renaming of 'state' to 'gamestate'...
...to get a more consistent variable naming for it (not complete yet, just a first step)
This commit is contained in:
parent
24138ab340
commit
d84b2a94be
3 changed files with 118 additions and 119 deletions
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@ -565,26 +565,26 @@ void write_player(config_writer &out, const player_info& player)
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// Deprecated, use other write_game below.
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void write_game(const game_state& game, config& cfg/*, WRITE_GAME_MODE mode*/)
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void write_game(const game_state& gamestate, config& cfg/*, WRITE_GAME_MODE mode*/)
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{
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log_scope("write_game");
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cfg["label"] = game.label;
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cfg["label"] = gamestate.label;
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cfg["version"] = game_config::version;
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cfg["scenario"] = game.scenario;
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cfg["scenario"] = gamestate.scenario;
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cfg["campaign"] = game.campaign;
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cfg["campaign"] = gamestate.campaign;
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cfg["campaign_type"] = game.campaign_type;
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cfg["campaign_type"] = gamestate.campaign_type;
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cfg["difficulty"] = game.difficulty;
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cfg["difficulty"] = gamestate.difficulty;
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cfg["campaign_define"] = game.campaign_define;
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cfg["campaign_define"] = gamestate.campaign_define;
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cfg.add_child("variables",game.variables);
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cfg.add_child("variables",gamestate.variables);
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for(std::map<std::string, player_info>::const_iterator i=game.players.begin();
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i!=game.players.end(); ++i) {
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for(std::map<std::string, player_info>::const_iterator i=gamestate.players.begin();
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i!=gamestate.players.end(); ++i) {
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config new_cfg;
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write_player(i->second, new_cfg);
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new_cfg["save_id"]=i->first;
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@ -592,43 +592,43 @@ void write_game(const game_state& game, config& cfg/*, WRITE_GAME_MODE mode*/)
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}
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// if(mode == WRITE_FULL_GAME) {
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if(game.replay_data.child("replay") == NULL) {
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cfg.add_child("replay",game.replay_data);
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if(gamestate.replay_data.child("replay") == NULL) {
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cfg.add_child("replay",gamestate.replay_data);
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}
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cfg.add_child("snapshot",game.snapshot);
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cfg.add_child("replay_start",game.starting_pos);
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cfg.add_child("snapshot",gamestate.snapshot);
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cfg.add_child("replay_start",gamestate.starting_pos);
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cfg.add_child("statistics",statistics::write_stats());
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}
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//}
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// }
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}
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void write_game(config_writer &out, const game_state& game)
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void write_game(config_writer &out, const game_state& gamestate)
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{
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log_scope("write_game");
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out.write_key_val("label", game.label);
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out.write_key_val("label", gamestate.label);
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out.write_key_val("version", game_config::version);
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out.write_key_val("scenario", game.scenario);
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out.write_key_val("campaign", game.campaign);
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out.write_key_val("campaign_type", game.campaign_type);
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out.write_key_val("difficulty", game.difficulty);
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out.write_key_val("campaign_define", game.campaign_define);
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out.write_child("variables", game.variables);
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out.write_key_val("scenario", gamestate.scenario);
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out.write_key_val("campaign", gamestate.campaign);
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out.write_key_val("campaign_type", gamestate.campaign_type);
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out.write_key_val("difficulty", gamestate.difficulty);
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out.write_key_val("campaign_define", gamestate.campaign_define);
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out.write_child("variables", gamestate.variables);
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for(std::map<std::string, player_info>::const_iterator i=game.players.begin();
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i!=game.players.end(); ++i) {
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for(std::map<std::string, player_info>::const_iterator i=gamestate.players.begin();
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i!=gamestate.players.end(); ++i) {
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out.open_child("player");
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out.write_key_val("save_id", i->first);
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write_player(out, i->second);
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out.close_child("player");
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}
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if(game.replay_data.child("replay") == NULL) {
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out.write_child("replay", game.replay_data);
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if(gamestate.replay_data.child("replay") == NULL) {
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out.write_child("replay", gamestate.replay_data);
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}
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out.write_child("snapshot",game.snapshot);
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out.write_child("replay_start",game.starting_pos);
