change saved_game name to saved_game_ in play_controllers
This commit is contained in:
parent
b51d6a15d1
commit
bd9fb6914c
6 changed files with 45 additions and 46 deletions
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@ -117,7 +117,7 @@ play_controller::play_controller(const config& level, saved_game& state_of_game,
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gui_(),
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statistics_context_(level["name"]),
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level_(level),
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gamestate_(state_of_game),
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saved_game_(state_of_game),
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gamedata_(level),
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undo_stack_(new actions::undo_list(level.child("undo_stack"))),
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whiteboard_manager_(),
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@ -150,8 +150,8 @@ play_controller::play_controller(const config& level, saved_game& state_of_game,
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resources::units = &gameboard_.units_;
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resources::classification = &gamestate_.classification();
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resources::mp_settings = &gamestate_.mp_settings();
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resources::classification = &saved_game_.classification();
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resources::mp_settings = &saved_game_.mp_settings();
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persist_.start_transaction();
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n_unit::id_manager::instance().set_save_id(level_["next_underlying_unit_id"]);
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@ -226,7 +226,7 @@ void play_controller::init(CVideo& video){
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}
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}
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team_builder_ptr tb_ptr = gamedata_.create_team_builder(side,
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save_id, gameboard_.teams_, level_, *gameboard_.map_, gameboard_.units_, gamestate_.replay_start());
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save_id, gameboard_.teams_, level_, *gameboard_.map_, gameboard_.units_, saved_game_.replay_start());
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++team_num;
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gamedata_.build_team_stage_one(tb_ptr);
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team_builders.push_back(tb_ptr);
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@ -264,7 +264,7 @@ void play_controller::init(CVideo& video){
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loadscreen::start_stage("build terrain");
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gui_.reset(new game_display(gameboard_, video, whiteboard_manager_, tod_manager_, theme_cfg, level_));
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if (!gui_->video().faked()) {
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if (gamestate_.mp_settings().mp_countdown)
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if (saved_game_.mp_settings().mp_countdown)
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gui_->get_theme().modify_label("time-icon", _ ("time left for current turn"));
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else
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gui_->get_theme().modify_label("time-icon", _ ("current local time"));
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@ -417,7 +417,7 @@ void play_controller::status_table(){
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void play_controller::save_game(){
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if(save_blocker::try_block()) {
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save_blocker::save_unblocker unblocker;
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savegame::ingame_savegame save(gamestate_, *gui_, to_config(), preferences::save_compression_format());
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savegame::ingame_savegame save(saved_game_, *gui_, to_config(), preferences::save_compression_format());
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save.save_game_interactive(gui_->video(), "", gui::OK_CANCEL);
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} else {
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save_blocker::on_unblock(this,&play_controller::save_game);
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@ -427,7 +427,7 @@ void play_controller::save_game(){
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void play_controller::save_replay(){
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if(save_blocker::try_block()) {
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save_blocker::save_unblocker unblocker;
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savegame::replay_savegame save(gamestate_, preferences::save_compression_format());
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savegame::replay_savegame save(saved_game_, preferences::save_compression_format());
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save.save_game_interactive(gui_->video(), "", gui::OK_CANCEL);
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} else {
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save_blocker::on_unblock(this,&play_controller::save_replay);
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@ -444,7 +444,7 @@ void play_controller::save_map(){
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}
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void play_controller::load_game(){
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savegame::loadgame load(*gui_, game_config_, gamestate_);
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savegame::loadgame load(*gui_, game_config_, saved_game_);
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load.load_game();
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}
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@ -584,7 +584,7 @@ void play_controller::fire_start(bool execute){
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} else {
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it_is_a_new_turn_ = false;
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}
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if( gamestate_.classification().random_mode != "" && (network::nconnections() != 0))
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if( saved_game_.classification().random_mode != "" && (network::nconnections() != 0))
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{
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std::string mes = _("MP game uses an alternative random mode, if you don't know what this message means, then most likeley someone is cheating or someone reloaded a corrupt game.");
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gui_->add_chat_message(
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@ -785,7 +785,7 @@ config play_controller::to_config() const
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gamedata_.write_snapshot(cfg);
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cfg.merge_attributes(gamestate_.classification().to_config());
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cfg.merge_attributes(saved_game_.classification().to_config());
