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   }
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   }
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   // END evaluating server replies
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   // END evaluating server replies
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   ////////////////////////////////
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   ////////////////////////////////
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   // have we been notified that the current player just changed, has at least one move been played AND is it the remote player's turn now ?
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   // have we been notified that the current player just changed ?
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   if (the_board.has_playerchanged && (the_board.move_count > 1) && (Board_ColorToMove (&the_board) == player->color))
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   if (player->should_wakeup)
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   {
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   {
-
 
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      // has at least one move been played AND is it the remote player's turn now ?
-
 
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      if ((the_board.move_count > 1) && (Board_ColorToMove (&the_board) == player->color))
-
 
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      {
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      Debug_Log (L"===Local player just played, sending the chosen move to chess server===\n");
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         Debug_Log (L"===Local player just played, sending the chosen move to chess server===\n");
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      Player_SendBuffer_Add (player, 1000, L"%s\n", the_board.moves[the_board.move_count - 1].pgntext); // send the move string to the chess server
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         Player_SendBuffer_Add (player, 1000, L"%s\n", the_board.moves[the_board.move_count - 1].pgntext); // send the move string to the chess server
-
 
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      }
-
 
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      player->should_wakeup = false; // remember we took this notification into account
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   }
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   }
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   // has the user entered some chatter text ?
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   // has the user entered some chatter text ?
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   if (!the_scene.gui.is_entering_text && (the_scene.gui.entered_ccreply.text != NULL))
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   if (!the_scene.gui.is_entering_text && (the_scene.gui.entered_ccreply.text != NULL))
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   {
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   {