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out.write_child("snapshot",gamestate.snapshot);
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out.write_child("replay_start",gamestate.starting_pos);
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out.open_child("statistics");
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statistics::write_stats(out);
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out.close_child("statistics");
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@ -705,14 +705,14 @@ void read_save_file(const std::string& name, config& cfg, std::string* error_log
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}
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}
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void load_game(const game_data& data, const std::string& name, game_state& state, std::string* error_log)
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void load_game(const game_data& data, const std::string& name, game_state& gamestate, std::string* error_log)
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{
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log_scope("load_game");
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config cfg;
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read_save_file(name,cfg,error_log);
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state = read_game(data,&cfg);
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gamestate = read_game(data,&cfg);
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}
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void load_game_summary(const std::string& name, config& cfg_summary, std::string* error_log){
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@ -737,7 +737,7 @@ scoped_ostream open_save_game(const std::string &label)
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}
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}
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void finish_save_game(config_writer &out, const game_state& state, const std::string &label)
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void finish_save_game(config_writer &out, const game_state& gamestate, const std::string &label)
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{
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std::string name = label;
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std::replace(name.begin(),name.end(),' ','_');
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@ -749,7 +749,7 @@ void finish_save_game(config_writer &out, const game_state& state, const std::st
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}
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config& summary = save_summary(label);
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extract_summary_data_from_save(state,summary);
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extract_summary_data_from_save(gamestate,summary);
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const int mod_time = static_cast<int>(file_create_time(fname));
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summary["mod_time"] = str_cast(mod_time);
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write_save_index();
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@ -759,12 +759,12 @@ void finish_save_game(config_writer &out, const game_state& state, const std::st
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}
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//throws game::save_game_failed
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void save_game(const game_state& state)
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void save_game(const game_state& gamestate)
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{
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scoped_ostream os(open_save_game(state.label));
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scoped_ostream os(open_save_game(gamestate.label));
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config_writer out(*os, preferences::compress_saves(), PACKAGE);
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write_game(out, state);
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finish_save_game(out, state, state.label);
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write_game(out, gamestate);
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finish_save_game(out, gamestate, gamestate.label);
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}
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namespace {
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@ -825,25 +825,25 @@ void write_save_index()
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}
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}
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void extract_summary_data_from_save(const game_state& state, config& out)
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void extract_summary_data_from_save(const game_state& gamestate, config& out)
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{
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const bool has_replay = state.replay_data.empty() == false;
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const bool has_snapshot = state.snapshot.child("side") != NULL;
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const bool has_replay = gamestate.replay_data.empty() == false;
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const bool has_snapshot = gamestate.snapshot.child("side") != NULL;
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out["replay"] = has_replay ? "yes" : "no";
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out["snapshot"] = has_snapshot ? "yes" : "no";
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out["label"] = state.label;
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out["campaign_type"] = state.campaign_type;
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out["scenario"] = state.scenario;
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out["difficulty"] = state.difficulty;
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out["version"] = state.version;
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out["label"] = gamestate.label;
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out["campaign_type"] = gamestate.campaign_type;
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out["scenario"] = gamestate.scenario;
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out["difficulty"] = gamestate.difficulty;
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out["version"] = gamestate.version;
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out["corrupt"] = "";
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if(has_snapshot) {
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out["turn"] = state.snapshot["turn_at"];
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if(state.snapshot["turns"] != "-1") {
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out["turn"] = out["turn"].str() + "/" + state.snapshot["turns"].str();
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out["turn"] = gamestate.snapshot["turn_at"];
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if(gamestate.snapshot["turns"] != "-1") {
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out["turn"] = out["turn"].str() + "/" + gamestate.snapshot["turns"].str();
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}
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}
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@ -853,8 +853,8 @@ void extract_summary_data_from_save(const game_state& state, config& out)
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//human player?
