The Battle for Wesnoth  1.19.0-dev
play_controller.cpp
Go to the documentation of this file.
1 /*
2  Copyright (C) 2006 - 2024
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 "preferences/game.hpp"
47 #include "random.hpp"
48 #include "replay.hpp"
49 #include "resources.hpp"
50 #include "save_index.hpp"
51 #include "saved_game.hpp"
52 #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  , ticks_(SDL_GetTicks())
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_(&game_config_)
145  , mouse_handler_(nullptr, *this)
146  , menu_handler_(nullptr, *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..." << (SDL_GetTicks() - ticks());
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..." << (SDL_GetTicks() - ticks());
230  whiteboard_manager_.reset(new wb::manager());
232 
233  LOG_NG << "loading units..." << (SDL_GetTicks() - ticks());
236 
237  LOG_NG << "initializing theme... " << (SDL_GetTicks() - ticks());
239 
240  LOG_NG << "building terrain rules... " << (SDL_GetTicks() - ticks());
242 
243  gui_.reset(new game_display(gamestate().board_, whiteboard_manager_, *gamestate().reports_, theme(), level));
244  map_start_ = map_location(level.child_or_empty("display").child_or_empty("location"));
245  if(start_faded_) {
246  gui_->set_fade({0,0,0,255});
247  gui_->set_prevent_draw(true);
248  }
249 
250  // Ensure the loading screen doesn't end up underneath the game display
252 
253  if(!video::headless()) {
255  gui_->get_theme().modify_label("time-icon", _("time left for current turn"));
256  } else {
257  gui_->get_theme().modify_label("time-icon", _("current local time"));
258  }
259  }
260 
262  mouse_handler_.set_gui(gui_.get());
263  menu_handler_.set_gui(gui_.get());
264 
265  LOG_NG << "done initializing display... " << (SDL_GetTicks() - ticks());
266 
267  LOG_NG << "building gamestate to gui and whiteboard... " << (SDL_GetTicks() - ticks());
268  // This *needs* to be created before the show_intro and show_map_scene
269  // as that functions use the manager state_of_game
270  // Has to be done before registering any events!
273 
274  init_managers();
276  // loadscreen_manager->reset();
278  gamestate().lua_kernel_->load_game(level);
279 
280  plugins_context_.reset(new plugins_context("Game"));
281  plugins_context_->set_callback("save_game", [this](const config& cfg) { save_game_auto(cfg["filename"]); }, true);
282  plugins_context_->set_callback("save_replay", [this](const config& cfg) { save_replay_auto(cfg["filename"]); }, true);
283  plugins_context_->set_callback("quit", [](const config&) { throw_quit_game_exception(); }, false);
284  plugins_context_->set_accessor_string("scenario_name", [this](config) { return get_scenario_name(); });
285  });
286 }
287 
288 void play_controller::reset_gamestate(const config& level, int replay_pos)
289 {
290  // TODO: should we update we update this->level_ with level ?
291 
292  resources::gameboard = nullptr;
293  resources::gamedata = nullptr;
294  resources::tod_manager = nullptr;
295  resources::filter_con = nullptr;
296  resources::lua_kernel = nullptr;
297  resources::game_events = nullptr;
298  resources::tunnels = nullptr;
299  resources::undo_stack = nullptr;
300 
301  gui_->labels().set_team(nullptr);
302 
303  /* First destroy the old game state, then create the new one.
304  This is necessary to ensure that while the old AI manager is being destroyed,
305  all its member objects access the old manager instead of the new. */
306  gamestate_.reset();
307  gamestate_.reset(new game_state(level, *this));
308 
316 
317  gamestate_->ai_manager_.add_observer(this);
318  gamestate_->init(level, *this);
321 
322  gui_->reset_reports(*gamestate().reports_);
323  gui_->change_display_context(&gamestate().board_);
324  saved_game_.get_replay().set_pos(replay_pos);
325 
327  gamestate().lua_kernel_->load_game(level);
328 }
329 
331 {
332  LOG_NG << "initializing managers... " << (SDL_GetTicks() - ticks());
334 
336  LOG_NG << "done initializing managers... " << (SDL_GetTicks() - ticks());
337 }
338 
340 {
341  // Run initialization scripts, even if loading from a snapshot.
342  gamestate().gamedata_.get_variable("turn_number") = static_cast<int>(turn());
343  pump().fire("preload");
344  gamestate().lua_kernel_->preload_finished();
345 }
346 
348 {
349  // pre-start events must be executed before any GUI operation,
350  // as those may cause the display to be refreshed.
