void playsingle_controller::linger()
{
	LOG_NG << "beginning end-of-scenario linger\n";
	browse_ = true;
	linger_ = true;

	// If we need to set the status depending on the completion state
	// the key to it is here.
	gui_->set_game_mode(game_display::LINGER_SP);

	// this is actually for after linger mode is over -- we don't
	// want to stay stuck in linger state when the *next* scenario
	// is over.
	set_completion setter(gamestate_,"running");

	// change the end-turn button text to its alternate label
	gui_->get_theme().refresh_title2("button-endturn", "title2");
	gui_->invalidate_theme();
	gui_->redraw_everything();

	// End all unit moves
	for (unit_map::iterator u = units_.begin(); u != units_.end(); ++u) {
		u->set_user_end_turn(true);
	}

	start_pass_scenario_anim(get_end_level_data().result);

	try {
		// Same logic as single-player human turn, but
		// *not* the same as multiplayer human turn.
		gui_->enable_menu("endturn", true);
		while(!end_turn_) {
			// Reset the team number to make sure we're the right team.
			player_number_ = first_player_;
			play_slice();
			gui_->draw();
		}
	} catch(game::load_game_exception& lge) {
		// Loading a new game is effectively a quit.
		if (lge.game != "") {
			gamestate_ = game_state();
		}
		throw lge;
	}

	if (gui_->pass_scenario_anim_id() != -1) {
		gui_->erase_screen_anim(gui_->pass_scenario_anim_id());
	}

	// revert the end-turn button text to its normal label
	gui_->get_theme().refresh_title2("button-endturn", "title");
	gui_->invalidate_theme();
	gui_->redraw_everything();
	gui_->set_game_mode(game_display::RUNNING);

	LOG_NG << "ending end-of-scenario linger\n";
}
void playsingle_controller::linger()
{
	mouse_handler_.do_right_click(false);

	browse_ = true;
	linger_ = true;

	// If we need to set the status depending on the completion state
	// the key to it is here.
	gui_->set_game_mode(game_display::LINGER_SP);

	// this is actually for after linger mode is over -- we don't
	// want to stay stuck in linger state when the *next* scenario
	// is over.
	set_completion setter(gamestate_,"running");

	// change the end-turn button text to its alternate label
	gui_->redraw_everything();

	// button be reconstruct.
	if (lobby->chat.ready()) {
		refresh_chat_button(*gui_, "misc/network-disconnected.png");
	}

	start_pass_scenario_anim(get_end_level_data().result);

	try {
		// Same logic as single-player human turn, but
		// *not* the same as multiplayer human turn.
		gui_->set_theme_object_active("endturn", true);
		while(!end_turn_) {
			// Reset the team number to make sure we're the right team.
			player_number_ = first_player_;
			play_slice();
			gui_->draw();
		}
	} catch(game::load_game_exception& lge) {
		// Loading a new game is effectively a quit.
		if (lge.game != "") {
			gamestate_ = game_state();
		}
		throw lge;
	}

	if (gui_->pass_scenario_anim_id() != -1) {
		gui_->erase_area_anim(gui_->pass_scenario_anim_id());
	}

	// revert the end-turn button text to its normal label
	gui_->redraw_everything();
	gui_->set_game_mode(game_display::RUNNING);

	LOG_NG << "ending end-of-scenario linger\n";
}
Exemplo n.º 3
0
void playmp_controller::linger()
{
	mouse_handler_.do_right_click(false);

	browse_ = true;
	linger_ = true;
	// If we need to set the status depending on the completion state
	// we're needed here.
	gui_->set_game_mode(game_display::LINGER_MP);

	// this is actually for after linger mode is over -- we don't want to
	// stay stuck in linger state when the *next* scenario is over.
	gamestate_.classification().completion = "running";
	//current_team().set_countdown_time(0);
	//halt and cancel the countdown timer
	reset_countdown();

	set_end_scenario_button();

	if ( get_end_level_data().reveal_map ) {
		// switch to observer viewpoint
		gui_->set_team(0,true);
		gui_->recalculate_minimap();
		gui_->invalidate_all();
		gui_->draw(true,true);
	}
	bool quit;
	start_pass_scenario_anim(get_end_level_data().result);
	do {
		quit = true;
		try {
			// reimplement parts of play_side()
			player_number_ = first_player_;
			init_turn_data();

			play_human_turn();
			after_human_turn();
			release_turn_data();
			LOG_NG << "finished human turn" << std::endl;
		} catch (game::load_game_exception&) {
			LOG_NG << "caught load-game-exception" << std::endl;
			// this should not happen, the option to load a game is disabled
			throw;
		} catch (end_level_exception&) {
			// thrown if the host ends the scenario and let us advance
			// to the next level
			LOG_NG << "caught end-level-exception" << std::endl;
			reset_end_scenario_button();
			throw;
		} catch (end_turn_exception&) {
			// thrown if the host leaves the game (sends [leave_game]), we need
			// to stay in this loop to stay in linger mode, otherwise the game
			// gets aborted
			LOG_NG << "caught end-turn-exception" << std::endl;
			quit = false;
		} catch (network::error&) {
			LOG_NG << "caught network-error-exception" << std::endl;
			quit = false;
		}
	} while (!quit);

	if (gui_->pass_scenario_anim_id() != -1) {
		gui_->erase_area_anim(gui_->pass_scenario_anim_id());
	}

	reset_end_scenario_button();

	LOG_NG << "ending end-of-scenario linger\n";
}