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C++ saved_game类代码示例

本文整理汇总了C++中saved_game的典型用法代码示例。如果您正苦于以下问题:C++ saved_game类的具体用法?C++ saved_game怎么用?C++ saved_game使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了saved_game类的15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: add_multiplayer_classification

// To remove radundant informaion in the clientside internal programmflow
// I want to remove these values from mp_settings so i need to readd them here
static void add_multiplayer_classification(config& multiplayer, saved_game& state)
{
	multiplayer["mp_scenario"] = state.get_scenario_id();
	multiplayer["mp_scenario_name"] = state.get_starting_pos()["name"];
	multiplayer["difficulty_define"] = state.classification().difficulty;
	multiplayer["mp_campaign"] = state.classification().campaign;
}
开发者ID:Martin9295,项目名称:wesnoth,代码行数:9,代码来源:mp_game_utils.cpp

示例2:

playsingle_controller::playsingle_controller(const config& level,
        saved_game& state_of_game, const int ticks,
        const config& game_config, CVideo& video, bool skip_replay) :
    play_controller(level, state_of_game, ticks, game_config, video, skip_replay),
    cursor_setter(cursor::NORMAL),
    textbox_info_(),
    replay_sender_(recorder),
    network_reader_(),
    turn_data_(replay_sender_, network_reader_),
    end_turn_(false),
    player_type_changed_(false),
    replaying_(false),
    skip_next_turn_(false),
    do_autosaves_(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) ;
}
开发者ID:Kanac,项目名称:wesnoth,代码行数:27,代码来源:playsingle_controller.cpp

示例3: enter_connect_mode

bool enter_connect_mode(game_display& disp, const config& game_config,
	saved_game& state, bool local_players_only) {

	ng::connect_engine connect_eng(state, true, NULL);

	if (state.mp_settings().show_connect) {
		mp::ui::result res;
		gamelist.clear();
		{
			mp::connect ui(disp, state.mp_settings().name, game_config, gamechat, gamelist, connect_eng);
			mp::run_lobby_loop(disp, ui);
			res = ui.get_result();

			if (res == mp::ui::PLAY) {
				ui.start_game();
			}
		}
		switch (res) {
		case mp::ui::PLAY:
			return true;
		case mp::ui::CREATE:
			enter_create_mode(disp, game_config, state, jump_to_campaign_info(false, -1, "", ""), local_players_only);
			break;
		case mp::ui::QUIT:
		default:
			return false;
		}
		return true;
	} else {
		connect_eng.start_game();
		return true;
	}
}
开发者ID:kencheng,项目名称:wesnoth,代码行数:33,代码来源:singleplayer.cpp

示例4: level_to_gamestate

void level_to_gamestate(const config& level, saved_game& state)
{
	game_classification::CAMPAIGN_TYPE type = state.classification().campaign_type;
	bool show_connect = state.mp_settings().show_connect;
	state = saved_game(level);
	state.classification().campaign_type = type;
	state.mp_settings().show_connect = show_connect;
}
开发者ID:Martin9295,项目名称:wesnoth,代码行数:8,代码来源:mp_game_utils.cpp

示例5: enter_connect_mode

bool enter_connect_mode(CVideo& /*video*/, const config& /*game_config*/, saved_game& state, bool /*local_players_only*/)
{
	ng::connect_engine connect_eng(state, true, nullptr);

	// TODO: fix. Dialog starts game regardless of selection
#if 0
	if(state.mp_settings().show_connect) {
		lobby_info li(game_config, std::vector<std::string>());

		gui2::dialogs::mp_staging dlg(connect_eng, li);
		dlg.show(video);

		if(dlg.get_retval() != gui2::window::OK) {
			// TODO: enable the workflow loops from GUI1
			//return enter_create_mode(video, game_config, state, jump_to_campaign_info(false, -1, "", ""), local_players_only);

			return false;
		}
	}
#endif

	connect_eng.start_game();

	return true;
}
开发者ID:Wedge009,项目名称:wesnoth,代码行数:25,代码来源:singleplayer.cpp

示例6: show_carryover_message

static void show_carryover_message(saved_game& gamestate, playsingle_controller& playcontroller, display& disp, const end_level_data& end_level, const LEVEL_RESULT res){
	bool has_next_scenario = !resources::gamedata->next_scenario().empty() &&
			resources::gamedata->next_scenario() != "null";
	//maybe this can be the case for scenario that only contain a story and end during the prestart event ?
	if(resources::teams->size() < 1){
		return;
	}

	std::ostringstream report;
	std::string title;

	bool obs = playcontroller.is_observer();

	if (obs) {
		title = _("Scenario Report");
	} else if (res == LEVEL_RESULT::VICTORY) {
		title = _("Victory");
		report << "<b>" << _("You have emerged victorious!") << "</b>\n\n";
	} else {
		title = _("Defeat");
		report <<  _("You have been defeated!") << "\n";
	}

