mirror of
https://github.com/wesnoth/wesnoth
synced 2025-05-21 01:25:52 +00:00
remove unnecessary arguments
All of before_human_turn, play_side, play_turn had an argument "bool save". The only use of this was by the playsingle controller to determine whether or not to save an autosave -- it was controlled in a single place by a single for loop in play_scenario. Instead of polluting all of these functions, including play_controller, and replay_controller, with arguments that they ignore, save was replaced with a member variable of playsingle_controller. This is a strict refactor in terms of behavior.
This commit is contained in:
parent
19b381b560
commit
15e81134fb
@ -112,7 +112,7 @@ public:
|
||||
|
||||
void maybe_do_init_side(bool is_replay = false, bool only_visual = false);
|
||||
void do_init_side(bool is_replay = false, bool only_visual = false);
|
||||
virtual void play_side(bool save) = 0;
|
||||
virtual void play_side() = 0;
|
||||
|
||||
virtual void force_end_turn() = 0;
|
||||
virtual void force_end_level(LEVEL_RESULT res) = 0;
|
||||
|
@ -92,7 +92,7 @@ void playmp_controller::stop_network(){
|
||||
LOG_NG << "network processing stopped";
|
||||
}
|
||||
|
||||
void playmp_controller::play_side(bool save)
|
||||
void playmp_controller::play_side()
|
||||
{
|
||||
utils::string_map player;
|
||||
player["name"] = current_team().current_player();
|
||||
@ -101,12 +101,12 @@ void playmp_controller::play_side(bool save)
|
||||
gui_->send_notification(_("Turn changed"), turn_notification_msg);
|
||||
|
||||
// Proceed with the parent function.
|
||||
playsingle_controller::play_side(save);
|
||||
playsingle_controller::play_side();
|
||||
}
|
||||
|
||||
void playmp_controller::before_human_turn(bool save){
|
||||
void playmp_controller::before_human_turn(){
|
||||
LOG_NG << "playmp::before_human_turn...\n";
|
||||
playsingle_controller::before_human_turn(save);
|
||||
playsingle_controller::before_human_turn();
|
||||
turn_data_.send_data();
|
||||
|
||||
}
|
||||
|
@ -48,8 +48,8 @@ protected:
|
||||
virtual void stop_network();
|
||||
virtual bool can_execute_command(const hotkey::hotkey_command& command, int index=-1) const;
|
||||
|
||||
virtual void play_side(bool save);
|
||||
virtual void before_human_turn(bool save);
|
||||
virtual void play_side();
|
||||
virtual void before_human_turn();
|
||||
virtual void play_human_turn();
|
||||
virtual void after_human_turn();
|
||||
virtual void finish_side_turn();
|
||||
|
@ -448,13 +448,12 @@ LEVEL_RESULT playsingle_controller::play_scenario(
|
||||
|
||||
// Avoid autosaving after loading, but still
|
||||
// allow the first turn to have an autosave.
|
||||
bool save = !loading_game_;
|
||||
do_autosaves_ = !loading_game_;
|
||||
ai_testing::log_game_start();
|
||||
for(; ; first_player_ = 1) {
|
||||
play_turn(save);
|
||||
save = true;
|
||||
play_turn();
|
||||
do_autosaves_ = true;
|
||||
} //end for loop
|
||||
|
||||
} catch(const game::load_game_exception &) {
|
||||
// Loading a new game is effectively a quit.
