The Battle for Wesnoth  1.13.4+dev
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end_level_data Struct Reference

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
 

Detailed Description

Additional information on the game outcome which can be provided by WML.

Definition at line 93 of file game_end_exceptions.hpp.

Constructor & Destructor Documentation

end_level_data::end_level_data ( )

Definition at line 28 of file game_end_exceptions.cpp.

Member Function Documentation

void end_level_data::read ( const config cfg)
config end_level_data::to_config ( ) const

Definition at line 53 of file game_end_exceptions.cpp.

References write().

void end_level_data::write ( config cfg) const

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().

Member Data Documentation

bool end_level_data::is_victory
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
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

The documentation for this struct was generated from the following files: