The Battle for Wesnoth  1.15.4+dev
play_controller.cpp
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1 /*
2  Copyright (C) 2006 - 2018 by Joerg Hinrichs <joerg.hinrichs@alice-dsl.de>
3  wesnoth playlevel Copyright (C) 2003 by David White <dave@whitevine.net>
4  Part of the Battle for Wesnoth Project https://www.wesnoth.org/
5 
6  This program is free software; you can redistribute it and/or modify
7  it under the terms of the GNU General Public License as published by
8  the Free Software Foundation; either version 2 of the License, or
9  (at your option) any later version.
10  This program is distributed in the hope that it will be useful,
11  but WITHOUT ANY WARRANTY.
12 
13  See the COPYING file for more details.
14 */
15 
16 /**
17  * @file
18  * Handle input via mouse & keyboard, events, schedule commands.
19  */
20 
21 #include "play_controller.hpp"
22 
23 #include "actions/create.hpp"
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"
30 #include "display_chat_manager.hpp"
31 #include "floating_label.hpp"
32 #include "formula/string_utils.hpp"
34 #include "game_events/pump.hpp"
35 #include "preferences/game.hpp"
36 #include "game_state.hpp"
37 #include "hotkey/hotkey_item.hpp"
39 #include "map/label.hpp"
40 #include "game_errors.hpp"
41 #include "gettext.hpp"
45 #include "log.hpp"
46 #include "pathfind/teleport.hpp"
47 #include "preferences/display.hpp"
48 #include "random.hpp"
49 #include "replay.hpp"
50 #include "reports.hpp"
51 #include "resources.hpp"
52 #include "save_blocker.hpp"
53 #include "save_index.hpp"
54 #include "saved_game.hpp"
55 #include "savegame.hpp"
58 #include "sound.hpp"
59 #include "soundsource.hpp"
60 #include "statistics.hpp"
61 #include "synced_context.hpp"
62 #include "terrain/type_data.hpp"
63 #include "tooltips.hpp"
64 #include "units/unit.hpp"
65 #include "units/types.hpp"
66 #include "units/id.hpp"
67 #include "whiteboard/manager.hpp"
68 
69 #include "utils/functional.hpp"
70 
71 static lg::log_domain log_aitesting("ai/testing");
72 #define LOG_AIT LOG_STREAM(info, log_aitesting)
73 //If necessary, this define can be replaced with `#define LOG_AIT std::cout` to restore previous behavior
74 
75 static lg::log_domain log_engine("engine");
76 #define LOG_NG LOG_STREAM(info, log_engine)
77 #define DBG_NG LOG_STREAM(debug, log_engine)
78 #define ERR_NG LOG_STREAM(err, log_engine)
79 
80 static lg::log_domain log_display("display");
81 #define ERR_DP LOG_STREAM(err, log_display)
82 
83 static lg::log_domain log_enginerefac("enginerefac");
84 #define LOG_RG LOG_STREAM(info, log_enginerefac)
85 
86 static lg::log_domain log_engine_enemies("engine/enemies");
87 #define DBG_EE LOG_STREAM(debug, log_engine_enemies)
88 
89 /**
90  * Copies [scenario] attributes/tags that are not otherwise stored in C++ structs/clases.
91  */
92 static void copy_persistent(const config& src, config& dst)
93 {
94  static const std::set<std::string> attrs {
95  "description",
96  "name",
97  "victory_when_enemies_defeated",
98  "remove_from_carryover_on_defeat",
99  "disallow_recall",
100  "experience_modifier",
101  "require_scenario",
102  "loaded_resources"
103  };
104 
105  static const std::set<std::string> tags {
106  "terrain_graphics",
107  "modify_unit_type",
108  "lua"};
109 
110  for (const std::string& attr : attrs)
111  {
112  dst[attr] = src[attr];
113  }
114 
115  for (const std::string& tag : tags)
116  {
117  dst.append_children(src, tag);
118  }
119 }
120 
121 static void clear_resources()
122 {
123  resources::controller = nullptr;
124  resources::filter_con = nullptr;
125  resources::gameboard = nullptr;
126  resources::gamedata = nullptr;
127  resources::game_events = nullptr;
128  resources::lua_kernel = nullptr;
129  resources::persist = nullptr;
130  resources::soundsources = nullptr;
131  resources::tod_manager = nullptr;
132  resources::tunnels = nullptr;
133  resources::undo_stack = nullptr;
134  resources::recorder = nullptr;
135  resources::whiteboard.reset();
136  resources::classification = nullptr;
137 }
138 
140  const ter_data_cache& tdata, bool skip_replay)
141  : controller_base()
142  , observer()
144  , ticks_(SDL_GetTicks())
145  , tdata_(tdata)
146  , gamestate_()
147  , level_()
148  , saved_game_(state_of_game)
149  , tooltips_manager_()
150  , whiteboard_manager_()
151  , plugins_context_()
152  , labels_manager_(new font::floating_label_context())
153  , help_manager_(&game_config_)
154  , mouse_handler_(nullptr, *this)
155  , menu_handler_(nullptr, *this)
156  , hotkey_handler_(new hotkey_handler(*this, saved_game_))
157  , soundsources_manager_()
158  , persist_()
159  , gui_()
160  , xp_mod_(new unit_experience_accelerator(level["experience_modifier"].to_int(100)))
161  , statistics_context_(new statistics::scenario_context(level["name"]))
162  , replay_(new replay(state_of_game.get_replay()))
163  , skip_replay_(skip_replay)
164  , skip_story_(state_of_game.skip_story())
165  , linger_(false)
166  , init_side_done_now_(false)
167  , map_start_()
168  , victory_when_enemies_defeated_(level["victory_when_enemies_defeated"].to_bool(true))
169  , remove_from_carryover_on_defeat_(level["remove_from_carryover_on_defeat"].to_bool(true))
170  , victory_music_()
171  , defeat_music_()
172  , scope_()
173  , ignore_replay_errors_(false)
174  , player_type_changed_(false)
175 {
176  copy_persistent(level, level_);
177 
178  for(const config& modify_unit_type : level_.child_range("modify_unit_type")) {
179  unit_types.apply_scenario_fix(modify_unit_type);
180  }
181  resources::controller = this;
184 
186 
188 
192  try {
193  init(level);
194  } catch (...) {
195  clear_resources();
196  throw;
197  }
198 }
199 
201 {
204  clear_resources();
205 }
206 
208 {
209  void operator()(const config&) const
210  {
212  }
213 };
214 
216 {
217  gui2::dialogs::loading_screen::display([this, &level]() {
219 
220  LOG_NG << "initializing game_state..." << (SDL_GetTicks() - ticks()) << std::endl;
221  gamestate_.reset(new game_state(level, *this, tdata_));
222 
230 
231  gamestate_->ai_manager_.add_observer(this);
232  gamestate_->init(level, *this);
234 
235  LOG_NG << "initializing whiteboard..." << (SDL_GetTicks() - ticks()) << std::endl;
237  whiteboard_manager_.reset(new wb::manager());
239 
240  LOG_NG << "loading units..." << (SDL_GetTicks() - ticks()) << std::endl;
243 
244  LOG_NG << "initializing theme... " << (SDL_GetTicks() - ticks()) << std::endl;
246  const config& theme_cfg = controller_base::get_theme(game_config_, theme());
247 
248  LOG_NG << "building terrain rules... " << (SDL_GetTicks() - ticks()) << std::endl;
250  gui_.reset(new game_display(gamestate().board_, whiteboard_manager_, *gamestate().reports_, theme_cfg, level));
251  map_start_ = map_location(level.child_or_empty("display").child_or_empty("location"));
252  if (!gui_->video().faked()) {
254  gui_->get_theme().modify_label("time-icon", _ ("time left for current turn"));
255  else
256  gui_->get_theme().modify_label("time-icon", _ ("current local time"));
257  }
258 
260  mouse_handler_.set_gui(gui_.get());
261  menu_handler_.set_gui(gui_.get());
262 
263  LOG_NG << "done initializing display... " << (SDL_GetTicks() - ticks()) << std::endl;
264 
265  LOG_NG << "building gamestate to gui and whiteboard... " << (SDL_GetTicks() - ticks()) << std::endl;
266  // This *needs* to be created before the show_intro and show_map_scene
267  // as that functions use the manager state_of_game
268  // Has to be done before registering any events!
