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RE: [pbmserv-dev] Determine if submit mode in PrintBoardAs
Good idea... But it doesn't quite work. I tried making a PrintAs(...) in
my game class, setting the flag if appropriate, calling the
Game::PrintAs(), then resetting the flag. But my game's PrintAs() never
gets called because the Game::PrintAs() is not defined as virtual. I
tried changing my local Game::PrintAs() definition to virtual, and that
resolved it, but unless Richard is willing to change his definition...
Or is there another way I can define my PrintAs() to take precedence
without having Game::PrintAs() defined virtual? Thanks.
- Bob
-----Original Message-----
From: owner-pbmserv-dev@gamerz.net [mailto:owner-pbmserv-dev@gamerz.net]
On Behalf Of John Williams
Sent: Thursday, May 16, 2002 1:49 PM
To: pbmserv-dev@gamerz.net
Subject: Re: [pbmserv-dev] Determine if submit mode in PrintBoardAs
You could try overloading Submit() or PrintAs() and do this:
private_variable = type; // put the type where the whole object
can see it
Game::PrintAs(...); // call the parent function.
private_variable = 0; // reset the type
~ John Williams
On Thu, 16 May 2002, Bob Lafleur wrote:
> I would like to know if my game's PrintBoardAs is printing a board
> with a submitted move. Unfortunately, the type doesn't get passed to
> PrintBoardAs. I did try using submit.Count() to determine if a move is
> submitted. This more or less works, but if a player submits a move
> that results in an error,
> submit.Count() remains true, so if the player does a showas, the game
still
> thinks a move is submitted.
>
> Any other suggestions?
>
>
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