352 
353  // Fire these right before prestart events, to catch only the units sides
354  // have started with.
355  for(const unit& u : get_units()) {
356  pump().fire("unit_placed", map_location(u.get_location()));
357  }
358 
359  pump().fire("prestart");
360 
361  // prestart event may modify start turn with WML, reflect any changes.
362  gamestate().gamedata_.get_variable("turn_number") = static_cast<int>(turn());
363 }
364 
366 {
367  const config cfg("side", gui_->viewing_side());
368  gamestate().lua_kernel_->run_wml_action("show_objectives", vconfig(cfg),
369  game_events::queued_event("_from_interface", "", map_location(), map_location(), config()));
370 }
371 
373 {
375  pump().fire("start");
376 
377  skip_story_ = false; // Show [message]s from now on even with --campaign-skip-story
378 
379  // start event may modify start turn with WML, reflect any changes.
380  gamestate().gamedata_.get_variable("turn_number") = static_cast<int>(turn());
381 
384 
385  // prestart and start events may modify the initial gold amount,
386  // reflect any changes.
387  for(team& tm : get_teams()) {
388  tm.set_start_gold(tm.gold());
389  }
390 
392 }
393 
395 {
396  gui_->begin_game();
397  gui_->update_tod();
398 }
399 
401 {
403  gui_->set_playing_team(std::size_t(current_side() - 1));
404 
406 
408 }
409 
411 {
412  //
413  // We do side init only if not done yet for a local side when we are not replaying.
414  // For all other sides it is recorded in replay and replay handler has to handle
415  // calling do_init_side() functions.
416  //
417  if(is_during_turn()) {
418  // We already executed do_init_side this can for example happe if we reload a game,
419  // but also if we changed control of a side during it's turn
420  return;
421  }
422 
423  if(!current_team().is_local()) {
424  // We are in a mp game and execute do_init_side as soon as we receive [init_side] from the current player
425  // (see replay.cpp)
426  return;
427  }
428 
429  if(is_replay()) {
430  // We are in a replay and execute do_init_side as soon as we reach the next [init_side] in the replay data
431  // (see replay.cpp)
432  return;
433  }
434 
435  if(current_team().is_idle()) {
436  // In this case it can happen that we just gave control of this side to another player so doing init_side
437  // could lead to errors since we no longer own this side from the servers perspective.
438  // (see playturn.cpp)
439  return;
440  }
441 
443  do_init_side();
444 }
445 
447 {
448  { // Block for set_scontext_synced
449  set_scontext_synced sync;
450 
452 
453  log_scope("player turn");
454  // In case we might end up calling sync:network during the side turn events,
455  // and we don't want do_init_side to be called when a player drops.
457  gamestate_->next_player_number_ = gamestate_->player_number_ + 1;
458 
459  const std::string turn_num = std::to_string(turn());
460  const std::string side_num = std::to_string(current_side());
461 
462  gamestate().gamedata_.get_variable("side_number") = current_side();
463 
464  // We might have skipped some sides because they were empty so it is not enough to check for side_num==1
465  if(!gamestate().tod_manager_.has_turn_event_fired()) {
466  pump().fire("turn_" + turn_num);
467  pump().fire("new_turn");
469  }
470 
471  pump().fire("side_turn");
472  pump().fire("side_" + side_num + "_turn");
473  pump().fire("side_turn_" + turn_num);
474  pump().fire("side_" + side_num + "_turn_" + turn_num);
475 
476  // We want to work out if units for this player should get healed,
477  // and the player should get income now.
478  // Healing/income happen if it's not the first turn of processing,
479  // or if we are loading a game.
480  if(turn() > 1) {
483 
484  // If the expense is less than the number of villages owned
485  // times the village support capacity,
486  // then we don't have to pay anything at all
487  int expense = gamestate().board_.side_upkeep(current_side()) - current_team().support();
488  if(expense > 0) {
489  current_team().spend_gold(expense);
490  }
491  }
492 
493  if(do_healing()) {
495  }
496 
497  // Do healing on every side turn except the very first side turn.
498  // (1.14 and earlier did healing whenever turn >= 2.)
499  set_do_healing(true);
500 
501  // Set resting now after the healing has been done.
502  for(unit& patient : resources::gameboard->units()) {
503  if(patient.side() == current_side()) {
504  patient.set_resting(true);
505  }
506  }
507 
508  // Prepare the undo stack.
510 
511  pump().fire("turn_refresh");
512  pump().fire("side_" + side_num + "_turn_refresh");
513  pump().fire("turn_" + turn_num + "_refresh");
514  pump().fire("side_" + side_num + "_turn_" + turn_num + "_refresh");
515 
516  // Make sure vision is accurate.
