- modified gameOver to be protected and defined two new operations to do the same thing (didWin and setLoser)
- removed ACTION_LOGGING_TESTING code - Fixed AIvsAI games multithreaded games - Activated undo when testsuite is enable - Defined an initial player comparison operator - Fixed multi-threaded modification to subtypes - Fixed gameTurn cleanup for gameObserver reuse
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@@ -173,7 +173,7 @@ void Credits::compute(GameObserver* g, GameApp * _app)
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return;
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PlayerData * playerdata = NEW PlayerData(MTGCollection());
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if (p2->isAI() && p1 != g->gameOver)
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if (p2->isAI() && g->didWin(p1))
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{
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gameLength = time(0) - g->startedAt;
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value = 400;
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@@ -367,7 +367,7 @@ void Credits::Render()
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{
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if (!p1->isAI() && p2->isAI())
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{
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if (observer->gameOver != p1)
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if (observer->didWin(p1))
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{
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sprintf(buffer, _("Congratulations! You earn %i credits").c_str(), value);
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JQuadPtr unlockedQuad = GetUnlockedQuad(unlockedTextureName);
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@@ -389,7 +389,7 @@ void Credits::Render()
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else
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{
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int winner = 2;
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if (observer->gameOver != p1)
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if (observer->didWin(p1))
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{
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winner = 1;
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}
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@@ -412,7 +412,7 @@ void Credits::Render()
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y += 15;
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//!!
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if (observer->gameOver != p1 && this->gameLength != 0)
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if (observer->didWin(p1) && this->gameLength != 0)
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{
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sprintf(buffer, _("Game length: %i turns (%i seconds)").c_str(), observer->turn, this->gameLength);
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f->DrawString(buffer, 10, y);
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