The Battle for Wesnoth  1.19.14+dev
singleplayer.cpp
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1 /*
2  Copyright (C) 2008 - 2025
3  Part of the Battle for Wesnoth Project https://www.wesnoth.org/
4 
5  This program is free software; you can redistribute it and/or modify
6  it under the terms of the GNU General Public License as published by
7  the Free Software Foundation; either version 2 of the License, or
8  (at your option) any later version.
9  This program is distributed in the hope that it will be useful,
10  but WITHOUT ANY WARRANTY.
11 
12  See the COPYING file for more details.
13 */
14 
16 
17 #include "addon/manager_ui.hpp"
18 #include "config.hpp"
21 #include "game_launcher.hpp"
23 #include "gui/dialogs/message.hpp"
25 #include "gui/widgets/retval.hpp"
26 #include "wml_exception.hpp"
27 
28 static lg::log_domain log_engine("engine");
29 #define ERR_NG LOG_STREAM(err, log_engine)
30 
31 namespace sp
32 {
33 bool select_campaign(saved_game& state, jump_to_campaign_info jump_to_campaign)
34 {
35  while(true) {
36  ng::create_engine create_eng(state);
37  create_eng.set_current_level_type(level_type::type::sp_campaign);
38 
39  const std::vector<ng::create_engine::level_ptr> campaigns =
40  create_eng.get_levels_by_type_unfiltered(level_type::type::sp_campaign);
41 
42  if(campaigns.empty()) {
43  gui2::show_error_message(_("No campaigns are available."));
44  return false;
45  }
46 
47  std::string random_mode = "", difficulty = "";
48 
49  // No campaign selected from command line
50  if(jump_to_campaign.campaign_id.empty()) {
51  gui2::dialogs::campaign_selection dlg(create_eng);
52 
53  try {
54  dlg.show();
55  } catch(const wml_exception& e) {
56  e.show();
57  return false;
58  }
59 
60  if(dlg.get_retval() == gui2::retval::OK) {
61  switch(dlg.get_rng_mode()) {
63  random_mode = "";
64  break;
66  random_mode = "deterministic";
67  break;
69  random_mode = "biased";
70  break;
71  }
72  difficulty = dlg.get_difficulty();
73  } else {
75  manage_addons();
76  }
77  return false;
78  }
79 
80  } else {
81  // Don't reset the campaign_id_ so we can know
82  // if we should quit the game or return to the main menu
83 
84  // Checking for valid campaign name
85  const auto campaign = utils::ranges::find(campaigns, jump_to_campaign.campaign_id,
86  [](const ng::create_engine::level_ptr& level) { return level->data()["id"]; });
87 
88  // Didn't find a campaign with that id
89  if(campaign == campaigns.end()) {
90  ERR_NG << "No such campaign id to jump to: [" << jump_to_campaign.campaign_id << "]";
91  return false;
92  }
93 
94  create_eng.set_current_level(std::distance(campaigns.begin(), campaign));
95  }
96 
97  state.classification().random_mode = random_mode;
98 
99  const auto selected_difficulty = difficulty;
100 
101  if(selected_difficulty == "FAIL") return false;
102  if(selected_difficulty == "CANCEL") {
103  if(!jump_to_campaign.campaign_id.empty()) {
104  jump_to_campaign.campaign_id = "";
105  }
106 
107  // Canceled difficulty dialog, relaunch the campaign selection dialog
108  return select_campaign(state, jump_to_campaign);
109  }
110 
111  create_eng.prepare_for_era_and_mods();
112  create_eng.prepare_for_campaign(selected_difficulty);
113 
114  if(!jump_to_campaign.scenario_id.empty()) {
116  config {"next_scenario", jump_to_campaign.scenario_id}
117  );
118  }
119 
120  if(!state.valid()) {
121  ERR_NG << "Cannot load scenario with id=" << state.get_scenario_id();
122  return false;
123  }
124 
125  if(configure_campaign(state, create_eng)) {
126  break;
127  }
128  }
129 
130  return true;
131 }
132 
134 {
135  create_eng.get_state().mp_settings().use_map_settings = true;
137  return false;
138  }
139 
140  create_eng.get_parameters();
141  create_eng.prepare_for_new_level();
142 
143  ng::connect_engine connect_eng(state, true, nullptr);
144  connect_eng.start_game();
145 
146  return true;
147 }
148 
149 } // end namespace sp
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:158
const std::string & get_difficulty() const
bool show(const unsigned auto_close_time=0)
Shows the window.
static bool execute(ng::create_engine &create_engine)
Execute function.
int get_retval()
Definition: window.hpp:402
std::shared_ptr< level > level_ptr
void set_current_level_type(const level_type::type type)
saved_game & get_state()
void prepare_for_campaign(const std::string &difficulty="")
std::vector< level_ptr > get_levels_by_type_unfiltered(level_type::type type) const
const mp_game_settings & get_parameters()
void set_current_level(const std::size_t index)
void prepare_for_era_and_mods()
game_classification & classification()
Definition: saved_game.hpp:56
void set_carryover_sides_start(config carryover_sides_start)
Definition: saved_game.cpp:165
std::string get_scenario_id() const
Definition: saved_game.cpp:698
mp_game_settings & mp_settings()
Multiplayer parameters for this game.
Definition: saved_game.hpp:60
bool valid() const
Definition: saved_game.cpp:602
Definitions for the interface to Wesnoth Markup Language (WML).
static std::string _(const char *str)
Definition: gettext.hpp:97
bool manage_addons()
Shows the add-ons server connection dialog, for access to the various management front-ends.
Definition: manager_ui.cpp:228
void show_error_message(const std::string &msg, bool message_use_markup)
Shows an error message to the user.
Definition: message.cpp:201
@ OK
Dialog was closed with the OK button.
Definition: retval.hpp:35
bool select_campaign(saved_game &state, jump_to_campaign_info jump_to_campaign)
bool configure_campaign(saved_game &state, ng::create_engine &create_eng)
auto find(Container &container, const Value &value, const Projection &projection={})
Definition: general.hpp:179
static lg::log_domain log_engine("engine")
#define ERR_NG
std::string campaign_id
The ID of the campaign to launch.
std::string scenario_id
The ID of the scenario within the campaign to jump to.
Helper class, don't construct this directly.
Add a special kind of assert to validate whether the input from WML doesn't contain any problems that...
#define e