518 
519  check_victory();
520  sync.do_final_checkup();
522  }
523 
524  statistics().reset_turn_stats(gamestate().board_.get_team(current_side()).save_id_or_number());
525 
526  init_side_end();
527 
528  if(!is_skipping_replay() && current_team().get_scroll_to_leader()) {
529  gui_->scroll_to_leader(current_side(), game_display::ONSCREEN, false);
530  }
531 }
532 
534 {
539  }
540  whiteboard_manager_->on_init_side();
541 }
542 
544 {
545  config cfg = level_;
546 
547  cfg["replay_pos"] = saved_game_.get_replay().get_pos();
548  gamestate().write(cfg);
549 
550  gui_->write(cfg.add_child("display"));
551 
552  // Write the soundsources.
553  soundsources_manager_->write_sourcespecs(cfg);
554 
555  gui_->labels().write(cfg);
557 
558  if(cfg["replay_pos"].to_int(0) > 0 && cfg["playing_team"].empty()) {
559  gui2::show_error_message(_("Trying to create a corrupt file, please report this bug"));
560  }
561 
562  return cfg;
563 }
564 
566 {
567 
568  { // Block for set_scontext_synced
569  set_scontext_synced sync(1);
570  // Also clears the undo stack.
572 
574  const std::string turn_num = std::to_string(turn());
575  const std::string side_num = std::to_string(current_side());
576 
577  // Clear shroud, in case units had been slowed for the turn.
579 
580  pump().fire("side_turn_end");
581  pump().fire("side_" + side_num + "_turn_end");
582  pump().fire("side_turn_" + turn_num + "_end");
583  pump().fire("side_" + side_num + "_turn_" + turn_num + "_end");
584  // This is where we refog, after all of a side's events are done.
586  check_victory();
587  sync.do_final_checkup();
588  }
590 }
591 
593 {
594  set_scontext_synced sync(2);
595  const std::string turn_num = std::to_string(turn());
596  pump().fire("turn_end");
597  pump().fire("turn_" + turn_num + "_end");
598  sync.do_final_checkup();
599 }
600 
602 {
603  // If we aren't using fog/shroud, this is easy :)
604  if(current_team().uses_fog() == false && current_team().uses_shroud() == false) {
605  return true;
606  }
607 
608  // See if any enemies are visible
609  for(const unit& u : get_units()) {
610  if(current_team().is_enemy(u.side()) && !gui_->fogged(u.get_location())) {
611  return true;
612  }
613  }
614 
615  return false;
616 }
617 
619 {
620  if(menu_handler_.get_textbox().active() == false) {
621  return;
622  }
623 
624  const std::string str = menu_handler_.get_textbox().box()->text();
625  const unsigned int team_num = current_side();
626  events::mouse_handler& mousehandler = mouse_handler_;
627 
628  switch(menu_handler_.get_textbox().mode()) {
629  case gui::TEXTBOX_SEARCH:
633  break;
636  menu_handler_.get_textbox().close(); // need to close that one after executing do_speak() !
637  break;
642  break;
643  case gui::TEXTBOX_AI:
646  menu_handler_.do_ai_formula(str, team_num, mousehandler);
647  break;
648  default:
650  ERR_DP << "unknown textbox mode";
651  }
652 }
653 
655 {
656  if(menu_handler_.get_textbox().active() == false) {
657  return;
658  }
659 
662  // Not handling messages to avoid spam
663  return;
664  }
665 
666  const std::string str = menu_handler_.get_textbox().box()->text();
667  const std::vector<std::string>& command_history = menu_handler_.get_textbox().command_history();
668 
669  auto prev = std::find(command_history.begin(), command_history.end(), str);
670 
671  if (prev != command_history.end())
672  {
673  if(up) {
674  if(prev != command_history.begin()) {
675  menu_handler_.get_textbox().box()->set_text(*--prev);
676  }
677  } else {
678  if(++prev != command_history.end()) {
679  menu_handler_.get_textbox().box()->set_text(*prev);
680  } else {
681  menu_handler_.get_textbox().box()->set_text("");
682  }
683  }
684  } else if (up) {
685  if(command_history.size() > 0) {
686  menu_handler_.get_textbox().box()->set_text(*--prev);
687  }
688  if(!str.empty()) {
690  }
691  }
692 }
693 
695 {
697 
698  std::set<std::string> dictionary;
699  switch(mode) {
700  case gui::TEXTBOX_SEARCH: {
701  for(const unit& u : get_units()) {
702  const map_location& loc = u.get_location();
703  if(!gui_->fogged(loc) && !(get_teams()[gui_->viewing_team()].is_enemy(u.side()) && u.invisible(loc)))
704  dictionary.insert(u.name());
705  }
706  // TODO List map labels
707  break;
708  }
709  case gui::TEXTBOX_COMMAND: {
710  std::vector<std::string> commands = menu_handler_.get_commands_list();
711  dictionary.insert(commands.begin(), commands.end());
712  [[fallthrough]]; // we also want player names from the next case
713  }
714  case gui::TEXTBOX_MESSAGE: {
715  for(const team& t : get_teams()) {
716  if(!t.is_empty())
717  dictionary.insert(t.current_player());
718  }
719 
720  // Add observers
721  for(const std::string& o : gui_->observers()) {
722  dictionary.insert(o);
723  }
724 
725  // Add nicks who whispered you
726  for(const std::string& w : gui_->get_chat_manager().whisperers()) {
727  dictionary.insert(w);
728  }
729 
730  // Add nicks from friendlist
731  const std::map<std::string, std::string> friends = preferences::get_acquaintances_nice("friend");
732 
733  for(std::map<std::string, std::string>::const_iterator iter = friends.begin(); iter != friends.end(); ++iter) {
734  dictionary.insert((*iter).first);
735  }
736 
737  // Exclude own nick from tab-completion.
