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1 pmbaty 1
// main.cpp
2
 
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#define DEFINE_GLOBALS
4
#include "common.h"
5
 
6
 
7
// prototypes of locally used functions
8
static void MainLoop_FindCurrentViewer (void);
9
static void MainLoop_EvaluateGameState (void);
10
 
11
 
12
int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance, char *lpCmdLine, int nCmdShow)
13
{
14
   // the entry point for any Windows program
15
 
16
   WNDCLASSEX wc;
17
   MENUINFO menu_info;
18
   MSG msg;
19
   HBITMAP hSplashBmp;
20
   BITMAP splash_bmp;
21
   HDC hdc;
22
   RECT rect;
23
   PAINTSTRUCT ps;
24
   HBITMAP hbmTmp;
25
   HDC hdcMem;
60 pmbaty 26
   INPUT mousemove_input;
1 pmbaty 27
   float previous_time;
60 pmbaty 28
   float screensaverwatchdog_feedtime;
1 pmbaty 29
   int frame_count;
30
   int array_index;
31
   char *endptr;
32
   wchar_t app_pathname[MAX_PATH];
11 pmbaty 33
   wchar_t font_pathname[MAX_PATH];
41 pmbaty 34
   wchar_t temp_string[100];
1 pmbaty 35
 
36
   // save application instance
37
   hAppInstance = hInstance;
38
 
39
   // find module and path names, and *IMPORTANT*, set the current working directory there
40
   GetModuleFileName (NULL, app_pathname, WCHAR_SIZEOF (app_pathname));
41
   GetDirectoryPath (app_pathname, app_path);
42
   SetCurrentDirectoryW (app_path);
43
 
44
   // initialize stuff
14 pmbaty 45
   is_registered = false;
1 pmbaty 46
   terminate_everything = false;
47
   hMainWnd = NULL;
48
   hChatterChannelsWnd = NULL;
49
   hGamesWnd = NULL;
50
   hMOTDWnd = NULL;
51
   hOpponentsWnd = NULL;
52
   hSoughtWnd = NULL;
75 pmbaty 53
   is_paused = false; // clear pause status
1 pmbaty 54
#ifdef NDEBUG
55
   want_framerate = false; // release mode, don't display framerate
56
#else
2 pmbaty 57
   want_framerate = true; // display framerate in debug mode
1 pmbaty 58
#endif // NDEBUG
59
   is_dialogbox_about_validated = false;
60
   is_dialogbox_challenge_validated = false;
61
   is_dialogbox_changeappearance_validated = false;
62
   is_dialogbox_comment_validated = false;
63
   is_dialogbox_endgame_validated = false;
64
   is_dialogbox_gotomove_validated = false;
75 pmbaty 65
   is_dialogbox_renamesides_validated = false;
1 pmbaty 66
   is_dialogbox_load_validated = false;
67
   is_dialogbox_message_validated = false;
68
   is_dialogbox_newgame_validated = false;
69
   is_dialogbox_options_validated = false;
70
   is_dialogbox_pawnpromotion_validated = false;
71
   is_dialogbox_playercard_validated = false;
72
   is_dialogbox_playerinfoname_validated = false;
73
   is_dialogbox_quit_validated = false;
74
   is_dialogbox_resign_validated = false;
75
   is_dialogbox_save_validated = false;
76
   is_dialogbox_saveposition_validated = false;
77
   is_dialogbox_sendchallenge_validated = false;
78
   is_dialogbox_sendseek_validated = false;
79
   is_dialogbox_takeback_validated = false;
80
   is_window_chat_validated = false;
81
   is_window_chatterchannels_validated = false;
82
   is_window_games_validated = false;
83
   is_window_motd_validated = false;
84
   is_window_opponents_validated = false;
85
   is_window_sought_validated = false;
86
   save_pathname[0] = 0;
87
   srand ((unsigned int) time (NULL)); // initialize PRNG
21 pmbaty 88
   animation_endtime = 0.0f;
89
   command_ignoretime = 0.0f;
90
   sound_playtime = 0.0f;
91
   highlight_endtime = 0.0f;
92
   previous_time = 0.0f;
93
   frame_count = 0;
1 pmbaty 94
 
59 pmbaty 95
   // load the texts and ensure we have at least one display language
96
   LocalizedTexts_Init ();
97
   if (language_count < 1)
30 pmbaty 98
   {
56 pmbaty 99
      MessageBox (NULL, L"Chess Giants was unable to load its data files.\nThe game cannot start.\n\nPlease reinstall this program to fix the problem.", L"Chess Giants", MB_ICONERROR | MB_OK);
1 pmbaty 100
      return (-1); // bomb out on error
56 pmbaty 101
   }
1 pmbaty 102
 
59 pmbaty 103
   // read configuration data
104
   Config_Load ();
1 pmbaty 105
 
59 pmbaty 106
   // see if the program is registered
107
   is_registered = IsRegistrationCorrect (options.registration.user_email, options.registration.activation_code);
1 pmbaty 108
 
83 pmbaty 109
   // uncomment the two lines below to test the registration code
110
   //DialogBox_Registration ();
111
   //return (0);
112
 
