81 void user_input(
const std::string &name,
const config &input,
int from_side);
85 void end_turn(
int next_player_number);
87 void add_log_data(
const std::string &key,
const std::string &var);
88 void add_log_data(
const std::string &category,
const std::string &key,
const std::string &var);
const std::string & color() const
const std::time_t & time() const
const std::string & text() const
const std::string & nick() const
chat_msg(const config &cfg)
A config object defines a single node in a WML file, with access to child nodes.
config * peek_next_action()
void add_rename(const std::string &name, const map_location &loc)
config & add_nonundoable_command()
adds a new command to the command list at the current position.
bool add_start_if_not_there_yet()
void undo_cut(config &dst)
config & get_last_real_command()
void add_config(const config &cfg, MARK_SENT mark=MARK_AS_UNSENT)
void add_label(const terrain_label *)
void add_synced_command(const std::string &name, const config &command)
void end_turn(int next_player_number)
void add_surrender(int side_number)
void speak(const config &cfg)
void clear_labels(const std::string &, bool)
const std::vector< chat_msg > & build_chat_log() const
config & command(int) const
replay(replay_recorder_base &base)
void user_input(const std::string &name, const config &input, int from_side)
adds a user_input to the replay
void redo(const config &dst, bool set_to_end=false)
void add_unit_checksum(const map_location &loc, config &cfg)
std::vector< int > message_locations
static void process_error(const std::string &msg)
void delete_upcoming_commands()
config get_unsent_commands(DATA_TYPE data_type)
void add_countdown_update(int value, int team)
replay_recorder_base * base_
bool add_chat_message_location()
adds a chat message if it wasn't added yet.
void add_chat_log_entry(const config &speak, std::back_insert_iterator< std::vector< chat_msg >> &i) const
void add_log_data(const std::string &key, const std::string &var)
config & add_command()
Adds a new empty command to the command list at the end.
config * get_next_action()
This class stores all the data for a single 'side' (in game nomenclature).
To store label data Class implements logic for rendering.
static void msg(const char *act, debug_info &i, const char *to="", const char *result="")
REPLAY_ACTION_TYPE get_replay_action_type(const config &command)
REPLAY_RETURN do_replay(bool one_move=false)
REPLAY_RETURN do_replay_handle(bool one_move=false)
rect dst
Location on the final composed sheet.
Encapsulates the map of the game.