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std::string leader;
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for(std::map<std::string, player_info>::const_iterator p = state.players.begin();
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p!=state.players.end(); ++p) {
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for(std::map<std::string, player_info>::const_iterator p = gamestate.players.begin();
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p!=gamestate.players.end(); ++p) {
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for(std::vector<unit>::const_iterator u = p->second.available_units.begin(); u != p->second.available_units.end(); ++u) {
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if(u->can_recruit()) {
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leader = u->id();
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@ -865,7 +865,7 @@ void extract_summary_data_from_save(const game_state& state, config& out)
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bool shrouded = false;
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if(leader == "") {
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const config& snapshot = has_snapshot ? state.snapshot : state.starting_pos;
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const config& snapshot = has_snapshot ? gamestate.snapshot : gamestate.starting_pos;
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const config::child_list& sides = snapshot.get_children("side");
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for(config::child_list::const_iterator s = sides.begin(); s != sides.end() && leader.empty(); ++s) {
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@ -892,12 +892,12 @@ void extract_summary_data_from_save(const game_state& state, config& out)
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if(!shrouded) {
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if(has_snapshot) {
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if(state.snapshot.find_child("side","shroud","yes") == NULL) {
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out["map_data"] = state.snapshot["map_data"];
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if(gamestate.snapshot.find_child("side","shroud","yes") == NULL) {
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out["map_data"] = gamestate.snapshot["map_data"];
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}
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} else if(has_replay) {
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if(state.starting_pos.find_child("side","shroud","yes") == NULL) {
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out["map_data"] = state.starting_pos["map_data"];
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if(gamestate.starting_pos.find_child("side","shroud","yes") == NULL) {
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out["map_data"] = gamestate.starting_pos["map_data"];
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}
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}
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}
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@ -171,21 +171,21 @@ std::vector<save_info> get_saves_list(const std::string *dir = NULL);
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void read_save_file(const std::string& name, config& cfg, std::string* error_log);
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game_state read_game(const game_data& data, const config* cfg);
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void write_game(const game_state& game, config& cfg/*, WRITE_GAME_MODE mode=WRITE_FULL_GAME*/);
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void write_game(config_writer &out, const game_state& game);
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void write_game(const game_state& gamestate, config& cfg/*, WRITE_GAME_MODE mode=WRITE_FULL_GAME*/);
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void write_game(config_writer &out, const game_state& gamestate);
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// function returns true iff there is already savegame with that name
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bool save_game_exists(const std::string & name);
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//throws game::save_game_failed
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scoped_ostream open_save_game(const std::string &label);
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void finish_save_game(config_writer &out, const game_state& state, const std::string &label);
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void finish_save_game(config_writer &out, const game_state& gamestate, const std::string &label);
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//functions to load/save games.
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void load_game(const game_data& data, const std::string& name, game_state& state, std::string* error_log);
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void load_game(const game_data& data, const std::string& name, game_state& gamestate, std::string* error_log);
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void load_game_summary(const std::string& name, config& cfg_summary, std::string* error_log);
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//throws gamestatus::save_game_failed
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void save_game(const game_state& state);
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void save_game(const game_state& gamestate);
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//function to delete a save
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void delete_game(const std::string& name);
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@ -196,7 +196,7 @@ void delete_save_summary(const std::string& save);
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void write_save_index();
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void extract_summary_data_from_save(const game_state& state, config& out);
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void extract_summary_data_from_save(const game_state& gamestate, config& out);
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void extract_summary_from_config(config& cfg_save, config& cfg_summary);
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#endif
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@ -54,10 +54,10 @@ typedef std::map<std::string, player_controller> controller_map;
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}
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void play_replay(display& disp, game_state& state, const config& game_config,
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void play_replay(display& disp, game_state& gamestate, const config& game_config,
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const game_data& units_data, CVideo& video)
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{
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std::string type = state.campaign_type;
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std::string type = gamestate.campaign_type;
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if(type.empty())
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type = "scenario";
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@ -66,9 +66,9 @@ void play_replay(display& disp, game_state& state, const config& game_config,
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//'starting_pos' will contain the position we start the game from.
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config starting_pos;
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recorder.set_save_info(state);
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if (state.snapshot.child("side") != NULL){
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state = read_game(units_data, &state.snapshot);
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recorder.set_save_info(gamestate);
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if (gamestate.snapshot.child("side") != NULL){
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gamestate = read_game(units_data, &gamestate.snapshot);
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}
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//see if we load the scenario from the scenario data -- if there is
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@ -77,31 +77,31 @@ void play_replay(display& disp, game_state& state, const config& game_config,
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if(!recorder.at_end()) {
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//if the starting state is specified, then use that,
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//otherwise get the scenario data and start from there.