1 pmbaty 113
   // register the window class, create the window and show it
114
   memset (&wc, 0, sizeof (wc));
115
   wc.cbSize = sizeof (wc);
116
   wc.style = CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS; // double-clicks support
117
   wc.lpfnWndProc = WindowProc_Main;
118
   wc.hInstance = hAppInstance;
119
   wc.hIcon = LoadIcon (hAppInstance, (wchar_t *) ICON_MAIN);
120
   wc.hCursor = LoadCursor (NULL, IDC_ARROW);
121
   wc.lpszClassName = PROGRAM_NAME L" WndClass";
122
   RegisterClassEx (&wc);
41 pmbaty 123
   swprintf_s (temp_string, WCHAR_SIZEOF (temp_string), PROGRAM_NAME L"%s", (is_registered ? L"" : LOCALIZE (L"EvaluationMode"))); // build window title
1 pmbaty 124
   if (options.want_fullscreen)
41 pmbaty 125
      hMainWnd = CreateWindowEx (0, wc.lpszClassName, temp_string, WS_POPUPWINDOW, // temp_string holds window title
59 pmbaty 126
                                 0, 0, GetSystemMetrics (SM_CXSCREEN), GetSystemMetrics (SM_CYSCREEN), NULL, NULL, hAppInstance, NULL);
1 pmbaty 127
   else
128
   {
3 pmbaty 129
      // in windowed mode, ensure window width and height aren't greater than screen size nor lower than a safe minimum
1 pmbaty 130
      if (options.window_width > GetSystemMetrics (SM_CXMAXTRACK))
3 pmbaty 131
         options.window_width = GetSystemMetrics (SM_CXMAXTRACK); // check this first in case screen size is reported incorrect
1 pmbaty 132
      if (options.window_height > GetSystemMetrics (SM_CYMAXTRACK))
133
         options.window_height = GetSystemMetrics (SM_CYMAXTRACK);
3 pmbaty 134
      if (options.window_width < 640)
135
         options.window_width = 640; // check this secondly in case screen size is reported incorrect
136
      if (options.window_height < 480)
137
         options.window_height = 480;
1 pmbaty 138
 
41 pmbaty 139
      hMainWnd = CreateWindowEx (0, wc.lpszClassName, temp_string, WS_OVERLAPPEDWINDOW, // temp_string holds window title
1 pmbaty 140
                                 GetSystemMetrics (SM_CXSCREEN) / 2 - options.window_width / 2,
141
                                 GetSystemMetrics (SM_CYSCREEN) / 2 - options.window_height / 2,
59 pmbaty 142
                                 options.window_width, options.window_height, NULL, NULL, hAppInstance, NULL);
1 pmbaty 143
   }
124 pmbaty 144
   ShowWindow (hMainWnd, (options.want_maximized ? SW_SHOWMAXIMIZED : nCmdShow)); // show it maximized if it was closed so
1 pmbaty 145
 
59 pmbaty 146
   // create the main menu line, and its accelerators
147
   hMainMenu = NULL;
148
   hMainAccelerators = NULL;
149
   CreateOrUpdateApplicationMenu ();
150
 
116 pmbaty 151
   // display the splash screen (uglily first, using GDI functions)
1 pmbaty 152
   memset ((void *) &splash_bmp, 0, sizeof (splash_bmp));
11 pmbaty 153
   hSplashBmp = W32LoadImage (L"%s/data/splash.bmp", app_path); // load the splash bitmap
1 pmbaty 154
   GetObject (hSplashBmp, sizeof (splash_bmp), (void *) &splash_bmp); // get a structure containing its size (among others)
155
   hdcMem = CreateCompatibleDC (NULL); // create a device context compatible with the screen
156
   hbmTmp = SelectBitmap (hdcMem, hSplashBmp); // select our bitmap to use in it
157
   hdc = BeginPaint (hMainWnd, &ps); // begin painting on the main window
158
   GetClientRect (hMainWnd, &rect);
159
   StretchBlt (hdc, 0, 0, rect.right, rect.bottom, hdcMem, 0, 0, splash_bmp.bmWidth, splash_bmp.bmHeight, SRCCOPY); // bit blit the bitmap into it
160
   EndPaint (hMainWnd, &ps); // end painting on the main window
161
   SelectObject (hdcMem, hbmTmp); // restore the previous selection
162
   DeleteDC (hdcMem); // and delete the handles to the device context
163
   DeleteObject (hSplashBmp); // and to the bitmap that we used
164
 
165
   // make the menu modeless
166
   memset (&menu_info, 0, sizeof (menu_info)); // prepare menu info structure
167
   menu_info.cbSize = sizeof (MENUINFO);
168
   menu_info.fMask = MIM_STYLE;
169
   GetMenuInfo (GetMenu (hMainWnd), &menu_info); // get current style
170
   menu_info.dwStyle |= MNS_MODELESS; // add the "modeless" flag
171
   SetMenuInfo (GetMenu (hMainWnd), &menu_info); // and send it back
172
 
