Additional information on the game outcome which can be provided by WML. More...
#include <game_end_exceptions.hpp>
Public Member Functions | |
end_level_data () | |
void | write (config &cfg) const |
void | read (const config &cfg) |
config | to_config () const |
config | to_config_full () const |
Includes the transient data. More... | |
Public Attributes | |
bool | prescenario_save |
Should a prescenario be created the next game? More... | |
bool | replay_save |
Should a replay save be made? More... | |
bool | proceed_to_next_level |
whether to proceed to the next scenario, equals is_victory in sp. More... | |
bool | is_victory |
std::string | test_result |
result to use if this is a unit test More... | |
transient_end_level | transient |
Additional information on the game outcome which can be provided by WML.
Definition at line 96 of file game_end_exceptions.hpp.
end_level_data::end_level_data | ( | ) |
Definition at line 26 of file game_end_exceptions.cpp.
void end_level_data::read | ( | const config & | cfg | ) |
Definition at line 45 of file game_end_exceptions.cpp.
References is_victory, prescenario_save, proceed_to_next_level, replay_save, and test_result.
Referenced by game_state::game_state().
config end_level_data::to_config | ( | ) | const |
Definition at line 54 of file game_end_exceptions.cpp.
References write().
config end_level_data::to_config_full | ( | ) | const |
Includes the transient data.
Definition at line 61 of file game_end_exceptions.cpp.
References write().
Referenced by impl_end_level_data_get().
void end_level_data::write | ( | config & | cfg | ) | const |
Definition at line 36 of file game_end_exceptions.cpp.
References is_victory, prescenario_save, proceed_to_next_level, replay_save, and test_result.
Referenced by to_config(), and to_config_full().
bool end_level_data::is_victory |
Definition at line 104 of file game_end_exceptions.hpp.
Referenced by play_controller::check_time_over(), play_controller::check_victory(), impl_end_level_data_get(), game_lua_kernel::intf_end_level(), playsingle_controller::on_replay_end(), playsingle_controller::play_scenario(), read(), SYNCED_COMMAND_HANDLER_FUNCTION(), and write().
bool end_level_data::prescenario_save |
Should a prescenario be created the next game?
Definition at line 101 of file game_end_exceptions.hpp.
Referenced by impl_end_level_data_get(), game_lua_kernel::impl_end_level_data_set(), game_lua_kernel::intf_end_level(), campaign_controller::play_game(), read(), SYNCED_COMMAND_HANDLER_FUNCTION(), and write().
bool end_level_data::proceed_to_next_level |
whether to proceed to the next scenario, equals is_victory in sp.
We need to save this in saves during linger mode. >
Definition at line 103 of file game_end_exceptions.hpp.
Referenced by play_controller::check_time_over(), play_controller::check_victory(), impl_end_level_data_get(), game_lua_kernel::intf_end_level(), playsingle_controller::on_replay_end(), campaign_controller::play_game(), playsingle_controller::play_scenario(), read(), campaign_controller::show_carryover_message(), SYNCED_COMMAND_HANDLER_FUNCTION(), and write().
bool end_level_data::replay_save |
Should a replay save be made?
Definition at line 102 of file game_end_exceptions.hpp.
Referenced by impl_end_level_data_get(), game_lua_kernel::impl_end_level_data_set(), game_lua_kernel::intf_end_level(), campaign_controller::play_game(), read(), and write().
std::string end_level_data::test_result |
result to use if this is a unit test
Definition at line 105 of file game_end_exceptions.hpp.
Referenced by impl_end_level_data_get(), game_lua_kernel::impl_end_level_data_set(), game_lua_kernel::intf_end_level(), playsingle_controller::play_scenario(), read(), and write().
transient_end_level end_level_data::transient |
Definition at line 106 of file game_end_exceptions.hpp.
Referenced by game_state::game_state(), impl_end_level_data_get(), game_lua_kernel::impl_end_level_data_set(), game_lua_kernel::intf_end_level(), playsingle_controller::play_scenario(), campaign_controller::show_carryover_message(), and SYNCED_COMMAND_HANDLER_FUNCTION().