void play_replay(display& disp, game_state& gamestate, const config& game_config, 
	hero_map& heros, hero_map& heros_start, card_map& cards, CVideo& video)
{
	std::string type = gamestate.classification().campaign_type;
	if(type.empty())
		type = "scenario";

	// 'starting_pos' will contain the position we start the game from.
	config starting_pos;

	if (gamestate.starting_pos.empty()){
		// Backwards compatibility code for 1.2 and 1.2.1
		const config &scenario = game_config.find_child(type,"id",gamestate.classification().scenario);
		assert(scenario);
		gamestate.starting_pos = scenario;
	}
	starting_pos = gamestate.starting_pos;

	//for replays, use the variables specified in starting_pos
	if (const config &vars = starting_pos.child("variables")) {
		gamestate.set_variables(vars);
	}

	try {
		// Preserve old label eg. replay
		if (gamestate.classification().label.empty())
			gamestate.classification().label = starting_pos["name"].str();
		//if (gamestate.abbrev.empty())
		//	gamestate.abbrev = (*scenario)["abbrev"];

		play_replay_level(game_config, &starting_pos, video, gamestate, heros, heros_start, cards);

		gamestate.snapshot = config();
		recorder.clear();
		gamestate.replay_data.clear();
		gamestate.start_scenario_ss.str("");
		// gamestate.start_hero_ss.str("");
		gamestate.clear_start_hero_data();

	} catch(game::load_game_failed& e) {
		gui2::show_error_message(disp.video(), _("The game could not be loaded: ") + e.message);
	} catch(game::game_error& e) {
		gui2::show_error_message(disp.video(), _("Error while playing the game: ") + e.message);
	} catch(incorrect_map_format_error& e) {
		gui2::show_error_message(disp.video(), std::string(_("The game map could not be loaded: ")) + e.message);
	} catch(twml_exception& e) {
		e.show(disp);
	}
}
LEVEL_RESULT play_game(display& disp, game_state& gamestate, const config& game_config, hero_map& heros, hero_map& heros_start,
		card_map& cards,
		io_type_t io_type, bool skip_replay)
{
	tent::io_type = io_type;
	std::string type = gamestate.classification().campaign_type;
	if (type.empty()) {
		type = "scenario";
	}

	config const* scenario = NULL;

	// 'starting_pos' will contain the position we start the game from.
	config starting_pos;

	// Do we have any snapshot data?
	// yes => this must be a savegame
	// no  => we are starting a fresh scenario
	if (!gamestate.snapshot["runtime"].to_bool() || !recorder.at_end()) {
		gamestate.classification().completion = "running";
		// Campaign or Multiplayer?
		// If the gamestate already contains a starting_pos,
		// then we are starting a fresh multiplayer game.
		// Otherwise this is the start of a campaign scenario.
		if (gamestate.starting_pos["id"].empty() == false) {
			starting_pos = gamestate.starting_pos;
			scenario = &starting_pos;
		} else {
			// reload of the scenario, as starting_pos contains carryover information only
			scenario = &load_campagin_scenario(gamestate.classification().campaign, gamestate.classification().scenario, type);
			VALIDATE(!scenario->empty(), std::string("play_game, cannot load scenario id = ") + gamestate.classification().scenario + " in game_config!");
			gamestate.starting_pos = *scenario;
			starting_pos = gamestate.starting_pos;
			scenario = &starting_pos;
		}
	} else {
		// This game was started from a savegame
		starting_pos = gamestate.starting_pos;
		scenario = &gamestate.snapshot;
		// When starting wesnoth --multiplayer there might be
		// no variables which leads to a segfault
		if (const config &vars = gamestate.snapshot.child("variables")) {
			gamestate.set_variables(vars);
		}
		gamestate.set_menu_items(gamestate.snapshot.child_range("menu_item"));
		// Replace game label with that from snapshot
		if (!gamestate.snapshot["label"].empty()){
			gamestate.classification().label = gamestate.snapshot["label"].str();
		}
	}

	bool fog = scenario->get("fog")->to_bool();
	bool shroud = scenario->get("shroud")->to_bool();

	while (scenario != NULL) {
		// If we are a multiplayer client, tweak the controllers
		if (io_type == IO_CLIENT) {
			if (scenario != &starting_pos) {
				starting_pos = *scenario;
				scenario = &starting_pos;
			}
		}

		config::const_child_itors story = scenario->child_range("story");
		gamestate.classification().next_scenario = (*scenario)["next_scenario"].str();

		bool save_game_after_scenario = true;