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if(state.starting_pos.empty() == false) {
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if(gamestate.starting_pos.empty() == false) {
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LOG_G << "loading starting position...\n";
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starting_pos = state.starting_pos;
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starting_pos = gamestate.starting_pos;
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scenario = &starting_pos;
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} else {
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LOG_G << "loading scenario: '" << state.scenario << "'\n";
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scenario = game_config.find_child(type,"id",state.scenario);
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LOG_G << "loading scenario: '" << gamestate.scenario << "'\n";
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scenario = game_config.find_child(type,"id",gamestate.scenario);
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LOG_G << "scenario found: " << (scenario != NULL ? "yes" : "no") << "\n";
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}
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}
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controller_map controllers;
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const std::string current_scenario = state.scenario;
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const std::string current_scenario = gamestate.scenario;
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try {
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// preserve old label eg. replay
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if (state.label.empty())
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state.label = (*scenario)["name"];
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if (gamestate.label.empty())
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gamestate.label = (*scenario)["name"];
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play_replay_level(units_data,game_config,scenario,video,state);
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play_replay_level(units_data,game_config,scenario,video,gamestate);
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state.snapshot = config();
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gamestate.snapshot = config();
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recorder.clear();
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state.replay_data.clear();
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gamestate.replay_data.clear();
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} catch(game::load_game_failed& e) {
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gui::show_error_message(disp, _("The game could not be loaded: ") + e.message);
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@ -125,12 +125,12 @@ void clean_autosaves(const std::string &label)
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}
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}
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LEVEL_RESULT play_game(display& disp, game_state& state, const config& game_config,
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LEVEL_RESULT play_game(display& disp, game_state& gamestate, const config& game_config,
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const game_data& units_data, CVideo& video,
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upload_log &log,
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io_type_t io_type, bool skip_replay)
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{
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std::string type = state.campaign_type;
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std::string type = gamestate.campaign_type;
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if(type.empty())
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type = "scenario";
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@ -139,29 +139,29 @@ LEVEL_RESULT play_game(display& disp, game_state& state, const config& game_conf
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//'starting_pos' will contain the position we start the game from.
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config starting_pos;
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recorder.set_save_info(state);
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recorder.set_save_info(gamestate);
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//see if we load the scenario from the scenario data -- if there is
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//no snapshot data available from a save, or if the user has selected
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//to view the replay from scratch
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if(state.snapshot.child("side") == NULL || !recorder.at_end()) {
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if(gamestate.snapshot.child("side") == NULL || !recorder.at_end()) {
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//if the starting state is specified, then use that,
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//otherwise get the scenario data and start from there.
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if(state.starting_pos.empty() == false) {
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if(gamestate.starting_pos.empty() == false) {
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LOG_G << "loading starting position...\n";
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starting_pos = state.starting_pos;
