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Line 45... Line 45...
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   // reset all selection and hovering information
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   // reset all selection and hovering information
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   Board_SetSelectedAndHovered (board, -1, -1, -1, -1);
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   Board_SetSelectedAndHovered (board, -1, -1, -1, -1);
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   // notify that board was just set up
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   // notify that board was just set up
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   board->was_setup = true;
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   board->was_setup = true;
-
 
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   board->players[COLOR_WHITE].should_wakeup = true;
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   board->has_playerchanged = true;
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   board->players[COLOR_BLACK].should_wakeup = true;
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   board->reevaluate = true;
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   board->reevaluate = true;
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   return (is_success); // finished
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   return (is_success); // finished
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}
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}
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   // reset all selection and hovering information
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   // reset all selection and hovering information
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   Board_SetSelectedAndHovered (board, -1, -1, -1, -1);
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   Board_SetSelectedAndHovered (board, -1, -1, -1, -1);
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   // notify that board was just set up
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   // notify that board was just set up
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   board->was_setup = true;
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   board->was_setup = true;
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   board->players[COLOR_WHITE].should_wakeup = true;
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   board->has_playerchanged = true;
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   board->players[COLOR_BLACK].should_wakeup = true;
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   return (is_success); // finished
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   return (is_success); // finished
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}
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}
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      Board_SwapSides (board); // if so, swap board sides
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      Board_SwapSides (board); // if so, swap board sides
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      board->want_playerswap = false; // don't do this all day long
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      board->want_playerswap = false; // don't do this all day long
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      do_update |= true; // and update the scene
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      do_update |= true; // and update the scene
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   }
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   }
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   // clear board notifications (they should have been processed in Player_Think())
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   // clear board setup notification
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   board->was_setup = false;
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   board->was_setup = false;
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   board->has_playerchanged = false;
-
 
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   return (do_update); // finished, return whether we update the scene or not
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   return (do_update); // finished, return whether we update the scene or not
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}
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}
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   // turn their point of view 180 degrees
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   // turn their point of view 180 degrees
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   board->players[COLOR_BLACK].view_yaw = WrapAngle (board->players[COLOR_BLACK].view_yaw + 180.0f);
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   board->players[COLOR_BLACK].view_yaw = WrapAngle (board->players[COLOR_BLACK].view_yaw + 180.0f);
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   board->players[COLOR_WHITE].view_yaw = WrapAngle (board->players[COLOR_WHITE].view_yaw + 180.0f);
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   board->players[COLOR_WHITE].view_yaw = WrapAngle (board->players[COLOR_WHITE].view_yaw + 180.0f);
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   // now unlock all the players' buffers
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   // now unlock all the players' buffers and have them sleep for 2 seconds
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   board->players[COLOR_BLACK].sendbuffer_locked = false;
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   board->players[COLOR_BLACK].sendbuffer_locked = false;
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   board->players[COLOR_WHITE].sendbuffer_locked = false;
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   board->players[COLOR_WHITE].sendbuffer_locked = false;
-
 
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   board->players[COLOR_BLACK].sleep_time = current_time + 2.0f;
-
 
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   board->players[COLOR_WHITE].sleep_time = current_time + 2.0f;
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   board->reevaluate = true; // remember to reevaluate this board
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   board->reevaluate = true; // remember to reevaluate this board
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   return; // finished
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   return; // finished
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}
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}