16 #ifndef PLAYMP_CONTROLLER_H_INCLUDED
17 #define PLAYMP_CONTROLLER_H_INCLUDED
bool is_networked_mp() const override
void send_to_wesnothd(const config &cfg, const std::string &packet_type="unknown") const override
virtual void play_linger_turn()
TODO: rename this class since it isn't that much related to turns.
void reset_end_scenario_button()
virtual ~playmp_controller()
void process_network_data()
virtual void play_side_impl()
void wait_for_upload()
Wait for the host to upload the next scenario.
bool network_processing_stopped_
virtual void play_human_turn()
void pull_remote_choice()
virtual void do_idle_notification()
Will handle sending a networked notification in descendent classes.
mp_campaign_info * mp_info_
virtual void play_idle_loop()
void process_oos(const std::string &err_msg) const
Asks the user whether to continue on an OOS error.
Game configuration data as global variables.
void set_end_scenario_button()
GLuint const GLchar * name
virtual void on_not_observer()
virtual void after_human_turn()
playmp_controller(const config &level, saved_game &state_of_game, const config &game_config, const tdata_cache &tdata, CVideo &video, mp_campaign_info *mp_info)
virtual void handle_generic_event(const std::string &name)
A config object defines a single node in a WML file, with access to child nodes.
virtual void play_network_turn()
Will handle networked turns in descendent classes.
GLsizei const GLcharARB ** string
bool recieve_from_wesnothd(config &cfg) const override