~sirver/widelands/win-conditions

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  • Committer: Holger Rapp
  • Date: 2010-03-27 08:59:19 UTC
  • mfrom: (5256.1.2 win-conditions+net)
  • Revision ID: sirver@gmx.de-20100327085919-hllegnxd152xm92d
Merged Nasenbaers work for bringing win-conditions to multiplayer

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                        h->setPlayerNumber(number);
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        }
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        virtual std::string getWinCondition() {
 
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                return h->settings().win_condition;
 
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        }
 
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        virtual void setWinCondition(std::string wc) {
 
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                h->setWinCondition(wc);
 
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        }
 
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private:
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        NetHost * h;
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};
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        setPlayerReady(number, false);
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}
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void NetHost::setWinCondition(std::string wc)
 
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{
 
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        d->settings.win_condition = wc;
 
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        // Broadcast changes
 
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        SendPacket s;
 
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        s.Unsigned8(NETCMD_WIN_CONDITION);
 
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        s.String(wc);
 
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        broadcast(s);
 
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}
 
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void NetHost::setPlayerReady
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        (uint8_t const number, bool const ready)
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{
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        writeSettingAllUsers(s);
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        s.send(client.sock);
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        s.reset();
 
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        s.Unsigned8(NETCMD_WIN_CONDITION);
 
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        s.String(d->settings.win_condition);
 
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        s.send(client.sock);
 
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        // Broadcast new information about the player to everybody
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        s.reset();
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        s.Unsigned8(NETCMD_SETTING_USER);