Client engine should now be completely thread safe. const int& -> int. Player CardsValue is now returned as copy, not the array itself.

This commit is contained in:
lotodore
2007-06-11 17:48:22 +00:00
parent dfffa16565
commit 07dc39d107
30 changed files with 1128 additions and 225 deletions
+10 -8
View File
@@ -1957,48 +1957,50 @@ void mainWindowImpl::postRiverRunAnimation3() {
if ( currentHand->getActivePlayersCounter() != 1 && myConfig->readConfigInt("ShowFadeOutCardsAnimation")) {
int j;
int bestHandPos[5];
currentHand->getPlayerArray()[i]->getMyBestHandPosition(bestHandPos);
//index 0 testen --> Karte darf nicht im MyBestHand Position Array drin sein, es darf nicht nur ein Spieler Aktiv sein, die Config fordert die Animation
bool index0 = TRUE;
for(j=0; j<5; j++) {
// cout << (currentHand->getPlayerArray()[i]->getMyBestHandPosition())[j] << endl;
if ((currentHand->getPlayerArray()[i]->getMyBestHandPosition())[j] == 0 ) { index0 = FALSE; }
if (bestHandPos[j] == 0 ) { index0 = FALSE; }
}
if (index0) { holeCardsArray[i][0]->startFadeOut(guiGameSpeed); /*cout << "Fade Out index0" << endl;*/}
//index 1 testen
bool index1 = TRUE;
for(j=0; j<5; j++) {
if ((currentHand->getPlayerArray()[i]->getMyBestHandPosition())[j] == 1 ) { index1 = FALSE; }
if (bestHandPos[j] == 1 ) { index1 = FALSE; }
}
if (index1) { holeCardsArray[i][1]->startFadeOut(guiGameSpeed); /*cout << "Fade Out index1" << endl;*/}
//index 2 testen
bool index2 = TRUE;
for(j=0; j<5; j++) {
if ((currentHand->getPlayerArray()[i]->getMyBestHandPosition())[j] == 2 ) { index2 = FALSE; }
if (bestHandPos[j] == 2 ) { index2 = FALSE; }
}
if (index2) { boardCardsArray[0]->startFadeOut(guiGameSpeed); /*cout << "Fade Out index2" << endl;*/}
//index 3 testen
bool index3 = TRUE;
for(j=0; j<5; j++) {
if ((currentHand->getPlayerArray()[i]->getMyBestHandPosition())[j] == 3 ) { index3 = FALSE; }
if (bestHandPos[j] == 3 ) { index3 = FALSE; }
}
if (index3) { boardCardsArray[1]->startFadeOut(guiGameSpeed); /*cout << "Fade Out index3" << endl;*/}
//index 4 testen
bool index4 = TRUE;
for(j=0; j<5; j++) {
if ((currentHand->getPlayerArray()[i]->getMyBestHandPosition())[j] == 4 ) { index4 = FALSE; }
if (bestHandPos[j] == 4 ) { index4 = FALSE; }
}
if (index4) { boardCardsArray[2]->startFadeOut(guiGameSpeed); /*cout << "Fade Out index4" << endl;*/}
//index 5 testen
bool index5 = TRUE;
for(j=0; j<5; j++) {
if ((currentHand->getPlayerArray()[i]->getMyBestHandPosition())[j] == 5 ) { index5 = FALSE; }
if (bestHandPos[j] == 5 ) { index5 = FALSE; }
}
if (index5) { boardCardsArray[3]->startFadeOut(guiGameSpeed); /*cout << "Fade Out index5" << endl;*/}
//index 6 testen
bool index6 = TRUE;
for(j=0; j<5; j++) {
if ((currentHand->getPlayerArray()[i]->getMyBestHandPosition())[j] == 6 ) { index6 = FALSE; }
if (bestHandPos[j] == 6 ) { index6 = FALSE; }
}
if (index6) { boardCardsArray[4]->startFadeOut(guiGameSpeed); /*cout << "Fade Out index6" << endl;*/}
}