use blindfold struct in playmp controller to implement feature

This commit is contained in:
Chris Beck 2014-02-23 18:17:40 -05:00
parent e8fcf0bae0
commit 2cf867aa37
2 changed files with 8 additions and 8 deletions

View file

@ -45,16 +45,16 @@ playmp_controller::playmp_controller(const config& level,
turn_data_(NULL),
beep_warning_time_(0),
network_processing_stopped_(false),
blindfold_replay(blindfold_replay_)
blindfold_(*resources::screen,blindfold_replay_)
{
is_host_ = is_host;
// We stop quick replay if play isn't yet past turn 1
if ( replay_last_turn_ <= 1)
{
skip_replay_ = false;
blindfold_replay = false;
} else if (blindfold_replay) { //this is the blindfold mechanism
resources::screen->video().lock_updates(true);
blindfold_.unblind();
} else if (blindfold_replay_) {
//blindfold_ = resources::screen->video().lock_updates(true);
LOG_NG << " *** Putting on the blindfold now " << std::endl;
}
}
@ -164,10 +164,10 @@ namespace {
void playmp_controller::play_human_turn(){
LOG_NG << "playmp::play_human_turn...\n";
if (blindfold_replay) {
resources::screen->video().lock_updates(false);
blindfold_replay = false;
if (resources::screen->is_blindfolded()) {
blindfold_.unblind();
LOG_NG << " *** Taking off the blindfold now " << std::endl;
resources::screen->redraw_everything();
}
command_disabled_resetter reset_commands;

View file

@ -65,7 +65,7 @@ protected:
int beep_warning_time_;
mutable bool network_processing_stopped_;
bool blindfold_replay;
blindfold blindfold_;
private:
void set_end_scenario_button();
void reset_end_scenario_button();