & current_paths() const
void set_current_paths(const pathfind::paths &new_paths)
unit_map::iterator selected_unit()
map_location get_selected_hex() const
void select_hex(const map_location &hex, const bool browse, const bool highlight=true, const bool fire_event=true, const bool force_unhighlight=false)
int get_path_turns() const
void set_side(int side_number)
void set_path_turns(const int path_turns)
void check_victory(bool &, bool &, bool &, bool &, std::set< unsigned > &, bool)
Definition: game_board.cpp:101
team & get_team(int i)
Definition: game_board.hpp:91
void end_turn(int pnum)
Definition: game_board.cpp:66
void new_turn(int pnum)
Definition: game_board.cpp:57
std::string get_tagname() const
static game_config_view wrap(const config &cfg)
optional_const_config find_child(std::string_view key, const std::string &name, const std::string &value) const
void set_phase(PHASE phase)
Definition: game_data.hpp:106
@ PRELOAD
the preload [event] is fired next phase: PRESTART (normal game), TURN_STARTING_WAITING (reloaded game...
Definition: game_data.hpp:76
@ INITIAL
creating intitial [unit]s, executing toplevel [lua] etc.
Definition: game_data.hpp:73
@ GAME_ENDED
The game has ended and the user is observing the final state "lingering" The game can be saved here.
Definition: game_data.hpp:102
@ PRESTART
the prestart [event] is fired next phase: START (default), GAME_ENDING
Definition: game_data.hpp:79
@ TURN_PLAYING
The User is controlling the game and invoking actions The game can be saved here.
Definition: game_data.hpp:93
@ TURN_STARTING_WAITING
we are waiting for the turn to start.
Definition: game_data.hpp:86
@ START
the start [event] is fired next phase: TURN_STARTING_WAITING (default), GAME_ENDING
Definition: game_data.hpp:82
@ TURN_STARTING
the turn, side turn etc.
Definition: game_data.hpp:89
PHASE phase() const
Definition: game_data.hpp:105
map_location last_selected
the last location where a select event fired.
Definition: game_data.hpp:126
config::attribute_value & get_variable(const std::string &varname)
throws invalid_variablename_exception if varname is no valid variable name.
Definition: game_data.cpp:66
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:399
void write(config &cfg) const
Definition: game_state.cpp:216
bool in_phase(game_data::PHASE phase) const
Definition: game_state.hpp:109
void set_game_display(game_display *)
Definition: game_state.cpp:211
std::unique_ptr< game_lua_kernel > lua_kernel_
Definition: game_state.hpp:48
std::unique_ptr< pathfind::manager > pathfind_manager_
Definition: game_state.hpp:46
game_board board_
Definition: game_state.hpp:44
const std::unique_ptr< game_events::manager > events_manager_
Definition: game_state.hpp:50
bool victory_when_enemies_defeated_
Definition: game_state.hpp:61
tod_manager tod_manager_
Definition: game_state.hpp:45
game_data gamedata_
Definition: game_state.hpp:43
static void progress(loading_stage stage=loading_stage::none)
Report what is being loaded to the loading screen.
static void raise()
Raise the loading screen to the top of the draw stack.
static void display(const std::function< void()> &f)
@ close_button
Shows a close button.
Definition: message.hpp:75
void memorize_command(const std::string &command)
const std::unique_ptr< gui::textbox > & box() const
TEXTBOX_MODE mode() const
void tab(const std::set< std::string > &dictionary)
const std::vector< std::string > & command_history() const
game_classification & get_classification()
const std::string & select_music(bool victory) const
void process_keydown_event(const SDL_Event &event) override
Process keydown (always).
void maybe_throw_return_to_play_side() const
config to_config() const
Builds the snapshot config from members and their respective configs.
void init(const config &level)
std::vector< team > & get_teams()
std::unique_ptr< hotkey_handler > hotkey_handler_
virtual void init_gui()
bool have_keyboard_focus() override
Derived classes should override this to return false when arrow keys should not scroll the map,...
std::unique_ptr< game_state > gamestate_
void show_objectives() const
events::menu_handler menu_handler_
void fire_preload()
preload events cannot be synced
void check_victory()
Checks to see if a side has won.
