本文整理汇总了C++中game_state::classification方法的典型用法代码示例。如果您正苦于以下问题:C++ game_state::classification方法的具体用法?C++ game_state::classification怎么用?C++ game_state::classification使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类game_state
的用法示例。
在下文中一共展示了game_state::classification方法的8个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: ai_info
playsingle_controller::playsingle_controller(const config& level,
game_state& state_of_game, hero_map& heros, hero_map& heros_start,
card_map& cards,
const int ticks, const int num_turns,
const config& game_config, CVideo& video, bool skip_replay) :
play_controller(level, state_of_game, heros, heros_start, cards,
ticks, num_turns, game_config, video, skip_replay, false),
cursor_setter(cursor::NORMAL),
data_backlog_(),
textbox_info_(),
replay_sender_(recorder),
end_turn_(false),
player_type_changed_(false),
turn_over_(false),
skip_next_turn_(false),
level_result_(NONE)
{
game_config::no_messagebox = false;
game_config::hide_tactic_slot = false;
// game may need to start in linger mode
if (state_of_game.classification().completion == "victory" || state_of_game.classification().completion == "defeat")
{
LOG_NG << "Setting linger mode.\n";
browse_ = linger_ = true;
}
ai::game_info ai_info(*gui_, map_, units_, heros_, teams_, tod_manager_, gamestate_);
ai::manager::set_ai_info(ai_info);
ai::manager::add_observer(this) ;
}
示例2:
playsingle_controller::playsingle_controller(const config& level,
game_state& state_of_game, const int ticks, const int num_turns,
const config& game_config, CVideo& video, bool skip_replay) :
play_controller(level, state_of_game, ticks, num_turns, game_config, video, skip_replay),
cursor_setter(cursor::NORMAL),
data_backlog_(),
textbox_info_(),
replay_sender_(recorder),
end_turn_(false),
player_type_changed_(false),
replaying_(false),
turn_over_(false),
skip_next_turn_(false),
level_result_(NONE)
{
// game may need to start in linger mode
if (state_of_game.classification().completion == "victory" || state_of_game.classification().completion == "defeat")
{
LOG_NG << "Setting linger mode.\n";
browse_ = linger_ = true;
}
ai::game_info ai_info;
ai::manager::set_ai_info(ai_info);
ai::manager::add_observer(this) ;
}
示例3: play_replay
void play_replay(display& disp, game_state& gamestate, const config& game_config,
hero_map& heros, hero_map& heros_start, card_map& cards, CVideo& video)
{
std::string type = gamestate.classification().campaign_type;
if(type.empty())
type = "scenario";
// 'starting_pos' will contain the position we start the game from.
config starting_pos;
if (gamestate.starting_pos.empty()){
// Backwards compatibility code for 1.2 and 1.2.1
const config &scenario = game_config.find_child(type,"id",gamestate.classification().scenario);
assert(scenario);
gamestate.starting_pos = scenario;
}
starting_pos = gamestate.starting_pos;
//for replays, use the variables specified in starting_pos
if (const config &vars = starting_pos.child("variables")) {
gamestate.set_variables(vars);
}
try {
// Preserve old label eg. replay
if (gamestate.classification().label.empty())
gamestate.classification().label = starting_pos["name"].str();
//if (gamestate.abbrev.empty())
// gamestate.abbrev = (*scenario)["abbrev"];
play_replay_level(game_config, &starting_pos, video, gamestate, heros, heros_start, cards);
gamestate.snapshot = config();
recorder.clear();
gamestate.replay_data.clear();
gamestate.start_scenario_ss.str("");
// gamestate.start_hero_ss.str("");
gamestate.clear_start_hero_data();
} catch(game::load_game_failed& e) {
gui2::show_error_message(disp.video(), _("The game could not be loaded: ") + e.message);
} catch(game::game_error& e) {
gui2::show_error_message(disp.video(), _("Error while playing the game: ") + e.message);
} catch(incorrect_map_format_error& e) {
gui2::show_error_message(disp.video(), std::string(_("The game map could not be loaded: ")) + e.message);
} catch(twml_exception& e) {
e.show(disp);
}
}
示例4:
replay_controller::replay_controller(const config& level,
game_state& state_of_game, const int ticks, const int num_turns,
const config& game_config, CVideo& video) :
play_controller(level, state_of_game, ticks, num_turns, game_config, video, false),
teams_start_(),
gamestate_start_(state_of_game),
units_start_(),
tod_manager_start_(level, num_turns, &state_of_game),
current_turn_(1),
delay_(0),
is_playing_(false),
show_everything_(false),
show_team_(state_of_game.classification().campaign_type == "multiplayer" ? 0 : 1)
{
init();
gamestate_start_ = gamestate_;
}
示例5:
replay_controller::replay_controller(const config& level,
game_state& state_of_game, const int ticks, const int num_turns,
const config& game_config, CVideo& video) :
play_controller(level, state_of_game, ticks, num_turns, game_config, video, false),
teams_start_(teams_),
gamestate_start_(gamestate_),
units_start_(units_),
tod_manager_start_(level, num_turns),
current_turn_(1),
is_playing_(false),
show_everything_(false),
show_team_(state_of_game.classification().campaign_type == game_classification::MULTIPLAYER ? 0 : 1)
{
tod_manager_start_ = tod_manager_;
// Our parent class correctly detects that we are loading a game. However,
// we are not loading mid-game, so from here on, treat this as not loading
// a game. (Allows turn_1 et al. events to fire at the correct time.)
