replace playsingle_controller::do_autosaves_
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17afc39e8a
commit
5911ee1950
4 changed files with 5 additions and 8 deletions
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@ -142,6 +142,7 @@ play_controller::play_controller(const config& level, saved_game& state_of_game,
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, linger_(false)
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, it_is_a_new_turn_(level["it_is_a_new_turn"].to_bool(true))
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, init_side_done_(level["init_side_done"].to_bool(false))
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, init_side_done_now_(false)
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, ticks_(ticks)
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, victory_when_enemies_defeated_(level["victory_when_enemies_defeated"].to_bool(true))
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, remove_from_carryover_on_defeat_(level["remove_from_carryover_on_defeat"].to_bool(true))
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@ -381,6 +382,7 @@ void play_controller::do_init_side()
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//In case we might end up calling sync:network during the side turn events,
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//and we don't want do_init_side to be called when a player drops.
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init_side_done_ = true;
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init_side_done_now_ = true;
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const std::string turn_num = str_cast(turn());
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const std::string side_num = str_cast(player_number_);
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@ -282,9 +282,9 @@ protected:
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bool linger_;
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bool it_is_a_new_turn_;
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bool init_side_done_;
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/// whether we did init side in this session ( false = we did init side before we reloaded the game).
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bool init_side_done_now_;
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const int ticks_;
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const std::string& select_victory_music() const;
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const std::string& select_defeat_music() const;
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void set_victory_music_list(const std::string& list);
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@ -83,7 +83,6 @@ playsingle_controller::playsingle_controller(const config& level,
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, end_turn_(END_TURN_NONE)
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, player_type_changed_(false)
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, skip_next_turn_(false)
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, do_autosaves_(false)
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{
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hotkey_handler_.reset(new hotkey_handler(*this, saved_game_)); //upgrade hotkey handler to the sp (whiteboard enabled) version
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@ -266,7 +265,6 @@ void playsingle_controller::play_scenario_main_loop() {
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// Avoid autosaving after loading, but still
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// allow the first turn to have an autosave.
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do_autosaves_ = !loading_game_;
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ai_testing::log_game_start();
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if(gamestate_.board_.teams().empty())
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{
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@ -277,8 +275,6 @@ void playsingle_controller::play_scenario_main_loop() {
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if (is_regular_game_end()) {
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return;
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}
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do_autosaves_ = true;
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} //end for loop
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}
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@ -577,7 +573,7 @@ void playsingle_controller::before_human_turn()
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//TODO: why do we need the next line?
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ai::manager::raise_turn_started();
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if(do_autosaves_ && !is_regular_game_end()) {
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if(init_side_done_now_ && !is_regular_game_end()) {
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update_savegame_snapshot();
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savegame::autosave_savegame save(saved_game_, *gui_, preferences::save_compression_format());
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save.autosave(game_config::disable_autosave, preferences::autosavemax(), preferences::INFINITE_AUTO_SAVES);
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@ -91,7 +91,6 @@ protected:
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END_TURN_STATE end_turn_;
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bool player_type_changed_;
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bool skip_next_turn_;
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bool do_autosaves_;
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void linger();
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void sync_end_turn();
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};
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