made proper music player in multiplayer.
Made it so when it's not your turn, all your units have red orbs
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2243d0f0f3
commit
918ab1f758
3 changed files with 8 additions and 8 deletions
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@ -992,9 +992,9 @@ void display::draw_tile(int x, int y, SDL_Surface* unit_image,
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energy_file = "ally-energy.png";
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}
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} else {
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if(unit_move == unit_total_move) {
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if(activeTeam_ == currentTeam_ && unit_move == unit_total_move) {
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energy_file = "unmoved-energy.png";
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} else if(unit_can_move(loc,units_,map_,teams_)) {
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} else if(activeTeam_ == currentTeam_ && unit_can_move(loc,units_,map_,teams_)) {
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energy_file = "partmoved-energy.png";
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} else {
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energy_file = "moved-energy.png";
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@ -680,12 +680,11 @@ int play_multiplayer(display& disp, game_data& units_data, config cfg,
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if(combo_race[n].process(mousex,mousey,left_button))
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{
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std::map<std::string,std::string>& values =
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possible_sides[combo_race[n].selected()]->values;
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sides[n]->values["name"] = values["name"];
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sides[n]->values["type"] = values["type"];
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sides[n]->values["recruit"] = values["recruit"];
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sides[n]->values["recruitment_pattern"] = values["recruitment_pattern"];
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const string_map& values = possible_sides[combo_race[n].selected()]->values;
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for(string_map::const_iterator i = values.begin(); i != values.end(); ++i) {
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(*sides[n])[i->first] = i->second;
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}
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}
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if(combo_team[n].process(mousex,mousey,left_button))
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@ -220,6 +220,7 @@ LEVEL_RESULT play_level(game_data& gameinfo, config& terrain_config,
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}
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if(!replaying && team_it->music().empty() == false) {
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std::cerr << "playing music: '" << team_it->music() << "'\n";
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sound::play_music(team_it->music());
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}
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