60 enum class mp_mode { CONNECT, HOST, LOCAL };
71 TEST_FAIL_LOADING_REPLAY = 3,
72 TEST_FAIL_PLAYING_REPLAY = 4,
74 TEST_FAIL_WML_EXCEPTION = 6,
75 TEST_FAIL_BY_DEFEAT = 7,
76 TEST_PASS_BY_VICTORY = 8,
77 BROKE_STRICT_TEST_PASS = 9,
78 BROKE_STRICT_TEST_FAIL = 10,
79 BROKE_STRICT_TEST_FAIL_BY_DEFEAT = 11,
80 BROKE_STRICT_TEST_PASS_BY_VICTORY = 12,
85 bool init_lua_script();
88 bool play_screenshot_mode();
89 bool play_render_image_mode();
93 bool has_load_data()
const;
95 void set_test(
const std::string&
id);
98 std::string jump_to_campaign_id()
const;
100 bool goto_campaign();
101 bool goto_multiplayer();
105 bool play_multiplayer(
mp_mode mode);
106 bool play_multiplayer_commandline();
107 bool change_language();
109 void launch_game(
reload_mode reload = reload_mode::RELOAD_DATA);
120 void clear_loaded_game();
121 void start_wesnothd();
133 bool start_in_fullscreen_ =
false;
sound::music_muter music_muter_
const hotkey::manager hotkey_manager_
std::string scenario_id
The ID of the scenario within the campaign to jump to.
bool jump_to_multiplayer_
this class is initialized once at game start put all initialization and wipe code in the methods here...
Contains the exception interfaces used to signal completion of a scenario, campaign or turn...
jump_to_campaign_info jump_to_campaign_
std::vector< std::string > test_scenarios_
const commandline_options & opts() const
unit_test_result
Status code after running a unit test, should match the run_wml_tests script and the documentation fo...
font::manager font_manager_
bool skip_story
Whether the story screen should be skipped.
std::optional< savegame::load_game_metadata > load_data_
std::string multiplayer_server_
editor::EXIT_STATUS start_editor()
void select_mp_server(const std::string &server)
std::string screenshot_map_
const preferences::manager prefs_manager_
const commandline_options & cmdline_opts_
sound::music_thinker music_thinker_
const events::event_context main_event_context_
bool jump
Whether the game should immediately start a campaign.
int difficulty
The difficulty at which to launch the campaign.
A config object defines a single node in a WML file, with access to child nodes.
const image::manager image_manager_
std::string campaign_id
The ID of the campaign to launch.