本文整理汇总了C++中saved_game::valid方法的典型用法代码示例。如果您正苦于以下问题:C++ saved_game::valid方法的具体用法?C++ saved_game::valid怎么用?C++ saved_game::valid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saved_game
的用法示例。
在下文中一共展示了saved_game::valid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: enter_create_mode
bool enter_create_mode(CVideo& video, 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(video, state);
create_eng.set_current_level_type(ng::level::TYPE::SP_CAMPAIGN);
const 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(video, _("No campaigns are available."));
return false;
}
std::string random_mode = "";
// No campaign selected from command line
if(jump_to_campaign.campaign_id_.empty()) {
gui2::tcampaign_selection dlg(create_eng);
try {
dlg.show(video);
} catch(twml_exception& e) {
e.show(video);
return false;
}
if(dlg.get_retval() != gui2::twindow::OK) {
return false;
}
if(dlg.get_deterministic()) {
random_mode = "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
const auto campaign = std::find_if(campaigns.begin(), campaigns.end(), [&jump_to_campaign](ng::create_engine::level_ptr level) {
return level->data()["id"] == jump_to_campaign.campaign_id_;
});
// Didn't find a campaign with that id
if(campaign == campaigns.end()) {
ERR_NG << "No such campaign id to jump to: [" << jump_to_campaign.campaign_id_ << "]" << std::endl;
return false;
}
create_eng.set_current_level(campaign - campaigns.begin());
}
state.classification().random_mode = random_mode;
const 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()) {
jump_to_campaign.campaign_id_ = "";
}
// Canceled difficulty dialog, relaunch the campaign selection dialog
return enter_create_mode(video, 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_)
);
}
if(!state.valid()) {
ERR_NG << "Cannot load scenario with id=" << state.get_scenario_id() << std::endl;
return false;
}
configure_canceled = !enter_configure_mode(video, game_config_manager::get()->game_config(), state, create_eng, local_players_only);
} while (configure_canceled);
return true;
}
示例2: 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.........
示例3: initial_level_config
config initial_level_config(saved_game& state)
{
const mp_game_settings& params = state.mp_settings();
state.set_defaults();
// Also impliers state.expand_scenario()
// We need to call this before expand_mp_events/options otherwise they might be overwritten.
state.expand_random_scenario();
state.expand_mp_events();
state.expand_mp_options();
if(!state.valid()) {
throw config::error("Failed to load the scenario");
}
config& scenario = state.get_starting_point();
if(state.mp_settings().saved_game == mp_game_settings::SAVED_GAME_MODE::NONE) {
state.set_random_seed();
}
if(scenario["objectives"].empty()) {
// Generic victory objectives.
std::ostringstream ss;
ss << "<big>";
ss << t_string(N_("Victory:"), "wesnoth") << "</big>\n";
ss << "<span color='#00ff00'>" << font::unicode_bullet << " ";
ss << t_string(N_("Defeat enemy leader(s)"), "wesnoth") << "</span>";
scenario["objectives"] = ss.str();
}
config level = state.to_config();
add_multiplayer_classification(level.child_or_add("multiplayer"), state);
// [multiplayer] mp_era= should be persistent over saves.
std::string era = params.mp_era;
/**
* [era] and [modification]s are toplevel tags here.
* They are not part of the saved_game and are only used during mp_staging/mp_join_game.
*
* @todo: see if all the comments ai algorithms are still up-to-date and relevant.
*
* -- vultraz, 2017-11-24
*/
const config& game_config = game_config_manager::get()->game_config();
const config& era_cfg = game_config.find_child("era", "id", era);
if(!era_cfg) {
if(params.saved_game == mp_game_settings::SAVED_GAME_MODE::NONE) {
throw config::error(VGETTEXT("Cannot find era $era", {{"era", era}}));
}
// 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 when we try to add ai algorithms in mp_staging.
level.add_child("era");
} else {
level.add_child("era", era_cfg);
// Initialize the list of sides available for the current era.
// We also need this so not to get a segfault in mp_staging for ai configuration.
const config& custom_side = game_config.find_child("multiplayer_side", "id", "Custom");
level.child("era").add_child_at("multiplayer_side", custom_side, 0);
}
// Add modifications, needed for ai algorithms which are applied in mp_staging.
const std::vector<std::string>& mods = params.active_mods;
for(unsigned i = 0; i < mods.size(); ++i) {
if(const config& mod_cfg = game_config.find_child("modification", "id", mods[i])) {
level.add_child("modification", mod_cfg);
}
}
// This will force connecting clients to be using the same version number as us.
level["version"] = game_config::wesnoth_version.str();
return level;
}