271 
272  if(gamestate().first_human_team_ != -1) {
273  gui_->set_team(gamestate().first_human_team_);
274  }
275  else if(is_observer()) {
276  // Find first team that is allowed to be observed.
277  // If not set here observer would be without fog until
278  // the first turn of observable side
279  for (const team& t : gamestate().board_.teams())
280  {
281  if (!t.get_disallow_observers())
282  {
283  gui_->set_team(t.side() - 1);
284  }
285  }
286  }
287 
288  init_managers();
290  //loadscreen_manager->reset();
292  gamestate().lua_kernel_->load_game(level);
293 
294  plugins_context_.reset(new plugins_context("Game"));
295  plugins_context_->set_callback("save_game", [this](const config& cfg) { save_game_auto(cfg["filename"]); }, true);
296  plugins_context_->set_callback("save_replay", [this](const config& cfg) { save_replay_auto(cfg["filename"]); }, true);
297  plugins_context_->set_callback("quit", throw_end_level(), false);
298  plugins_context_->set_accessor_string("scenario_name", [this](config) { return get_scenario_name(); });
299  });
300  //Do this after the loadingscreen, so that ita happens in the main thread.
301  gui_->join();
302 }
303 
304 void play_controller::reset_gamestate(const config& level, int replay_pos)
305 {
306  resources::gameboard = nullptr;
307  resources::gamedata = nullptr;
308  resources::tod_manager = nullptr;
309  resources::filter_con = nullptr;
310  resources::lua_kernel = nullptr;
311  resources::game_events = nullptr;
312  resources::tunnels = nullptr;
313  resources::undo_stack = nullptr;
314 
315  gui_->labels().set_team(nullptr);
316 
317  /* First destroy the old game state, then create the new one.
318  This is necessary to ensure that while the old AI manager is being destroyed,
319  all its member objects access the old manager instead of the new. */
320  gamestate_.reset();
321  gamestate_.reset(new game_state(level, *this, tdata_));
329 
330  gamestate_->ai_manager_.add_observer(this);
331  gamestate_->init(level, *this);
334 
335  gui_->reset_reports(*gamestate().reports_);
336  gui_->change_display_context(&gamestate().board_);
337  saved_game_.get_replay().set_pos(replay_pos);
339  gamestate().lua_kernel_->load_game(level);
340 }
341 
343 {
344  LOG_NG << "initializing managers... " << (SDL_GetTicks() - ticks()) << std::endl;
348 
350  LOG_NG << "done initializing managers... " << (SDL_GetTicks() - ticks()) << std::endl;
351 }
352 
354 {
355  // Run initialization scripts, even if loading from a snapshot.
356  gamestate().gamedata_.get_variable("turn_number") = static_cast<int>(turn());
357  pump().fire("preload");
358 }
359 
361 {
362  // pre-start events must be executed before any GUI operation,
363  // as those may cause the display to be refreshed.
364  update_locker lock_display(gui_->video());
366 
367  // Fire these right before prestart events, to catch only the units sides
368  // have started with.
369  for (const unit& u : gamestate().board_.units()) {
370  pump().fire("unit_placed", map_location(u.get_location()));
371  }
372 
373  pump().fire("prestart");
374  // prestart event may modify start turn with WML, reflect any changes.
375  gamestate().gamedata_.get_variable("turn_number") = static_cast<int>(turn());
376 }
377 
379 {
380  const config cfg("side", gui_->viewing_side());
381  gamestate().lua_kernel_->run_wml_action("show_objectives", vconfig(cfg),
382  game_events::queued_event("_from_interface", "", map_location(), map_location(), config()));
383 }
384 
386 {
388  pump().fire("start");
389 
390  skip_story_ = false; // Show [message]s from now on even with --campaign-skip-story
391 
392  // start event may modify start turn with WML, reflect any changes.
393  gamestate().gamedata_.get_variable("turn_number") = static_cast<int>(turn());
394 
397  // prestart and start events may modify the initial gold amount,
398  // reflect any changes.
399  for (team& tm : gamestate().board_.teams_)
400  {
401  tm.set_start_gold(tm.gold());
402  }
403  gamestate_->init_side_done() = false;
405 }
406 
408 {
409  gui_->begin_game();
410  gui_->update_tod();
411 }
412 
414 {
416 
417  // If we are observers we move to watch next team if it is allowed
418  if ((is_observer() && !current_team().get_disallow_observers())
419  || (current_team().is_local_human() && !this->is_replay()))
420  {
422  }
423 
424  gui_->set_playing_team(std::size_t(current_side() - 1));
425 
427 }
428 
430 {
431  //
432  // We do side init only if not done yet for a local side when we are not replaying.
433  // For all other sides it is recorded in replay and replay handler has to handle
434  // calling do_init_side() functions.
