Additional information on the game outcome which can be provided by WML. More...
Public Member Functions | |
end_level_data () | |
void | write (config &cfg) const |
void | read (const config &cfg) |
config | to_config () const |
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 |
transient_end_level | transient |
Additional information on the game outcome which can be provided by WML.
Definition at line 93 of file game_end_exceptions.hpp.
end_level_data::end_level_data | ( | ) |
Definition at line 28 of file game_end_exceptions.cpp.
Definition at line 45 of file game_end_exceptions.cpp.
References is_victory, prescenario_save, proceed_to_next_level, and replay_save.
Referenced by game_state::game_state().
config end_level_data::to_config | ( | ) | const |
Definition at line 53 of file game_end_exceptions.cpp.
References write().
Definition at line 37 of file game_end_exceptions.cpp.
References is_victory, prescenario_save, proceed_to_next_level, and replay_save.
Referenced by to_config().
bool end_level_data::is_victory |
Definition at line 101 of file game_end_exceptions.hpp.
Referenced by play_controller::check_time_over(), play_controller::check_victory(), 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 98 of file game_end_exceptions.hpp.
Referenced by 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 100 of file game_end_exceptions.hpp.
Referenced by play_controller::check_time_over(), play_controller::check_victory(), 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 99 of file game_end_exceptions.hpp.
Referenced by game_lua_kernel::intf_end_level(), campaign_controller::play_game(), read(), and write().
transient_end_level end_level_data::transient |
Definition at line 102 of file game_end_exceptions.hpp.
Referenced by game_state::game_state(), game_lua_kernel::intf_end_level(), playsingle_controller::play_scenario(), campaign_controller::show_carryover_message(), and SYNCED_COMMAND_HANDLER_FUNCTION().