22 #ifndef GAME_END_EXCEPTIONS_HPP_INCLUDED
23 #define GAME_END_EXCEPTIONS_HPP_INCLUDED
31 #include <boost/optional.hpp>
39 (OBSERVER_END,
"observer_end")
50 return_to_play_side_exception()
51 : tlua_jailbreak_exception()
55 const char *
what()
const throw() {
return "return_to_play_side_exception"; }
63 ,
public std::exception
72 const char *
what()
const throw() {
return "quit_game_exception"; }
void read(const config &cfg)
#define IMPLEMENT_LUA_JAILBREAK_EXCEPTION(type)
Helper macro for classes deriving from tlua_jailbreak_exception.
bool prescenario_save
Should a prescenario be created the next game?
const char * what() const
bool replay_save
Should a replay save be made?
MAKE_ENUM(LEVEL_RESULT,(VICTORY,"victory")(DEFEAT,"defeat")(QUIT,"quit")(OBSERVER_END,"observer_end")) class return_to_play_side_exception
Exception used to escape form the ai or ui code to playsingle_controller::play_side.
bool reveal_map
Should we reveal map when game is ended? (Multiplayer only)
void throw_quit_game_exception()
bool linger_mode
Should linger mode be invoked?
bool carryover_report
Should a summary of the scenario outcome be displayed?
The non-persistent part of end_level_data.
Base class for exceptions that want to be thrown 'through' lua.
bool proceed_to_next_level
whether to proceed to the next scenario, equals is_victory in sp.
Additional information on the game outcome which can be provided by WML.
const char * what() const
std::string custom_endlevel_music
Custom short music played at the end.
void write(config &cfg) const
A config object defines a single node in a WML file, with access to child nodes.
Defines the MAKE_ENUM macro.
GLsizei const GLcharARB ** string