738  // NOTE why ?
739  dictionary.erase(preferences::login());
740  break;
741  }
742 
743  default:
744  ERR_DP << "unknown textbox mode";
745  } // switch(mode)
746 
747  menu_handler_.get_textbox().tab(dictionary);
748 }
749 
751 {
752  if(get_teams().size() == 0) {
753  throw game::game_error("The scenario has no sides defined");
754  }
755 
756  assert(gamestate().board_.has_team(current_side()));
758 }
759 
761 {
762  if(get_teams().size() == 0) {
763  throw game::game_error("The scenario has no sides defined");
764  }
765 
766  assert(gamestate().board_.has_team(current_side()));
768 }
769 
770 
772 {
773  return mouse_handler_;
774 }
775 
776 std::shared_ptr<wb::manager> play_controller::get_whiteboard() const
777 {
778  return whiteboard_manager_;
779 }
780 
782 {
783  return saved_game_.mp_settings();
784 }
785 
787 {
788  return saved_game_.classification();
789 }
790 
792 {
793  return *gui_;
794 }
795 
797 {
798  return !menu_handler_.get_textbox().active();
799 }
800 
802 {
803  if(event.key.keysym.sym == SDLK_ESCAPE) {
805  } else if(event.key.keysym.sym == SDLK_TAB) {
806  tab();
807  } else if(event.key.keysym.sym == SDLK_UP) {
809  } else if(event.key.keysym.sym == SDLK_DOWN) {
811  } else if(event.key.keysym.sym == SDLK_RETURN || event.key.keysym.sym == SDLK_KP_ENTER) {
812  enter_textbox();
813  }
814 }
815 
816 void play_controller::process_keydown_event(const SDL_Event& event)
817 {
818  if(event.key.keysym.sym == SDLK_TAB) {
819  whiteboard_manager_->set_invert_behavior(true);
820  }
821 }
822 
823 void play_controller::process_keyup_event(const SDL_Event& event)
824 {
825  // If the user has pressed 1 through 9, we want to show
826  // how far the unit can move in that many turns
827  if(event.key.keysym.sym >= '1' && event.key.keysym.sym <= '9') {
828  const int new_path_turns = (event.type == SDL_KEYDOWN) ? event.key.keysym.sym - '1' : 0;
829 
830  if(new_path_turns != mouse_handler_.get_path_turns()) {
831  mouse_handler_.set_path_turns(new_path_turns);
832 
834 
835  if(u.valid()) {
836  // if it's not the unit's turn, we reset its moves
837  unit_movement_resetter move_reset(*u, u->side() != current_side());
838 
840  *u, false, true, get_teams()[gui_->viewing_team()], mouse_handler_.get_path_turns()));
841 
842  gui_->highlight_reach(mouse_handler_.current_paths());
843  } else {
845  }
846  }
847  } else if(event.key.keysym.sym == SDLK_TAB) {
848  CKey keys;
849  if(!keys[SDLK_TAB]) {
850  whiteboard_manager_->set_invert_behavior(false);
851  }
852  }
853 }
854 
856 {
857  assert(replay_);
858  return *replay_.get();
859 }
860 
862 {
863  // Saving while an event is running isn't supported
864  // because it may lead to expired event handlers being saved.
