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/*! \file controls.h
Controlling units (which is graudally moved to vehicletype.cpp and unitctrl.cpp );
Resource networks
Things that are run when starting and ending someones turn
*/
/*
This file is part of Advanced Strategic Command; http://www.asc-hq.de
Copyright (C) 1994-1999 Martin Bickel and Marc Schellenberger
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; see the file COPYING. If not, write to the
Free Software Foundation, Inc., 59 Temple Place, Suite 330,
Boston, MA 02111-1307 USA
*/
#if defined(karteneditor)
# error the mapeditor should not need to use turncontrol.h !
#endif
#ifndef turncontrolH
#define turncontrolH
#include "ascstring.h"
class Player;
class GameMap;
/*! Ends the turn of the current player and runs AI until a player is human again
\param playerView -2 = detect automatically; -1 = don't display anything; 0-7 = this player is watching
*/
extern void next_turn ( int playerView = -2 );
//! checks if the current player has terminated another player or even won
extern void checkforvictory ( );
//! continues a PBeM game; the current map is deleted
extern bool continuenetworkgame ( bool mostRecent = false );
extern bool continuenetworkgame ( const ASCString& filename );
//! 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
extern void checkUsedASCVersions( Player& currentPlayer );
extern int findNextPlayer( const GameMap* actmap );
//! skips the next player. This is for administrative use, for example if a player does not react
extern void skipTurn( GameMap* gamemap );
#endif
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