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Rev 159 | Rev 171 | ||
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Line 24... | Line 24... | ||
24 | player->recvbuffer[0] = 0; |
24 | player->recvbuffer[0] = 0; |
25 | 25 | ||
26 | // save player type and color |
26 | // save player type and color |
27 | player->type = type; |
27 | player->type = type; |
28 | player->color = color; |
28 | player->color = color; |
- | 29 | ||
- | 30 | // reset their sleep time |
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- | 31 | player->sleep_time = 0; |
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29 | 32 | ||
30 | // if internet or computer play, initialize the right interface |
33 | // if internet or computer play, initialize the right interface |
31 | if (player->type == PLAYER_INTERNET) |
34 | if (player->type == PLAYER_INTERNET) |
32 | { |
35 | { |
33 | // if we want online gaming, initialize the network |
36 | // if we want online gaming, initialize the network |
Line 84... | Line 87... | ||
84 | 87 | ||
85 | // reset current view |
88 | // reset current view |
86 | player->view_pitch = 55.0f; |
89 | player->view_pitch = 55.0f; |
87 | player->view_yaw = (player->color == COLOR_BLACK ? 90.0f : -90.0f); |
90 | player->view_yaw = (player->color == COLOR_BLACK ? 90.0f : -90.0f); |
88 | player->view_distance = 70.0f; |
91 | player->view_distance = 70.0f; |
89 | 92 | ||
90 | // reset custom view too |
93 | // reset custom view too |
91 | player->custom_pitch = player->view_pitch; |
94 | player->custom_pitch = player->view_pitch; |
92 | player->custom_yaw = player->view_yaw; |
95 | player->custom_yaw = player->view_yaw; |
93 | player->custom_distance = player->view_distance; |
96 | player->custom_distance = player->view_distance; |
94 | 97 | ||
95 | return; // finished |
98 | return; // finished |
96 | } |
99 | } |
97 | 100 | ||
98 | 101 | ||
99 | bool Player_RotateTable (player_t *player, float frame_time) |
102 | bool Player_RotateTable (player_t *player, float frame_time) |
100 | { |
103 | { |
101 | // this function is called every frame to rotate the chess table. There is some kind of |
104 | // this function is called every frame to rotate the chess table. There is some kind of |
102 | // filtering for the view. The function returns TRUE if the scene needs to be updated |
105 | // filtering for the view. The function returns TRUE if the scene needs to be updated |
103 | // (that is, the table turned significantly). |
106 | // (that is, the table turned significantly). |
104 | 107 | ||
105 | float deviation_yaw; |
108 | float deviation_yaw; |
106 | float deviation_pitch; |
109 | float deviation_pitch; |
107 | float deviation_distance; |
110 | float deviation_distance; |
108 | float turnspeed_yaw; |
111 | float turnspeed_yaw; |
109 | float turnspeed_pitch; |
112 | float turnspeed_pitch; |
Line 144... | Line 147... | ||
144 | // this function makes the players think (in case they are not human) |
147 | // this function makes the players think (in case they are not human) |
145 | 148 | ||
146 | player_t *current_player; |
149 | player_t *current_player; |
147 | player_t *opposite_player; |
150 | player_t *opposite_player; |
148 | bool do_update; |
151 | bool do_update; |
- | 152 | ||
- | 153 | if (player->sleep_time > current_time) |
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- | 154 | return (false); // if this player should NOT think yet, then just don't |
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149 | 155 | ||
150 | do_update = false; // don't update scene until told otherwise |
156 | do_update = false; // don't update scene until told otherwise |
151 | 157 | ||
152 | // get current and opposite players |
158 | // get current and opposite players |
153 | current_player = Player_GetCurrent (); |
159 | current_player = Player_GetCurrent (); |