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return cfg;
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}
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@ -1189,7 +1189,7 @@ void play_controller::expand_autosaves(std::vector<std::string>& items)
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std::vector<std::string> newitems;
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std::vector<std::string> newsaves;
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for (unsigned int turn = this->turn(); turn != 0; turn--) {
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std::string name = gamestate_.classification().label + "-" + _("Auto-Save") + lexical_cast<std::string>(turn);
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std::string name = saved_game_.classification().label + "-" + _("Auto-Save") + lexical_cast<std::string>(turn);
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if (savegame::save_game_exists(name, comp_format)) {
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newsaves.push_back(
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name + compression::format_extension(comp_format));
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@ -1197,7 +1197,7 @@ void play_controller::expand_autosaves(std::vector<std::string>& items)
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}
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}
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const std::string& start_name = gamestate_.classification().label;
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const std::string& start_name = saved_game_.classification().label;
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if(savegame::save_game_exists(start_name, comp_format)) {
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newsaves.push_back(
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start_name + compression::format_extension(comp_format));
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@ -1485,7 +1485,7 @@ void play_controller::process_oos(const std::string& msg) const
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message << _("The game is out of sync. It might not make much sense to continue. Do you want to save your game?");
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message << "\n\n" << _("Error details:") << "\n\n" << msg;
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savegame::oos_savegame save(gamestate_, *gui_, to_config());
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savegame::oos_savegame save(saved_game_, *gui_, to_config());
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save.save_game_interactive(gui_->video(), message.str(), gui::YES_NO); // can throw end_level_exception
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}
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@ -1520,14 +1520,14 @@ void play_controller::toggle_accelerated_speed()
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void play_controller::do_autosave()
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{
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savegame::autosave_savegame save(gamestate_, *gui_, to_config(), preferences::save_compression_format());
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savegame::autosave_savegame save(saved_game_, *gui_, to_config(), preferences::save_compression_format());
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save.autosave(false, preferences::autosavemax(), preferences::INFINITE_AUTO_SAVES);
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}
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void play_controller::do_consolesave(const std::string& filename)
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{
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savegame::ingame_savegame save(gamestate_, *gui_,
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savegame::ingame_savegame save(saved_game_, *gui_,
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to_config(), preferences::save_compression_format());
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save.save_game_automatic(gui_->video(), true, filename);
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}
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@ -240,7 +240,7 @@ protected:
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boost::scoped_ptr<game_display> gui_;
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const statistics::scenario_context statistics_context_;
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const config& level_;
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saved_game& gamestate_;
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saved_game& saved_game_;
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game_data gamedata_;
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/// undo_stack_ is never NULL. It is implemented as a pointer so that
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/// undo_list can be an incomplete type at this point (which reduces the
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@ -224,7 +224,7 @@ possible_end_play_signal playmp_controller::play_human_turn(){
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HANDLE_END_PLAY_SIGNAL( play_slice() );
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HANDLE_END_PLAY_SIGNAL( check_end_level() );
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if (!linger_ && (current_team().countdown_time() > 0) && gamestate_.mp_settings().mp_countdown) {
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if (!linger_ && (current_team().countdown_time() > 0) && saved_game_.mp_settings().mp_countdown) {
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SDL_Delay(1);
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const int ticks = SDL_GetTicks();
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int new_time = current_team().countdown_time()-std::max<int>(1,(ticks - cur_ticks));
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@ -240,8 +240,8 @@ possible_end_play_signal playmp_controller::play_human_turn(){
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} else {
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// Clock time ended
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// If no turn bonus or action bonus -> defeat
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const int action_increment = gamestate_.mp_settings().mp_countdown_action_bonus;
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if ( (gamestate_.mp_settings().mp_countdown_turn_bonus == 0 )
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const int action_increment = saved_game_.mp_settings().mp_countdown_action_bonus;
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if ( (saved_game_.mp_settings().mp_countdown_turn_bonus == 0 )
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&& (action_increment == 0 || current_team().action_bonus_count() == 0)) {
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// Not possible to end level in MP with throw end_level_exception(DEFEAT);
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// because remote players only notice network disconnection
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@ -325,7 +325,7 @@ void playmp_controller::linger()
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// this is actually for after linger mode is over -- we don't want to
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// stay stuck in linger state when the *next* scenario is over.