865  assert(!gamestate().events_manager_->is_event_running());
866 
867  scoped_savegame_snapshot snapshot(*this);
870 }
871 
872 void play_controller::save_game_auto(const std::string& filename)
873 {
874  scoped_savegame_snapshot snapshot(*this);
876  save.save_game_automatic(false, filename);
877 }
878 
880 {
883 }
884 
885 void play_controller::save_replay_auto(const std::string& filename)
886 {
888  save.save_game_automatic(false, filename);
889 }
890 
892 {
894 }
895 
897 {
899  load.load_game_ingame();
900 }
901 
903 {
905  undo_stack().undo();
906 }
907 
909 {
911  undo_stack().redo();
912 }
913 
915 {
917 }
918 
920 {
922 }
923 
924 const std::string& play_controller::select_music(bool victory) const
925 {
926  const std::vector<std::string>& music_list = victory
927  ? (gamestate_->get_game_data()->get_victory_music().empty()
929  : gamestate_->get_game_data()->get_victory_music())
930  : (gamestate_->get_game_data()->get_defeat_music().empty()
932  : gamestate_->get_game_data()->get_defeat_music());
933 
934  if(music_list.empty()) {
935  // Since this function returns a reference, we can't return a temporary empty string.
936  static const std::string empty_str = "";
937  return empty_str;
938  }
939 
940  return music_list[randomness::rng::default_instance().get_random_int(0, music_list.size() - 1)];
941 }
942 
944 {
945  if(is_linger_mode()) {
946  return;
947  }
948 
949  if(is_regular_game_end()) {
950  return;
951  }
952 
953  bool continue_level, found_player, found_network_player, invalidate_all;
954  std::set<unsigned> not_defeated;
955 
957  continue_level,
958  found_player,
959  found_network_player,
961  not_defeated,
962  gamestate().remove_from_carryover_on_defeat_
963  );
964 
965  if(invalidate_all) {
966  gui_->invalidate_all();
967  }
968 
969  if(continue_level) {
970  return;
971  }
972 
973  if(found_player || found_network_player) {
974  pump().fire("enemies_defeated");
975  if(is_regular_game_end()) {
976  return;
977  }
978  }
979 
980  DBG_EE << "victory_when_enemies_defeated: " << gamestate().victory_when_enemies_defeated_;
981  DBG_EE << "found_player: " << found_player;
982  DBG_EE << "found_network_player: " << found_network_player;
983 
984  if(!gamestate().victory_when_enemies_defeated_ && (found_player || found_network_player)) {
985  // This level has asked not to be ended by this condition.
986  return;
987  }
988 
989  if(video::headless()) {
990  LOG_AIT << "winner: ";
991  for(unsigned l : not_defeated) {
993  if(ai.empty())
994  ai = "default ai";
995  LOG_AIT << l << " (using " << ai << ") ";
996  }
997 
998  LOG_AIT;
999  ai_testing::log_victory(not_defeated);
1000  }
1001 
1002  DBG_EE << "throwing end level exception...";
1003  // Also proceed to the next scenario when another player survived.
1004  end_level_data el_data;
1006  el_data.proceed_to_next_level = found_player || found_network_player;
1007  el_data.is_victory = found_player;
1008  set_end_level_data(el_data);
1009 }
1010 
1011 void play_controller::process_oos(const std::string& msg) const
1012 {
1013  if(video::headless()) {
1014  throw game::game_error(msg);
1015  }
1016 
1018  return;
1019  }
1020 
1021  std::stringstream message;
1022  message << _("The game is out of sync. It might not make much sense to continue. Do you want to save your game?");
1023  message << "\n\n" << _("Error details:") << "\n\n" << msg;
1024 
1025  scoped_savegame_snapshot snapshot(*this);
1027  save.save_game_interactive(message.str(), savegame::savegame::YES_NO); // can throw quit_game_exception
1028 }
1029 
1031 {
1032  return saved_game_.classification().get_tagname() == "multiplayer";
1033 }
1034 
1035 void play_controller::update_gui_to_player(const int team_index, const bool observe)
1036 {
1037  gui_->set_team(team_index, observe);
1038  gui_->recalculate_minimap();
1039  gui_->invalidate_all();
1040 }
1041 
1043 {
1044  scoped_savegame_snapshot snapshot(*this);
1047 }
1048 
1049 void play_controller::do_consolesave(const std::string& filename)
1050 {
1051  scoped_savegame_snapshot snapshot(*this);
1053  save.save_game_automatic(true, filename);
1054 }
1055 
1057 {
1058  // note: this writes to level_ if this is not a replay.