435  //
436  if (gamestate_->init_side_done()) {
437  // We already executed do_init_side this can for example happe if we reload a game,
438  // but also if we changed control of a side during it's turn
439  return;
440  }
441  if (!current_team().is_local()) {
442  // We are in a mp game and execute do_init_side as soon as we receive [init_side] from the current player
443  // (see replay.cpp)
444  return;
445  }
446 
447  if (is_replay()) {
448  // We are in a replay and execute do_init_side as soon as we reach the next [init_side] in the replay data
449  // (see replay.cpp)
450  return;
451  }
452 
453  if (current_team().is_idle()) {
454  // In this case it can happen that we just gave control of this side to another player so doing init_side
455  // could lead to errors since we no longer own this side from the servers perspective.
456  // (see playturn.cpp)
457  return;
458  }
459 
461  do_init_side();
462 }
463 
465 {
466  set_scontext_synced sync;
467  log_scope("player turn");
468  // In case we might end up calling sync:network during the side turn events,
469  // and we don't want do_init_side to be called when a player drops.
470  gamestate_->init_side_done() = true;
471  init_side_done_now_ = true;
472 
473  const std::string turn_num = std::to_string(turn());
474  const std::string side_num = std::to_string(current_side());
475 
476  gamestate().gamedata_.get_variable("side_number") = current_side();
477 
478  // We might have skipped some sides because they were empty so it is not enough to check for side_num==1
479  if(!gamestate().tod_manager_.has_turn_event_fired())
480  {
481  pump().fire("turn_" + turn_num);
482  pump().fire("new_turn");
484  }
485 
486  pump().fire("side_turn");
487  pump().fire("side_" + side_num + "_turn");
488  pump().fire("side_turn_" + turn_num);
489  pump().fire("side_" + side_num + "_turn_" + turn_num);
490 
491  // We want to work out if units for this player should get healed,
492  // and the player should get income now.
493  // Healing/income happen if it's not the first turn of processing,
494  // or if we are loading a game.
495  if (turn() > 1) {
498 
499  // If the expense is less than the number of villages owned
500  // times the village support capacity,
501  // then we don't have to pay anything at all
502  int expense = gamestate().board_.side_upkeep(current_side()) -
503  current_team().support();
504  if(expense > 0) {
505  current_team().spend_gold(expense);
506  }
507  }
508  if (do_healing()) {
510  }
511  // Do healing on every side turn except the very first side turn.
512  // (1.14 and earlier did healing whenever turn >= 2.)
513  set_do_healing(true);
514  // Set resting now after the healing has been done.
515  for(unit &patient : resources::gameboard->units()) {
516  if(patient.side() == current_side()) {
517  patient.set_resting(true);
518  }
519  }
520 
521  // Prepare the undo stack.
523 
524  pump().fire("turn_refresh");
525  pump().fire("side_" + side_num + "_turn_refresh");
526  pump().fire("turn_" + turn_num + "_refresh");
527  pump().fire("side_" + side_num + "_turn_" + turn_num + "_refresh");
528 
529  // Make sure vision is accurate.
531  init_side_end();
532  check_victory();
533  sync.do_final_checkup();
534 }
535 
537 {
539 
540  if (current_side() == 1 || !init_side_done_now_)
542 
543  if (!is_skipping_replay()){
544  gui_->invalidate_all();
545  }
546 
547  if (!is_skipping_replay() && current_team().get_scroll_to_leader() && !map_start_.valid()){
548  gui_->scroll_to_leader(current_side(), game_display::ONSCREEN,false);
549  }
551  whiteboard_manager_->on_init_side();
552 }
553 
555 {
556  config cfg = level_;
557 
558  cfg["replay_pos"] = saved_game_.get_replay().get_pos();
559  gamestate().write(cfg);
560 
561  gui_->write(cfg.add_child("display"));
562 
563  //Write the soundsources.
564  soundsources_manager_->write_sourcespecs(cfg);
565 
566  gui_->labels().write(cfg);
568 
569  return cfg;
570 }
571 
573 {
574  whiteboard_manager_->on_finish_side_turn(current_side());
575 
576  { //Block for set_scontext_synced
577  set_scontext_synced sync(1);
578  // Ending the turn commits all moves.
579  undo_stack().clear();
581  const std::string turn_num = std::to_string(turn());
582  const std::string side_num = std::to_string(current_side());
583 
584  // Clear shroud, in case units had been slowed for the turn.
586 
587  pump().fire("side_turn_end");
588  pump().fire("side_"+ side_num + "_turn_end");
589  pump().fire("side_turn_" + turn_num + "_end");
590  pump().fire("side_" + side_num + "_turn_" + turn_num + "_end");
591  // This is where we refog, after all of a side's events are done.
593  check_victory();
594  sync.do_final_checkup();
595  }
596 
598  gamestate_->init_side_done() = false;
599 }
600 
602 {
603  set_scontext_synced sync(2);
604  const std::string turn_num = std::to_string(turn());
605  pump().fire("turn_end");
606  pump().fire("turn_" + turn_num + "_end");
607  sync.do_final_checkup();
608 }
609 
611 {
612  // If we aren't using fog/shroud, this is easy :)
613  if(current_team().uses_fog() == false && current_team().uses_shroud() == false)
614  return true;
615 
616  // See if any enemies are visible
617  for (const unit& u : gamestate().board_.units()) {
618  if (current_team().is_enemy(u.side()) && !gui_->fogged(u.get_location())) {
619  return true;
620  }
621  }
622 
623  return false;
624 }
625 
627 {
628  if(menu_handler_.get_textbox().active() == false) {
629  return;
630  }
631 
632  const std::string str = menu_handler_.get_textbox().box()->text();
633  const unsigned int team_num = current_side();
634  events::mouse_handler& mousehandler = mouse_handler_;
635 
636  switch(menu_handler_.get_textbox().mode()) {
637  case gui::TEXTBOX_SEARCH:
640  break;
643  menu_handler_.get_textbox().close(*gui_); //need to close that one after executing do_speak() !