loading_game_ = false;
init();
reset_replay();
}
示例6: savegame
scenariostart_savegame::scenariostart_savegame(game_state &gamestate, const bool compress_saves)
: savegame(gamestate, compress_saves)
{
set_filename(gamestate.classification().label);
}
示例7: play_game
LEVEL_RESULT play_game(display& disp, game_state& gamestate, const config& game_config, hero_map& heros, hero_map& heros_start,
card_map& cards,
io_type_t io_type, bool skip_replay)
{
tent::io_type = io_type;
std::string type = gamestate.classification().campaign_type;
if (type.empty()) {
type = "scenario";
}
config const* scenario = NULL;
// 'starting_pos' will contain the position we start the game from.
config starting_pos;
// Do we have any snapshot data?
// yes => this must be a savegame
// no => we are starting a fresh scenario
if (!gamestate.snapshot["runtime"].to_bool() || !recorder.at_end()) {
gamestate.classification().completion = "running";
// Campaign or Multiplayer?
// If the gamestate already contains a starting_pos,
// then we are starting a fresh multiplayer game.
// Otherwise this is the start of a campaign scenario.
if (gamestate.starting_pos["id"].empty() == false) {
starting_pos = gamestate.starting_pos;
scenario = &starting_pos;
} else {
// reload of the scenario, as starting_pos contains carryover information only
scenario = &load_campagin_scenario(gamestate.classification().campaign, gamestate.classification().scenario, type);
VALIDATE(!scenario->empty(), std::string("play_game, cannot load scenario id = ") + gamestate.classification().scenario + " in game_config!");
gamestate.starting_pos = *scenario;
starting_pos = gamestate.starting_pos;
scenario = &starting_pos;
}
} else {
// This game was started from a savegame
starting_pos = gamestate.starting_pos;
scenario = &gamestate.snapshot;
// When starting wesnoth --multiplayer there might be
// no variables which leads to a segfault
if (const config &vars = gamestate.snapshot.child("variables")) {
gamestate.set_variables(vars);
}
gamestate.set_menu_items(gamestate.snapshot.child_range("menu_item"));
// Replace game label with that from snapshot
if (!gamestate.snapshot["label"].empty()){
gamestate.classification().label = gamestate.snapshot["label"].str();
}
}
bool fog = scenario->get("fog")->to_bool();
bool shroud = scenario->get("shroud")->to_bool();
while (scenario != NULL) {
// If we are a multiplayer client, tweak the controllers
if (io_type == IO_CLIENT) {
if (scenario != &starting_pos) {
starting_pos = *scenario;
scenario = &starting_pos;
}
}
config::const_child_itors story = scenario->child_range("story");
gamestate.classification().next_scenario = (*scenario)["next_scenario"].str();
bool save_game_after_scenario = true;
LEVEL_RESULT res = VICTORY;
end_level_data end_level;
try {
// Preserve old label eg. replay
if (gamestate.classification().label.empty()) {
t_string tstr = (*scenario)["name"];
if (gamestate.classification().abbrev.empty()) {
gamestate.classification().label = tstr;
gamestate.classification().original_label = tstr.base_str();
} else {
gamestate.classification().label = std::string(gamestate.classification().abbrev);
gamestate.classification().label.append("-");
gamestate.classification().original_label = gamestate.classification().label;
gamestate.classification().label.append(tstr);
gamestate.classification().original_label.append(tstr.base_str());
}
}
// If the entire scenario should be randomly generated
if ((*scenario)["scenario_generation"] != "") {
const cursor::setter cursor_setter(cursor::WAIT);
static config scenario2;
scenario2 = random_generate_scenario((*scenario)["scenario_generation"], scenario->child("generator"));
//level_ = scenario;
//merge carryover information into the newly generated scenario
config temp(scenario2);
gamestate.starting_pos = temp;
scenario = &scenario2;
}
std::string map_data = (*scenario)["map_data"];
//.........这里部分代码省略.........
示例8: savegame
scenariostart_savegame::scenariostart_savegame(hero_map& heros, hero_map& heros_start, game_state &gamestate)
: savegame(heros, heros_start, gamestate, dummy_snapshot)
{
memset(game_config::savegame_cache, 0, sizeof(unit_segment2));
set_filename(gamestate.classification().label);
}