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There are two different approaches here: - in the AI code, the attack is queued, sent to the server and then the attacking code waits for a new random seed o arrive, polling UI events and syncing network in a loop. - in the player code, the actual attak procedure is delayed until after a new seed arrives by means of a callback that is called when a seed message is received. This is potentially problematic as, for example, commands need to be disabled across different scopes.
44 lines
934 B
C++
44 lines
934 B
C++
/* $Id$ */
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/*
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Copyright (C) 2003 by David White <dave@whitevine.net>
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Copyright (C) 2005 - 2009 by Yann Dirson <ydirson@altern.org>
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Part of the Battle for Wesnoth Project http://www.wesnoth.org/
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License version 2
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or at your option any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY.
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See the COPYING file for more details.
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*/
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/** @file random.hpp */
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#ifndef RANDOM_HPP_INCLUDED
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#define RANDOM_HPP_INCLUDED
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class config;
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int get_random();
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const config* get_random_results();
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void set_random_results(const config& cfg);
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namespace rand_rng
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{
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typedef unsigned int seed_t;
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class rng;
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struct set_random_generator {
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set_random_generator(rng* r);
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~set_random_generator();
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private:
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rng* old_;
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};
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} // ends rand_rng namespace
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#endif
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