46 const char *
what() const noexcept {
return "return_to_play_side_exception"; }
54 ,
public std::exception
63 const char *
what() const noexcept {
return "quit_game_exception"; }
102 config to_config_full()
const;
#define IMPLEMENT_LUA_JAILBREAK_EXCEPTION(type)
Helper macro for classes deriving from lua_jailbreak_exception.
Exception used to escape form the ai or ui code to playsingle_controller::play_side.
bool prescenario_save
Should a prescenario be created the next game?
const char * what() const noexcept
bool replay_save
Should a replay save be made?
bool reveal_map
Should we reveal map when game is ended? (Multiplayer only)
void write(std::ostream &out, const configr_of &cfg, unsigned int level)
void throw_quit_game_exception()
bool linger_mode
Should linger mode be invoked?
std::string test_result
result to use if this is a unit test
void read(config &cfg, std::istream &in, abstract_validator *validator)
const char * what() const noexcept
bool carryover_report
Should a summary of the scenario outcome be displayed?
The non-persistent part of end_level_data.
return_to_play_side_exception()
bool proceed_to_next_level
whether to proceed to the next scenario, equals is_victory in sp.
Additional information on the game outcome which can be provided by WML.
A config object defines a single node in a WML file, with access to child nodes.
Base class for exceptions that want to be thrown 'through' lua.