		LEVEL_RESULT res = VICTORY;
		end_level_data end_level;

		try {
			// Preserve old label eg. replay
			if (gamestate.classification().label.empty()) {
				t_string tstr = (*scenario)["name"];
				if (gamestate.classification().abbrev.empty()) {
					gamestate.classification().label = tstr;
					gamestate.classification().original_label = tstr.base_str();
				} else {
					gamestate.classification().label = std::string(gamestate.classification().abbrev);
					gamestate.classification().label.append("-");
					gamestate.classification().original_label = gamestate.classification().label;
					gamestate.classification().label.append(tstr);
					gamestate.classification().original_label.append(tstr.base_str());
				}
			}

			// If the entire scenario should be randomly generated
			if ((*scenario)["scenario_generation"] != "") {
				const cursor::setter cursor_setter(cursor::WAIT);

				static config scenario2;
				scenario2 = random_generate_scenario((*scenario)["scenario_generation"], scenario->child("generator"));
				//level_ = scenario;
				//merge carryover information into the newly generated scenario
				config temp(scenario2);
				gamestate.starting_pos = temp;
				scenario = &scenario2;
			}
			std::string map_data = (*scenario)["map_data"];
			if(map_data.empty() && (*scenario)["map"] != "") {
				map_data = read_map((*scenario)["map"]);
			}

			// If the map should be randomly generated
			if(map_data.empty() && (*scenario)["map_generation"] != "") {
				const cursor::setter cursor_setter(cursor::WAIT);
				map_data = random_generate_map((*scenario)["map_generation"],scenario->child("generator"));

				// Since we've had to generate the map,
				// make sure that when we save the game,
				// it will not ask for the map to be generated again on reload
				static config new_level;
				new_level = *scenario;
				new_level["map_data"] = map_data;
				scenario = &new_level;

				//merge carryover information into the scenario
				config temp(new_level);
				gamestate.starting_pos = temp;
			}

			sound::empty_playlist();

			//add the variables to the starting_pos unless they are already there
			const config &wmlvars = gamestate.starting_pos.child("variables");
			if (!wmlvars || wmlvars.empty()){
				gamestate.starting_pos.clear_children("variables");
				gamestate.starting_pos.add_child("variables", gamestate.get_variables());
			}

			switch (io_type){
			case IO_NONE:
				res = playsingle_scenario(game_config, scenario, disp, gamestate, heros, heros_start, cards, story, skip_replay, end_level);
				break;
			case IO_SERVER:
			case IO_CLIENT:
				res = playmp_scenario(game_config, scenario, disp, gamestate, heros, heros_start, cards, story, skip_replay, io_type, end_level);
				break;
			}
		} catch(game::load_game_failed& e) {
			gui2::show_error_message(disp.video(), _("The game could not be loaded: ") + e.message);
			return QUIT;
		} catch(game::game_error& e) {
			gui2::show_error_message(disp.video(), _("Error while playing the game: ") + e.message);
			return QUIT;
		} catch(incorrect_map_format_error& e) {
			gui2::show_error_message(disp.video(), std::string(_("The game map could not be loaded: ")) + e.message);
			return QUIT;
		} catch(config::error& e) {
			std::cerr << "caught config::error...\n";
			gui2::show_error_message(disp.video(), _("Error while reading the WML: ") + e.message);
			return QUIT;
		} catch(twml_exception& e) {
			e.show(disp);
			return QUIT;
		}


		// Save-management options fire on game end.
		// This means: (a) we have a victory, or
		// or (b) we're multiplayer live, in which
		// case defeat is also game end.  Someday,
		// if MP campaigns ever work again, we might
		// need to change this test.
		if (res == VICTORY || (io_type != IO_NONE && res == DEFEAT)) {
			if (preferences::delete_saves()) {
				savegame::manager::clean_saves(gamestate.classification().label);
			}
		}

		recorder.clear();
		gamestate.replay_data.clear();
		gamestate.start_scenario_ss.str("");
		gamestate.clear_start_hero_data();