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starting_pos = gamestate.starting_pos;
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scenario = &starting_pos;
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} else {
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LOG_G << "loading scenario: '" << state.scenario << "'\n";
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scenario = game_config.find_child(type,"id",state.scenario);
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LOG_G << "loading scenario: '" << gamestate.scenario << "'\n";
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scenario = game_config.find_child(type,"id",gamestate.scenario);
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LOG_G << "scenario found: " << (scenario != NULL ? "yes" : "no") << "\n";
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}
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} else {
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LOG_G << "loading snapshot...\n";
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//load from a save-snapshot.
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starting_pos = state.snapshot;
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starting_pos = gamestate.snapshot;
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scenario = &starting_pos;
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state = read_game(units_data, &state.snapshot);
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gamestate = read_game(units_data, &gamestate.snapshot);
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}
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controller_map controllers;
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||||
|
@ -199,7 +199,7 @@ LEVEL_RESULT play_game(display& disp, game_state& state, const config& game_conf
|
|||
}
|
||||
|
||||
const config::child_list& story = scenario->get_children("story");
|
||||
const std::string current_scenario = state.scenario;
|
||||
const std::string current_scenario = gamestate.scenario;
|
||||
|
||||
bool save_game_after_scenario = true;
|
||||
|
||||
|
@ -207,8 +207,8 @@ LEVEL_RESULT play_game(display& disp, game_state& state, const config& game_conf
|
|||
|
||||
try {
|
||||
// preserve old label eg. replay
|
||||
if (state.label.empty())
|
||||
state.label = (*scenario)["name"];
|
||||
if (gamestate.label.empty())
|
||||
gamestate.label = (*scenario)["name"];
|
||||
|
||||
//if the entire scenario should be randomly generated
|
||||
if((*scenario)["scenario_generation"] != "") {
|
||||
|
@ -219,7 +219,7 @@ LEVEL_RESULT play_game(display& disp, game_state& state, const config& game_conf
|
|||
scenario2 = random_generate_scenario((*scenario)["scenario_generation"], scenario->child("generator"));
|
||||
//level_ = scenario;
|
||||
|
||||
state.starting_pos = scenario2;
|
||||
gamestate.starting_pos = scenario2;
|
||||
scenario = &scenario2;
|
||||
}
|
||||
|
||||
|
@ -240,26 +240,25 @@ LEVEL_RESULT play_game(display& disp, game_state& state, const config& game_conf
|
|||
new_level.values["map_data"] = map_data;
|
||||
scenario = &new_level;
|
||||
|
||||
state.starting_pos = new_level;
|
||||
gamestate.starting_pos = new_level;
|
||||
LOG_G << "generated map\n";
|
||||
}
|
||||
|
||||
sound::play_no_music();
|
||||
|
||||
//LEVEL_RESULT res = play_level(units_data,game_config,scenario,video,state,story,log, skip_replay);
|
||||
LEVEL_RESULT res;
|
||||
switch (io_type){
|
||||
case IO_NONE:
|
||||
res = playsingle_scenario(units_data,game_config,scenario,video,state,story,log, skip_replay);
|
||||
res = playsingle_scenario(units_data,game_config,scenario,video,gamestate,story,log, skip_replay);
|
||||
break;
|
||||
case IO_SERVER:
|
||||
case IO_CLIENT:
|
||||
res = playmp_scenario(units_data,game_config,scenario,video,state,story,log, skip_replay);
|
||||
res = playmp_scenario(units_data,game_config,scenario,video,gamestate,story,log, skip_replay);
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
state.snapshot = config();
|
||||
gamestate.snapshot = config();
|
||||
if (res == DEFEAT) {
|
||||
// tell all clients that the campaign won't continue
|
||||
if(io_type == IO_SERVER) {
|
||||
|
@ -279,10 +278,10 @@ LEVEL_RESULT play_game(display& disp, game_state& state, const config& game_conf
|
|||
}
|
||||
//ask to save a replay of the game
|
||||
if(res == VICTORY || res == DEFEAT) {
|
||||
const std::string orig_scenario = state.scenario;
|
||||
state.scenario = current_scenario;
|
||||
const std::string orig_scenario = gamestate.scenario;
|
||||
gamestate.scenario = current_scenario;
|
||||
|
||||
std::string label = state.label + _(" replay");
|
||||
std::string label = gamestate.label + _(" replay");
|
||||
|
||||
bool retry = true;
|
||||
|
||||
|
@ -297,7 +296,7 @@ LEVEL_RESULT play_game(display& disp, game_state& state, const config& game_conf
|
|||
try {
|
||||
config snapshot;
|
||||
|
||||
recorder.save_game(label, snapshot, state.starting_pos);
|
||||
recorder.save_game(label, snapshot, gamestate.starting_pos);
|
||||
} catch(game::save_game_failed&) {
|
||||
gui::show_error_message(disp, _("The replay could not be saved"));
|
||||
retry = true;
|
||||
|
@ -305,11 +304,11 @@ LEVEL_RESULT play_game(display& disp, game_state& state, const config& game_conf
|
|||
}
|
||||
}
|
||||
|
||||
state.scenario = orig_scenario;
|
||||
gamestate.scenario = orig_scenario;
|
||||
}
|
||||
|
||||
recorder.clear();
|
||||
state.replay_data.clear();
|
||||
gamestate.replay_data.clear();
|
||||
|
||||
//continue without saving is like a victory, but the
|
||||
//save game dialog isn't displayed
|
||||
|
@ -331,14 +330,14 @@ LEVEL_RESULT play_game(display& disp, game_state& state, const config& game_conf
|
|||
}
|
||||
|
||||
//if the scenario hasn't been set in-level, set it now.
