本文整理汇总了C++中saved_game::get_starting_pos方法的典型用法代码示例。如果您正苦于以下问题:C++ saved_game::get_starting_pos方法的具体用法?C++ saved_game::get_starting_pos怎么用?C++ saved_game::get_starting_pos使用的例子?那么, 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saved_game
的用法示例。
在下文中一共展示了saved_game::get_starting_pos方法的3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;
}
示例2: initial_level_config
config initial_level_config(saved_game& state)
{
const mp_game_settings& params = state.mp_settings();
//Also impliers state.expand_scenario()
//We need to call this before expand_mp_events/options oterwise they might be overwritten
state.expand_random_scenario();
state.expand_mp_events();
state.expand_mp_options();
config& scenario = state.get_starting_pos();
if(!state.mp_settings().saved_game)
{
state.set_random_seed();
if (params.random_start_time)
{
if (!tod_manager::is_start_ToD(scenario["random_start_time"]))
{
scenario["random_start_time"] = true;
}
}
else
{
scenario["random_start_time"] = false;
}
scenario["experience_modifier"] = params.xp_modifier;
}
if (scenario["objectives"].empty()) {
scenario["objectives"] = "<big>" + t_string(N_("Victory:"), "wesnoth") +
"</big>\n<span foreground=\"#00ff00\">• " +
t_string(N_("Defeat enemy leader(s)"), "wesnoth") + "</span>";
}
config level = state.to_config();
add_multiplayer_classification(level.child_or_add("multiplayer"), state);
std::string era = params.mp_era;
//[multiplayer] mp_era= should be persistent over saves.
//[era], [modification]s are toplevel tags here, they are not part of the saved_game and only used during mp_connect/mp_wait
// Initialize the list of sides available for the current era.
// We also need this no not get a segfault in mp_connect for ai configuration
const config &era_cfg =
game_config_manager::get()->game_config().find_child("era", "id", era);
if (!era_cfg) {
if (!params.saved_game)
{
utils::string_map i18n_symbols;
i18n_symbols["era"] = era;
throw config::error(vgettext("Cannot find era $era", i18n_symbols));
}
// FIXME: @todo We should tell user about missing era but still load game
WRN_CF << "Missing era in MP load game " << era << std::endl;
//Otherwise we get an error when qwhen we try to add ai algirithms in moultiplayer_connect
level.add_child("era");
}
else
{
/*config& cfg = */level.add_child("era", era_cfg);
const config& custom_side = game_config_manager::get()->
game_config().find_child("multiplayer_side", "id", "Custom");
level.child("era").add_child_at("multiplayer_side", custom_side, 0);
}
// Add modifications, needed for ai aglorithms which are applied in mp_connect
const std::vector<std::string>& mods = params.active_mods;
for (unsigned i = 0; i < mods.size(); i++) {
/*config& cfg = */level.add_child("modification",
game_config_manager::get()->
game_config().find_child("modification", "id", mods[i]));
}
// This will force connecting clients to be using the same version number as us.
level["version"] = game_config::version;
return level;
}
示例3: start_local_game_commandline
void start_local_game_commandline(const config& game_config, saved_game& state, const commandline_options& cmdline_opts)
{
DBG_MP << "starting local MP game from commandline" << std::endl;
// The setup is done equivalently to lobby MP games using as much of existing
// code as possible. This means that some things are set up that are not
// needed in commandline mode, but they are required by the functions called.
preferences::set_message_private(false);
DBG_MP << "entering create mode" << std::endl;
// Set the default parameters
state.clear(); // This creates these parameters with default values defined in mp_game_settings.cpp
mp_game_settings& parameters = state.mp_settings();
// Hardcoded default values
parameters.mp_era = "era_default";
parameters.name = "multiplayer_The_Freelands";
// Default values for which at getter function exists
parameters.num_turns = settings::get_turns("");
parameters.village_gold = settings::get_village_gold("");
parameters.village_support = settings::get_village_support("");
parameters.xp_modifier = settings::get_xp_modifier("");
// Do not use map settings if --ignore-map-settings commandline option is set
if(cmdline_opts.multiplayer_ignore_map_settings) {
DBG_MP << "ignoring map settings" << std::endl;
parameters.use_map_settings = false;
} else {
parameters.use_map_settings = true;
}
// None of the other parameters need to be set, as their creation values above are good enough for CL mode.
// In particular, we do not want to use the preferences values.
state.classification().campaign_type = game_classification::CAMPAIGN_TYPE::MULTIPLAYER;
// [era] define.
if(cmdline_opts.multiplayer_era) {
parameters.mp_era = *cmdline_opts.multiplayer_era;
}
if(const config& cfg_era = game_config.find_child("era", "id", parameters.mp_era)) {
state.classification().era_define = cfg_era["define"].str();
} else {
std::cerr << "Could not find era '" << parameters.mp_era << "'\n";
return;
}
// [multiplayer] define.
if(cmdline_opts.multiplayer_scenario) {
parameters.name = *cmdline_opts.multiplayer_scenario;
}
if(const config& cfg_multiplayer = game_config.find_child("multiplayer", "id", parameters.name)) {
state.classification().scenario_define = cfg_multiplayer["define"].str();
} else {
std::cerr << "Could not find [multiplayer] '" << parameters.name << "'\n";
return;
}
game_config_manager::get()->load_game_config_for_game(state.classification());
state.set_carryover_sides_start(
config {"next_scenario", parameters.name}
);
state.expand_random_scenario();
state.expand_mp_events();
state.expand_mp_options();
// Should number of turns be determined from scenario data?
if(parameters.use_map_settings && state.get_starting_pos()["turns"]) {
DBG_MP << "setting turns from scenario data: " << state.get_starting_pos()["turns"] << std::endl;
parameters.num_turns = state.get_starting_pos()["turns"];
}
DBG_MP << "entering connect mode" << std::endl;
statistics::fresh_stats();
{
ng::connect_engine_ptr connect_engine(new ng::connect_engine(state, true, nullptr));
// Update the parameters to reflect game start conditions
connect_engine->start_game_commandline(cmdline_opts);
}
if(resources::recorder && cmdline_opts.multiplayer_label) {
std::string label = *cmdline_opts.multiplayer_label;
resources::recorder->add_log_data("ai_log","ai_label",label);
}
unsigned int repeat = (cmdline_opts.multiplayer_repeat) ? *cmdline_opts.multiplayer_repeat : 1;
for(unsigned int i = 0; i < repeat; i++){
saved_game state_copy(state);
campaign_controller controller(state_copy, game_config, game_config_manager::get()->terrain_types());
controller.play_game();
}
}