1060 }
1061 
1063 {
1064  return gamestate().events_manager_->pump();
1065 }
1066 
1068 {
1069  return ticks_;
1070 }
1071 
1073 {
1074  return soundsources_manager_.get();
1075 }
1076 
1078 {
1079  return plugins_context_.get();
1080 }
1081 
1083 {
1084  return hotkey_handler_.get();
1085 }
1086 
1088 {
1089  if(!gamestate().in_phase(game_data::TURN_PLAYING)) {
1090  return true;
1091  }
1092 
1093  const team& t = current_team();
1094  return !t.is_local_human() || !t.is_proxy_human();
1095 }
1096 
1098 {
1100  return;
1101  }
1102 
1103  try {
1104  play_slice();
1105  } catch(const return_to_play_side_exception&) {
1106  assert(should_return_to_play_side());
1107  }
1108 }
1109 
1111 {
1112  if(gamestate().in_phase(game_data::PRELOAD)) {
1115 
1116  set_scontext_synced sync;
1117 
1118  // So that the code knows it can send choices immidiateley
1119  // todo: im not sure whetrh this is actually needed.
1121  fire_prestart();
1122  if(is_regular_game_end()) {
1123  return;
1124  }
1125 
1126  for(const team& t : get_teams()) {
1127  actions::clear_shroud(t.side(), false, false);
1128  }
1129 
1130  init_gui();
1131  LOG_NG << "first_time..." << (is_skipping_replay() ? "skipping" : "no skip");
1132 
1133  fire_start();
1134  if(is_regular_game_end()) {
1135  return;
1136  }
1137 
1138  sync.do_final_checkup();
1139  gui_->recalculate_minimap();
1140 
1141  // Initialize countdown clock.
1142  for(const team& t : get_teams()) {
1144  t.set_countdown_time(1000 * saved_game_.mp_settings().mp_countdown_init_time);
1145  }
1146  }
1147  did_autosave_this_turn_ = false;
1148  } else {
1149  init_gui();
1150  gui_->recalculate_minimap();
1151  }
1152 
1154 }
1155 
1156 /**
1157  * Find all [endlevel]next_scenario= attributes, and add them to @a result.
1158  */
1159 static void find_next_scenarios(const config& parent, std::set<std::string>& result) {
1160  for(const auto& endlevel : parent.child_range("endlevel")) {
1161  if(endlevel.has_attribute("next_scenario")) {
1162  result.insert(endlevel["next_scenario"]);
1163  }
1164  }
1165  for(const auto cfg : parent.all_children_range()) {
1166  find_next_scenarios(cfg.cfg, result);
1167  }
1168 };
1169 
1171  // Which scenarios are reachable from the current one?
1172  std::set<std::string> possible_next_scenarios;
1173  possible_next_scenarios.insert(gamestate().gamedata_.next_scenario());
1174 
1175  // Find all "endlevel" tags that could be triggered in events
1176  config events;
1177  gamestate().events_manager_->write_events(events);
1178  find_next_scenarios(events, possible_next_scenarios);
1179 
1180  // Are we looking for [scenario]id=, [multiplayer]id= or [test]id=?
1181  const auto tagname = saved_game_.classification().get_tagname();
1182 
1183  // Of the possible routes, work out which exist.
1184  bool possible_this_is_the_last_scenario = false;
1185  std::vector<std::string> known;
1186  std::vector<std::string> unknown;
1187  for(const auto& x : possible_next_scenarios) {
1188  if(x.empty() || x == "null") {
1189  possible_this_is_the_last_scenario = true;
1190  LOG_NG << "This can be the last scenario";
1191  } else if(utils::contains(x, '$')) {
1192  // Assume a WML variable will be set to a correct value before the end of the scenario
1193  known.push_back(x);
1194  LOG_NG << "Variable value for next scenario '" << x << "'";
1195  } else if(game_config_.find_child(tagname, "id", x)) {
1196  known.push_back(x);
1197  LOG_NG << "Known next scenario '" << x << "'";
1198  } else {
1199  unknown.push_back(x);
1200  ERR_NG << "Unknown next scenario '" << x << "'";
1201  }
1202  }
1203 
1204  if(unknown.empty()) {
1205  // everything's good
1206  return;
1207  }
1208 
1209  std::string title = _("Warning: broken campaign branches");
1210  std::stringstream message;
1211 
1212  message << _n(
1213  // TRANSLATORS: This is an error that will hopefully only be seen by UMC authors and by players who have already
1214  // said "okay" to a "loading saves from an old version might not work" dialog.