	assert(resources::teams);
	//We need to write the carryover amount to the team thats why we need non const
	std::vector<team>& teams = *resources::teams;
	int persistent_teams = 0;
	BOOST_FOREACH(const team &t, teams) {
		if (t.persistent()){
			++persistent_teams;
		}
	}

	if (persistent_teams > 0 && ((has_next_scenario && end_level.proceed_to_next_level)||
			gamestate.classification().campaign_type == game_classification::CAMPAIGN_TYPE::TEST))
	{
		gamemap map = playcontroller.get_map_const();
		tod_manager tod = playcontroller.get_tod_manager_const();
		int turns_left = std::max<int>(0, tod.number_of_turns() - tod.turn());
		BOOST_FOREACH(team &t, teams)
		{
			if (!t.persistent() || t.lost())
			{
				continue;
			}
			int finishing_bonus_per_turn = map.villages().size() * t.village_gold() + t.base_income();
			int finishing_bonus = t.carryover_bonus() ? finishing_bonus_per_turn * turns_left : 0;
			t.set_carryover_gold(div100rounded((t.gold() + finishing_bonus) * t.carryover_percentage()));
			if(!t.is_local_human())
			{
				continue;
			}
			if (persistent_teams > 1) {
				report << "\n<b>" << t.current_player() << "</b>\n";
			}

			playcontroller.report_victory(report, t, finishing_bonus_per_turn, turns_left, finishing_bonus);
		}
	}
开发者ID:m06x,项目名称:wesnoth,代码行数:59,代码来源:playcampaign.cpp

示例7: savegame

ingame_savegame::ingame_savegame(saved_game &gamestate,
					game_display& gui, const config& snapshot_cfg, const compression::format compress_saves)
	: savegame(gamestate, compress_saves, _("Save Game")),
	gui_(gui)
{
	gamestate.set_snapshot(snapshot_cfg);
	snapshot().merge_with(snapshot_cfg);
}
开发者ID:mrwillis21,项目名称:wesnoth,代码行数:8,代码来源:savegame.cpp

示例8: level_to_gamestate

void level_to_gamestate(const config& level, saved_game& state)
{
	game_classification::CAMPAIGN_TYPE type = state.classification().campaign_type;
	state = saved_game(level);
	state.classification().campaign_type = type;
	// Any replay data is only temporary and should be removed from
	// the level data in case we want to save the game later.
	if (const config& replay_data = level.child("replay"))
	{
		LOG_NW << "setting replay\n";
		recorder = replay(replay_data);
		if (!recorder.empty()) {
			recorder.set_skip(false);
			recorder.set_to_end();
		}
	}


	//save id setting  was moved to play_controller.
}
开发者ID:Zappaman,项目名称:wesnoth,代码行数:20,代码来源:mp_game_utils.cpp

示例9: start_client

void start_client(const config& game_config,	saved_game& state, const std::string& host)
{
	const config* game_config_ptr = &game_config;

	// This function does not refer to an addon database, it calls filesystem functions.
	// For the sanity of the mp lobby, this list should be fixed for the entire lobby session,
	// even if the user changes the contents of the addon directory in the meantime.
	std::vector<std::string> installed_addons = ::installed_addons();

	DBG_MP << "starting client" << std::endl;

	preferences::admin_authentication_reset r;

	wesnothd_connection_ptr connection;
	config lobby_config;

	gui2::dialogs::loading_screen::display([&]() {
		std::tie(connection, lobby_config) = open_connection(host);
	});

	if(!connection) {
		return;
	}

	mp_workflow_helper_ptr workflow_helper;
	bool re_enter = false;

	do {
		workflow_helper.reset(new mp_workflow_helper(*game_config_ptr, state, connection.get(), nullptr));

		// A return of false means a config reload was requested, so do that and then loop.
		re_enter = !enter_lobby_mode(workflow_helper, installed_addons, lobby_config);

		if(re_enter) {
			game_config_manager* gcm = game_config_manager::get();
			gcm->reload_changed_game_config();
			gcm->load_game_config_for_game(state.classification()); // NOTE: Using reload_changed_game_config only doesn't seem to work here

			game_config_ptr = &gcm->game_config();

			installed_addons = ::installed_addons(); // Refresh the installed add-on list for this session.

			connection->send_data(config("refresh_lobby"));
		}
	} while(re_enter);
}
开发者ID:fluffbeast,项目名称:wesnoth-old,代码行数:46,代码来源:multiplayer.cpp

示例10: enter_connect_mode

static bool enter_connect_mode(game_display& disp, const config& game_config,
	saved_game& state,
	bool local_players_only = false)
{
	DBG_MP << "entering connect mode" << std::endl;

	mp::ui::result res;
	const network::manager net_manager(1,1);
	network_game_manager m;

	gamelist.clear();
	statistics::fresh_stats();