644  break;
648  break;
649  case gui::TEXTBOX_AI:
651  menu_handler_.do_ai_formula(str, team_num, mousehandler);
652  break;
653  default:
655  ERR_DP << "unknown textbox mode" << std::endl;
656  }
657 }
658 
660 {
662 
663  std::set<std::string> dictionary;
664  switch(mode) {
665  case gui::TEXTBOX_SEARCH:
666  {
667  for (const unit& u : gamestate().board_.units()){
668  const map_location& loc = u.get_location();
669  if(!gui_->fogged(loc) &&
670  !(gamestate().board_.teams()[gui_->viewing_team()].is_enemy(u.side()) && u.invisible(loc)))
671  dictionary.insert(u.name());
672  }
673  //TODO List map labels
674  break;
675  }
677  {
678  std::vector<std::string> commands = menu_handler_.get_commands_list();
679  dictionary.insert(commands.begin(), commands.end());
680  FALLTHROUGH; // we also want player names from the next case
681  }
683  {
684  for (const team& t : gamestate().board_.teams()) {
685  if(!t.is_empty())
686  dictionary.insert(t.current_player());
687  }
688 
689  // Add observers
690  for (const std::string& o : gui_->observers()){
691  dictionary.insert(o);
692  }
693 
694  // Add nicks who whispered you
695  for (const std::string& w : gui_->get_chat_manager().whisperers()){
696  dictionary.insert(w);
697  }
698 
699  // Add nicks from friendlist
700  const std::map<std::string, std::string> friends = preferences::get_acquaintances_nice("friend");
701 
702  for(std::map<std::string, std::string>::const_iterator iter = friends.begin(); iter != friends.end(); ++iter){
703  dictionary.insert((*iter).first);
704  }
705 
706  //Exclude own nick from tab-completion.
707  //NOTE why ?
708  dictionary.erase(preferences::login());
709  break;
710  }
711 
712  default:
713  ERR_DP << "unknown textbox mode" << std::endl;
714  } //switch(mode)
715 
716  menu_handler_.get_textbox().tab(dictionary);
717 }
718 
720 {
721  if(gamestate().board_.teams().size() == 0) {
722  throw game::game_error("The scenario has no sides defined");
723  }
724  assert(gamestate().board_.has_team(current_side()));
726 }
727 
729 {
730  if(gamestate().board_.teams().size() == 0) {
731  throw game::game_error("The scenario has no sides defined");
732  }
733  assert(gamestate().board_.has_team(current_side()));
735 }
736 
737 bool play_controller::is_team_visible(int team_num, bool observer) const
738 {
739  const team& t = gamestate().board_.get_team(team_num);
740  if(observer) {
741  return !t.get_disallow_observers() && !t.is_empty();
742  }
743  else {
744  return t.is_local_human() && !t.is_idle();
745  }
746 }
747 
749 {
750  assert(current_side() <= static_cast<int>(gamestate().board_.teams().size()));
751  const int num_teams = gamestate().board_.teams().size();
752  const bool is_observer = this->is_observer();
753 
754  for(int i = 0; i < num_teams; i++) {
755  const int team_num = modulo(current_side() - i, num_teams, 1);
756  if(is_team_visible(team_num, is_observer)) {
757  return team_num;
758  }
759  }
760  return 0;
761 }
762 
764 {
765  return mouse_handler_;
766 }
767 
768 std::shared_ptr<wb::manager> play_controller::get_whiteboard() const
769 {
770  return whiteboard_manager_;
771 }
772 
774 {
775  return saved_game_.mp_settings();
776 }
777 
779 {
780  return saved_game_.classification();
781 }
782 
784 {
785  return *gui_;
786 }
787 
789 {
790  return !menu_handler_.get_textbox().active();
791 }
792 
794 {
795  if(event.key.keysym.sym == SDLK_ESCAPE) {
797  } else if(event.key.keysym.sym == SDLK_TAB) {
798  tab();
799  } else if(event.key.keysym.sym == SDLK_RETURN || event.key.keysym.sym == SDLK_KP_ENTER) {
800  enter_textbox();
801  }
802 }
803 
804 void play_controller::process_keydown_event(const SDL_Event& event)
805 {
806  if (event.key.keysym.sym == SDLK_TAB) {
807  whiteboard_manager_->set_invert_behavior(true);
808  }
809 }
810 
811 void play_controller::process_keyup_event(const SDL_Event& event)
812 {
813  // If the user has pressed 1 through 9, we want to show
814  // how far the unit can move in that many turns
815  if(event.key.keysym.sym >= '1' && event.key.keysym.sym <= '9') {
816  const int new_path_turns = (event.type == SDL_KEYDOWN) ?
817  event.key.keysym.sym - '1' : 0;
818 
819  if(new_path_turns != mouse_handler_.get_path_turns()) {
820  mouse_handler_.set_path_turns(new_path_turns);
821 
823 
824  if(u.valid()) {
825  // if it's not the unit's turn, we reset its moves
826  unit_movement_resetter move_reset(*u, u->side() != current_side());
827 
829  true, gamestate().board_.teams_[gui_->viewing_team()],
831 
832  gui_->highlight_reach(mouse_handler_.current_paths());
833  } else {
835  }
836 
837  }
838  } else if (event.key.keysym.sym == SDLK_TAB) {
839  CKey keys;
840  if (!keys[SDLK_TAB]) {
841  whiteboard_manager_->set_invert_behavior(false);
842  }
843  }
844 }
845 
847  assert(replay_);
848  return *replay_.get();
849 }
850 
852 {
854  // Saving while an event is running isn't supported
855  // because it may lead to expired event handlers being saved.
856  assert(!gamestate().events_manager_->is_event_running());
857 
859  scoped_savegame_snapshot snapshot(*this);
862  } else {
864  }
865 }
866 
868 {
871 
872  scoped_savegame_snapshot snapshot(*this);
874  save.save_game_automatic(false, filename);
875  }
876 }
877 
879 {
884  } else {
886  }
887 }
888 
890 {
894  save.save_game_automatic(false, filename);
895  }
896 }
897 
899 {
903  } else {
905  }
906 }
907 
909 {
911  load.load_game_ingame();
912 }
913 
915 {
917  undo_stack().undo();
918 }
919 
921 {
923  undo_stack().redo();
924 }
925 
927 {
929 }
930 
932 {
934 }
935 
936 const std::string& play_controller::select_music(bool victory) const
937 {
938  const std::vector<std::string>& music_list = victory
939  ? (gamestate_->get_game_data()->get_victory_music().empty() ? game_config::default_victory_music : gamestate_->get_game_data()->get_victory_music())
940  : (gamestate_->get_game_data()->get_defeat_music().empty() ? game_config::default_defeat_music : gamestate_->get_game_data()->get_defeat_music());
941 
942  if(music_list.empty()) {
943  // Since this function returns a reference, we can't return a temporary empty string.
