Merge branch 'master' of git://github.com/wesnoth/wesnoth

This commit is contained in:
Chris Beck 2014-06-16 19:07:29 -04:00
commit f446245ff5
31 changed files with 301 additions and 267 deletions

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@ -740,6 +740,7 @@ set(wesnoth-main_SRC
formula_string_utils.cpp
formula_tokenizer.cpp
game_board.cpp
game_classification.cpp
game_config_manager.cpp
game_controller.cpp
game_display.cpp

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@ -273,6 +273,7 @@ wesnoth_sources = Split("""
formula_string_utils.cpp
formula_tokenizer.cpp
game_board.cpp
game_classification.cpp
game_config_manager.cpp
game_controller.cpp
game_display.cpp

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@ -23,7 +23,6 @@
#include "../manager.hpp"
#include "../../log.hpp"
#include "../lua/lua_object.hpp"
#include "../../gamestatus.hpp"
#include "../../resources.hpp"
#include "../../scripting/lua.hpp"
#include "../../terrain_filter.hpp"

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@ -27,7 +27,7 @@
#include "../../dialogs.hpp"
#include "../../game_board.hpp"
#include "../../game_events/pump.hpp"
#include "../../gamestatus.hpp"
#include "../../game_classification.hpp"
#include "../../log.hpp"
#include "../../mouse_handler_base.hpp"
#include "../../resources.hpp"

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@ -33,7 +33,6 @@
#include "../../attack_prediction.hpp"
#include "../../filesystem.hpp"
#include "../../game_display.hpp"
#include "../../gamestatus.hpp"
#include "../../log.hpp"
#include "../../map.hpp"
#include "../../pathfind/pathfind.hpp"

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@ -24,6 +24,7 @@
#include "../composite/rca.hpp"
#include "../composite/stage.hpp"
#include "../../game_board.hpp"
#include "../../game_classification.hpp"
#include "../../gamestatus.hpp"
#include "../../log.hpp"
#include "../../map.hpp"

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@ -24,7 +24,6 @@
#include "../composite/rca.hpp"
#include "../composite/stage.hpp"
#include "../../game_board.hpp"
#include "../../gamestatus.hpp"
#include "../../log.hpp"
#include "../../map.hpp"
#include "../../resources.hpp"

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@ -16,8 +16,9 @@
#define EDITOR_MAP_CONTEXT_HPP_INCLUDED
#include "editor_map.hpp"
#include "gamestatus.hpp"
#include "game_classification.hpp"
#include "map_label.hpp"
#include "mp_game_settings.hpp"
#include "sound_music_track.hpp"
#include "tod_manager.hpp"
#include "unit_map.hpp"

101
src/game_classification.cpp Normal file
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@ -0,0 +1,101 @@
/*
Copyright (C) 2003 - 2014 by David White <dave@whitevine.net>
Part of the Battle for Wesnoth Project http://www.wesnoth.org/
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY.
See the COPYING file for more details.
*/
#include "global.hpp"
#include "game_classification.hpp"
#include "util.hpp"
#include "serialization/string_utils.hpp"
#include "log.hpp"
static lg::log_domain log_engine("engine");
#define ERR_NG LOG_STREAM(err, log_engine)
#define WRN_NG LOG_STREAM(warn, log_engine)
#define LOG_NG LOG_STREAM(info, log_engine)
#define DBG_NG LOG_STREAM(debug, log_engine)
/// The default difficulty setting for campaigns.
const std::string DEFAULT_DIFFICULTY("NORMAL");
game_classification::game_classification():
savegame_config(),
label(),
version(),
campaign_type(),
campaign_define(),
campaign_xtra_defines(),
campaign(),
abbrev(),
completion(),
end_credits(true),
end_text(),
end_text_duration(),
difficulty(DEFAULT_DIFFICULTY),
random_mode("")
{}
game_classification::game_classification(const config& cfg):
savegame_config(),
label(cfg["label"]),
version(cfg["version"]),
campaign_type(lexical_cast_default<game_classification::CAMPAIGN_TYPE> (cfg["campaign_type"].str(), game_classification::SCENARIO)),
campaign_define(cfg["campaign_define"]),
campaign_xtra_defines(utils::split(cfg["campaign_extra_defines"])),
campaign(cfg["campaign"]),
abbrev(cfg["abbrev"]),
completion(cfg["completion"]),
end_credits(cfg["end_credits"].to_bool(true)),
end_text(cfg["end_text"]),
end_text_duration(cfg["end_text_duration"]),
difficulty(cfg["difficulty"].empty() ? DEFAULT_DIFFICULTY : cfg["difficulty"].str()),
random_mode(cfg["random_mode"])
{}
game_classification::game_classification(const game_classification& gc):
savegame_config(),
label(gc.label),
version(gc.version),
campaign_type(gc.campaign_type),
campaign_define(gc.campaign_define),
campaign_xtra_defines(gc.campaign_xtra_defines),
campaign(gc.campaign),
abbrev(gc.abbrev),
completion(gc.completion),
end_credits(gc.end_credits),
end_text(gc.end_text),
end_text_duration(gc.end_text_duration),
difficulty(gc.difficulty),
random_mode(gc.random_mode)
{
}
config game_classification::to_config() const
{
config cfg;
cfg["label"] = label;
cfg["version"] = game_config::version;
cfg["campaign_type"] = lexical_cast<std::string> (campaign_type);
cfg["campaign_define"] = campaign_define;
cfg["campaign_extra_defines"] = utils::join(campaign_xtra_defines);
cfg["campaign"] = campaign;
cfg["abbrev"] = abbrev;
cfg["completion"] = completion;
cfg["end_credits"] = end_credits;
cfg["end_text"] = end_text;
cfg["end_text_duration"] = str_cast<unsigned int>(end_text_duration);
cfg["difficulty"] = difficulty;
cfg["random_mode"] = random_mode;
return cfg;
}

