47 const char *
what() const noexcept {
return "return_to_play_side_exception"; }
55 ,
public std::exception
65 const char *
what() const noexcept {
return "quit_game_exception"; }
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.
void store() const noexcept
Stores a copy the current exception to be rethrown.
const char * what() const noexcept
Exception used to escape form the ai or ui code to playsingle_controller::play_side.
return_to_play_side_exception()
const char * what() const noexcept
void throw_quit_game_exception()
#define IMPLEMENT_LUA_JAILBREAK_EXCEPTION(type)
Helper macro for classes deriving from lua_jailbreak_exception.
Additional information on the game outcome which can be provided by WML.
void read(const config &cfg)
bool prescenario_save
Should a prescenario be created the next game?
void write(config &cfg) const
bool replay_save
Should a replay save be made?
bool proceed_to_next_level
whether to proceed to the next scenario, equals is_victory in sp.
std::string test_result
result to use if this is a unit test
config to_config_full() const
Includes the transient data.
The non-persistent part of end_level_data.
bool carryover_report
Should a summary of the scenario outcome be displayed?
bool linger_mode
Should linger mode be invoked?
bool reveal_map
Should we reveal map when game is ended? (Multiplayer only)
void write(config &cfg) const