944  static const std::string empty_str = "";
945  return empty_str;
946  }
947 
948  return music_list[randomness::rng::default_instance().get_random_int(0, music_list.size()-1)];
949 }
950 
952 {
953  if(linger_)
954  {
955  return;
956  }
957 
958  if (is_regular_game_end()) {
959  return;
960  }
961  bool continue_level, found_player, found_network_player, invalidate_all;
962  std::set<unsigned> not_defeated;
963 
964  gamestate().board_.check_victory(continue_level, found_player, found_network_player, invalidate_all, not_defeated, remove_from_carryover_on_defeat_);
965 
966  if (invalidate_all) {
967  gui_->invalidate_all();
968  }
969 
970  if (continue_level) {
971  return ;
972  }
973 
974  if (found_player || found_network_player) {
975  pump().fire("enemies_defeated");
976  if (is_regular_game_end()) {
977  return;
978  }
979  }
980 
981  DBG_EE << "victory_when_enemies_defeated: " << victory_when_enemies_defeated_ << std::endl;
982  DBG_EE << "found_player: " << found_player << std::endl;
983  DBG_EE << "found_network_player: " << found_network_player << std::endl;
984 
985  if (!victory_when_enemies_defeated_ && (found_player || found_network_player)) {
986  // This level has asked not to be ended by this condition.
987  return;
988  }
989 
990  if (gui_->video().non_interactive()) {
991  LOG_AIT << "winner: ";
992  for (unsigned l : not_defeated) {
994  if (ai.empty()) ai = "default ai";
995  LOG_AIT << l << " (using " << ai << ") ";
996  }
997  LOG_AIT << std::endl;
998  ai_testing::log_victory(not_defeated);
999  }
1000 
1001  DBG_EE << "throwing end level exception..." << std::endl;
1002  //Also proceed to the next scenario when another player survived.
1003  end_level_data el_data;
1004  el_data.proceed_to_next_level = found_player || found_network_player;
1005  el_data.is_victory = found_player;
1006  set_end_level_data(el_data);
1007 }
1008 
1010 {
1011  if (gui_->video().non_interactive()) {
1012  throw game::game_error(msg);
1013  }
1015 
1016  std::stringstream message;
1017  message << _("The game is out of sync. It might not make much sense to continue. Do you want to save your game?");
1018  message << "\n\n" << _("Error details:") << "\n\n" << msg;
1019 
1020  scoped_savegame_snapshot snapshot(*this);
1022  save.save_game_interactive(message.str(), savegame::savegame::YES_NO); // can throw quit_game_exception
1023 }
1024 
1025 void play_controller::update_gui_to_player(const int team_index, const bool observe)
1026 {
1027  gui_->set_team(team_index, observe);
1028  gui_->recalculate_minimap();
1029  gui_->invalidate_all();
1030 }
1031 
1033 {
1034  scoped_savegame_snapshot snapshot(*this);
1037 }
1038 
1040 {
1041  scoped_savegame_snapshot snapshot(*this);
1043  save.save_game_automatic(true, filename);
1044 }
1045 
1047 {
1048  //note: this writes to level_ if this is not a replay.
1050 }
1051 
1053 {
1054  return gamestate().events_manager_->pump();
1055 }
1056 
1058 {
1059  return ticks_;
1060 }
1061 
1063 {
1064  return soundsources_manager_.get();
1065 }
1066 
1068 {
1069  return plugins_context_.get();
1070 }
1071 
1073 {
1074  return hotkey_handler_.get();
1075 }
1076 
1078 {
1079  if(linger_ || !gamestate_->init_side_done() || gamestate().gamedata_.phase() != game_data::PLAY) {
1080  return true;
1081  }
1082  const team& t = current_team();
1083  return !t.is_local_human() || !t.is_proxy_human();
1084 }
1085 
1087 {
1089  return;
1090  }
1091  try
1092  {
1093  play_slice();
1094  }
1095  catch(const return_to_play_side_exception&)
1096  {
1097  assert(should_return_to_play_side());
1098  }
1099 }
1100 
1102 {
1103  fire_preload();
1104 
1105  if(!gamestate().start_event_fired_)
1106  {
1107  gamestate().start_event_fired_ = true;
1111 
1112  set_scontext_synced sync;
1113 
1114  fire_prestart();
1115  if (is_regular_game_end()) {
1116  return;
1117  }
1118 
1119  for (const team& t : gamestate().board_.teams()) {
1120  actions::clear_shroud(t.side(), false, false);
1121  }
1122 
1123  init_gui();
1124  LOG_NG << "first_time..." << (is_skipping_replay() ? "skipping" : "no skip") << "\n";
1125 
1126  fire_start();
1127  if (is_regular_game_end()) {
1128  return;
1129  }
1130  sync.do_final_checkup();
1131  gui_->recalculate_minimap();
1132  // Initialize countdown clock.
1133  for (const team& t : gamestate().board_.teams())
1134  {
1136  t.set_countdown_time(1000 * saved_game_.mp_settings().mp_countdown_init_time);
1137  }
1138  }
1139  }
1140  else
1141  {
1142  init_gui();
1144  gui_->recalculate_minimap();
1145  }
1146 }
1147 
1149 {
1150  const team& viewing_team = get_teams_const()[gui_->viewing_team()];
1151  return gui_->viewing_team() == gui_->playing_team() && !events::commands_disabled && viewing_team.is_local_human() && !is_lingering() && !is_browsing();
1152 }
1153 
1154 std::set<std::string> play_controller::all_players() const
1155 {
1156  std::set<std::string> res = gui_->observers();
1157  for (const team& t : get_teams_const())
1158  {
1159  if (t.is_human()) {
1160  res.insert(t.current_player());
1161  }
1162  }
1163  return res;
1164 }
1165 
1167 {
1168  //check for team-specific items in the scenario
1169  gui_->parse_team_overlays();
1170  do {
1172  {
1173  save_blocker blocker;
1175  if(is_regular_game_end()) {
1176  return;
1177  }
1178  }
1179  // This flag can be set by derived classes (in overridden functions).
1180  player_type_changed_ = false;
1181 
1182  statistics::reset_turn_stats(gamestate().board_.get_team(current_side()).save_id_or_number());
1183 
1184  play_side_impl();
1185 
1186  if(is_regular_game_end()) {
1187  return;
1188  }
1189 
1190  } while (player_type_changed_);
1191  // Keep looping if the type of a team (human/ai/networked)
1192  // has changed mid-turn
1193  sync_end_turn();
1194 }
1195 
1197 {
1198  whiteboard_manager_->on_gamestate_change();
1199  gui_->new_turn();
1200  gui_->invalidate_game_status();
1201 
1202  LOG_NG << "turn: " << turn() << "\n";
1203 
1204  if(gui_->video().non_interactive()) {
1205  LOG_AIT << "Turn " << turn() << ":" << std::endl;
1206  }
1207 
1208  int last_player_number = gamestate_->player_number_;
1209  int next_player_number = gamestate_->next_player_number_;
1210 
1211  while(gamestate_->player_number_ <= static_cast<int>(gamestate().board_.teams().size())) {
1212  gamestate_->next_player_number_ = gamestate_->player_number_ + 1;
1213  next_player_number = gamestate_->next_player_number_;
1214  last_player_number = gamestate_->player_number_;
1215 
1216  // If a side is empty skip over it.