	{
		mp::connect_engine_ptr connect_engine(new mp::connect_engine(state, local_players_only, true));
		mp::connect ui(disp, state.mp_settings().name, game_config, gamechat, gamelist,
			*connect_engine);
		run_lobby_loop(disp, ui);

		res = ui.get_result();

		// start_game() updates the parameters to reflect game start,
		// so it must be called before get_level()
		if (res == mp::ui::PLAY) {
			ui.start_game();
		}
	}

	switch (res) {
	case mp::ui::PLAY:
		play_game(disp, state, game_config, IO_SERVER, false,
			!local_players_only);
		recorder.clear();

		break;
	case mp::ui::CREATE:
		enter_create_mode(disp, game_config, state, local_players_only);
		break;
	case mp::ui::QUIT:
	default:
		network::send_data(config("refresh_lobby"), 0);
		return false;
	}

	return true;
}
开发者ID:8680-wesnoth,项目名称:wesnoth-fork-old,代码行数:46,代码来源:multiplayer.cpp

示例11: play_controller

replay_controller::replay_controller(const config& level,
		saved_game& state_of_game, const int ticks,
		const config& game_config, CVideo& video) :
	play_controller(level, state_of_game, ticks, game_config, video, false),
	saved_game_start_(saved_game_),
	gameboard_start_(gamestate_.board_),
	tod_manager_start_(level),
	current_turn_(1),
	is_playing_(false),
	show_everything_(false),
	show_team_(state_of_game.classification().campaign_type == game_classification::MULTIPLAYER ? 0 : 1)
{
	// 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();
}
开发者ID:8680-wesnoth,项目名称:wesnoth-fork-old,代码行数:20,代码来源:replay_controller.cpp

示例12: play_replay_level

LEVEL_RESULT play_replay_level(const config& game_config,
		CVideo& video, saved_game& state_of_game, bool is_unit_test)
{
	const int ticks = SDL_GetTicks();

	DBG_NG << "creating objects... " << (SDL_GetTicks() - ticks) << std::endl;

	boost::scoped_ptr<replay_controller> rc;

	try {
		rc.reset(new replay_controller(state_of_game.get_replay_starting_pos(), state_of_game, ticks, game_config, video));
	} catch (end_level_exception & e){
		return e.result;
	} catch (end_turn_exception &) {
		throw; //this should never happen? It would likely have crashed the program before, so in refactor I won't change but we should fix it later.
	}
	DBG_NG << "created objects... " << (SDL_GetTicks() - rc->get_ticks()) << std::endl;

	const events::command_disabler disable_commands;

	//replay event-loop
	possible_end_play_signal signal = play_replay_level_main_loop(*rc, is_unit_test);

	if (signal) {
		switch( boost::apply_visitor( get_signal_type(), *signal ) ) {
			case END_LEVEL:
				DBG_NG << "play_replay_level: end_level_exception" << std::endl;
				break;
			case END_TURN:
				DBG_NG << "Unchecked end_turn_exception signal propogated to replay controller play_replay_level! Terminating." << std::endl;
				assert(false && "unchecked end turn exception in replay controller");
				throw 42;
		}
	}

	return VICTORY;
}
开发者ID:8680-wesnoth,项目名称:wesnoth-fork-old,代码行数:37,代码来源:replay_controller.cpp

示例13: show_carryover_message

static void show_carryover_message(saved_game& gamestate, playsingle_controller& playcontroller, display& disp, const end_level_data& end_level, const LEVEL_RESULT res){
	bool has_next_scenario = !resources::gamedata->next_scenario().empty() &&
			resources::gamedata->next_scenario() != "null";
	//maybe this can be the case for scenario that only contain a story and end during the prestart event ?
	if(resources::teams->size() < 1){
		return;
	}

	std::ostringstream report;
	std::string title;

	bool obs = playcontroller.is_observer();

	if (obs) {
		title = _("Scenario Report");
	} else if (res == VICTORY) {
		title = _("Victory");
		report << "<b>" << _("You have emerged victorious!") << "</b>\n\n";
	} else {
		title = _("Defeat");
		report <<  _("You have been defeated!") << "\n";
	}

	std::vector<team> teams = playcontroller.get_teams_const();
	int persistent_teams = 0;
	BOOST_FOREACH(const team &t, teams) {
		if (t.persistent()){
			++persistent_teams;
		}
	}

	if (persistent_teams > 0 && ((has_next_scenario && end_level.proceed_to_next_level)||
			gamestate.classification().campaign_type == game_classification::TEST))
	{
		gamemap map = playcontroller.get_map_const();
		// NOTE: this function uses game_config::village_income/game_config::base_income which is teh same for all teams
		// the function that actualy does the carryover (carryover.cpp) uses team.base_income() / team.village_gold() since 1.13
		// which can be different for every team
		int finishing_bonus_per_turn =
				map.villages().size() * game_config::village_income +
				game_config::base_income;
		tod_manager tod = playcontroller.get_tod_manager_const();
		int turns_left = std::max<int>(0, tod.number_of_turns() - tod.turn());
		int finishing_bonus = (end_level.gold_bonus && turns_left > -1) ?
				finishing_bonus_per_turn * turns_left : 0;


