add some debug output for player show cards after river

This commit is contained in:
doitux
2010-07-18 08:10:47 +00:00
parent 3acaf0ce5a
commit e6009f6fc2
2 changed files with 10 additions and 8 deletions
+9 -7
View File
@@ -2032,7 +2032,7 @@ void gameTableImpl::postRiverRunAnimation2() {
(*it_c)->getMyCards(tempCardsIntArray); (*it_c)->getMyCards(tempCardsIntArray);
if((*it_c)->getMyAction() != PLAYER_ACTION_FOLD && (*it_c)->checkIfINeedToShowCards()) { if((*it_c)->getMyAction() != PLAYER_ACTION_FOLD && (*it_c)->checkIfINeedToShowCards()) {
if((*it_c)->getMyID() || ((*it_c)->getMyID()==0 && antiPeekMode) ) { // if((*it_c)->getMyID() || ((*it_c)->getMyID()==0 && antiPeekMode) ) {
for(j=0; j<2; j++) { for(j=0; j<2; j++) {
if(showFlipcardAnimation) { // with Eye-Candy if(showFlipcardAnimation) { // with Eye-Candy
holeCardsArray[(*it_c)->getMyID()][j]->startFlipCards(guiGameSpeed, QPixmap::fromImage(QImage(myCardDeckStyle->getCurrentDir()+QString::number(tempCardsIntArray[j], 10)+".png")), *flipside); holeCardsArray[(*it_c)->getMyID()][j]->startFlipCards(guiGameSpeed, QPixmap::fromImage(QImage(myCardDeckStyle->getCurrentDir()+QString::number(tempCardsIntArray[j], 10)+".png")), *flipside);
@@ -2042,8 +2042,8 @@ void gameTableImpl::postRiverRunAnimation2() {
holeCardsArray[(*it_c)->getMyID()][j]->setPixmap(tempCardsPixmapArray[j], FALSE); holeCardsArray[(*it_c)->getMyID()][j]->setPixmap(tempCardsPixmapArray[j], FALSE);
} }
} }
} // }
//set Player value (logging) //set Player value (logging)
(*it_c)->setMyCardsFlip(1,1); (*it_c)->setMyCardsFlip(1,1);
} }
@@ -2051,10 +2051,10 @@ void gameTableImpl::postRiverRunAnimation2() {
//if human player dont need to show cards he gets the button "show cards" in internet or network game //if human player dont need to show cards he gets the button "show cards" in internet or network game
if( (myStartWindow->getSession()->getGameType() == Session::GAME_TYPE_INTERNET || myStartWindow->getSession()->getGameType() == Session::GAME_TYPE_NETWORK) && (*it_c)->getMyID() == 0 && (*it_c)->getMyAction() != PLAYER_ACTION_FOLD && !(*it_c)->checkIfINeedToShowCards()) { if( (myStartWindow->getSession()->getGameType() == Session::GAME_TYPE_INTERNET || myStartWindow->getSession()->getGameType() == Session::GAME_TYPE_NETWORK) && (*it_c)->getMyID() == 0 && (*it_c)->getMyAction() != PLAYER_ACTION_FOLD && !(*it_c)->checkIfINeedToShowCards()) {
showShowMyCardsButton(); showShowMyCardsButton();
} }
//Wenn einmal umgedreht dann fertig!! //Wenn einmal umgedreht dann fertig!!
flipHolecardsAllInAlreadyDone = TRUE; flipHolecardsAllInAlreadyDone = TRUE;
} }
} }
else { else {
@@ -2170,7 +2170,7 @@ void gameTableImpl::postRiverRunAnimation3() {
} }
else { else {
if( currentHand->getActivePlayerList()->size() != 1 && (*it_c)->getMyAction() != PLAYER_ACTION_FOLD && myConfig->readConfigInt("ShowFadeOutCardsAnimation") ) { if( currentHand->getActivePlayerList()->size() != 1 && (*it_c)->getMyAction() != PLAYER_ACTION_FOLD && myConfig->readConfigInt("ShowFadeOutCardsAnimation") && ((*it_c)->getMyCardsFlip() || (myStartWindow->getSession()->getGameType() == Session::GAME_TYPE_LOCAL && (*it_c)->getMyID() == 0 ) ) ) {
//aufgedeckte Gegner auch ausblenden //aufgedeckte Gegner auch ausblenden
holeCardsArray[(*it_c)->getMyID()][0]->startFadeOut(guiGameSpeed); holeCardsArray[(*it_c)->getMyID()][0]->startFadeOut(guiGameSpeed);
@@ -2304,6 +2304,8 @@ void gameTableImpl::postRiverRunAnimation6() {
void gameTableImpl::postRiverShowCards(unsigned playerId) void gameTableImpl::postRiverShowCards(unsigned playerId)
{ {
qDebug() << "player : "<< playerId << "shows his cards";
HandInterface *currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand(); HandInterface *currentHand = myStartWindow->getSession()->getCurrentGame()->getCurrentHand();
QPixmap onePix = QPixmap::fromImage(QImage(myAppDataPath +"gfx/gui/misc/1px.png")); QPixmap onePix = QPixmap::fromImage(QImage(myAppDataPath +"gfx/gui/misc/1px.png"));
//TempArrays //TempArrays
+1 -1
View File
@@ -117,7 +117,7 @@ public:
void SignalNetClientServerListShow(); void SignalNetClientServerListShow();
void SignalNetClientServerListClear(); void SignalNetClientServerListClear();
void SignalNetClientLoginShow(); void SignalNetClientLoginShow();
void SignalNetClientPostRiverShowCards(unsigned playerId); void SignalNetClientPostRiverShowCards(unsigned playerId);
void SignalNetClientGameInfo(int actionID); void SignalNetClientGameInfo(int actionID);
void SignalNetClientError(int errorID, int osErrorID); void SignalNetClientError(int errorID, int osErrorID);
void SignalNetClientNotification(int notificationId); void SignalNetClientNotification(int notificationId);