Example #1
0
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);
    }
}
Example #2
0
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;
}