16 #ifndef PLAYSINGLE_CONTROLLER_H_INCLUDED
17 #define PLAYSINGLE_CONTROLLER_H_INCLUDED
bool player_type_changed_
virtual void after_human_turn()
virtual void handle_generic_event(const std::string &name)
void update_viewing_player()
TODO: rename this class since it isn't that much related to turns.
virtual void on_not_observer()
And endturn was required eigher by the player, by the ai or by [end_turn].
void enable_replay(bool is_unit_test=false)
gui::floating_textbox textbox_info_
virtual void maybe_linger()
virtual void check_objectives()
virtual void do_idle_notification()
Will handle sending a networked notification in descendent classes.
boost::shared_ptr< config > level
void end_turn_enable(bool enable)
This class stores all the data for a single 'side' (in game nomenclature).
virtual ~playsingle_controller()
virtual void play_side_impl()
playsingle_controller(const config &level, saved_game &state_of_game, const config &game_config, const tdata_cache &tdata, CVideo &video, bool skip_replay)
virtual void play_idle_loop()
virtual void play_network_turn()
Will handle networked turns in descendent classes.
LEVEL_RESULT play_scenario(const config &level)
replay_controller * get_replay_controller()
std::string describe_result() const
void on_replay_end(bool is_unit_test)
void play_scenario_main_loop()
void store_gold(bool obs=false)
Game configuration data as global variables.
reset_gamestate_exception(boost::shared_ptr< config > l, bool s=true)
The turn was not ended yet.
GLuint const GLchar * name
void play_scenario_init()
boost::scoped_ptr< replay_controller > replay_
playturn_network_adapter network_reader_
void set_player_type_changed()
const cursor::setter cursor_setter
bool get_player_type_changed() const
replay_network_sender replay_sender_
A config object defines a single node in a WML file, with access to child nodes.
virtual bool should_return_to_play_side()
virtual void play_human_turn()
GLsizei const GLcharARB ** string
An [end_turn] was added to the replay.