173
   // load status icons, bitmaps and texts
11 pmbaty 174
   handlestatus[HANDLESTATUS_AVAILABLE].icon = W32LoadIcon (L"%s/data/icons/available.ico", app_path);
175
   handlestatus[HANDLESTATUS_AVAILABLE].bitmap = W32LoadImage (L"%s/data/status/available.bmp", app_path);
1 pmbaty 176
   handlestatus[HANDLESTATUS_AVAILABLE].text = LOCALIZE (L"Opponents_StatusAvailable");
11 pmbaty 177
   handlestatus[HANDLESTATUS_INGAME].icon = W32LoadIcon (L"%s/data/icons/ingame.ico", app_path);
178
   handlestatus[HANDLESTATUS_INGAME].bitmap = W32LoadImage (L"%s/data/status/ingame.bmp", app_path);
1 pmbaty 179
   handlestatus[HANDLESTATUS_INGAME].text = LOCALIZE (L"Opponents_StatusInGame");
11 pmbaty 180
   handlestatus[HANDLESTATUS_INSIMULATION].icon = W32LoadIcon (L"%s/data/icons/insimulation.ico", app_path);
181
   handlestatus[HANDLESTATUS_INSIMULATION].bitmap = W32LoadImage (L"%s/data/status/insimulation.bmp", app_path);
1 pmbaty 182
   handlestatus[HANDLESTATUS_INSIMULATION].text = LOCALIZE (L"Opponents_StatusInSimulation");
11 pmbaty 183
   handlestatus[HANDLESTATUS_INTOURNAMENT].icon = W32LoadIcon (L"%s/data/icons/intournament.ico", app_path);
184
   handlestatus[HANDLESTATUS_INTOURNAMENT].bitmap = W32LoadImage (L"%s/data/status/intournament.bmp", app_path);
1 pmbaty 185
   handlestatus[HANDLESTATUS_INTOURNAMENT].text = LOCALIZE (L"Opponents_StatusInTournament");
11 pmbaty 186
   handlestatus[HANDLESTATUS_EXAMININGAGAME].icon = W32LoadIcon (L"%s/data/icons/examiningagame.ico", app_path);
187
   handlestatus[HANDLESTATUS_EXAMININGAGAME].bitmap = W32LoadImage (L"%s/data/status/examiningagame.bmp", app_path);
1 pmbaty 188
   handlestatus[HANDLESTATUS_EXAMININGAGAME].text = LOCALIZE (L"Opponents_StatusExaminingAGame");
11 pmbaty 189
   handlestatus[HANDLESTATUS_NOTOPENFORAMATCH].icon = W32LoadIcon (L"%s/data/icons/notopenforamatch.ico", app_path);
190
   handlestatus[HANDLESTATUS_NOTOPENFORAMATCH].bitmap = W32LoadImage (L"%s/data/status/notopenforamatch.bmp", app_path);
1 pmbaty 191
   handlestatus[HANDLESTATUS_NOTOPENFORAMATCH].text = LOCALIZE (L"Opponents_StatusNotOpenForAMatch");
11 pmbaty 192
   handlestatus[HANDLESTATUS_INACTIVEORBUSY].icon = W32LoadIcon (L"%s/data/icons/inactiveorbusy.ico", app_path);
193
   handlestatus[HANDLESTATUS_INACTIVEORBUSY].bitmap = W32LoadImage (L"%s/data/status/inactiveorbusy.bmp", app_path);
1 pmbaty 194
   handlestatus[HANDLESTATUS_INACTIVEORBUSY].text = LOCALIZE (L"Opponents_StatusInactiveOrBusy");
11 pmbaty 195
   handlestatus[HANDLESTATUS_OFFLINE].icon = W32LoadIcon (L"%s/data/icons/offline.ico", app_path);
196
   handlestatus[HANDLESTATUS_OFFLINE].bitmap = W32LoadImage (L"%s/data/status/offline.bmp", app_path);
1 pmbaty 197
   handlestatus[HANDLESTATUS_OFFLINE].text = LOCALIZE (L"Opponents_StatusOffline");
198
 
11 pmbaty 199
   // load the system fonts
1 pmbaty 200
   hFontChat = CreateFont (17, 0, 0, 0, FW_DONTCARE, false, false, false, ANSI_CHARSET, OUT_DEFAULT_PRECIS,
201
                           CLIP_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_SWISS, L"Comic Sans MS");
202
 
21 pmbaty 203
   // before any rendering is done, it's a good idea to know what time it is
204
   current_time = ProcessTime ();
75 pmbaty 205
   stoppage_time = 0;
60 pmbaty 206
   screensaverwatchdog_feedtime = current_time + 50.0f; // feed screensaver watchdog every 50 seconds
21 pmbaty 207
 
116 pmbaty 208
   // initialize audio and renderer, and display a cleaner version of the splash screen this time :)
209
   if (!Audio_Init () || !Render_Init (L"%s/data/splash.bmp", app_path))
1 pmbaty 210
      return (-1); // bomb out on error
211
 