|
||||
//
|
||||
@ -598,7 +597,7 @@ LEVEL_RESULT playsingle_controller::play_scenario(
|
||||
return QUIT;
|
||||
}
|
||||
|
||||
void playsingle_controller::play_turn(bool save)
|
||||
void playsingle_controller::play_turn()
|
||||
{
|
||||
resources::whiteboard->on_gamestate_change();
|
||||
gui_->new_turn();
|
||||
@ -633,7 +632,7 @@ void playsingle_controller::play_turn(bool save)
|
||||
LOG_NG << "result of replay: " << (replaying_?"true":"false") << "\n";
|
||||
} else {
|
||||
ai_testing::log_turn_start(player_number_);
|
||||
play_side(save);
|
||||
play_side();
|
||||
}
|
||||
|
||||
finish_side_turn();
|
||||
@ -670,12 +669,12 @@ void playsingle_controller::play_idle_loop()
|
||||
}
|
||||
}
|
||||
|
||||
void playsingle_controller::play_side(bool save)
|
||||
void playsingle_controller::play_side()
|
||||
{
|
||||
//check for team-specific items in the scenario
|
||||
gui_->parse_team_overlays();
|
||||
|
||||
maybe_do_init_side(save);
|
||||
maybe_do_init_side(do_autosaves_);
|
||||
|
||||
//flag used when we fallback from ai and give temporarily control to human
|
||||
bool temporary_human = false;
|
||||
@ -696,7 +695,7 @@ void playsingle_controller::play_side(bool save)
|
||||
if (side_units(player_number_) != 0
|
||||
|| (resources::units->size() == 0 && player_number_ == 1))
|
||||
{
|
||||
before_human_turn(save);
|
||||
before_human_turn();
|
||||
play_human_turn();
|
||||
}
|
||||
} catch(end_turn_exception& end_turn) {
|
||||
@ -734,7 +733,7 @@ void playsingle_controller::play_side(bool save)
|
||||
try{
|
||||
end_turn_enable(false);
|
||||
do_idle_notification();
|
||||
before_human_turn(save);
|
||||
before_human_turn();
|
||||
play_idle_loop();
|
||||
|
||||
} catch(end_turn_exception& end_turn) {
|
||||
@ -762,7 +761,7 @@ void playsingle_controller::play_side(bool save)
|
||||
skip_next_turn_ = false;
|
||||
}
|
||||
|
||||
void playsingle_controller::before_human_turn(bool save)
|
||||
void playsingle_controller::before_human_turn()
|
||||
{
|
||||
log_scope("player turn");
|
||||
browse_ = false;
|
||||
@ -770,7 +769,7 @@ void playsingle_controller::before_human_turn(bool save)
|
||||
|
||||
ai::manager::raise_turn_started();
|
||||
|
||||
if(save && level_result_ == NONE) {
|
||||
if(do_autosaves_ && level_result_ == NONE) {
|
||||
savegame::autosave_savegame save(gamestate_, *gui_, to_config(), preferences::save_compression_format());
|
||||
save.autosave(game_config::disable_autosave, preferences::autosavemax(), preferences::INFINITE_AUTO_SAVES);
|
||||
}
|
||||
|
@ -74,9 +74,9 @@ public:
|
||||
virtual void maybe_linger();
|
||||
|
||||
protected:
|
||||
virtual void play_turn(bool save);
|
||||
virtual void play_side(bool save);
|
||||
virtual void before_human_turn(bool save);
|
||||
virtual void play_turn();
|
||||
virtual void play_side();
|
||||
virtual void before_human_turn();
|
||||
void show_turn_dialog();
|
||||
void execute_gotos();
|
||||
virtual void play_human_turn();
|
||||
@ -105,6 +105,7 @@ protected:
|
||||
bool replaying_;
|
||||
bool turn_over_;
|
||||
bool skip_next_turn_;
|
||||
bool do_autosaves_;
|
||||
LEVEL_RESULT level_result_;
|
||||
void linger();
|
||||
};
|
||||
|
@ -342,9 +342,9 @@ void replay_controller::replay_next_side(){
|
||||
is_playing_ = true;
|
||||
replay_ui_playback_should_start();
|
||||
|
||||
play_side(false);
|
||||
play_side();
|
||||
while (current_team().is_empty()) {
|
||||
play_side( false);
|
||||
play_side();
|
||||
}
|
||||
|
||||
if (!skip_replay_ || !is_playing_) {
|
||||
@ -439,13 +439,13 @@ void replay_controller::play_turn(){
|
||||
|
||||
while ( (!last_team) && (!recorder.at_end()) && is_playing_ ){
|
||||
last_team = static_cast<size_t>(player_number_) == teams_.size();
|
||||
play_side(false);
|
||||
play_side();
|
||||
play_slice();
|
||||
}
|
||||
}
|
||||
|
||||
//make only one side move
|
||||
void replay_controller::play_side(bool){
|
||||
void replay_controller::play_side(){
|
||||
|
||||
DBG_REPLAY << "Status turn number: " << turn() << "\n";
|
||||
DBG_REPLAY << "Replay_Controller turn number: " << current_turn_ << "\n";
|
||||
|
@ -62,7 +62,7 @@ protected:
|
||||
private:
|
||||
void init();
|
||||
virtual void play_turn();
|
||||
virtual void play_side(bool save);
|
||||
virtual void play_side();
|
||||
void update_teams();
|
||||
void update_gui();
|
||||
void init_replay_display();
|
||||
|
Loading…
x
Reference in New Issue
Block a user