void playsingle_controller::after_human_turn() { team& current_team = teams_[player_number_ - 1]; // add cards if in card mode if (card_mode_) { execute_card_bh(turn(), player_number_); } do_commoner(current_team); // clear access troops gui_->refresh_access_troops(player_number_ - 1, game_display::REFRESH_CLEAR); gui_->refresh_access_heros(player_number_ - 1, game_display::REFRESH_CLEAR); // hide context-menu gui_->hide_context_menu(NULL, true); // Mark the turn as done. browse_ = true; end_turn_record(); end_turn_record_unlock(); menu_handler_.clear_undo_stack(player_number_); if (current_team.uses_fog()) { // needed because currently fog is only recalculated when a hex is /un/covered recalculate_fog(player_number_); } // Clear moves from the GUI. gui_->set_route(NULL); gui_->unhighlight_reach(); }
void playmp_controller::after_human_turn(){ if ( gamestate_.mp_settings().mp_countdown ){ const int action_increment = gamestate_.mp_settings().mp_countdown_action_bonus; const int maxtime = gamestate_.mp_settings().mp_countdown_reservoir_time; int secs = (current_team().countdown_time() / 1000) + gamestate_.mp_settings().mp_countdown_turn_bonus; secs += action_increment * current_team().action_bonus_count(); current_team().set_action_bonus_count(0); secs = (secs > maxtime) ? maxtime : secs; current_team().set_countdown_time(1000 * secs); recorder.add_countdown_update(current_team().countdown_time(),player_number_); } LOG_NG << "playmp::after_human_turn...\n"; end_turn_record(); //ensure that turn_data_ is constructed before it is used. if (turn_data_ == NULL) init_turn_data(); //send one more time to make sure network is up-to-date. playsingle_controller::after_human_turn(); turn_data_->send_data(); if (turn_data_ != NULL){ turn_data_->host_transfer().detach_handler(this); delete turn_data_; turn_data_ = NULL; } }
void playsingle_controller::after_human_turn() { // Mark the turn as done. browse_ = true; end_turn_record(); end_turn_record_unlock(); // Clear moves from the GUI. gui_->set_route(NULL); gui_->unhighlight_reach(); }
void playsingle_controller::after_human_turn(){ browse_ = true; end_turn_record(); end_turn_record_unlock(); menu_handler_.clear_undo_stack(player_number_); if(teams_[player_number_-1].uses_fog()) { // needed because currently fog is only recalculated when a hex is /un/covered recalculate_fog(player_number_); } gui_->set_route(NULL); gui_->unhighlight_reach(); }