212
   // load sprites
124 pmbaty 213
   larrow_spriteindex = Render_LoadSprite (L"%s/data/sprites/arrow-left.png", app_path);
214
   rarrow_spriteindex = Render_LoadSprite (L"%s/data/sprites/arrow-right.png", app_path);
215
   newgamebutton_spriteindex = Render_LoadSprite (L"%s/data/sprites/newgame.png", app_path);
216
   opengamebutton_spriteindex = Render_LoadSprite (L"%s/data/sprites/opengame.png", app_path);
217
   chatbutton_spriteindex = Render_LoadSprite (L"%s/data/sprites/chat.png", app_path);
218
   gamesbutton_spriteindex = Render_LoadSprite (L"%s/data/sprites/games.png", app_path);
219
   peoplebutton_spriteindex = Render_LoadSprite (L"%s/data/sprites/people.png", app_path);
220
   sepia_spriteindex = Render_LoadSprite (L"%s/data/sprites/sepia.png", app_path);
1 pmbaty 221
   for (array_index = 0; array_index < 12; array_index++)
11 pmbaty 222
      spinner_spriteindex[array_index] = Render_LoadSprite (L"%s/data/sprites/spinner-%d.png", app_path, array_index * 30); // spinning wheel
1 pmbaty 223
 
11 pmbaty 224
   // add our custom fonts to the list of available fonts for the duration of the process
225
   swprintf_s (font_pathname, WCHAR_SIZEOF (font_pathname), L"%s/data/fonts/papyrus.ttf", app_path);
226
   AddFontResourceEx (font_pathname, FR_PRIVATE, 0);
227
   // load rendered fonts
18 pmbaty 228
   arrow_fontindex = Render_LoadFont (L"Papyrus", 24, false, false);
229
   chat_fontindex = Render_LoadFont (L"Papyrus", 32, false, false);
230
   players_fontindex = Render_LoadFont (L"Papyrus", 40, false, true);
231
   centermsg_fontindex = Render_LoadFont (L"Papyrus", 54, false, true);
1 pmbaty 232
 
233
   // load themes, initialize a new human vs. human game and setup the scene
234
   if (!Themes_Init ())
235
      return (-1); // bomb out on error
236
   Board_Init (&the_board, PLAYER_HUMAN, PLAYER_HUMAN, FENSTARTUP_STANDARDCHESS);
237
   Scene_Init (&the_scene, &the_board);
238
 
239
   // has a filename been specifed on the command-line AND that file exists ?
240
   if ((lpCmdLine != NULL) && (lpCmdLine[0] != 0))
241
   {
242
      while (*lpCmdLine == '"')
243
         lpCmdLine++; // skip leading quotes
244
      if ((endptr = strchr (lpCmdLine, '"')) != NULL)
245
         *endptr = 0; // break the string at the first ending quote
41 pmbaty 246
 
87 pmbaty 247
      // is it a file that exists ? (don't use stat() which is broken on WinXP)
248
      if (_access (lpCmdLine, 0) == 0)
50 pmbaty 249
      {
250
         ConvertToWideChar (load_pathname, WCHAR_SIZEOF (load_pathname), lpCmdLine); // save pathname string
251
         is_dialogbox_load_validated = true; // and act as if the user just validated a load dialog box
252
      }
41 pmbaty 253
#ifndef NDEBUG
50 pmbaty 254
      // else is it a registration info ? if so, parse it
255
      else if ((strncmp (lpCmdLine, "/r=", 3) == 0) && ((endptr = strchr (&lpCmdLine[3], ',')) != NULL))
41 pmbaty 256
      {
257
         *endptr = 0; // break the string at the separator between user email and activation code
258
         ConvertToWideChar (temp_string, WCHAR_SIZEOF (temp_string), &lpCmdLine[3]); // read user email
259
         is_registered = IsRegistrationCorrect (temp_string, atoi (endptr + 1)); // and see whether we're registered or not
260
      }
261
#endif // !NDEBUG
1 pmbaty 262
   }
263
 
124 pmbaty 264
   // TODO: this + offline statistics
265
 
1 pmbaty 266
   // enter the main loop
267
   while (!terminate_everything)
268
   {
269
      // see what time it is
270
      current_time = ProcessTime ();
75 pmbaty 271
      if (is_paused)
272
         stoppage_time += (current_time - previous_time); // if we're paused, increase stoppage time
1 pmbaty 273
 
60 pmbaty 274
      // is it time to feed the screensaver watchdog ? (to prevent it from starting)
275
      if (screensaverwatchdog_feedtime < current_time)
276
      {
277
         mousemove_input.type = INPUT_MOUSE;
278
         memset (&mousemove_input.mi, 0, sizeof (mousemove_input.mi)); // blank out struct = no move at all :)
279
         mousemove_input.mi.dwFlags = MOUSEEVENTF_MOVE;
280
         SendInput (1, &mousemove_input, sizeof (mousemove_input)); // send a fake mouse move input event
281
 
282
         screensaverwatchdog_feedtime = current_time + 50.0f; // feed screensaver watchdog again in 50 seconds
283
      }
284
 
1 pmbaty 285
      // are we in demo mode and is it time to quit ?
14 pmbaty 286
      if (!is_registered && (current_time > DEMO_TIMEOUT))
18 pmbaty 287
         DestroyWindow (hMainWnd); // if so, send a quit message in order to break the loop
1 pmbaty 288
 