1217  if (!current_team().is_empty()) {
1218  init_side_begin();
1219  if(gamestate_->init_side_done()) {
1220  // This is the case in a reloaded game where the side was initialized before saving the game.
1221  init_side_end();
1222  }
1223 
1225  play_side();
1226  //ignore any changes to next_player_number_ that happen after the [end_turn] is sended to the server, otherwise we will get OOS.
1227  next_player_number = gamestate_->next_player_number_;
1228  assert(next_player_number <= 2 * static_cast<int>(gamestate().board_.teams().size()));
1229  if(is_regular_game_end()) {
1230  return;
1231  }
1232  //note: play_side() send the [end_turn] to the sever and finish_side_turn() callsie the side turn end events.
1233  // this means that during the side turn end events the clients think it is still the last sides turn while
1234  // the server thinks that it is already the next plyers turn. i don'T think this is a problem though.
1235  finish_side_turn();
1236  if(is_regular_game_end()) {
1237  return;
1238  }
1239  if(gui_->video().non_interactive()) {
1240  LOG_AIT << " Player " << current_side() << ": " <<
1241  current_team().villages().size() << " Villages" <<
1242  std::endl;
1244  }
1245  }
1246 
1247  gamestate_->player_number_ = next_player_number;
1248  }
1249  // If the loop exits due to the last team having been processed.
1250  gamestate_->player_number_ = last_player_number;
1251 
1252  finish_turn();
1253 
1254  // Time has run out
1255  check_time_over();
1256 
1257  if (!is_regular_game_end()) {
1258  gamestate_->player_number_ = modulo(next_player_number, gamestate().board_.teams().size(), 1);
1259  }
1260 }
1261 
1263 {
1264  const bool time_left = gamestate().tod_manager_.next_turn(&gamestate().gamedata_);
1265 
1266  if(!time_left) {
1267  LOG_NG << "firing time over event...\n";
1269  pump().fire("time_over");
1270  LOG_NG << "done firing time over event...\n";
1271  // If turns are added while handling 'time over' event.
1272  if (gamestate().tod_manager_.is_time_left()) {
1273  return;
1274  }
1275 
1276  if(gui_->video().non_interactive()) {
1277  LOG_AIT << "time over (draw)\n";
1279  }
1280 
1281  check_victory();
1282  if (is_regular_game_end()) {
1283  return;
1284  }
1285  end_level_data e;
1286  e.proceed_to_next_level = false;
1287  e.is_victory = false;
1288  set_end_level_data(e);
1289  }
1290 }
1291 
1293  : controller_(controller)
1294 {
1296 }
1297 
1299 {
1301 }
1302 
1304 {
1305  const team& t = gamestate().board_.teams()[gui_->viewing_team()];
1306  static const std::string no_objectives(_("No objectives available"));
1307  std::string objectives = utils::interpolate_variables_into_string(t.objectives(), *gamestate_->get_game_data());
1308  gui2::show_transient_message(get_scenario_name(), (objectives.empty() ? no_objectives : objectives), "", true);
1310 }
1311 
1313 {
1315  const std::shared_ptr<gui::button> skip_animation_button = get_display().find_action_button("skip-animation");
1316  if (skip_animation_button) {
1317  skip_animation_button->set_check(skip_replay_);
1318  }
1319 }
std::shared_ptr< gui::button > find_action_button(const std::string &id)
Retrieves a pointer to a theme UI button.
Definition: display.cpp:826
void clear()
Clears the stack of undoable (and redoable) actions.
Definition: undo.cpp:220
play_controller * controller
Definition: resources.cpp:21
std::vector< std::string > default_victory_music
void do_search(const std::string &new_search)
void set_current_paths(const pathfind::paths &new_paths)
int autosavemax()
Definition: game.cpp:832
virtual bool should_return_to_play_side() const
std::unique_ptr< soundsource::manager > soundsources_manager_
void operator()(const config &) const
static void log_turn_start(unsigned int side)
Definition: testing.cpp:35
static void log_turn_end(unsigned int side)
Definition: testing.cpp:40
void set_preference_display_settings()
Definition: display.cpp:44
::tod_manager * tod_manager
Definition: resources.cpp:29
static lg::log_domain log_engine_enemies("engine/enemies")
bool is_empty() const
Definition: team.hpp:259
hotkey::command_executor * get_hotkey_command_executor() override
Optionally get a command executor to handle context menu events.
void reset_objectives_changed() const
Definition: team.hpp:238
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 ...
map_location last_selected
the last location where a select event fired.
Definition: game_data.hpp:89
virtual const std::vector< team > & teams() const override
Definition: game_board.hpp:92
The class for loading a savefile.
Definition: savegame.hpp:109
std::unique_ptr< game_lua_kernel > lua_kernel_
Definition: game_state.hpp:50
void refresh_objectives() const
Reevaluate [show_if] conditions and build a new objectives string.
void save_replay_auto(const std::string &filename)
int find_last_visible_team() const
returns 0 if no such team was found.
const ter_data_cache & tdata_
This class represents a single unit of a specific type.
Definition: unit.hpp:129
std::unique_ptr< game_display > gui_
bool victory_when_enemies_defeated_
While any instance of this class exists, attempts to save the game via any call to play_controller wi...
game_classification * classification
Definition: resources.cpp:34
Various functions implementing vision (through fog of war and shroud).
const mp_game_settings & get_mp_settings()
void do_final_checkup(bool dont_throw=false)
Note: Specific to sdl_ttf.
events::mouse_handler mouse_handler_
static manager & get_singleton()
Definition: manager.hpp:151
static void copy_persistent(const config &src, config &dst)
Copies [scenario] attributes/tags that are not otherwise stored in C++ structs/clases.
std::unique_ptr< plugins_context > plugins_context_
bool is_skipping_replay() const
std::vector< game_tip > load(const config &cfg)
Loads the tips from a config.
Definition: tips.cpp:35
std::unique_ptr< replay > replay_
static game_config_view wrap(const config &cfg)
game_display & get_display() override
Get a reference to a display member a derived class uses.
static std::shared_ptr< save_index_class > default_saves_dir()
Returns an instance for managing saves in filesystem::get_saves_dir()
Definition: save_index.cpp:188
replay_recorder_base & get_replay()
Definition: saved_game.hpp:123
Class for autosaves.