1215  "The next scenario is missing, you will not be able to finish this campaign.",
1216  // TRANSLATORS: This is an error that will hopefully only be seen by UMC authors and by players who have already
1217  // said "okay" to a "loading saves from an old version might not work" dialog.
1218  "Some of the possible next scenarios are missing, you might not be able to finish this campaign.",
1219  unknown.size() + known.size() + (possible_this_is_the_last_scenario ? 1 : 0));
1220  message << "\n\n";
1221  message << _n(
1222  "Please report the following missing scenario to the campaign’s author:\n$unknown_list|",
1223  "Please report the following missing scenarios to the campaign’s author:\n$unknown_list|",
1224  unknown.size());
1225  message << "\n";
1226  message << _("Once this is fixed, you will need to restart this scenario.");
1227 
1228  std::stringstream unknown_list;
1229  for(const auto& x : unknown) {
1230  unknown_list << font::unicode_bullet << " " << x << "\n";
1231  }
1232  utils::string_map symbols;
1233  symbols["unknown_list"] = unknown_list.str();
1234  auto message_str = utils::interpolate_variables_into_string(message.str(), &symbols);
1235  ERR_NG << message_str;
1237 }
1238 
1240 {
1241  const team& viewing_team = get_teams()[gui_->viewing_team()];
1242  return gui_->viewing_team() == gui_->playing_team() && !events::commands_disabled && viewing_team.is_local_human()
1243  && !is_browsing();
1244 }
1245 
1246 std::set<std::string> play_controller::all_players() const
1247 {
1248  std::set<std::string> res = gui_->observers();
1249  for(const team& t : get_teams()) {
1250  if(t.is_human()) {
1251  res.insert(t.current_player());
1252  }
1253  }
1254 
1255  return res;
1256 }
1257 
1259 {
1260  const bool time_left = gamestate().tod_manager_.next_turn(&gamestate().gamedata_);
1261 
1262  if(!time_left) {
1263  LOG_NG << "firing time over event...";
1265  pump().fire("time_over");
1266  LOG_NG << "done firing time over event...";
1267 
1268  // If turns are added while handling 'time over' event.
1269  if(gamestate().tod_manager_.is_time_left()) {
1270  return;
1271  }
1272 
1273  if(video::headless()) {
1274  LOG_AIT << "time over (draw)";
1276  }
1277 
1278  check_victory();
1279  if(is_regular_game_end()) {
1280  return;
1281  }
1282 
1283  end_level_data e;
1284  e.transient.reveal_map = reveal_map_default();
1285  e.proceed_to_next_level = false;
1286  e.is_victory = false;
1288  }
1289 }
1290 
1292  : controller_(controller)
1293 {
1295 }
1296 
1298 {
1299  controller_.saved_game_.remove_snapshot();
1300 }
1301 
1303 {
1304  const team& t = get_teams()[gui_->viewing_team()];
1305  static const std::string no_objectives(_("No objectives available"));
1306  std::string objectives = utils::interpolate_variables_into_string(t.objectives(), *gamestate_->get_game_data());
1307  gui2::show_transient_message(get_scenario_name(), (objectives.empty() ? no_objectives : objectives), "", true);
1308  t.reset_objectives_changed();
1309 }
1310 
1312 {
1314  const std::shared_ptr<gui::button> skip_animation_button = get_display().find_action_button("skip-animation");
1315  if(skip_animation_button) {
1316  skip_animation_button->set_check(skip_replay_);
1317  }
1318 }
1319 
1321 {
1323 }
1324 
1326 {
1328 }
1329 
1331 {
1334  }
1335 }
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:244
bool can_undo() const
True if there are actions that can be undone.
Definition: undo.hpp:99
void redo()
Redoes the top action on the redo stack.
Definition: undo.cpp:386
bool can_redo() const
True if there are actions that can be redone.
Definition: undo.hpp:101
void undo()
Undoes the top action on the undo stack.
Definition: undo.cpp:330
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:685
static manager & get_singleton()
Definition: manager.hpp:142
static void log_victory(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:159
const_all_children_itors all_children_range() const
In-order iteration over all children.
Definition: config.cpp:887
child_itors child_range(config_key_type key)
Definition: config.cpp:273
void append_children(const config &cfg)
Adds children from cfg.
Definition: config.cpp:165
config & add_child(config_key_type key)
Definition: config.cpp:441
virtual void play_slice(bool is_delay_enabled=true)
const game_config_view & game_config_
int side_upkeep(int side_num) const
@ ONSCREEN
Definition: display.hpp:506
std::shared_ptr< gui::button > find_action_button(const std::string &id)
Retrieves a pointer to a theme UI button.