289
      // are we in the middle of an animation or just after it ?
290
      if (current_time < animation_endtime + 0.5f)
291
         the_scene.update = true; // always update during animations
292
      else
293
         the_scene.update |= Board_Think (&the_board); // make the board (i.e, both players) think
294
 
295
      MainLoop_FindCurrentViewer ();  // determine current viewer
296
 
297
      // see if we have a message waiting for any window in the current thread and dispatch it
298
      while (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE))
299
      {
300
         // check for accelerator keystrokes from the main window
59 pmbaty 301
         if ((msg.hwnd != hMainWnd) || !TranslateAccelerator (hMainWnd, hMainAccelerators, &msg))
1 pmbaty 302
         {
303
            TranslateMessage (&msg); // translate and dispatch all other messages
304
            DispatchMessage (&msg);
305
         }
306
      }
307
 
308
      // handle dialog box and window return codes
309
      if (is_dialogbox_about_validated) DialogBox_About_Validated ();
310
      if (is_dialogbox_challenge_validated) DialogBox_Challenge_Validated ();
311
      if (is_dialogbox_changeappearance_validated) DialogBox_ChangeAppearance_Validated ();
312
      if (is_dialogbox_comment_validated) DialogBox_Comment_Validated ();
313
      if (is_dialogbox_endgame_validated) DialogBox_EndGame_Validated ();
314
      if (is_dialogbox_gotomove_validated) DialogBox_GoToMove_Validated ();
75 pmbaty 315
      if (is_dialogbox_renamesides_validated) DialogBox_RenameSides_Validated ();
1 pmbaty 316
      if (is_dialogbox_load_validated) DialogBox_Load_Validated ();
317
      if (is_dialogbox_message_validated) DialogBox_Message_Validated ();
318
      if (is_dialogbox_newgame_validated) DialogBox_NewGame_Validated ();
319
      if (is_dialogbox_options_validated) DialogBox_Options_Validated ();
320
      if (is_dialogbox_pawnpromotion_validated) DialogBox_PawnPromotion_Validated ();
321
      if (is_dialogbox_playercard_validated) DialogBox_PlayerCard_Validated ();
322
      if (is_dialogbox_playerinfoname_validated) DialogBox_PlayerInfoName_Validated ();
323
      if (is_dialogbox_quit_validated) DialogBox_Quit_Validated ();
324
      if (is_dialogbox_resign_validated) DialogBox_Resign_Validated ();
325
      if (is_dialogbox_save_validated) DialogBox_Save_Validated ();
326
      if (is_dialogbox_saveposition_validated) DialogBox_SavePosition_Validated ();
327
      if (is_dialogbox_sendchallenge_validated) DialogBox_SendChallenge_Validated ();
328
      if (is_dialogbox_sendseek_validated) DialogBox_SendSeek_Validated ();
329
      if (is_dialogbox_takeback_validated) DialogBox_Takeback_Validated ();
330
      if (is_window_chat_validated) Window_Chat_Validated ();
331
      if (is_window_chatterchannels_validated) Window_ChatterChannels_Validated ();
332
      if (is_window_games_validated) Window_Games_Validated ();
333
      if (is_window_motd_validated) Window_MOTD_Validated ();
334
      if (is_window_opponents_validated) Window_Opponents_Validated ();
335
      if (is_window_sought_validated) Window_Sought_Validated ();
336
 
337
      MainLoop_EvaluateGameState (); // evaluate game state
338
 
339
      // is the table rotating ?
340
      if (Player_RotateTable (&the_board.players[current_viewer], current_time - previous_time))
341
         the_scene.update = true; // if so, update the scene
342
 
343
      // are we highlighting something ?
344
      if (highlight_endtime > current_time)
345
         the_scene.update = true; // if so, update the scene
346
 
347
      // else if we WERE just highlighting something, clear the hovered positions
348
      else if (highlight_endtime + 0.1f > current_time)
349
      {
350
         the_board.hovered_position[0] = -1;
351
         the_board.hovered_position[1] = -1;
352
         the_scene.update = true; // and update the scene
353
      }
354
 
355
      // if we want the game clock, update scene every second
356
      if (options.want_clock && ((int) current_time != (int) previous_time))
357
         the_scene.update = true;
358
 
359
      // if there's something in the central text buffer, update scene too
360
      if (the_scene.gui.central_text.is_displayed)
361
         the_scene.update = true;
362
 
363
      // if we have a spinning wheel, update scene too
364
      if (the_scene.gui.want_spinwheel)
365
         the_scene.update = true;
366
 
85 pmbaty 367
      // is our theme not loaded yet ?
368
      if (!theme->is_loaded)
369
         Theme_LoadABitMore (theme); // load a bit more of it
370
 
371
      // else do we NOT need to update the scene ?
372
      else if (!(the_scene.update || want_framerate))
1 pmbaty 373
      {
374
         // cycle through all themes and see if one of them needs to be loaded
375
         for (array_index = 0; array_index < theme_count; array_index++)
376
            if (!themes[array_index].is_loaded)
377
            {
85 pmbaty 378
               Theme_LoadABitMore (&themes[array_index]); // load a bit more of this theme
1 pmbaty 379
               break; // and stop looping (see you next pass)
380
            }
381
      }
382
 
