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Rev 125 Rev 131
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static void StartThread_ThisDialog (void *thread_parms)
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static void StartThread_ThisDialog (void *thread_parms)
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{
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{
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   // this function runs in a separate thread, for that's the only way (seemingly)
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   // this function runs in a separate thread, for that's the only way (seemingly)
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   // to implement a non-modal message box using the Common Controls library.
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   // to implement a non-modal message box using the Common Controls library.
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   player_t *player;
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//   player_t *player;
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//   int column;
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//   int line;
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   // display the dialog box
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   // display the dialog box
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   if (DialogBox (hAppInstance, MAKEINTRESOURCE (THIS_DIALOG), hMainWnd, DialogProc_ThisDialog) == 1)
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   if (DialogBox (hAppInstance, MAKEINTRESOURCE (THIS_DIALOG), hMainWnd, DialogProc_ThisDialog) == 1)
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      is_dialogbox_endgame_validated = true;
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      is_dialogbox_endgame_validated = true;
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   player = Player_GetCurrent ();
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/*   player = Player_GetCurrent ();
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   player->view_distance = CLOSEUP_VIEW_DISTANCE; // zoom on the tragedy
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   player->view_distance = CLOSEUP_VIEW_DISTANCE; // zoom on the tragedy
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   for (line = 0; line < 8; line++)
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      for (column = 0; column < 8; column++)
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         if ((the_board.moves[the_board.viewed_move].slots[line][column].part == PART_KING)
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             && (the_board.moves[the_board.viewed_move].slots[line][column].color == player->color))
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         {
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            lookatpoint_x = 17.5f - (7 - column) * 5.0f; // focus on the victim king
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            lookatpoint_y = 17.5f - line * 5.0f; // focus on the victim king
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            break;
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         }*/ // This is a bad idea. People need to view the table normally to understand their fate.
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   //the_board.reevaluate = true; // refresh the GUI buttons if needed // DO NOT REEVALUATE else the endgame dialog box will keep popup repeatedly!
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   //the_board.reevaluate = true; // refresh the GUI buttons if needed // DO NOT REEVALUATE else the endgame dialog box will keep popup repeatedly!
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   return; // _endthread() implied
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   return; // _endthread() implied
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}
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}
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