Subversion Repositories Games.Chess Giants

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1 pmbaty 1
// dialog_newgame.cpp
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#include "../common.h"
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// dialog template
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#define THIS_DIALOG DIALOG_NEWGAME
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// game type definitons
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#define GAMETYPE_ONLINE 1
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#define GAMETYPE_COMPUTER 2
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#define GAMETYPE_TWOPLAYERS 3
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// global variables used in this module only
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static int newgame_type = 0;
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static HWND hThisDialogWnd = NULL;
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// prototypes of local functions
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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 void StartThread_TestConnectionInBackground (void *thread_parms);
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void DialogBox_NewGame (void)
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{
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   // helper function to fire up the modeless dialog box
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   // HACK to prevent the player to click and block the view angles while the slide-in is not finished
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   command_ignoretime = current_time + 2.0f; // allow 2 seconds
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   is_dialogbox_displayed = true;
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   hThisDialogWnd = NULL;
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   _beginthread (StartThread_ThisDialog, 0, NULL); // so fire up a new one
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   // start the thread that will tell whether Internet works
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   _beginthread (StartThread_TestConnectionInBackground, 0, NULL);
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   the_scene.gui.want_spinwheel = true; // start spinning wheel
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   return; // return as soon as the thread is fired up
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}
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void DialogBox_NewGame_Validated (void)
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{
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   // callback function called by the main game thread when the dialog box is validated
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   // remember this callback is no longer to be called
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   is_dialogbox_newgame_validated = false;
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   Scene_Shutdown (&the_scene); // release scene
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   Board_Shutdown (&the_board); // release chess game
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   if (newgame_type == GAMETYPE_ONLINE)
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   {
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      Board_Init (&the_board, PLAYER_HUMAN, PLAYER_INTERNET, L"standard", FENSTARTUP_STANDARDCHESS); // we want an online opponent
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      the_board.game_state = STATE_UNKNOWN; // game does NOT start immediately
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   }
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   else if (newgame_type == GAMETYPE_COMPUTER)
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   {
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      Board_Init (&the_board, PLAYER_HUMAN, PLAYER_COMPUTER, L"standard", FENSTARTUP_STANDARDCHESS); // we want a computer opponent
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      the_board.game_state = STATE_PLAYING; // game starts immediately
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   }
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   else
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   {
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      Board_Init (&the_board, PLAYER_HUMAN, PLAYER_HUMAN, L"standard", FENSTARTUP_STANDARDCHESS); // we want a human opponent
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      the_board.game_state = STATE_PLAYING; // game starts immediately
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      DialogBox_RenameSides (); // pop up the opponents naming dialog box
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   }
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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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   the_board.reevaluate = true; // evaluate the new board
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   the_scene.update = true; // update scene
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   return; // finished, a new game of the chosen type is being fired up
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}
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static void StartThread_ThisDialog (void *thread_parms)
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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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   // to implement a non-modal message box using the Common Controls library.
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   // display the dialog box
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   newgame_type = DialogBox (hAppInstance, MAKEINTRESOURCE (THIS_DIALOG), hMainWnd, DialogProc_ThisDialog);
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   if (newgame_type > 0)
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      is_dialogbox_newgame_validated = true;
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   is_dialogbox_displayed = false;
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   the_board.reevaluate = true; // refresh the GUI buttons if needed
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   return; // _endthread() implied
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}
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static int CALLBACK DialogProc_ThisDialog (HWND hWnd, unsigned int message, WPARAM wParam, LPARAM lParam)
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{
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   // message handler for the dialog box
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   unsigned short wParam_hiword;
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   unsigned short wParam_loword;
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   // filter out the commonly used message values
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   wParam_hiword = HIWORD (wParam);
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   wParam_loword = LOWORD (wParam);
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   // have we just fired up this window ?
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   if (message == WM_INITDIALOG)
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   {
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      hThisDialogWnd = hWnd; // save the dialog handle
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      // center the window
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      CenterWindow (hWnd, hMainWnd);
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      // set dialog icons (small one for title bar & big one for task manager)
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      SendMessage (hWnd, WM_SETICON, ICON_SMALL, (LPARAM) LoadIcon (hAppInstance, MAKEINTRESOURCE (ICON_MAIN)));
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      SendMessage (hWnd, WM_SETICON, ICON_BIG, (LPARAM) LoadIcon (hAppInstance, MAKEINTRESOURCE (ICON_MAIN)));
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      // set window title and control texts
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      SetWindowText (hWnd, LOCALIZE (L"NewGame_Title"));
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      Static_SetText (GetDlgItem (hWnd, STATICTEXT_NEWGAME_QUESTION), LOCALIZE (L"NewGame_Question"));
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      // if computer is connected to a network, enable online mode, else don't.
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      SetWindowText (GetDlgItem (hWnd, BUTTON_NEWGAME_ONLINE), LOCALIZE (L"NewGame_Online"));
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      Static_SetText (GetDlgItem (hWnd, STATICTEXT_NEWGAME_ONLINEDESCRIPTION), LOCALIZE (L"Error_NetworkInitializationFailed"));
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      EnableWindow (GetDlgItem (hWnd, BUTTON_NEWGAME_ONLINE), false);
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      EnableWindow (GetDlgItem (hWnd, STATICTEXT_NEWGAME_ONLINEDESCRIPTION), false);
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      SetWindowText (GetDlgItem (hWnd, BUTTON_NEWGAME_COMPUTER), LOCALIZE (L"NewGame_Computer"));
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      Static_SetText (GetDlgItem (hWnd, STATICTEXT_NEWGAME_COMPUTERDESCRIPTION), LOCALIZE (L"NewGame_ComputerDescription"));
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      SetWindowText (GetDlgItem (hWnd, BUTTON_NEWGAME_HUMAN), LOCALIZE (L"NewGame_Human"));
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      Static_SetText (GetDlgItem (hWnd, STATICTEXT_NEWGAME_HUMANDESCRIPTION), LOCALIZE (L"NewGame_HumanDescription"));
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      Static_SetText (GetDlgItem (hWnd, STATICTEXT_NEWGAME_STATUSBAR), LOCALIZE (L"NewGame_StatusBar"));
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      // convert the status bar message to a hyperlink
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      ConvertStaticToHyperlink (GetDlgItem (hWnd, STATICTEXT_NEWGAME_STATUSBAR));
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      // and stop the center message display
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      the_scene.gui.want_spinwheel = false;
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   }
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   // else have we been notified that the chess server is reachable ?
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   else if (message == WM_USER)
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   {
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      Static_SetText (GetDlgItem (hWnd, STATICTEXT_NEWGAME_ONLINEDESCRIPTION), LOCALIZE (L"NewGame_OnlineDescription"));
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      EnableWindow (GetDlgItem (hWnd, BUTTON_NEWGAME_ONLINE), true);
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      EnableWindow (GetDlgItem (hWnd, STATICTEXT_NEWGAME_ONLINEDESCRIPTION), true);
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   }
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1 pmbaty 155
   // else did we click the close button on the title bar or hit the escape key ?
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   else if (message == WM_CLOSE)
180 pmbaty 157
   {
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      hThisDialogWnd = NULL; // forget about the dialog handle
1 pmbaty 159
      EndDialog (hWnd, 0); // close the dialog box
180 pmbaty 160
   }
1 pmbaty 161
 