85 pmbaty 383
      // either we need to update the scene, or we want to do it continuously
384
      else
1 pmbaty 385
      {
386
         Scene_Update (&the_scene, &the_board); // evaluate which parts need to be placed
387
         Render_RenderFrame (&the_scene); // render a game frame
388
 
389
         the_scene.update = false; // scene no longer needs to be updated now
390
      }
391
 
392
      Audio_Think (); // ensure audio is playing
393
 
394
      previous_time = current_time; // save previous time
395
      if (frame_count == 100)
396
      {
397
         frame_count = 0; // reset frame count every 100 frames
398
         Sleep (1); // once every 100 frames, wait a millisecond
399
      }
400
      else
401
         Sleep (0); // else just allow context switching
402
      frame_count++; // increase the frame count
403
   }
404
 
405
   /////////////////////////////////////////////////////////////////////////
406
   // at this point, we exited the main loop and we are returning to Windows
407
 
116 pmbaty 408
   // release scene, game, themes and shutdown renderer and audio
1 pmbaty 409
   Scene_Shutdown (&the_scene);
410
   Board_Shutdown (&the_board);
411
   Themes_Shutdown ();
412
   Render_Shutdown ();
116 pmbaty 413
   Audio_Shutdown ();
1 pmbaty 414
 
415
   // delete the font resources
416
   DeleteObject (hFontChat);
417
 
418
   // delete the bitmap and icon ressources
419
   for (array_index = 1; array_index < sizeof (handlestatus) / sizeof (handlestatus[0]); array_index++)
420
   {
421
      DeleteObject (handlestatus[array_index].bitmap);
422
      DestroyIcon (handlestatus[array_index].icon);
423
   }
424
 
425
   // unregister window class
426
   UnregisterClass (wc.lpszClassName, hAppInstance);
427
 
428
   // destroy the accelerators table
59 pmbaty 429
   if (hMainAccelerators)
430
      DestroyAcceleratorTable (hMainAccelerators);
431
   hMainAccelerators = NULL;
1 pmbaty 432
 
59 pmbaty 433
   // destroy the application menu object
434
   if (IsMenu (hMainMenu))
435
      DestroyMenu (hMainMenu);
436
   hMainMenu = NULL;
1 pmbaty 437
 
14 pmbaty 438
   // are we not registered yet ?
439
   if (!is_registered)
440
      DialogBox_Registration ();
441
 
1 pmbaty 442
   // save configuration data
443
   Config_Save ();
444
 
445
   // unload localized texts
446
   LocalizedTexts_Shutdown ();
447
 
448
   return (0); // and return to Windows.
449
}
450
 
451
 
452
static void MainLoop_FindCurrentViewer (void)
453
{
454
   // helper function that tells who is the current viewer
455
 
456
   if ((the_board.players[COLOR_WHITE].type == PLAYER_HUMAN) && (the_board.players[COLOR_BLACK].type == PLAYER_HUMAN))
457
      current_viewer = Board_ColorToMove (&the_board); // if both players are human, track them both
458
   else if (the_board.players[COLOR_WHITE].type == PLAYER_HUMAN)
459
      current_viewer = COLOR_WHITE; // else if only the white is human, track the white
460
   else if (the_board.players[COLOR_BLACK].type == PLAYER_HUMAN)
461
      current_viewer = COLOR_BLACK; // else if it's the black, track the black
462
   else
463
      current_viewer = COLOR_WHITE; // else no human in game, track just the white
464
 
465
   return; // finished, current viewer is known
466
}
467
 
468
 
469
static void MainLoop_EvaluateGameState (void)
470
{
471
   // function to evaluate the game state in the main loop when a part has just moved
472
 
41 pmbaty 473
   static wchar_t window_title[256];
474
 
1 pmbaty 475
   player_t *current_player;
476
   player_t *opposite_player;
477
   player_t *network_player;
478
   boardmove_t *last_move;
479
   int enabled_value;
480
   int move_index;
481
 
124 pmbaty 482
   // get current and opposite players, and see if we're online
1 pmbaty 483
   current_player = Player_GetCurrent ();
484
   opposite_player = Player_GetOpposite ();
485
   network_player = Player_FindByType (PLAYER_INTERNET);
486
 
124 pmbaty 487
   // if the view distance or pitch is lower than the minimum, enable the "new game" and "open game" buttons
488
   if ((network_player == NULL) && (current_distance == CLOSEUP_VIEW_DISTANCE) && (current_pitch == CLOSEUP_VIEW_PITCH))
489
   {
490
      GUIBUTTON_ENABLE (the_scene.gui.newgamebutton);
491
      GUIBUTTON_ENABLE (the_scene.gui.opengamebutton);
492
   }
493
   else
494
   {
495
      GUIBUTTON_DISABLE (the_scene.gui.newgamebutton);
496
      GUIBUTTON_DISABLE (the_scene.gui.opengamebutton);
497
   }
498
 