		// On DEFEAT, QUIT, or OBSERVER_END, we're done now
		if (res != VICTORY) {
			if (res != OBSERVER_END || gamestate.classification().next_scenario.empty()) {
				gamestate.snapshot = config();
				return res;
			}

			const int dlg_res = gui2::show_message(disp.video(), _("Game Over"),
				_("This scenario has ended. Do you want to continue the campaign?"),
				gui2::tmessage::yes_no_buttons);

			if (dlg_res == gui2::twindow::CANCEL) {
				gamestate.snapshot = config();
				return res;
			}
		}

		// Continue without saving is like a victory,
		// but the save game dialog isn't displayed
		if (!end_level.prescenario_save) {
			save_game_after_scenario = false;
		}

		// Switch to the next scenario.
		gamestate.classification().scenario = gamestate.classification().next_scenario;
		gamestate.rng().rotate_random();
		// gamestate.rng().seed_random(rand(), 0);

		scenario = NULL;
		if (io_type == IO_NONE) {
			scenario = &load_campagin_scenario(gamestate.classification().campaign, gamestate.classification().scenario, type);
			if (scenario->empty()) {
				scenario = NULL;
			} else{
				starting_pos = *scenario;
				starting_pos["fog"] = fog;
				starting_pos["shroud"] = shroud;
				scenario = &starting_pos;
			}
		}

		if (scenario != NULL) {
			// to single-player campaign, there are multi-secenario, 
			// set this result to next start hero data
			heros.reset_to_unstage();
			heros_start = heros;

			loadscreen::global_loadscreen_manager* loadscreen_manager = loadscreen::global_loadscreen_manager::get();
			if (loadscreen_manager) {
				loadscreen_manager->reset();
			}
			// Update the label
			// std::string oldlabel = gamestate.classification().label;
			t_string scenario_name = (*scenario)["name"];
			if (gamestate.classification().abbrev.empty()) {
				gamestate.classification().label = scenario_name;
				gamestate.classification().original_label = scenario_name.base_str();
			} else {
				gamestate.classification().label = std::string(gamestate.classification().abbrev);
				gamestate.classification().label.append("-");
				gamestate.classification().original_label = gamestate.classification().label;
				gamestate.classification().label.append(scenario_name);
				gamestate.classification().original_label.append(scenario_name.base_str());
			}

			// If this isn't the last scenario, then save the game
			if (save_game_after_scenario) {

				// For multiplayer, we want the save
				// to contain the starting position.
				// For campaigns however, this is the
				// start-of-scenario save and the
				// starting position needs to be empty,
				// to force a reload of the scenario config.
				if (gamestate.classification().campaign_type != "multiplayer"){
					gamestate.starting_pos = config();
				}

				//add the variables to the starting position
				gamestate.starting_pos.add_child("variables", gamestate.get_variables());

				savegame::scenariostart_savegame save(heros, heros_start, gamestate);

				save.save_game_automatic(disp.video());
			}

			if (gamestate.classification().campaign_type != "multiplayer"){
				gamestate.starting_pos = *scenario;
				//add the variables to the starting position
				gamestate.starting_pos.add_child("variables", gamestate.get_variables());
			}
			gamestate.start_scenario_ss.str("");
		}
		gamestate.snapshot = config();
	}

	if (!gamestate.classification().scenario.empty() && gamestate.classification().scenario != "null") {
		std::string message = _("Unknown scenario: '$scenario|'");
		utils::string_map symbols;
		symbols["scenario"] = gamestate.classification().scenario;
		message = utils::interpolate_variables_into_string(message, &symbols);
		gui2::show_error_message(disp.video(), message);
		return QUIT;
	}

	if (gamestate.classification().campaign_type == "scenario"){
		if (preferences::delete_saves()) {
			savegame::manager::clean_saves(gamestate.classification().label);
		}
	}
	return VICTORY;
}