Definition: savegame.hpp:289
game_events::wml_event_pump & pump()
void set_scope_active(scope s, bool set)
static void log_victory(std::set< unsigned int > teams)
Definition: testing.cpp:81
static void on_unblock(play_controller *controller, void(play_controller::*callback)())
std::string sounds
List of "ambient" sounds associated with this time_of_day, Played at the beginning of turn...
std::unique_ptr< hotkey_handler > hotkey_handler_
const int INFINITE_AUTO_SAVES
Definition: game.hpp:192
bool enemies_visible() const
child_itors child_range(config_key_type key)
Definition: config.cpp:362
void process_keydown_event(const SDL_Event &event) override
Process keydown (always).
bool is_idle() const
Definition: team.hpp:285
const pathfind::paths & current_paths() const
void show_transient_message(const std::string &title, const std::string &message, const std::string &image, const bool message_use_markup, const bool title_use_markup, const bool restore_background)
Shows a transient message to the user.
void do_command(const std::string &str)
void set_do_healing(bool do_healing)
static void progress(loading_stage stage=loading_stage::none)
virtual void update_viewing_player()=0
gui::floating_textbox & get_textbox()
void new_turn()
Definition: team.hpp:204
void set_gui(game_display *gui)
Definition: menu_events.hpp:54
static const config & get_theme(const game_config_view &game_config, std::string theme_name)
virtual soundsource::manager * get_soundsource_man() override
Get (optionally) a soundsources manager a derived class uses.
void undo()
Undoes the top action on the undo stack.
Definition: undo.cpp:348
Gather statistics important for AI testing and output them.
unit_type_data unit_types
Definition: types.cpp:1378
virtual void process_oos(const std::string &msg) const
Asks the user whether to continue on an OOS error.
virtual void play_slice(bool is_delay_enabled=true)
#define LOG_AIT
void new_side_turn(int side)
Performs some initializations and error checks when starting a new side-turn.
Definition: undo.cpp:262
static lg::log_domain log_engine("engine")
Class for "normal" midgame saves.
Definition: savegame.hpp:262
Replay control code.
static void msg(const char *act, debug_info &i, const char *to="", const char *result="")
Definition: debugger.cpp:109
persist_manager * persist
Definition: resources.cpp:26
bool do_healing() const
void check_victory()
Checks to see if a side has won.
void apply_scenario_fix(const config &cfg)
Definition: types.cpp:1311
config & set_snapshot(config snapshot)
Definition: saved_game.cpp:559
void append_children(const config &cfg)
Adds children from cfg.
Definition: config.cpp:241
std::string str
Definition: statement.cpp:110
static void log_draw()
Definition: testing.cpp:75
bool save_game_interactive(const std::string &message, DIALOG_TYPE dialog_type)
Save a game interactively through the savegame dialog.
Definition: savegame.cpp:373
static lg::log_domain log_display("display")
void write_music_play_list(config &snapshot)
Definition: sound.cpp:851
#define DBG_EE
void process_keyup_event(const SDL_Event &event) override
Process keyup (always).
static void clear_resources()
This file implements all the hotkey handling and menu details for play controller.
void select_hex(const map_location &hex, const bool browse, const bool highlight=true, const bool fire_event=true)
persist_manager persist_
void reset_turn_stats(const std::string &save_id)
Definition: statistics.cpp:684
void process_focus_keydown_event(const SDL_Event &event) override
Process keydown (only when the general map display does not have focus).
#define ERR_DP
std::unique_ptr< tooltips::manager > tooltips_manager_
std::vector< std::string > default_defeat_music
const std::unique_ptr< game_events::manager > events_manager_
Definition: game_state.hpp:52
game_data * gamedata
Definition: resources.cpp:22
config::attribute_value & get_variable(const std::string &varname)
throws invalid_variablename_exception if varname is no valid variable name.
Definition: game_data.cpp:62
bool have_keyboard_focus() override
Derived classes should override this to return false when arrow keys should not scroll the map...
events::menu_handler menu_handler_
void play_sound(const std::string &files, channel_group group, unsigned int repeats)
Definition: sound.cpp:1020
bool can_undo() const
void set_phase(PHASE phase)
Definition: game_data.hpp:77
std::unique_ptr< game_state > gamestate_
An exception-safe means of making sure that unblock() gets called after try_block().
void do_consolesave(const std::string &filename)
bool is_lingering() const
map_location get_selected_hex() const
Object which defines a time of day with associated bonuses, image, sounds etc.
Definition: time_of_day.hpp:57
saved_game & saved_game_
This class stores all the data for a single &#39;side&#39; (in game nomenclature).
Definition: team.hpp:44
A small explanation about what&#39;s going on here: Each action has access to two game_info objects First...
Definition: actions.cpp:59
scoped_savegame_snapshot(const play_controller &controller)
void init_side()
Definition: replay.cpp:215
static UNUSEDNOWARN std::string _(const char *str)
Definition: gettext.hpp:100
team & get_team(int i)
Definition: game_board.hpp:104
void throw_quit_game_exception()
void save_game_auto(const std::string &filename)
bool add_start_if_not_there_yet()
Definition: replay.cpp:657
void set_path_turns(const int path_turns)
virtual void check_time_over()
bool can_redo() const
True if there are actions that can be redone.
Definition: undo.hpp:95
Implements a quit confirmation dialog.
config to_config() const
Builds the snapshot config from members and their respective configs.
filter_context * filter_con
Definition: resources.cpp:23
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:54
bool valid() const
Definition: location.hpp:93
bool ignore_replay_errors
int side_upkeep(int side_num) const
TEXTBOX_MODE mode() const
game_board * gameboard
Definition: resources.cpp:20
This class is the frontend of the whiteboard framework for the rest of the Wesnoth code...
Definition: manager.hpp:42
bool is_regular_game_end() const
void init(const config &level)
void recalculate_fog(int side)
Function that recalculates the fog of war.
Definition: vision.cpp:705
virtual void init_gui()
void maybe_do_init_side()
Called by turn_info::process_network_data() or init_side() to call do_init_side() if necessary...
bool is_enemy(int n) const
Definition: team.hpp:243
tod_manager tod_manager_
Definition: game_state.hpp:47
Object which temporarily resets a unit&#39;s movement.
Definition: unit.hpp:1942
bool load_game_ingame()
Load a game without providing any information.
Definition: savegame.cpp:123
std::unique_ptr< pathfind::manager > pathfind_manager_
Definition: game_state.hpp:48
Managing the AIs lifecycle - headers TODO: Refactor history handling and internal commands...
std::string theme() const
replay * recorder
Definition: resources.cpp:28
void check_victory(bool &, bool &, bool &, bool &, std::set< unsigned > &, bool)
Definition: game_board.cpp:105
void set_gui(game_display *gui)
void spend_gold(const int amount)
Definition: team.hpp:208
std::shared_ptr< wb::manager > get_whiteboard() const
static void add_color_info(const game_config_view &v, bool build_defaults)
An object which will lock the display for the duration of its lifetime.
