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create "fight_on_without_leader" field of [side]
this field is intended to allow battles to continue after the death of a leader if a side has this flag enabled and any units alive, they will be considered to have a leader regardless of canrecruit.
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@ -48,7 +48,8 @@ const int team::default_team_gold_ = 100;
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// Update this list of attributes if you change what is used to define a side
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// (excluding those attributes used to define the side's leader).
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const char * const team::attributes[] = {
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"ai_config", "color", "controller", "current_player", "flag",
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"ai_config", "color", "controller", "current_player",
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"fight_on_without_leader", "flag",
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"flag_icon", "fog", "fog_data", "gold", "hidden", "income",
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"no_leader", "objectives", "objectives_changed", "persistent", "lost",
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"recall_cost", "recruit", "save_id", "scroll_to_leader",
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@ -101,6 +102,7 @@ team::team_info::team_info() :
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allow_player(false),
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chose_random(false),
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no_leader(true),
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fight_on_without_leader(false),
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hidden(true),
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no_turn_confirmation(false),
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color(),
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@ -131,6 +133,7 @@ void team::team_info::read(const config &cfg)
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allow_player = cfg["allow_player"].to_bool(true);
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chose_random = cfg["chose_random"].to_bool(false);
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no_leader = cfg["no_leader"].to_bool();
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fight_on_without_leader = cfg["fight_on_without_leader"].to_bool(false);
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hidden = cfg["hidden"].to_bool();
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no_turn_confirmation = cfg["suppress_end_turn_confirmation"].to_bool();
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side = cfg["side"].to_int(1);
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@ -257,6 +260,7 @@ void team::team_info::write(config& cfg) const
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cfg["allow_player"] = allow_player;
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cfg["chose_random"] = chose_random;
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cfg["no_leader"] = no_leader;
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cfg["fight_on_without_leader"] = fight_on_without_leader;
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cfg["hidden"] = hidden;
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cfg["suppress_end_turn_confirmation"] = no_turn_confirmation;
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cfg["scroll_to_leader"] = scroll_to_leader;
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@ -104,6 +104,7 @@ private:
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bool allow_player;
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bool chose_random;
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bool no_leader;
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bool fight_on_without_leader;
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bool hidden;
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bool no_turn_confirmation; // Can suppress confirmations when ending a turn.
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@ -264,6 +265,7 @@ public:
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void set_auto_shroud_updates(bool value) { auto_shroud_updates_ = value; }
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bool get_disallow_observers() const {return info_.disallow_observers; }
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bool no_leader() const { return info_.no_leader; }
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bool fight_on_without_leader() const { return info_.fight_on_without_leader; }
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void have_leader(bool value=true) { info_.no_leader = !value; }
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bool hidden() const { return info_.hidden; }
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void set_hidden(bool value) { info_.hidden=value; }
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