20 #ifndef REPLAY_H_INCLUDED
21 #define REPLAY_H_INCLUDED
void delete_upcoming_commands()
replay(replay_recorder_base &base)
REPLAY_RETURN do_replay(bool one_move=false)
replay_network_sender(replay &obj)
void add_countdown_update(int value, int team)
void speak(const config &cfg)
bool add_chat_message_location()
adds a chat message if it wasn't added yet.
void add_log_data(const std::string &key, const std::string &var)
REPLAY_RETURN do_replay_handle(bool one_move=false)
const std::string & nick() const
config & get_last_real_command()
replay_recorder_base * base_
void add_synced_command(const std::string &name, const config &command)
Object which defines a time of day with associated bonuses, image, sounds etc.
This class stores all the data for a single 'side' (in game nomenclature).
void redo(const config &dst)
bool add_start_if_not_there_yet()
const std::string & color() const
GLsizei const GLfloat * value
void add_rename(const std::string &name, const map_location &loc)
void add_chat_log_entry(const config &speak, std::back_insert_iterator< std::vector< chat_msg > > &i) const
void add_unit_checksum(const map_location &loc, config &cfg)
Encapsulates the map of the game.
static void process_error(const std::string &msg)
const std::string & text() const
static void msg(const char *act, debug_info &i, const char *to="", const char *result="")
const std::vector< chat_msg > & build_chat_log()
GLuint const GLchar * name
To store label data Class implements logic for rendering.
config & add_nonundoable_command()
adds a new command to the command list at the current position.
void add_config(const config &cfg, MARK_SENT mark=MARK_AS_UNSENT)
std::vector< int > message_locations
void undo_cut(config &dst)
Container associating units to locations.
config * get_next_action()
config & add_command()
Adds a new empty command to the command list at the end.
config get_data_range(int cmd_start, int cmd_end, DATA_TYPE data_type=ALL_DATA)
void user_input(const std::string &, const config &, int from_side)
adds a user_input to the replay
A config object defines a single node in a WML file, with access to child nodes.
void clear_labels(const std::string &, bool)
GLsizei const GLcharARB ** string
chat_msg(const config &cfg)
const time_t & time() const
void add_label(const terrain_label *)