create separate code paths for sp idle notification and mp idle notification
although atm they do the same thing
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d6c2594686
4 changed files with 20 additions and 4 deletions
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@ -549,3 +549,10 @@ bool playmp_controller::can_execute_command(const hotkey::hotkey_command& cmd, i
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}
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return res;
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}
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void playmp_controller::do_idle_notification()
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{
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resources::screen->add_chat_message(time(NULL), "Wesnoth", 0,
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"This side is in an idle state. To proceed with the game, the host must assign it to another controller.",
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events::chat_handler::MESSAGE_PUBLIC, false);
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}
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@ -58,6 +58,7 @@ protected:
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virtual void after_human_turn();
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virtual void finish_side_turn();
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virtual void play_network_turn();
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virtual void do_idle_notification();
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void init_turn_data();
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turn_info* turn_data_;
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@ -691,10 +691,7 @@ void playsingle_controller::play_side(const unsigned int side_number, bool save)
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} else if(current_team().is_idle()) {
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try{
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end_turn_enable(false);
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resources::screen->add_chat_message(time(NULL), "Wesnoth", 0,
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"This side is in an idle state. To proceed with the game, the host must assign it to another controller.",
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events::chat_handler::MESSAGE_PUBLIC, false);
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do_idle_notification();
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before_human_turn(save);
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while(1) {
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play_idle_loop();
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@ -917,6 +914,16 @@ void playsingle_controller::play_ai_turn(){
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}
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/**
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* Will handle sending a networked notification in descendent classes.
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*/
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void playsingle_controller::do_idle_notification()
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{
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resources::screen->add_chat_message(time(NULL), "Wesnoth", 0,
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"This side is in an idle state. To proceed with the game, the host must assign it to another controller.",
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events::chat_handler::MESSAGE_PUBLIC, false);
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}
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/**
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* Will handle networked turns in descendent classes.
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*/
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@ -83,6 +83,7 @@ protected:
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virtual hotkey::ACTION_STATE get_action_state(hotkey::HOTKEY_COMMAND command, int index) const;
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void play_ai_turn();
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void play_idle_loop();
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virtual void do_idle_notification();
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virtual void play_network_turn();
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virtual void init_gui();
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void check_time_over();
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