		BOOST_FOREACH(const team &t, teams)
		{
			if (!t.persistent() || t.lost() || !t.is_human())
			{
				continue;
			}
			int carryover_gold = div100rounded((t.gold() + finishing_bonus) * end_level.carryover_percentage);
			
			if (persistent_teams > 1) {
				report << "\n<b>" << t.current_player() << "</b>\n";
			}

			playcontroller.report_victory(report, carryover_gold, t.gold(), finishing_bonus_per_turn, turns_left, finishing_bonus);
		}
	}
开发者ID:AlainODea,项目名称:wesnoth,代码行数:62,代码来源:playcampaign.cpp

示例14: enter_create_mode

bool enter_create_mode(game_display& disp, const config& game_config,
	saved_game& state, jump_to_campaign_info jump_to_campaign, bool local_players_only) {

	bool configure_canceled = false;

	do {

		ng::create_engine create_eng(disp, state);
		create_eng.set_current_level_type(ng::level::TYPE::SP_CAMPAIGN);

		std::vector<ng::create_engine::level_ptr> campaigns(
			create_eng.get_levels_by_type_unfiltered(ng::level::TYPE::SP_CAMPAIGN));
		
		if (campaigns.empty()) {
		  gui2::show_error_message(disp.video(),
					  _("No campaigns are available.\n"));
			return false;
		}

		bool use_deterministic_mode = false;
		// No campaign selected from command line
		if (jump_to_campaign.campaign_id_.empty() == true)
		{
			gui2::tcampaign_selection dlg(create_eng);

			try {
				dlg.show(disp.video());
			} catch(twml_exception& e) {
				e.show(disp);
				return false;
			}

			if(dlg.get_retval() != gui2::twindow::OK) {
				return false;
			}

			use_deterministic_mode = dlg.get_deterministic();

		}
		else
		{
			// don't reset the campaign_id_ so we can know
			// if we should quit the game or return to the main menu

			// checking for valid campaign name
			bool not_found = true;
			for(size_t i = 0; i < campaigns.size(); ++i)
			{
				if (campaigns[i]->data()["id"] == jump_to_campaign.campaign_id_)
				{
					create_eng.set_current_level(i);
					not_found = false;
					break;
				}

			}

			// didn't find any campaign with that id
			if (not_found)
			{
				//TODO: use ERR_NG or similar
				std::cerr<<"No such campaign id to jump to: ["<<jump_to_campaign.campaign_id_<<"]\n";
				return false;
			}

		}

		std::string random_mode = use_deterministic_mode ? "deterministic" : "";
		state.classification().random_mode = random_mode;

		std::string selected_difficulty = create_eng.select_campaign_difficulty(jump_to_campaign.difficulty_);

		if (selected_difficulty == "FAIL") return false;
		if (selected_difficulty == "CANCEL") {
			if (jump_to_campaign.campaign_id_.empty() == false)
			{
				jump_to_campaign.campaign_id_ = "";
			}
			// canceled difficulty dialog, relaunch the campaign selection dialog
			return enter_create_mode(disp, game_config, state, jump_to_campaign, local_players_only);
		}

		create_eng.prepare_for_era_and_mods();
		create_eng.prepare_for_campaign(selected_difficulty);

		if(!jump_to_campaign.scenario_id_.empty()) {
			state.set_carryover_sides_start(
				config_of("next_scenario", jump_to_campaign.scenario_id_)
			);
		}
		create_eng.prepare_for_new_level();

		create_eng.get_parameters();
		if(!state.valid())
		{
			//TODO: use ERR_NG or similar
			std::cerr << "Cannot load scenario with id=" << state.get_scenario_id() << "\n";
			return false;
		}
		configure_canceled = !enter_configure_mode(disp, game_config_manager::get()->game_config(), state, local_players_only);
//.........这里部分代码省略.........
开发者ID:kencheng,项目名称:wesnoth,代码行数:101,代码来源:singleplayer.cpp

示例15: level_to_gamestate

void level_to_gamestate(const config& level, saved_game& state)
{
	game_classification::CAMPAIGN_TYPE type = state.classification().campaign_type;
	state = saved_game(level);
	state.classification().campaign_type = type;
}
开发者ID:GregoryLundberg,项目名称:wesnoth,代码行数:6,代码来源:mp_game_utils.cpp


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