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https://github.com/wesnoth/wesnoth
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Get rid of the show_intro() stub procedure, replaced with show_storyscreen().
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709ea04e11
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@ -97,12 +97,6 @@ void set_new_storyscreen(bool enabled)
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LOG_NG << "enabled experimental story/endscreen code\n";
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}
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void show_intro(display &disp, const vconfig& data, const config& level)
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{
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const std::string scenario_name = level["name"];
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show_storyscreen(disp,data,scenario_name);
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}
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void the_end(display &disp, std::string text, unsigned int duration)
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{
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if(use_shadowm_storyscreen) {
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@ -24,23 +24,6 @@ class display;
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#include <string>
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/**
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* Function to show an introduction sequence using story WML.
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* The WML config data has a format similar to:
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* @code
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* [part]
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* id='id'
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* story='story'
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* image='img'
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* [/part]
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* @endcode
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* Where 'id' is a unique identifier, 'story' is text describing the
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* storyline,and 'img' is a background image. Each part of the sequence will
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* be displayed in turn, with the user able to go to the next part, or skip
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* it entirely.
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*/
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void show_intro(display &disp, const vconfig& data, const config& level);
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/**
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* Displays a simple fading screen with any user-provided text.
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* Used after the end of single-player campaigns.
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@ -26,7 +26,6 @@
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#include "foreach.hpp"
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#include "game_end_exceptions.hpp"
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#include "gettext.hpp"
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#include "intro.hpp"
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#include "log.hpp"
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#include "map_label.hpp"
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#include "marked-up_text.hpp"
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@ -36,6 +35,7 @@
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#include "formula_string_utils.hpp"
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#include "events.hpp"
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#include "save_blocker.hpp"
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#include "storyscreen/interface.hpp"
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static lg::log_domain log_engine("engine");
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#define ERR_NG LOG_STREAM(err, log_engine)
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@ -256,7 +256,7 @@ LEVEL_RESULT playsingle_controller::play_scenario(
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if(!skip_replay) {
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foreach (const config &s, story) {
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show_intro(*gui_, vconfig(s, true), level_);
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show_storyscreen(*gui_, vconfig(s, true), level_["name"]);
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}
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}
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gui_->labels().read(level_, game_events::get_state_of_game());
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