Definition: display.cpp:805
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
int get_path_turns() const
void select_hex(const map_location &hex, const bool browse, const bool highlight=true, const bool fire_event=true)
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:114
team & get_team(int i)
Definition: game_board.hpp:91
void end_turn(int pnum)
Definition: game_board.cpp:79
void new_turn(int pnum)
Definition: game_board.cpp:70
std::string get_tagname() const
optional_const_config find_child(config_key_type key, const std::string &name, const std::string &value) const
static game_config_view wrap(const config &cfg)
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
@ 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
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:218
bool in_phase(game_data::PHASE phase) const
Definition: game_state.hpp:109
void set_game_display(game_display *)
Definition: game_state.cpp:213
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(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_during_turn() const
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_
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
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:675
void init_side()
Definition: replay.cpp:219
config * get_next_action()
Definition: replay.cpp:621
Exception used to escape form the ai or ui code to playsingle_controller::play_side.
game_classification & classification()
Definition: saved_game.hpp:56
mp_game_settings & mp_settings()
Multiplayer parameters for this game.
Definition: saved_game.hpp:60
replay_recorder_base & get_replay()
Definition: saved_game.hpp:140
config & set_snapshot(config snapshot)
Definition: saved_game.cpp:587
Class for autosaves.
Definition: savegame.hpp:281
void autosave(const bool disable_autosave, const int autosave_max, const int infinite_autosaves)
Definition: savegame.cpp:599
Class for "normal" midgame saves.
Definition: savegame.hpp:254
The class for loading a savefile.
Definition: savegame.hpp:101
Class for replay saves (either manually or automatically).
Definition: savegame.hpp:268
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:208
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:360
bool save_game_interactive(const std::string &message, DIALOG_TYPE dialog_type)
Save a game interactively through the savegame dialog.
Definition: savegame.cpp:377
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 void block_undo(bool do_block=true)
This class stores all the data for a single 'side' (in game nomenclature).
Definition: team.hpp:74
int support() const
Calculate total support capacity, based on support_per_village.
Definition: team.hpp:189
bool is_local_human() const
Definition: team.hpp:253
void spend_gold(const int amount)
Definition: team.hpp:194
void new_turn()
Definition: team.hpp:190
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:56
bool next_turn(game_data *vars)
Function to move to the next turn.
void remove_scenario_fixes()
Definition: types.cpp:1453
void apply_scenario_fix(const config &cfg)
Definition: types.cpp:1419
This class represents a single unit of a specific type.
Definition: unit.hpp:133
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
int w
void throw_quit_game_exception()
static std::string _n(const char *str1, const char *str2, int n)
Definition: gettext.hpp:97
static std::string _(const char *str)
Definition: gettext.hpp:93
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:274
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:749
void recalculate_fog(int side)
Function that recalculates the fog of war.
Definition: vision.cpp:700
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.
Collection of helper functions relating to Pango formatting.
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:84
static void add_color_info(const game_config_view &v, bool build_defaults)
std::vector< std::string > default_victory_music
std::vector< game_tip > load(const config &cfg)
Loads the tips from a config.
Definition: tips.cpp:36
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:203
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:150
@ TEXTBOX_MESSAGE
@ TEXTBOX_SEARCH
@ TEXTBOX_COMMAND
Keyboard shortcuts for game actions.
constexpr uint32_t scope_game
int autosavemax()
Definition: game.cpp:788
compression::format save_compression_format()
Definition: game.cpp:840
void encounter_all_content(const game_board &gameboard_)
Definition: game.cpp:997
std::map< std::string, std::string > get_acquaintances_nice(const std::string &filter)
Definition: game.cpp:210
std::string login()
const int INFINITE_AUTO_SAVES
Definition: game.hpp:208
::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 write_music_play_list(config &snapshot)
Definition: sound.cpp:864
void play_sound(const std::string &files, channel_group group, unsigned int repeats)
Definition: sound.cpp:1033
@ SOUND_SOURCES
Definition: sound.hpp:30
std::size_t size(const std::string &str)
Length in characters of a UTF-8 string.
Definition: unicode.cpp:85
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:83
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
bool headless()
The game is running headless.
Definition: video.cpp:141
static void msg(const char *act, debug_info &i, const char *to="", const char *result="")
Definition: debugger.cpp:109
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.
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:38
static const map_location & null_location()
Definition: location.hpp:81
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:2050
Gather statistics important for AI testing and output them.
unit_type_data unit_types
Definition: types.cpp:1486
Various functions that implement the undoing (and redoing) of in-game commands.
Various functions implementing vision (through fog of war and shroud).
#define e