Definition: video.hpp:296
Error used for any general game error, e.g.
Definition: game_errors.hpp:46
game_events::manager * game_events
Definition: resources.cpp:24
bool is_browsing() const override
void deactivate_all_scopes()
bool is_observer() const
void update_gui_to_player(const int team_index, const bool observe=false)
Changes the UI for this client to the passed side index.
void do_init_side()
Called by replay handler or init_side() to do actual work for turn change.
Encapsulates the map of the game.
Definition: location.hpp:42
void calculate_healing(int side, bool update_display)
Calculates healing for all units for the given side.
Definition: heal.cpp:292
std::string login()
std::shared_ptr< wb::manager > whiteboard
Definition: resources.cpp:33
virtual ~play_controller()
bool is_proxy_human() const
Definition: team.hpp:283
Various functions related to the creation of units (recruits, recalls, and placed units)...
int support() const
Calculate total support capacity, based on support_per_village.
Definition: team.hpp:203
void set_end_level_data(const end_level_data &data)
void end_turn(int pnum)
Definition: game_board.cpp:72
int get_path_turns() const
std::size_t i
Definition: function.cpp:933
soundsource::manager * soundsources
Definition: resources.cpp:27
const std::string & select_music(bool victory) const
void redo()
Redoes the top action on the redo stack.
Definition: undo.cpp:404
map_location map_start_
unit_map::iterator selected_unit()
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:694
void reset_gamestate(const config &level, int replay_pos)
const t_string & objectives() const
Definition: team.hpp:240
std::shared_ptr< wb::manager > whiteboard_manager_
bool is_team_visible(int team_num, bool observer) const
Define the game&#39;s event mechanism.
void encounter_all_content(const game_board &gameboard_)
Definition: game.cpp:1035
#define log_scope(description)
Definition: log.hpp:186
void tab(const std::set< std::string > &dictionary)
bool proceed_to_next_level
whether to proceed to the next scenario, equals is_victory in sp.
bool can_use_synced_wml_menu() const
void turn_event_fired()
t_string get_scenario_name() const
game_data gamedata_
Definition: game_state.hpp:45
int w
Additional information on the game outcome which can be provided by WML.
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
actions::undo_list & undo_stack()
std::map< std::string, std::string > get_acquaintances_nice(const std::string &filter)
Definition: game.cpp:244
static void save(LexState *ls, int c)
Definition: llex.cpp:57
bool can_redo() const
static lg::log_domain log_enginerefac("enginerefac")
std::string observer
bool is_local() const
Definition: team.hpp:261
Class for replay saves (either manually or automatically).
Definition: savegame.hpp:276
config & add_child(config_key_type key)
Definition: config.cpp:476
pump_result_t fire(const std::string &event, const entity_location &loc1=entity_location::null_entity, const entity_location &loc2=entity_location::null_entity, const config &data=config())
Function to fire an event.
Definition: pump.cpp:486
compression::format save_compression_format()
Definition: game.cpp:884
bool is_replay() const
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:754
static bool try_block()
bool get_disallow_observers() const
Definition: team.hpp:340
static void display(std::function< void()> f)
void set_game_display(game_display *)
Definition: game_state.cpp:241
bool is_local_human() const
Definition: team.hpp:267
events::mouse_handler & get_mouse_handler_base() override
Get a reference to a mouse handler member a derived class uses.
const std::unique_ptr< gui::textbox > & box() const
game_state & gamestate()
double t
Definition: astarsearch.cpp:64
Various functions that implement healing of units (when a side turn starts).
const game_config_view & game_config_
game_classification & classification()
Definition: saved_game.hpp:55
game_board board_
Definition: game_state.hpp:46
A variable-expanding proxy for the config class.
Definition: variable.hpp:44
Various functions that implement the undoing (and redoing) of in-game commands.
Standard logging facilities (interface).
void autosave(const bool disable_autosave, const int autosave_max, const int infinite_autosaves)
Definition: savegame.cpp:593
int current_side() const
Returns the number of the side whose turn it is.
Object which contains all the possible locations a unit can move to, with associated best routes to t...
Definition: pathfind.hpp:70
void remove_scenario_fixes()
Definition: types.cpp:1345
static const map_location & null_location()
Definition: location.hpp:85
game_lua_kernel * lua_kernel
Definition: resources.cpp:25
config * get_next_action()
Definition: replay.cpp:614
std::set< std::string > all_players() const
static lg::log_domain log_aitesting("ai/testing")
void fire_preload()
preload events cannot be synced
virtual plugins_context * get_plugins_context() override
Get (optionally) a plugins context a derived class uses.
void new_turn(int pnum)
Definition: game_board.cpp:64
#define e
actions::undo_list * undo_stack
Definition: resources.cpp:32
std::size_t turn() const
void update_savegame_snapshot() const
void remove_snapshot()
Definition: saved_game.cpp:577
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:453
const std::vector< team > & get_teams_const() const
void set_side(int side_number)
bool next_turn(game_data *vars)
Function to move to the next turn.
PHASE phase() const
Definition: game_data.hpp:76
A config object defines a single node in a WML file, with access to child nodes.
Definition: config.hpp:68
game_classification & get_classification()
bool valid() const
Definition: map.hpp:276
Class that keeps track of all the keys on the keyboard.
Definition: key.hpp:27
mp_game_settings & mp_settings()
Multiplayer parameters for this game.
Definition: saved_game.hpp:59
void delete_all_wml_hotkeys()
deletes all wml hotkeys, should be called after a game has ended
std::vector< std::string > get_commands_list()
void write(config &cfg) const
Definition: game_state.cpp:246
const std::set< map_location > & villages() const
Definition: team.hpp:184
void close(game_display &gui)
pathfind::manager * tunnels
Definition: resources.cpp:31
bool can_undo() const
True if there are actions that can be undone.
Definition: undo.hpp:93
static rng & default_instance()
Definition: random.cpp:73
virtual void check_objectives()=0
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:357
virtual void play_side_impl()
bool start_event_fired_
Definition: game_state.hpp:64
T modulo(T num, int mod, T min=0)
Definition: math.hpp:61
void show_objectives() const
bool init_side_done_now_
Whether we did init sides in this session (false = we did init sides before we reloaded the game)...
bool remove_from_carryover_on_defeat_
play_controller(const config &level, saved_game &state_of_game, const ter_data_cache &tdata, bool skip_replay)
void do_ai_formula(const std::string &str, int side_num, mouse_handler &mousehandler)
#define LOG_NG
std::shared_ptr< terrain_type_data > ter_data_cache
virtual void sync_end_turn()