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@ -0,0 +1,61 @@
/*
Copyright (C) 2003 - 2014 by David White <dave@whitevine.net>
Part of the Battle for Wesnoth Project http://www.wesnoth.org/
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY.
See the COPYING file for more details.
*/
#ifndef GAME_CLASSIFICATION_HPP_INCLUDED
#define GAME_CLASSIFICATION_HPP_INCLUDED
#include "config.hpp"
#include "make_enum.hpp"
#include "savegame_config.hpp"
/// The default difficulty setting for campaigns.
extern const std::string DEFAULT_DIFFICULTY;
//meta information of the game
class game_classification : public savegame::savegame_config
{
public:
game_classification();
explicit game_classification(const config& cfg);
game_classification(const game_classification& gc);
config to_config() const;
std::string label; /**< Name of the game (e.g. name of save file). */
std::string version; /**< Version game was created with. */
MAKE_ENUM (CAMPAIGN_TYPE, /**< Type of the game - campaign, multiplayer etc. */
(SCENARIO, "scenario")
(MULTIPLAYER, "multiplayer")
(TEST, "test")
(TUTORIAL, "tutorial")
)
CAMPAIGN_TYPE campaign_type;
std::string campaign_define; /**< If there is a define the campaign uses to customize data */
std::vector<std::string> campaign_xtra_defines; /**< more customization of data */
std::string campaign; /**< the campaign being played */
std::string abbrev; /**< the campaign abbreviation */
// std::string scenario; /**< the scenario being played */
// std::string next_scenario; /**< the scenario coming next (for campaigns) */
std::string completion; /**< running. victory, or defeat */
bool end_credits; /**< whether to show the standard credits at the end */
std::string end_text; /**< end-of-campaign text */
unsigned int end_text_duration; /**< for how long the end-of-campaign text is shown */
std::string difficulty; /**< The difficulty level the game is being played on. */
std::string random_mode;
};
MAKE_ENUM_STREAM_OPS2(game_classification, CAMPAIGN_TYPE)
#endif

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@ -19,6 +19,7 @@
#include "cursor.hpp"
#include "game_config.hpp"
#include "gettext.hpp"
#include "game_classification.hpp"
#include "gui/dialogs/wml_error.hpp"
#include "hotkey/hotkey_item.hpp"
#include "hotkey/hotkey_command.hpp"

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@ -16,11 +16,11 @@
#include "commandline_options.hpp"
#include "config_cache.hpp"
#include "gamestatus.hpp"
#include "game_display.hpp"
#include "filesystem.hpp"
class config;
class game_classification;
class game_config_manager
{

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@ -32,6 +32,7 @@
#include "../dialogs.hpp"
#include "../fake_unit.hpp"
#include "../fake_unit_manager.hpp"
#include "../game_classification.hpp"
#include "../game_display.hpp"
#include "../game_preferences.hpp"
#include "../gettext.hpp"

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@ -19,7 +19,6 @@
#include "game_board.hpp"
#include "game_display.hpp"
#include "game_preferences.hpp"
#include "gamestatus.hpp"
#include "gettext.hpp"
#include "log.hpp"
#include "map.hpp"