|
||||
if(state.scenario == current_scenario)
|
||||
state.scenario = (*scenario)["next_scenario"];
|
||||
if(gamestate.scenario == current_scenario)
|
||||
gamestate.scenario = (*scenario)["next_scenario"];
|
||||
|
||||
if(io_type == IO_CLIENT) {
|
||||
config cfg;
|
||||
|
||||
std::string msg;
|
||||
if (state.scenario.empty())
|
||||
if (gamestate.scenario.empty())
|
||||
msg = _("Receiving data...");
|
||||
else
|
||||
msg = _("Downloading next scenario...");
|
||||
|
@ -355,16 +354,16 @@ LEVEL_RESULT play_game(display& disp, game_state& state, const config& game_conf
|
|||
if(cfg.child("next_scenario")) {
|
||||
starting_pos = (*cfg.child("next_scenario"));
|
||||
scenario = &starting_pos;
|
||||
state = read_game(units_data, scenario);
|
||||
gamestate = read_game(units_data, scenario);
|
||||
} else if(scenario->child("end_scenarios")) {
|
||||
scenario = NULL;
|
||||
state.scenario = "null";
|
||||
gamestate.scenario = "null";
|
||||
} else {
|
||||
return QUIT;
|
||||
}
|
||||
|
||||
} else {
|
||||
scenario = game_config.find_child(type,"id",state.scenario);
|
||||
scenario = game_config.find_child(type,"id",gamestate.scenario);
|
||||
|
||||
if(io_type == IO_SERVER && scenario != NULL) {
|
||||
starting_pos = *scenario;
|
||||
|
@ -384,7 +383,7 @@ LEVEL_RESULT play_game(display& disp, game_state& state, const config& game_conf
|
|||
set in the players list on side server */
|
||||
controller_map::const_iterator ctr = controllers.find(id);
|
||||
if(ctr != controllers.end()) {
|
||||
player_info *player = state.get_player(id);
|
||||
player_info *player = gamestate.get_player(id);
|
||||
if (player) {
|
||||
(**side)["current_player"] = player->name;
|
||||
//TODO : remove (see TODO line 276 in server/game.cpp)
|
||||
|
@ -401,7 +400,7 @@ LEVEL_RESULT play_game(display& disp, game_state& state, const config& game_conf
|
|||
// Adds player information, and other state
|
||||
// information, to the configuration object
|
||||
wassert(cfg.child("next_scenario") != NULL);
|
||||
write_game(state, *cfg.child("next_scenario")/*, WRITE_SNAPSHOT_ONLY*/);
|
||||
write_game(gamestate, *cfg.child("next_scenario")/*, WRITE_SNAPSHOT_ONLY*/);
|
||||
network::send_data(cfg);
|
||||
|
||||
} else if(io_type == IO_SERVER && scenario == NULL) {
|
||||
|
@ -413,12 +412,12 @@ LEVEL_RESULT play_game(display& disp, game_state& state, const config& game_conf
|
|||
|
||||
if(scenario != NULL) {
|
||||
// update the label
|
||||
std::string oldlabel = state.label;
|
||||
state.label = (*scenario)["name"];
|
||||
std::string oldlabel = gamestate.label;
|
||||
gamestate.label = (*scenario)["name"];
|
||||
|
||||
//if this isn't the last scenario, then save the game
|
||||
if(save_game_after_scenario) {
|
||||
state.starting_pos = config();
|
||||
gamestate.starting_pos = config();
|
||||
|
||||
bool retry = true;
|
||||
|
||||
|
@ -428,12 +427,12 @@ LEVEL_RESULT play_game(display& disp, game_state& state, const config& game_conf
|
|||
const int should_save = dialogs::get_save_name(disp,
|
||||
_("Do you want to save your game? (Also erases Auto-Save files)"),
|
||||
_("Name:"),
|
||||
&state.label);
|
||||
&gamestate.label);
|
||||
|
||||
|
||||
if(should_save == 0) {
|
||||
try {
|
||||
save_game(state);
|
||||
save_game(gamestate);
|
||||
if (!oldlabel.empty())
|
||||
clean_autosaves(oldlabel);
|
||||
} catch(game::save_game_failed&) {
|
||||
|
@ -446,14 +445,14 @@ LEVEL_RESULT play_game(display& disp, game_state& state, const config& game_conf
|
|||
|
||||
//update the replay start
|
||||
//FIXME: this should only be done if the scenario was not tweaked.
|
||||
state.starting_pos = *scenario;
|
||||
gamestate.starting_pos = *scenario;
|
||||
}
|
||||
|
||||
recorder.set_save_info(state);
|
||||
recorder.set_save_info(gamestate);
|
||||
}
|
||||
|
||||
if (!state.scenario.empty() && state.scenario != "null") {
|
||||
gui::show_error_message(disp, _("Unknown scenario: '") + state.scenario + '\'');
|
||||
if (!gamestate.scenario.empty() && gamestate.scenario != "null") {
|
||||
gui::show_error_message(disp, _("Unknown scenario: '") + gamestate.scenario + '\'');
|
||||
return QUIT;
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue