remove unneeded indention block

This commit is contained in:
gfgtdf 2015-03-01 15:40:24 +01:00
parent 641d59e4bc
commit 95068fe2b1

View file

@ -24,6 +24,7 @@
#include "ai/manager.hpp"
#include "ai/game_info.hpp"
#include "ai/testing.hpp"
#include "config_assign.hpp"
#include "dialogs.hpp"
#include "display_chat_manager.hpp"
#include "game_end_exceptions.hpp"
@ -349,105 +350,101 @@ LEVEL_RESULT playsingle_controller::play_scenario(
LOG_NG << "entering try... " << (SDL_GetTicks() - ticks_) << "\n";
try {
play_scenario_init();
//FIXME: This ignores QUITs during play_scenario_init()
if (!is_regular_game_end() && !linger_) {
play_scenario_main_loop();
}
if (game_config::exit_at_end) {
exit(0);
}
if (!is_regular_game_end()) {
return QUIT;
}
const bool is_victory = get_end_level_data_const().is_victory;
{
if (game_config::exit_at_end) {
exit(0);
}
if (!is_regular_game_end()) {
return QUIT;
}
const bool is_victory = get_end_level_data_const().is_victory;
if(this->gamestate_.gamedata_.phase() <= game_data::PRESTART) {
sdl::draw_solid_tinted_rectangle(
0, 0, gui_->video().getx(), gui_->video().gety(), 0, 0, 0, 1.0,
gui_->video().getSurface()
if(this->gamestate_.gamedata_.phase() <= game_data::PRESTART) {
sdl::draw_solid_tinted_rectangle(
0, 0, gui_->video().getx(), gui_->video().gety(), 0, 0, 0, 1.0,
gui_->video().getSurface()
);
update_rect(0, 0, gui_->video().getx(), gui_->video().gety());
}
update_rect(0, 0, gui_->video().getx(), gui_->video().gety());
}
ai_testing::log_game_end();
ai_testing::log_game_end();
const end_level_data& end_level = get_end_level_data_const();
if (!end_level.transient.custom_endlevel_music.empty()) {
if (!is_victory) {
set_defeat_music_list(end_level.transient.custom_endlevel_music);
} else {
set_victory_music_list(end_level.transient.custom_endlevel_music);
}
const end_level_data& end_level = get_end_level_data_const();
if (!end_level.transient.custom_endlevel_music.empty()) {
if (!is_victory) {
set_defeat_music_list(end_level.transient.custom_endlevel_music);
} else {
set_victory_music_list(end_level.transient.custom_endlevel_music);
}
}
if (gamestate_.board_.teams().empty())
{
//store persistent teams
saved_game_.set_snapshot(config());
if (gamestate_.board_.teams().empty())
{
//store persistent teams
saved_game_.set_snapshot(config());
return VICTORY; // this is probably only a story scenario, i.e. has its endlevel in the prestart event
}
if(linger_) {
LOG_NG << "resuming from loaded linger state...\n";
//as carryover information is stored in the snapshot, we have to re-store it after loading a linger state
saved_game_.set_snapshot(config());
if(!is_observer()) {
persist_.end_transaction();
}
return VICTORY;
}
if(is_observer()) {
gui2::show_transient_message(gui_->video(), _("Game Over"), _("The game is over."));
return OBSERVER_END;
}
// If we're a player, and the result is victory/defeat, then send
// a message to notify the server of the reason for the game ending.
{
config cfg;
config& info = cfg.add_child("info");
info["type"] = "termination";
info["condition"] = "game over";
info["result"] = is_victory ? "victory" : "defeat";
network::send_data(cfg, 0);
}
if (!is_victory)
{
pump().fire("defeat");
const std::string& defeat_music = select_defeat_music();
if(defeat_music.empty() != true)
sound::play_music_once(defeat_music);
return VICTORY; // this is probably only a story scenario, i.e. has its endlevel in the prestart event
}
if(linger_) {
LOG_NG << "resuming from loaded linger state...\n";
//as carryover information is stored in the snapshot, we have to re-store it after loading a linger state
saved_game_.set_snapshot(config());
if(!is_observer()) {
persist_.end_transaction();
return DEFEAT;
}
else
{
pump().fire("victory");
return VICTORY;
}
if(is_observer()) {
gui2::show_transient_message(gui_->video(), _("Game Over"), _("The game is over."));
return OBSERVER_END;
}
// If we're a player, and the result is victory/defeat, then send
// a message to notify the server of the reason for the game ending.
network::send_data(config_of
("info", config_of
("type", "termination")
("condition", "game over")
("result", is_victory ? "victory" : "defeat")
));
if (!is_victory)
{
pump().fire("defeat");
//
// Play victory music once all victory events
// are finished, if we aren't observers.
//
// Some scenario authors may use 'continue'
// result for something that is not story-wise
// a victory, so let them use [music] tags
// instead should they want special music.
//
if (end_level.transient.linger_mode) {
const std::string& victory_music = select_victory_music();
if(victory_music.empty() != true)
sound::play_music_once(victory_music);
}
const std::string& defeat_music = select_defeat_music();
if(defeat_music.empty() != true)
sound::play_music_once(defeat_music);
persist_.end_transaction();
return DEFEAT;
}
else
{
pump().fire("victory");
LOG_NG << "Healing survived units\n";
gamestate_.board_.heal_all_survivors();
saved_game_.remove_snapshot();
persist_.end_transaction();
return VICTORY;
//
// Play victory music once all victory events
// are finished, if we aren't observers.
//
// Some scenario authors may use 'continue'
// result for something that is not story-wise
// a victory, so let them use [music] tags
// instead should they want special music.
//
if (end_level.transient.linger_mode) {
const std::string& victory_music = select_victory_music();
if(victory_music.empty() != true)
sound::play_music_once(victory_music);
}
} //end block
LOG_NG << "Healing survived units\n";
gamestate_.board_.heal_all_survivors();
saved_game_.remove_snapshot();
persist_.end_transaction();
return VICTORY;
}
} catch(const game::load_game_exception &) {
// Loading a new game is effectively a quit.
//