499
   if (!the_board.reevaluate)
500
      return; // if the board doesn't need to be reevaluated, don't do anything
501
 
1 pmbaty 502
   // has the game started ?
503
   if (the_board.move_count > 1)
504
   {
505
      // game has started, enable the "save" and "save as" menu options
506
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVE, MF_ENABLED);
507
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEAS, MF_ENABLED);
508
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEPOSITIONAS, MF_ENABLED);
509
 
510
      // enable the "go to move" menu option
511
      EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_GOTOMOVE, MF_ENABLED);
512
 
513
      // are we watching the last move ?
514
      if (the_board.viewed_move == the_board.move_count - 1)
515
      {
516
         // get a quick acccess to the last move
517
         last_move = &the_board.moves[the_board.move_count - 1];
518
 
50 pmbaty 519
         // if the current player is a human AND its opponent is a computer, allow him to ask us for a hint
520
         if ((current_player->type == PLAYER_HUMAN) && (opposite_player->type == PLAYER_COMPUTER))
1 pmbaty 521
            EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_SUGGESTMOVE, MF_ENABLED);
522
         else
523
            EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_SUGGESTMOVE, MF_GRAYED);
524
 
525
         // (if the current player is a human
526
         //  AND (its opponent is another human AND there's at least one move played)
527
         //       OR (its opponent is a computer AND there are at least two moves played)
528
         //       OR (its opponent is a remote player AND we're in game AND there are at least two moves played))
529
         // OR the current player is a remote player AND we're in game AND there are at least two moves played), allow him to cancel move
530
         if (((current_player->type == PLAYER_HUMAN)
531
              && ((opposite_player->type == PLAYER_HUMAN)
532
                  || ((opposite_player->type == PLAYER_COMPUTER) && (the_board.move_count > 2))
533
                  || ((opposite_player->type == PLAYER_INTERNET) && (opposite_player->is_in_game) && (the_board.move_count > 2))))
534
             || ((current_player->type == PLAYER_INTERNET) && (current_player->is_in_game) && (the_board.move_count > 2)))
535
            EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_CANCELLASTMOVE, MF_ENABLED);
536
         else
537
            EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_CANCELLASTMOVE, MF_GRAYED);
538
 
539
         // is the current player in check ? (to play the right sound)
540
         // read as: was the last move an opponent's move AND did it put us to check ?
541
         if (last_move->is_check)
542
         {
543
            // is it a checkmate ? (checkmate == check + stalemate)
544
            if (last_move->is_stalemate)
545
            {
546
               // display the game over dialog box
547
               the_board.game_state = (Board_ColorToMove (&the_board) == COLOR_WHITE ? STATE_BLACKWIN_CHECKMATE : STATE_WHITEWIN_CHECKMATE);
548
               DialogBox_EndGame ();
549
            }
550
         }
551
         else
552
         {
553
            // is it a stalemate ?
554
            if (last_move->is_stalemate)
555
            {
556
               // display the game over dialog box
557
               the_board.game_state = STATE_DRAW_STALEMATE;
558
               DialogBox_EndGame ();
559
            }
560
         }
561
 
562
         // have there 50 moves been played each side (i.e, 100 plies) AND is the current player human ?
563
         if ((the_board.move_count > 100) && (current_player->type == PLAYER_HUMAN))
564
         {
565
            // go backwards and see when is the latest move that took an opponent's piece OR the latest pawn move
566
            for (move_index = the_board.move_count - 1; move_index >= 0; move_index--)
567
               if (the_board.moves[move_index].has_captured || (the_board.moves[move_index].part == PART_PAWN))
568
                  break; // stop as soon as we find one
569
 
570
            // can the fifty moves draw rule be claimed AND does the current player claims it ?
571
            if (move_index + 1 + 100 < the_board.move_count)
572
            {
573
               // yes. Propose it to the side that's on move
574
// TODO: non-modal MessageBox (copy dialog_newgame.cpp and use return values)
575
            }
576
         }
577
 
124 pmbaty 578
         GUIBUTTON_ENABLE (the_scene.gui.larrow); // enable "back" arrow if it isn't displayed yet
579
         GUIBUTTON_DISABLE (the_scene.gui.rarrow); // disable "forward" arrow if it's already displayed
1 pmbaty 580
 
581
         if (the_board.game_state == STATE_PLAYING)
582
            Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
75 pmbaty 583
                           RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (is_paused ? L"Paused" : L"Current"));
1 pmbaty 584
         else if ((the_board.game_state == STATE_BLACKWIN_CHECKMATE) || (the_board.game_state == STATE_WHITEWIN_CHECKMATE))
585
            Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
586
                           RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"EndGame_CheckMate"));
587
         else if ((the_board.game_state == STATE_WHITEWIN_RESIGNORFORFEIT) || (the_board.game_state == STATE_BLACKWIN_RESIGNORFORFEIT))
588
            Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
589
                           RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"EndGame_Resign"));
590
         else if (the_board.game_state == STATE_DRAW_STALEMATE)
591
            Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
592
                           RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"EndGame_StaleMate"));
593
         else if (the_board.game_state == STATE_DRAW_AGREEMENT)
594
            Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
595
                           RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"EndGame_Agreement"));
596
         else if (the_board.game_state == STATE_DRAW_OTHER)
597
            Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
598
                           RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"EndGame_DrawOther"));
599
 