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set_completion setter(gamestate_,"running");
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set_completion setter(saved_game_,"running");
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// End all unit moves
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gameboard_.set_all_units_user_end_turn();
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//current_team().set_countdown_time(0);
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@ -410,10 +410,10 @@ void playmp_controller::wait_for_upload()
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}
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void playmp_controller::after_human_turn(){
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if ( gamestate_.mp_settings().mp_countdown ){
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const int action_increment = gamestate_.mp_settings().mp_countdown_action_bonus;
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const int maxtime = gamestate_.mp_settings().mp_countdown_reservoir_time;
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int secs = (current_team().countdown_time() / 1000) + gamestate_.mp_settings().mp_countdown_turn_bonus;
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if ( saved_game_.mp_settings().mp_countdown ){
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const int action_increment = saved_game_.mp_settings().mp_countdown_action_bonus;
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const int maxtime = saved_game_.mp_settings().mp_countdown_reservoir_time;
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int secs = (current_team().countdown_time() / 1000) + saved_game_.mp_settings().mp_countdown_turn_bonus;
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secs += action_increment * current_team().action_bonus_count();
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current_team().set_action_bonus_count(0);
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secs = (secs > maxtime) ? maxtime : secs;
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@ -520,7 +520,7 @@ void playmp_controller::process_oos(const std::string& err_msg) const {
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temp_buf << " \n";
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}
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savegame::oos_savegame save(gamestate_, *gui_, to_config());
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savegame::oos_savegame save(saved_game_, *gui_, to_config());
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save.save_game_interactive(resources::screen->video(), temp_buf.str(), gui::YES_NO);
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}
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@ -345,9 +345,8 @@ void playsingle_controller::report_victory(
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possible_end_play_signal playsingle_controller::play_scenario_init(end_level_data & /*eld*/, bool & past_prestart) {
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// At the beginning of the scenario, save a snapshot as replay_start
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if(gamestate_.replay_start().empty())
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{
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gamestate_.replay_start() = to_config();
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if(saved_game_.replay_start().empty()){
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saved_game_.replay_start() = to_config();
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}
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HANDLE_END_PLAY_SIGNAL( fire_preload() );
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@ -398,8 +397,8 @@ possible_end_play_signal playsingle_controller::play_scenario_main_loop(end_leve
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// Initialize countdown clock.
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std::vector<team>::const_iterator t;
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for(t = gameboard_.teams().begin(); t != gameboard_.teams().end(); ++t) {
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if (gamestate_.mp_settings().mp_countdown && !loading_game_ ){
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t->set_countdown_time(1000 * gamestate_.mp_settings().mp_countdown_init_time);
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if (saved_game_.mp_settings().mp_countdown && !loading_game_ ){
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t->set_countdown_time(1000 * saved_game_.mp_settings().mp_countdown_init_time);
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}
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}
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@ -500,7 +499,7 @@ LEVEL_RESULT playsingle_controller::play_scenario(
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if (gameboard_.teams().empty())
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{
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//store persistent teams
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gamestate_.set_snapshot(config());
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saved_game_.set_snapshot(config());
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return VICTORY; // this is probably only a story scenario, i.e. has its endlevel in the prestart event
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}
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@ -510,7 +509,7 @@ LEVEL_RESULT playsingle_controller::play_scenario(
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}
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if (end_level_result == DEFEAT || end_level_result == VICTORY)
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{
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gamestate_.classification().completion = (end_level_result == VICTORY) ? "victory" : "defeat";
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saved_game_.classification().completion = (end_level_result == VICTORY) ? "victory" : "defeat";
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// If we're a player, and the result is victory/defeat, then send
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// a message to notify the server of the reason for the game ending.
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if (!obs) {
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@ -518,7 +517,7 @@ LEVEL_RESULT playsingle_controller::play_scenario(
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config& info = cfg.add_child("info");
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info["type"] = "termination";
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info["condition"] = "game over";
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info["result"] = gamestate_.classification().completion;
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info["result"] = saved_game_.classification().completion;
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network::send_data(cfg, 0);
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} else {
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gui2::show_transient_message(gui_->video(),_("Game Over"),
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@ -532,7 +531,7 @@ LEVEL_RESULT playsingle_controller::play_scenario(
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}
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else if (end_level_result == DEFEAT)
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{
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gamestate_.classification().completion = "defeat";
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saved_game_.classification().completion = "defeat";
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game_events::fire("defeat");
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if (!obs) {
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@ -548,7 +547,7 @@ LEVEL_RESULT playsingle_controller::play_scenario(
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}
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else if (end_level_result == VICTORY)
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{
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gamestate_.classification().completion =
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saved_game_.classification().completion =
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!end_level.transient.linger_mode ? "running" : "victory";
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game_events::fire("victory");
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@ -572,7 +571,7 @@ LEVEL_RESULT playsingle_controller::play_scenario(
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LOG_NG << "Add units that survived the scenario to the recall list.\n";
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gameboard_.all_survivors_to_recall();
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gamestate_.remove_snapshot();
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saved_game_.remove_snapshot();
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if(!is_observer()) {
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persist_.end_transaction();
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}
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@ -583,7 +582,7 @@ LEVEL_RESULT playsingle_controller::play_scenario(
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{
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LOG_NG << "resuming from loaded linger state...\n";
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//as carryover information is stored in the snapshot, we have to re-store it after loading a linger state
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gamestate_.set_snapshot(config());
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saved_game_.set_snapshot(config());
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if(!is_observer()) {
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persist_.end_transaction();
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}
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@ -598,7 +597,7 @@ LEVEL_RESULT playsingle_controller::play_scenario(
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// Loading a new game is effectively a quit.