bool is_linger_mode() const
actions::undo_list & undo_stack()
statistics_t & statistics()
virtual soundsource::manager * get_soundsource_man() override
Get (optionally) a soundsources manager a derived class uses.
void check_next_scenario_is_known()
This shows a warning dialog if either [scenario]next_scenario or any [endlevel]next_scenario would le...
bool reveal_map_default() const
const unit_map & get_units() const
play_controller(const config &level, saved_game &state_of_game)
bool do_healing() const
void set_end_level_data(const end_level_data &data)
events::mouse_handler & get_mouse_handler_base() override
Get a reference to a mouse handler member a derived class uses.
void update_savegame_snapshot() const
void set_do_healing(bool do_healing)
bool is_skipping_actions() const
bool is_during_turn() const
virtual void require_end_turn()=0
bool can_use_synced_wml_menu() const
void reset_gamestate(const config &level, int replay_pos)
void do_consolesave(const std::string &filename)
void save_game_auto(const std::string &filename)
void textbox_move_vertically(bool up)
bool is_regular_game_end() const
virtual void check_objectives()=0
void save_replay_auto(const std::string &filename)
saved_game & saved_game_
game_state & gamestate()
hotkey::command_executor * get_hotkey_command_executor() override
Optionally get a command executor to handle context menu events.
bool enemies_visible() const
std::unique_ptr< replay > replay_
const mp_game_settings & get_mp_settings()
game_display & get_display() override
Get a reference to a display member a derived class uses.
virtual void update_viewing_player()=0
std::unique_ptr< game_display > gui_
void maybe_do_init_side()
Called by turn_info::process_network_data() or init_side() to call do_init_side() if necessary.
virtual void process_oos(const std::string &msg) const
Asks the user whether to continue on an OOS error.
bool is_browsing() const override
std::unique_ptr< soundsource::manager > soundsources_manager_
void do_init_side()
Called by replay handler or init_side() to do actual work for turn change.
std::string theme() const
int current_side() const
Returns the number of the side whose turn it is.
bool is_skipping_replay() const
std::shared_ptr< wb::manager > get_whiteboard() const
bool did_autosave_this_turn_
Whether we did init sides in this session (false = we did init sides before we reloaded the game).
bool is_replay() const
std::size_t turn() const
map_location map_start_
virtual bool should_return_to_play_side() const
std::set< std::string > all_players() 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.
events::mouse_handler mouse_handler_
const auto & timer() const
std::unique_ptr< plugins_context > plugins_context_
virtual plugins_context * get_plugins_context() override
Get (optionally) a plugins context a derived class uses.
virtual ~play_controller()
bool can_undo() const
void process_focus_keydown_event(const SDL_Event &event) override
Process keydown (only when the general map display does not have focus).
void refresh_objectives() const
Reevaluate [show_if] conditions and build a new objectives string.
bool can_redo() const
game_events::wml_event_pump & pump()
void process_keyup_event(const SDL_Event &event) override
Process keyup (always).
void finish_side_turn_events()
persist_manager persist_
std::shared_ptr< wb::manager > whiteboard_manager_
virtual void check_time_over()
t_string get_scenario_name() const
static plugins_manager * get()
Definition: manager.cpp:58
static prefs & get()
void encounter_all_content(const game_board &gb)
std::map< std::string, std::string > get_acquaintances_nice(const std::string &filter)
Implements a quit confirmation dialog.
static rng & default_instance()
Definition: random.cpp:73
int get_random_int(int min, int max)
Definition: random.hpp:51
bool add_start_if_not_there_yet()
Definition: replay.cpp:661
void init_side()
Definition: replay.cpp:203
config * get_next_action()
Definition: replay.cpp:607
Exception used to escape form the ai or ui code to playsingle_controller::play_side.
game_classification & classification()
Definition: saved_game.hpp:55
mp_game_settings & mp_settings()
Multiplayer parameters for this game.
Definition: saved_game.hpp:59
replay_recorder_base & get_replay()
Definition: saved_game.hpp:139
config & set_snapshot(config snapshot)
Definition: saved_game.cpp:607
Class for autosaves.
Definition: savegame.hpp:257
void autosave(const bool disable_autosave, const int autosave_max, const int infinite_autosaves)
Definition: savegame.cpp:511
Class for "normal" midgame saves.
Definition: savegame.hpp:230
Class for replay saves (either manually or automatically).
Definition: savegame.hpp:244
bool save_game_automatic(bool ask_for_overwrite=false, const std::string &filename="")
Saves a game without user interaction, unless the file exists and it should be asked to overwrite it.
Definition: savegame.cpp:274
bool save_game_interactive(const std::string &message, DIALOG_TYPE dialog_type)
Save a game interactively through the savegame dialog.
Definition: savegame.cpp:291
A RAII object to enter the synced context, cannot be called if we are already in a synced context.
void do_final_checkup(bool dont_throw=false)
void reset_turn_stats(const std::string &save_id)
Definition: statistics.cpp:207
static bool run_in_synced_context_if_not_already(const std::string &commandname, const config &data, action_spectator &spectator=get_default_spectator())
Checks whether we are currently running in a synced context, and if not we enters it.
static synced_state get_synced_state()
static void block_undo(bool do_block=true, bool clear_undo=true)
set this to false to prevent clearing the undo stack, this is important when we cannot change the gam...
This class stores all the data for a single 'side' (in game nomenclature).
Definition: team.hpp:74
bool is_ai() const
Definition: team.hpp:292
int support() const
Definition: team.hpp:217
bool is_local_human() const
Definition: team.hpp:294
void spend_gold(const int amount)
Definition: team.hpp:221
void new_turn()
Definition: team.hpp:218
void turn_event_fired()
const time_of_day & get_time_of_day(int for_turn=0) const
Returns global time of day for the passed turn.
Definition: tod_manager.hpp:57
bool next_turn(game_data *vars)
Function to move to the next turn.
void remove_scenario_fixes()
Definition: types.cpp:1462
void apply_scenario_fix(const config &cfg)
Definition: types.cpp:1427
This class represents a single unit of a specific type.
Definition: unit.hpp:39
A variable-expanding proxy for the config class.
Definition: variable.hpp:45
This class is the frontend of the whiteboard framework for the rest of the Wesnoth code.
Definition: manager.hpp:44
const config * cfg
void throw_quit_game_exception()
static std::string _n(const char *str1, const char *str2, int n)
Definition: gettext.hpp:104
static std::string _(const char *str)
Definition: gettext.hpp:100
void calculate_healing(int side, bool update_display)
Calculates healing for all units for the given side.
Definition: heal.cpp:290
Various functions that implement healing of units (when a side turn starts).
This file implements all the hotkey handling and menu details for play controller.
Standard logging facilities (interface).
#define log_scope(description)
Definition: log.hpp:275
Declarations for a class that implements WML-defined (right-click) menu items.
bool clear_shroud(int side, bool reset_fog, bool fire_events)
Function that will clear shroud (and fog) based on current unit positions.
Definition: vision.cpp:746
void recalculate_fog(int side)
Function that recalculates the fog of war.
Definition: vision.cpp:697
A small explanation about what's going on here: Each action has access to two game_info objects First...
Definition: actions.cpp:59
void invalidate_all()
Mark the entire screen as requiring redraw.
Handling of system events.
Graphical text output.
const std::string unicode_bullet
Definition: constants.cpp:47
std::string observer
std::vector< std::string > default_defeat_music
bool ignore_replay_errors
Definition: game_config.cpp:90
static void add_color_info(const game_config_view &v, bool build_defaults)
std::vector< std::string > default_victory_music
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.
void show_error_message(const std::string &msg, bool message_use_markup)
Shows an error message to the user.
Definition: message.cpp:201
void show_message(const std::string &title, const std::string &msg, const std::string &button_caption, const bool auto_close, const bool message_use_markup, const bool title_use_markup)
Shows a message to the user.
Definition: message.cpp:148
@ TEXTBOX_MESSAGE
@ TEXTBOX_SEARCH
@ TEXTBOX_COMMAND
Keyboard shortcuts for game actions.
constexpr uint32_t scope_game
std::string tag(std::string_view tag, Args &&... data)
Wraps the given data in the specified tag.
Definition: markup.hpp:45
const int INFINITE_AUTO_SAVES
Definition: preferences.hpp:60
::tod_manager * tod_manager
Definition: resources.cpp:29
game_board * gameboard
Definition: resources.cpp:20
persist_manager * persist
Definition: resources.cpp:26
game_data * gamedata
Definition: resources.cpp:22
game_events::manager * game_events
Definition: resources.cpp:24
replay * recorder
Definition: resources.cpp:28
actions::undo_list * undo_stack
Definition: resources.cpp:32
soundsource::manager * soundsources
Definition: resources.cpp:27
game_lua_kernel * lua_kernel
Definition: resources.cpp:25
game_classification * classification
Definition: resources.cpp:34
pathfind::manager * tunnels
Definition: resources.cpp:31
play_controller * controller
Definition: resources.cpp:21
filter_context * filter_con
Definition: resources.cpp:23
std::shared_ptr< wb::manager > whiteboard
Definition: resources.cpp:33
void load_interactive_by_exception()
load_interactive wrapper for in-game save loading.
Definition: savegame.cpp:174
void write_music_play_list(config &snapshot)
Definition: sound.cpp:820
void play_sound(const std::string &files, sound_tracks::type group, unsigned int repeats)
Definition: sound.cpp:975
std::size_t size(std::string_view str)
Length in characters of a UTF-8 string.
Definition: unicode.cpp:81
constexpr auto keys
Definition: ranges.hpp:43
std::string interpolate_variables_into_string(const std::string &str, const string_map *const symbols)
Function which will interpolate variables, starting with '$' in the string 'str' with the equivalent ...
bool contains(const Container &container, const Value &value)
Returns true iff value is found in container.
Definition: general.hpp:88
std::string get_unknown_exception_type()
Utility function for finding the type of thing caught with catch(...).
Definition: general.cpp:23
std::map< std::string, t_string > string_map
auto * find(Container &container, const Value &value)
Convenience wrapper for using find on a container without needing to comare to end()
Definition: general.hpp:142
bool headless()
The game is running headless.
Definition: video.cpp:146
std::string to_string(const Range &range, const Func &op)
static void msg(const char *act, debug_info &i, const char *to="", const char *result="")
Definition: debugger.cpp:109
int w
Definition: pathfind.cpp:188
static void clear_resources()
static lg::log_domain log_engine("engine")
#define ERR_NG
static lg::log_domain log_aitesting("ai/testing")
static void find_next_scenarios(const config &parent, std::set< std::string > &result)
Find all [endlevel]next_scenario= attributes, and add them to result.
static void copy_persistent(const config &src, config &dst)
Copies [scenario] attributes/tags that are not otherwise stored in C++ structs/clases.
static lg::log_domain log_enginerefac("enginerefac")
#define LOG_AIT
static lg::log_domain log_display("display")
static lg::log_domain log_engine_enemies("engine/enemies")
#define DBG_NG
#define ERR_DP
#define DBG_EE
#define LOG_NG
Define the game's event mechanism.
Replay control code.
rect dst
Location on the final composed sheet.
rect src
Non-transparent portion of the surface to compose.
std::string filename
Filename.
Additional information on the game outcome which can be provided by WML.
bool proceed_to_next_level
whether to proceed to the next scenario, equals is_victory in sp.
transient_end_level transient
Error used for any general game error, e.g.
Definition: game_errors.hpp:47
Encapsulates the map of the game.
Definition: location.hpp:46
static const map_location & null_location()
Definition: location.hpp:103
std::chrono::seconds mp_countdown_init_time
Object which contains all the possible locations a unit can move to, with associated best routes to t...
Definition: pathfind.hpp:73
scoped_savegame_snapshot(const play_controller &controller)
Object which defines a time of day with associated bonuses, image, sounds etc.
Definition: time_of_day.hpp:57
std::string sounds
List of "ambient" sounds associated with this time_of_day, Played at the beginning of turn.
bool reveal_map
Should we reveal map when game is ended? (Multiplayer only)
bool valid() const
Definition: map.hpp:273
Object which temporarily resets a unit's movement.
Definition: unit.hpp:2017
const std::string & gamedata
Gather statistics important for AI testing and output them.
unit_type_data unit_types
Definition: types.cpp:1499
Various functions that implement the undoing (and redoing) of in-game commands.
Various functions implementing vision (through fog of war and shroud).
#define e