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// prototypes of local functions
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// prototypes of local functions
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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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static int CALLBACK DialogProc_ThisDialog (HWND hWnd, unsigned int message, WPARAM wParam, LPARAM lParam);
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static int CALLBACK DialogProc_ThisDialog (HWND hWnd, unsigned int message, WPARAM wParam, LPARAM lParam);
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static int resign_type;
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void DialogBox_Resign (void)
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void DialogBox_Resign (int type)
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{
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{
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   // helper function to fire up the modeless dialog box
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   // helper function to fire up the modeless dialog box
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   resign_type = type; // save the resign type for later use
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   _beginthread (StartThread_ThisDialog, 0, NULL); // fire up a new thread to display the dialog box
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   _beginthread (StartThread_ThisDialog, 0, NULL); // fire up a new thread to display the dialog box
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   return; // return as soon as the thread is fired up
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   return; // return as soon as the thread is fired up
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}
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}
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      Board_Shutdown (&the_board); // release chess game
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      Board_Shutdown (&the_board); // release chess game
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      Board_Init (&the_board, PLAYER_HUMAN, PLAYER_HUMAN, FENSTARTUP_STANDARDCHESS); // prepare a new human vs human game (by default)
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      Board_Init (&the_board, PLAYER_HUMAN, PLAYER_HUMAN, FENSTARTUP_STANDARDCHESS); // prepare a new human vs human game (by default)
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      Scene_Init (&the_scene, &the_board); // initialize scene
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      Scene_Init (&the_scene, &the_board); // initialize scene
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      SetWindowText (hMainWnd, PROGRAM_NAME); // update window title
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      SetWindowText (hMainWnd, PROGRAM_NAME); // update window title
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      if (resign_type == RESIGNTYPE_NEWGAME)
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      DialogBox_NewGame (); // show the new game dialog box
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         DialogBox_NewGame (); // show the new game dialog box
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      else if (resign_type == RESIGNTYPE_LOADGAME)
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         DialogBox_Load (); // show the open dialog box
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   }
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   }
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   the_board.reevaluate = true; // evaluate the new board
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   the_board.reevaluate = true; // evaluate the new board
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   the_scene.update = true; // update scene
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   the_scene.update = true; // update scene
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