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//
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if ( game::load_game_exception::game != "" ) {
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gamestate_ = saved_game();
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saved_game_ = saved_game();
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}
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throw;
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} catch(network::error& e) {
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@ -608,7 +607,7 @@ LEVEL_RESULT playsingle_controller::play_scenario(
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disconnect = true;
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}
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savegame::ingame_savegame save(gamestate_, *gui_, to_config(), preferences::save_compression_format());
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savegame::ingame_savegame save(saved_game_, *gui_, to_config(), preferences::save_compression_format());
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save.save_game_interactive(gui_->video(), _("A network disconnection has occurred, and the game cannot continue. Do you want to save the game?"), gui::YES_NO);
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if(disconnect) {
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throw network::error();
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@ -831,7 +830,7 @@ possible_end_play_signal playsingle_controller::before_human_turn()
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HANDLE_END_PLAY_SIGNAL( ai::manager::raise_turn_started() ); //This line throws exception from here: https://github.com/wesnoth/wesnoth/blob/ac96a2b91b3276e20b682210617cf87d1e0d366a/src/playsingle_controller.cpp#L954
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if(do_autosaves_ && level_result_ == NONE) {
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savegame::autosave_savegame save(gamestate_, *gui_, to_config(), preferences::save_compression_format());
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savegame::autosave_savegame save(saved_game_, *gui_, to_config(), preferences::save_compression_format());
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save.autosave(game_config::disable_autosave, preferences::autosavemax(), preferences::INFINITE_AUTO_SAVES);
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}
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@ -884,7 +883,7 @@ void playsingle_controller::linger()
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// this is actually for after linger mode is over -- we don't
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// want to stay stuck in linger state when the *next* scenario
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// is over.
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set_completion setter(gamestate_,"running");
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set_completion setter(saved_game_,"running");
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// change the end-turn button text to its alternate label
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gui_->get_theme().refresh_title2("button-endturn", "title2");
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@ -907,7 +906,7 @@ void playsingle_controller::linger()
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} catch(const game::load_game_exception &) {
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// Loading a new game is effectively a quit.
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if ( game::load_game_exception::game != "" ) {
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gamestate_ = saved_game();
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saved_game_ = saved_game();
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}
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throw;
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}
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@ -110,7 +110,7 @@ replay_controller::replay_controller(const config& level,
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saved_game& state_of_game, const int ticks,
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const config& game_config, CVideo& video) :
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play_controller(level, state_of_game, ticks, game_config, video, false),
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gamestate_start_(gamestate_),
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saved_game_start_(saved_game_),
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gameboard_start_(gameboard_),
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tod_manager_start_(level),
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current_turn_(1),
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@ -302,7 +302,7 @@ void replay_controller::reset_replay()
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tod_manager_= tod_manager_start_;
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recorder.start_replay();
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recorder.set_skip(false);
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gamestate_ = gamestate_start_;
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saved_game_ = saved_game_start_;
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gameboard_ = gameboard_start_;
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gui_->change_display_context(&gameboard_); //this doesn't change the pointer value, but it triggers the gui to update the internal terrain builder object,
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//idk what the consequences of not doing that are, but its probably a good idea to do it, esp. if layout
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@ -405,7 +405,7 @@ void replay_controller::process_oos(const std::string& msg) const
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if (non_interactive()) {
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throw game::game_error(message.str()); //throw end_level_exception(DEFEAT);
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} else {
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savegame::oos_savegame save(gamestate_, *gui_, to_config());
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savegame::oos_savegame save(saved_game_, *gui_, to_config());
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save.save_game_interactive(resources::screen->video(), message.str(), gui::YES_NO); // can throw end_level_exception
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}
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}
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@ -86,7 +86,7 @@ private:
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play_turn_button() && play_side_button();
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}
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saved_game gamestate_start_;
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saved_game saved_game_start_;
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||||
game_board gameboard_start_;
|
||||
tod_manager tod_manager_start_;
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue