int gameClient::build_city(int tile, int corner) { int retval = 0; FLAG_BUILD_CITY = 1; retval = txhandler_build_city(get_player_num(), tile, corner); return(retval); }
int gameClient::build_settlement(int tile, int corner) { int retval = 0; FLAG_BUILD_SETTLEMENT = 1; retval = txhandler_build_settlement(get_player_num(), tile, corner); return(retval); }
int gameClient::build_road(int tile, int corner) { int retval = 0; FLAG_BUILD_ROAD = 1; retval = txhandler_build_road(get_player_num(), tile, corner); return(retval); }
void ChainPlayer::Play() { if (get_player_num() == 0) { myturn_ = true; } while(!myturn_) { } PlayMySong(); Log().Debug() << "[MsgFlow] Job " << get_id() << " complete"; EACH_RECORDER(OnePlayerDone(get_id())); }
void JobTracker::Play() { if (get_player_num() == 0) { myturn_ = true; } while(!myturn_) { if (cancel_) { Log().Debug() << "[MsgFlow] job canceled, I'm job " << get_id(); UpdateStatusAndNotify(JobStatus::CANCELED); } } ClearPlaylist(); ListenPlayer(*job_, true); UpdateStatusAndNotify(JobStatus::RUNNING); Log().Debug() << "[MsgFlow] Start torque job, I'm job " << get_id(); job_->GoPlay(); }
int gameClient::refresh_cards() { sendPacketTX(get_player_num(), 0, READ_RESOURCES); return(0); }