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   // else did we take action on one of the controls ?
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   else if (message == WM_COMMAND)
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   {
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      // did we cancel the dialog box ? (IDCANCEL is a system-wide dialog box handler value, that catches the ESC key)
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      if (wParam_loword == IDCANCEL)
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         EndDialog (hWnd, 0); // close the dialog box
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      // else was it the new online game button ?
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      else if (wParam_loword == BUTTON_NEWGAME_ONLINE)
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         EndDialog (hWnd, GAMETYPE_ONLINE); // close the dialog box and return a "new online game" code
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      // else was it the new game versus computer button ?
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      else if (wParam_loword == BUTTON_NEWGAME_COMPUTER)
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         EndDialog (hWnd, GAMETYPE_COMPUTER); // close the dialog box and return a "new game versus computer" code
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      // else was it the new game versus human button ?
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      else if (wParam_loword == BUTTON_NEWGAME_HUMAN)
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         EndDialog (hWnd, GAMETYPE_TWOPLAYERS); // close the dialog box and return a "new game versus human" code
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      // else was it the status bar hyperlink ?
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      else if (wParam_loword == STATICTEXT_NEWGAME_STATUSBAR)
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         ShellExecute (NULL, L"open", PROGRAM_URL, NULL, NULL, SW_MAXIMIZE); // open the donation page in the default browser, maximized
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   }
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   // call the default dialog message processing function to keep things going
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   return (false);
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}
180 pmbaty 189
 
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static void StartThread_TestConnectionInBackground (void *thread_parms)
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{
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   // this function runs in a separate thread and tests the connectivity to the chess server in the background
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   char icmp_send_buffer[32] = "Chess Giants connectivity test";
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   void *icmp_recv_buffer[sizeof (ICMP_ECHO_REPLY) + sizeof (icmp_send_buffer)];
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   char ascii_hostname[256];
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   struct hostent *hostinfo;
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   uint32_t server_ipaddr;
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   HANDLE icmp_descriptor;
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   int wait_count;
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   int try_count;
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   // since this is a synchronous operation, it's a good idea to do this on this separate thread
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   ConvertTo7BitASCII (ascii_hostname, sizeof (ascii_hostname), options.network.server_address);
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   if ((hostinfo = gethostbyname (ascii_hostname)) != NULL)
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   {
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      // DO NOT CONNECT TO THE SERVER AND DISCONNECT IMMEDIATELY ELSE IT WILL RESULT IN AN IP BAN. Use an ICMP ping instead.
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      server_ipaddr = inet_addr (inet_ntoa (*(struct in_addr *) hostinfo->h_addr_list[0]));
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      icmp_descriptor = IcmpCreateFile ();
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      for (try_count = 0; try_count < 4; try_count++)
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      {
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         if ((icmp_descriptor != INVALID_HANDLE_VALUE)
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            && (IcmpSendEcho (icmp_descriptor, server_ipaddr, icmp_send_buffer, sizeof (icmp_send_buffer), NULL, icmp_recv_buffer, sizeof (icmp_recv_buffer), 5000) != 0)
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            && (((ICMP_ECHO_REPLY *) icmp_recv_buffer)->Status == 0))
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         {
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            for (wait_count = 0; wait_count < 100; wait_count++)
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            {
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               if (IsWindow (hThisDialogWnd))
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               {
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                  PostMessage (hThisDialogWnd, WM_USER, 0, 0); // on success, remember we could reach the chess server
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                  break;
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               }
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               Sleep (100);
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            }
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            break; // one reply is enough
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         }
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         Sleep (1000); // wait 1 second before retrying
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      }
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   }
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   return; // _endthread() implied
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}