本文整理汇总了C++中game_state::set_menu_items方法的典型用法代码示例。如果您正苦于以下问题:C++ game_state::set_menu_items方法的具体用法?C++ game_state::set_menu_items怎么用?C++ game_state::set_menu_items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::set_menu_items方法的1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: 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.........