Advanced Strategic Command
Classes | Macros | Functions
turncontrol.h File Reference
#include "ascstring.h"
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Classes

class  NextTurnStrategy
 describes the behavier that next_turn() shall do when it finds out that the current player is the last one available More...
 
class  NextTurnStrategy_AskUser
 
class  NextTurnStrategy_Abort
 
class  AbstractPlayerProcessing
 

Macros

#define turncontrolH
 

Functions

void next_turn (GameMap *gameMap, const NextTurnStrategy &nextTurnStrategy, MapDisplayInterface *display, int playerView=-2)
 
void checkforvictory (GameMap *gamemap, bool hasTurnControl)
 checks if the current player has terminated another player or even won More...
 
GameMapcontinueNetworkGame (bool mostRecent=false)
 continues a PBeM game; the current map is deleted More...
 
GameMapcontinueNetworkGame (const ASCString &filename)
 
void checkUsedASCVersions (Player &currentPlayer)
 this checks if one player has been using a new ASC version than the current player. If this is the case, the current player is notified and asked to upgrade More...
 
int findNextPlayer (GameMap *actmap, AbstractPlayerProcessing *playerProcessor=NULL)
 
void skipTurn (GameMap *gamemap)
 skips the next player. This is for administrative use, for example if a player does not react More...
 

Macro Definition Documentation

#define turncontrolH

Definition at line 33 of file turncontrol.h.

Function Documentation

void checkforvictory ( GameMap gamemap,
bool  hasTurnControl 
)
void checkUsedASCVersions ( Player currentPlayer)

this checks if one player has been using a new ASC version than the current player. If this is the case, the current player is notified and asked to upgrade

Definition at line 303 of file turncontrol.cpp.

References GameMap::actplayer, Player::ASCversion, Player::exist(), Player::getName(), getNumericVersion(), Player::getParentMap(), and GameMap::player.

Referenced by hookGuiToMap().

GameMap* continueNetworkGame ( bool  mostRecent = false)
GameMap* continueNetworkGame ( const ASCString filename)
int findNextPlayer ( GameMap actmap,
AbstractPlayerProcessing playerProcessor = NULL 
)
void next_turn ( GameMap gameMap,
const NextTurnStrategy nextTurnStrategy,
MapDisplayInterface display,
int  playerView = -2 
)
void skipTurn ( GameMap gamemap)

skips the next player. This is for administrative use, for example if a player does not react

Definition at line 292 of file turncontrol.cpp.

References GameMap::actplayer, GameMap::beginTurn(), GameMap::endTurn(), and iterateToNextPlayer().

Referenced by networksupervisor().