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@ -523,197 +523,3 @@ game_data* game_data::operator=(const game_data* info)
}
return this ;
}
game_classification::game_classification():
savegame_config(),
label(),
version(),
campaign_type(),
campaign_define(),
campaign_xtra_defines(),
campaign(),
abbrev(),
completion(),
end_credits(true),
end_text(),
end_text_duration(),
difficulty(DEFAULT_DIFFICULTY),
random_mode("")
{}
game_classification::game_classification(const config& cfg):
savegame_config(),
label(cfg["label"]),
version(cfg["version"]),
campaign_type(lexical_cast_default<game_classification::CAMPAIGN_TYPE> (cfg["campaign_type"].str(), game_classification::SCENARIO)),
campaign_define(cfg["campaign_define"]),
campaign_xtra_defines(utils::split(cfg["campaign_extra_defines"])),
campaign(cfg["campaign"]),
abbrev(cfg["abbrev"]),
completion(cfg["completion"]),
end_credits(cfg["end_credits"].to_bool(true)),
end_text(cfg["end_text"]),
end_text_duration(cfg["end_text_duration"]),
difficulty(cfg["difficulty"].empty() ? DEFAULT_DIFFICULTY : cfg["difficulty"].str()),
random_mode(cfg["random_mode"])
{}
game_classification::game_classification(const game_classification& gc):
savegame_config(),
label(gc.label),
version(gc.version),
campaign_type(gc.campaign_type),
campaign_define(gc.campaign_define),
campaign_xtra_defines(gc.campaign_xtra_defines),
campaign(gc.campaign),
abbrev(gc.abbrev),
completion(gc.completion),
end_credits(gc.end_credits),
end_text(gc.end_text),
end_text_duration(gc.end_text_duration),
difficulty(gc.difficulty),
random_mode(gc.random_mode)
{
}
config game_classification::to_config() const
{
config cfg;
cfg["label"] = label;
cfg["version"] = game_config::version;
cfg["campaign_type"] = lexical_cast<std::string> (campaign_type);
cfg["campaign_define"] = campaign_define;
cfg["campaign_extra_defines"] = utils::join(campaign_xtra_defines);
cfg["campaign"] = campaign;
cfg["abbrev"] = abbrev;
cfg["completion"] = completion;
cfg["end_credits"] = end_credits;
cfg["end_text"] = end_text;
cfg["end_text_duration"] = str_cast<unsigned int>(end_text_duration);
cfg["difficulty"] = difficulty;
cfg["random_mode"] = random_mode;
return cfg;
}
void convert_old_saves(config& cfg){
if(!cfg.has_child("snapshot")){
return;
}
const config& snapshot = cfg.child("snapshot");
const config& replay_start = cfg.child("replay_start");
const config& replay = cfg.child("replay");
if(!cfg.has_child("carryover_sides") && !cfg.has_child("carryover_sides_start")){
config carryover;
//copy rng and menu items from toplevel to new carryover_sides
carryover["random_seed"] = cfg["random_seed"];
carryover["random_calls"] = cfg["random_calls"];
BOOST_FOREACH(const config& menu_item, cfg.child_range("menu_item")){
carryover.add_child("menu_item", menu_item);
}
carryover["difficulty"] = cfg["difficulty"];
carryover["random_mode"] = cfg["random_mode"];
//the scenario to be played is always stored as next_scenario in carryover_sides_start
carryover["next_scenario"] = cfg["scenario"];
config carryover_start = carryover;
//copy sides from either snapshot or replay_start to new carryover_sides
if(!snapshot.empty()){
BOOST_FOREACH(const config& side, snapshot.child_range("side")){
carryover.add_child("side", side);
}
//for compatibility with old savegames that use player instead of side
BOOST_FOREACH(const config& side, snapshot.child_range("player")){
carryover.add_child("side", side);
}
//save the sides from replay_start in carryover_sides_start
BOOST_FOREACH(const config& side, replay_start.child_range("side")){
carryover_start.add_child("side", side);
}
//for compatibility with old savegames that use player instead of side
BOOST_FOREACH(const config& side, replay_start.child_range("player")){
carryover_start.add_child("side", side);
}
} else if (!replay_start.empty()){
BOOST_FOREACH(const config& side, replay_start.child_range("side")){
carryover.add_child("side", side);
carryover_start.add_child("side", side);
}
//for compatibility with old savegames that use player instead of side
BOOST_FOREACH(const config& side, replay_start.child_range("player")){
carryover.add_child("side", side);
carryover_start.add_child("side", side);
}
}
//get variables according to old hierarchy and copy them to new carryover_sides
if(!snapshot.empty()){
if(const config& variables = snapshot.child("variables")){
carryover.add_child("variables", variables);
carryover_start.add_child("variables", replay_start.child_or_empty("variables"));
} else if (const config& variables = cfg.child("variables")){
carryover.add_child("variables", variables);
carryover_start.add_child("variables", variables);
}
} else if (!replay_start.empty()){
if(const config& variables = replay_start.child("variables")){
carryover.add_child("variables", variables);
carryover_start.add_child("variables", variables);
}
} else {
carryover.add_child("variables", cfg.child("variables"));
carryover_start.add_child("variables", cfg.child("variables"));
}
cfg.add_child("carryover_sides", carryover);
cfg.add_child("carryover_sides_start", carryover_start);
}
//if replay and snapshot are empty we've got a start of scenario save and don't want replay_start either
if(replay.empty() && snapshot.empty()){
LOG_RG<<"removing replay_start \n";
cfg.remove_child("replay_start", 0);
}
//remove empty replay or snapshot so type of save can be detected more easily
if(replay.empty()){
LOG_RG<<"removing replay \n";
cfg.remove_child("replay", 0);
}
if(snapshot.empty()){
LOG_RG<<"removing snapshot \n";
cfg.remove_child("snapshot", 0);
}
//?-1.11.? end
//1.12-1.13 begin
if(config& carryover_sides_start = cfg.child("carryover_sides_start"))
{
if(!carryover_sides_start.has_attribute("next_underlying_unit_id"))
{
carryover_sides_start["next_underlying_unit_id"] = cfg["next_underlying_unit_id"];
}
}
if(config& snapshot = cfg.child("snapshot"))
{
//make [end_level] -> [end_level_data] since its alo called [end_level_data] in the carryover.
if(config& end_level = cfg.child("end_level") )
{
snapshot.add_child("end_level_data", end_level);
snapshot.remove_child("end_level",0);
}
if(cfg.has_child("carryover_sides_start"))
{
cfg.remove_child("carryover_sides_start", 0);
}
}
//1.12-1.13 end
LOG_RG<<"cfg after conversion "<<cfg<<"\n";
}

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@ -20,9 +20,7 @@
#include "config.hpp"
#include "game_end_exceptions.hpp"
#include "game_events/wmi_container.hpp"
#include "make_enum.hpp"
#include "map_location.hpp"
#include "mp_game_settings.hpp"
#include "simple_rng.hpp"
#include <boost/shared_ptr.hpp>
@ -35,24 +33,13 @@ class t_string;
class team;
class unit_map;
// Defined later in this header:
class game_data;
void convert_old_saves(config& cfg);
namespace t_translation {
struct t_match;
}
extern int sdfasf;
class team_builder;
typedef boost::shared_ptr<team_builder> team_builder_ptr;
/// The default difficulty setting for campaigns.
extern const std::string DEFAULT_DIFFICULTY;
class game_data : public variable_set {
public:
game_data();
@ -127,40 +114,4 @@ private:
std::string next_scenario_; /**< the scenario coming next (for campaigns) */
};
//meta information of the game
class game_classification : public savegame::savegame_config
{
public:
game_classification();
explicit game_classification(const config& cfg);
game_classification(const game_classification& gc);
config to_config() const;
std::string label; /**< Name of the game (e.g. name of save file). */
std::string version; /**< Version game was created with. */
MAKE_ENUM (CAMPAIGN_TYPE, /**< Type of the game - campaign, multiplayer etc. */
(SCENARIO, "scenario")
(MULTIPLAYER, "multiplayer")
(TEST, "test")
(TUTORIAL, "tutorial")
)
CAMPAIGN_TYPE campaign_type;
std::string campaign_define; /**< If there is a define the campaign uses to customize data */
std::vector<std::string> campaign_xtra_defines; /**< more customization of data */
std::string campaign; /**< the campaign being played */
std::string abbrev; /**< the campaign abbreviation */
// std::string scenario; /**< the scenario being played */
// std::string next_scenario; /**< the scenario coming next (for campaigns) */
std::string completion; /**< running. victory, or defeat */
bool end_credits; /**< whether to show the standard credits at the end */
std::string end_text; /**< end-of-campaign text */
unsigned int end_text_duration; /**< for how long the end-of-campaign text is shown */
std::string difficulty; /**< The difficulty level the game is being played on. */
std::string random_mode;
};
MAKE_ENUM_STREAM_OPS2(game_classification, CAMPAIGN_TYPE)
#endif

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@ -32,7 +32,6 @@
#include "../../clipboard.hpp"
#include "../../game_preferences.hpp"
#include "../../gamestatus.hpp"
#include "../../log.hpp"
#include "../../resources.hpp"
#include "../../team.hpp"

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@ -20,7 +20,7 @@
#include "gettext.hpp"
#include "game_config.hpp"
#include "game_preferences.hpp"
#include "gamestatus.hpp"
#include "game_classification.hpp"
#include "gui/auxiliary/log.hpp"
#include "gui/dialogs/field.hpp"
#include "gui/dialogs/game_delete.hpp"

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@ -18,7 +18,6 @@
#define MULTIPLAYER_CONNECT_H_INCLUDED
#include "commandline_options.hpp"
#include "gamestatus.hpp"
#include "multiplayer_connect_engine.hpp"
#include "multiplayer_ui.hpp"
#include "widgets/combo_drag.hpp"

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@ -15,7 +15,6 @@
#include "global.hpp"
#include "construct_dialog.hpp"
#include "gamestatus.hpp"
#include "game_display.hpp"
#include "game_preferences.hpp"
#include "gettext.hpp"

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@ -16,7 +16,6 @@
#define MULTIPLAYER_WAIT_HPP_INCLUDED
#include "flg_manager.hpp"
#include "gamestatus.hpp"
#include "multiplayer_ui.hpp"
#include "show_dialog.hpp"
#include "widgets/combo.hpp"

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@ -17,7 +17,6 @@
#define REPLAY_CONTROLLER_H_INCLUDED
#include "game_end_exceptions.hpp"
#include "gamestatus.hpp"
#include "saved_game.hpp"
#include "play_controller.hpp"

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@ -28,7 +28,6 @@
#include "serialization/binary_or_text.hpp"
#include "serialization/parser.hpp"
#include "gamestatus.hpp"
#include "filesystem.hpp"
#include "config.hpp"
#include <boost/foreach.hpp>

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@ -16,10 +16,6 @@
#ifndef SAVE_INDEX_H_INCLUDED
#define SAVE_INDEX_H_INCLUDED
//#include "filesystem.hpp"
//#include "gamestatus.hpp"
//#include "tod_manager.hpp"
//#include "show_dialog.hpp"
#include "config.hpp"
#include "serialization/compression.hpp"

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@ -35,7 +35,6 @@
*/
#include "saved_game.hpp"
#include "gamestatus.hpp"
#include "carryover.hpp"
#include "cursor.hpp"
#include "log.hpp"

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@ -3,7 +3,8 @@
#define SAVED_GAME_HPP_INCLUDED
#include "config.hpp"
#include "gamestatus.hpp" //game_classification
#include "game_classification.hpp"
#include "mp_game_settings.hpp"
class config_writer;

