Synchronizes the if-constructs of trunk to those of 1.2

(so Soliton can sleep relaxed again ;-)
This commit is contained in:
Jörg Hinrichs 2007-02-07 23:06:39 +00:00
parent 3defcccd89
commit fc6f835cab

View file

@ -201,36 +201,33 @@ bool game::take_side(network::connection player, const config& cfg)
}
//if we get here we couldn't find a side to take
return false;
} else { //else take the current side
}
//else take the current side
if (player == owner_ && started_ && !cfg["controller"].empty()) {
//if the owner have transfer side to an ai or an human in game
//fake a "change_controller" command so other player update controller name
if (player == owner_ && started_ && !cfg["controller"].empty()) {
config fake;
config& change = fake.add_child("change_controller");
change["side"] = side;
change["player"] = cfg["name"];
change["controller"] = "network";
send_data(fake, owner_); //send change to all except owner
//send a server message displaying new controller name
send_data(construct_server_message(cfg["name"] + " takes control of side " + side));
config fake;
config& change = fake.add_child("change_controller");
change["side"] = side;
change["player"] = cfg["name"];
change["controller"] = "network";
send_data(fake, owner_); //send change to all except owner
//send a server message displaying new controller name
send_data(construct_server_message(cfg["name"] + " takes control of side " + side));
//update level_ so observer who join display the good player name
config::child_itors it = level_.child_range("side");
it.first += side_index;
wassert(it.first != it.second);
(**it.first)["current_player"] = cfg["name"];
//update level_ so observer who join display the good player name
config::child_itors it = level_.child_range("side");
it.first += side_index;
wassert(it.first != it.second);
(**it.first)["current_player"] = cfg["name"];
side_controllers_[side_index] = cfg["controller"];
} else {
side_controllers_[side_index] = "network";
}
sides_.insert(std::pair<network::connection, size_t>(player, side_index));
sides_taken_[side_index] = true;
network::queue_data(cfg, owner_);
return true;
}
return false;
side_controllers_[side_index] = cfg["controller"];
} else
side_controllers_[side_index] = "network";
sides_.insert(std::pair<network::connection, size_t>(player, side_index));
sides_taken_[side_index] = true;
network::queue_data(cfg, owner_);
return true;
}
void game::update_side_data()