72 , next_underlying_unit_id_()
81 carryover* get_side(
const std::string& save_id);
82 std::vector<carryover>& get_all_sides();
83 void add_side(
const config& cfg);
84 void add_side(
const team&
t,
const int gold,
const bool add);
85 void remove_side(
const std::string&
id);
87 void transfer_all_to(
config& side_cfg);
const config & get_variables() const
const std::string & get_save_id() const
randomness::mt_rng & rng()
void transfer_all_recalls_to(config &side_cfg)
Definitions for the interface to Wesnoth Markup Language (WML).
std::set< std::string > previous_recruits_
int next_underlying_unit_id_
This class stores all the data for a single 'side' (in game nomenclature).
const randomness::mt_rng & rng() const
std::vector< config > recall_list_
std::vector< config > wml_menu_items_
void erase(const std::string &key)
void transfer_all_gold_to(config &side_cfg)
std::vector< carryover > carryover_sides_
std::string current_player_
std::string next_scenario_
the scenario coming next (for campaigns)
const std::string & next_scenario() const
const std::string to_string()
std::string get_recruits(bool erase=false)
void transfer_all_recruits_to(config &side_cfg)
void set_variables(const config &vars)
void to_config(config &cfg)
A config object defines a single node in a WML file, with access to child nodes.