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@ -743,5 +743,126 @@ void ingame_savegame::write_game(config_writer &out) {
out.write_child("replay", gamestate().replay_data);
}
void convert_old_saves(config& cfg){
if(!cfg.has_child("snapshot")){
return;
}
const config& snapshot = cfg.child("snapshot");
const config& replay_start = cfg.child("replay_start");
const config& replay = cfg.child("replay");
if(!cfg.has_child("carryover_sides") && !cfg.has_child("carryover_sides_start")){
config carryover;
//copy rng and menu items from toplevel to new carryover_sides
carryover["random_seed"] = cfg["random_seed"];
carryover["random_calls"] = cfg["random_calls"];
BOOST_FOREACH(const config& menu_item, cfg.child_range("menu_item")){
carryover.add_child("menu_item", menu_item);
}
carryover["difficulty"] = cfg["difficulty"];
carryover["random_mode"] = cfg["random_mode"];
//the scenario to be played is always stored as next_scenario in carryover_sides_start
carryover["next_scenario"] = cfg["scenario"];
config carryover_start = carryover;
//copy sides from either snapshot or replay_start to new carryover_sides
if(!snapshot.empty()){
BOOST_FOREACH(const config& side, snapshot.child_range("side")){
carryover.add_child("side", side);
}
//for compatibility with old savegames that use player instead of side
BOOST_FOREACH(const config& side, snapshot.child_range("player")){
carryover.add_child("side", side);
}
//save the sides from replay_start in carryover_sides_start
BOOST_FOREACH(const config& side, replay_start.child_range("side")){
carryover_start.add_child("side", side);
}
//for compatibility with old savegames that use player instead of side
BOOST_FOREACH(const config& side, replay_start.child_range("player")){
carryover_start.add_child("side", side);
}
} else if (!replay_start.empty()){
BOOST_FOREACH(const config& side, replay_start.child_range("side")){
carryover.add_child("side", side);
carryover_start.add_child("side", side);
}
//for compatibility with old savegames that use player instead of side
BOOST_FOREACH(const config& side, replay_start.child_range("player")){
carryover.add_child("side", side);
carryover_start.add_child("side", side);
}
}
//get variables according to old hierarchy and copy them to new carryover_sides
if(!snapshot.empty()){
if(const config& variables = snapshot.child("variables")){
carryover.add_child("variables", variables);
carryover_start.add_child("variables", replay_start.child_or_empty("variables"));
} else if (const config& variables = cfg.child("variables")){
carryover.add_child("variables", variables);
carryover_start.add_child("variables", variables);
}
} else if (!replay_start.empty()){
if(const config& variables = replay_start.child("variables")){
carryover.add_child("variables", variables);
carryover_start.add_child("variables", variables);
}
} else {
carryover.add_child("variables", cfg.child("variables"));
carryover_start.add_child("variables", cfg.child("variables"));
}
cfg.add_child("carryover_sides", carryover);
cfg.add_child("carryover_sides_start", carryover_start);
}
//if replay and snapshot are empty we've got a start of scenario save and don't want replay_start either
if(replay.empty() && snapshot.empty()){
LOG_RG<<"removing replay_start \n";
cfg.remove_child("replay_start", 0);
}
//remove empty replay or snapshot so type of save can be detected more easily
if(replay.empty()){
LOG_RG<<"removing replay \n";
cfg.remove_child("replay", 0);
}
if(snapshot.empty()){
LOG_RG<<"removing snapshot \n";
cfg.remove_child("snapshot", 0);
}
//?-1.11.? end
//1.12-1.13 begin
if(config& carryover_sides_start = cfg.child("carryover_sides_start"))
{
if(!carryover_sides_start.has_attribute("next_underlying_unit_id"))
{
carryover_sides_start["next_underlying_unit_id"] = cfg["next_underlying_unit_id"];
}
}
if(config& snapshot = cfg.child("snapshot"))
{
//make [end_level] -> [end_level_data] since its alo called [end_level_data] in the carryover.
if(config& end_level = cfg.child("end_level") )
{
snapshot.add_child("end_level_data", end_level);
snapshot.remove_child("end_level",0);
}
if(cfg.has_child("carryover_sides_start"))
{
cfg.remove_child("carryover_sides_start", 0);
}
}
//1.12-1.13 end
LOG_RG<<"cfg after conversion "<<cfg<<"\n";
}
}

View file

@ -17,7 +17,6 @@
#define SAVEGAME_H_INCLUDED
#include "filesystem.hpp"
#include "gamestatus.hpp"
#include "saved_game.hpp"
#include "show_dialog.hpp"
#include "serialization/compression.hpp"
@ -28,7 +27,8 @@ struct load_game_cancelled_exception {};
struct illegal_filename_exception {};
namespace savegame {
/** converts saves from older versions of wesnoth*/
void convert_old_saves(config& cfg);
/** Returns true if there is already a savegame with that name. */
bool save_game_exists(const std::string& name, compression::format compressed);

View file

@ -41,6 +41,7 @@
#include "ai/testing/stage_rca.hpp"
#include "attack_prediction.hpp"
#include "filesystem.hpp"
#include "game_classification.hpp"
#include "game_display.hpp"
#include "game_events/conditional_wml.hpp"
#include "game_events/pump.hpp"
@ -51,6 +52,7 @@
#include "lua_jailbreak_exception.hpp"
#include "map.hpp"
#include "map_label.hpp"
#include "mp_game_settings.hpp"
#include "pathfind/pathfind.hpp"
#include "pathfind/teleport.hpp"
#include "play_controller.hpp"

View file

@ -6,6 +6,7 @@
#include "global.hpp"
#include "config.hpp"
#include "config_assign.hpp"
#include "game_classification.hpp"
#include "replay.hpp"
#include "random_new.hpp"
#include "random_new_synced.hpp"

View file

@ -17,7 +17,6 @@
* Manage unit-abilities, like heal, cure, and weapon_specials.
*/
#include "gamestatus.hpp"
#include "log.hpp"
#include "resources.hpp"
#include "terrain_filter.hpp"