31 #define LOG_NG LOG_STREAM(info, log_engine)
32 #define ERR_NG LOG_STREAM(err, log_engine)
35 #define LOG_CF LOG_STREAM(info, log_config)
36 #define WRN_CF LOG_STREAM(warn, log_config)
37 #define ERR_CF LOG_STREAM(err, log_config)
40 #define LOG_NW LOG_STREAM(info, log_network)
41 #define ERR_NW LOG_STREAM(err, log_network)
71 if (scenario[
"objectives"].empty()) {
72 scenario[
"objectives"] =
"<big>" +
t_string(
N_(
"Victory:"),
"wesnoth") +
73 "</big>\n<span foreground=\"#00ff00\">• " +
74 t_string(
N_(
"Defeat enemy leader(s)"),
"wesnoth") +
"</span>";
92 i18n_symbols[
"era"] =
era;
96 WRN_CF <<
"Missing era in MP load game " << era << std::endl;
105 game_config().find_child(
"multiplayer_side",
"id",
"Custom");
111 const std::vector<std::string>& mods = params.
active_mods;
112 for (
unsigned i = 0;
i < mods.size();
i++) {
115 game_config().find_child(
"modification",
"id", mods[
i]));
An error occured during when trying to coommunicate with the wesnothd server.
static lg::log_domain log_config("config")
void set_defaults()
does some post loading stuff must be used before passing the data to connect_engine ...
GLuint GLuint GLsizei GLenum type
static l_noret error(LoadState *S, const char *why)
config & child_or_add(const std::string &key)
Returns a reference to the first child with the given key.
config initial_level_config(saved_game &state)
void expand_random_scenario()
takes care of generate_map=, generate_scenario=, map= attributes This should be called before expandi...
void level_to_gamestate(const config &level, saved_game &state)
GLint GLenum GLsizei GLint GLsizei const GLvoid * data
Definitions for the interface to Wesnoth Markup Language (WML).
This module controls the multiplayer lobby.
std::vector< std::string > active_mods
static game_config_manager * get()
static UNUSEDNOWARN std::string _(const char *str)
std::map< std::string, t_string > string_map
void set_random_seed()
sets the random seed if that didn't already happen.
void expand_mp_options()
adds values of [option]s into [carryover_sides_start][variables] so that they are applied in the next...
config & add_child(const std::string &key)
void check_response(bool res, const config &data)
std::string campaign
the campaign being played
config & get_starting_pos()
Game configuration data as global variables.
const config & game_config() const
std::string get_scenario_id()
void expand_mp_events()
adds [event]s from [era] and [modification] into this scenario does NOT expand [option]s because vari...
std::string difficulty
The difficulty level the game is being played on.
game_classification & classification()
config & child(const std::string &key, int n=0)
Returns the nth child with the given key, or a reference to an invalid config if there is none...
config & find_child(const std::string &key, const std::string &name, const std::string &value)
Returns the first child of tag key with a name attribute containing value.
Standard logging facilities (interface).
A config object defines a single node in a WML file, with access to child nodes.
mp_game_settings & mp_settings()
Multiplayer parameters for this game.
static lg::log_domain log_network("network")
const std::string version
GLsizei const GLcharARB ** string
static lg::log_domain log_engine("engine")
config & add_child_at(const std::string &key, const config &val, unsigned index)
static void add_multiplayer_classification(config &multiplayer, saved_game &state)