int setNavires(int nbPlayerHumain, int nbPlayerIA, int plateau[PLATEAU_HEIGHT][PLATEAU_WIDTH]){ int i = 0; for(i=0;i<nbPlayerHumain;i++){ printf("Joueur %d :\n",i+1); setPorteAvion(PORTE_AVION_NB,plateau); setCroiseur(CROISEUR_NB,plateau); setDestroyer(DESTROYER_NB,plateau); setCorvette(CORVETTE_NB,plateau); } for(i=0;i<nbPlayerIA;i++){ printf("Joueur %d :\n",i+1); setPorteAvion(PORTE_AVION_NB,plateau); setCroiseur(CROISEUR_NB,plateau); setDestroyer(DESTROYER_NB,plateau); setCorvette(CORVETTE_NB,plateau); } }
void Message::destroy(Ref* ref) { { // The reentranceMessageGuard keeps the mNextMessage until we release the sMessagePoolLock since sMessagePoolLock is not a recursive mutex. sp<Message> reentranceMessageGuard; AutoLock autoLock(sMessagePool.mLock); if (sMessagePool.mSize < sMessagePool.MAX_SIZE) { // Make sure that the ref message object is alive before it may appear as rvalue (e.g. as sMessagePool or mNextMessage). sp<Message> message = reviveObject<Message>(ref); reentranceMessageGuard = mNextMessage; clear(); mNextMessage = sMessagePool.mHeadMessage; sMessagePool.mHeadMessage = message; sMessagePool.mSize++; return; } } setDestroyer(NULL); delete this; }