600
         // enable the "comment on this move" menu option
601
         EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_COMMENTMOVE, MF_ENABLED);
602
      }
603
 
604
      // else are we watching another move, but not the beginning of the game ?
605
      else if (the_board.viewed_move > 0)
606
      {
124 pmbaty 607
         GUIBUTTON_ENABLE (the_scene.gui.larrow); // enable "back" arrow if it isn't displayed yet
608
         GUIBUTTON_ENABLE (the_scene.gui.rarrow); // enable "forward" arrow if it isn't displayed yet
1 pmbaty 609
         Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
610
                        RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false,
18 pmbaty 611
                        L"%s %d\n%s", LOCALIZE (L"Move"), (the_board.viewed_move + 1) / 2, (the_board.viewed_move % 2 ? LOCALIZE (L"Games_White"): LOCALIZE (L"Games_Black")));
1 pmbaty 612
 
613
         // enable the "save position as" and "comment on this move" menu options
614
         EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEPOSITIONAS, MF_ENABLED);
615
         EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_COMMENTMOVE, MF_ENABLED);
616
      }
617
 
618
      // else we must be watching the beginning of the game (no move yet)
619
      else
620
      {
124 pmbaty 621
         GUIBUTTON_DISABLE (the_scene.gui.larrow); // disable "back" arrow if it's already displayed
622
         GUIBUTTON_ENABLE (the_scene.gui.rarrow); // enable "forward" arrow if it isn't displayed yet
1 pmbaty 623
         Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
624
                        RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"Beginning"));
625
 
626
         // disable the "save position as" and "comment on this move" menu options
627
         EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEPOSITIONAS, MF_GRAYED);
628
         EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_COMMENTMOVE, MF_GRAYED);
629
      }
630
   }
631
   else
632
   {
633
      // game has not started, disable the "save", "save as" and "save position as" menu options
634
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVE, MF_GRAYED);
635
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEAS, MF_GRAYED);
636
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEPOSITIONAS, MF_GRAYED);
637
 
52 pmbaty 638
      // if the current player is a human AND its opponent is a computer, allow him to ask us for a hint
639
      if ((current_player->type == PLAYER_HUMAN) && (opposite_player->type == PLAYER_COMPUTER))
640
         EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_SUGGESTMOVE, MF_ENABLED);
641
      else
642
         EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_SUGGESTMOVE, MF_GRAYED);
643
 
644
      // disable the "cancel last move", "comment move" and "go to move" menu options
1 pmbaty 645
      EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_CANCELLASTMOVE, MF_GRAYED);
646
      EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_COMMENTMOVE, MF_GRAYED);
647
      EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_GOTOMOVE, MF_GRAYED);
648
 
75 pmbaty 649
      is_paused = false; // clear pause status (we can only pause a game when it's been started)
650
 
1 pmbaty 651
      // and disable the two arrows and the arrow text
124 pmbaty 652
      GUIBUTTON_DISABLE (the_scene.gui.larrow);
653
      GUIBUTTON_DISABLE (the_scene.gui.rarrow);
1 pmbaty 654
      the_scene.gui.arrow_text.is_displayed = false;
655
   }
656
 
657
   // no matter whether the game started or not, if the current player is a human AND its opponent is a computer, allow him to swap sides
658
   if ((current_player->type == PLAYER_HUMAN) && (opposite_player->type == PLAYER_COMPUTER))
659
      EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_SWAPSIDES, MF_ENABLED);
660
   else
661
      EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_SWAPSIDES, MF_GRAYED);
662
 
75 pmbaty 663
   // no matter whether the game started or not, enable players renaming only if we are NOT in internet mode
664
   EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_RENAMESIDES, (network_player == NULL ? MF_ENABLED : MF_GRAYED));
665
 
1 pmbaty 666
   // update window title
667
   if ((the_board.players[COLOR_WHITE].name[0] != 0) && (the_board.players[COLOR_BLACK].name[0] != 0))
668
   {
14 pmbaty 669
      swprintf_s (window_title, WCHAR_SIZEOF (window_title), L"%s %s %s - " PROGRAM_NAME L"%s", the_board.players[COLOR_WHITE].name, LOCALIZE (L"Versus"), the_board.players[COLOR_BLACK].name, (is_registered ? L"" : LOCALIZE (L"EvaluationMode")));
1 pmbaty 670
      SetWindowText (hMainWnd, window_title); // update window title
671
   }
672
   else if (the_board.players[COLOR_WHITE].name[0] != 0)
673
   {
14 pmbaty 674
      swprintf_s (window_title, WCHAR_SIZEOF (window_title), L"%s - " PROGRAM_NAME L"%s", the_board.players[COLOR_WHITE].name, (is_registered ? L"" : LOCALIZE (L"EvaluationMode")));
1 pmbaty 675
      SetWindowText (hMainWnd, window_title); // update window title
676
   }
677
 
678
   // are we in internet mode AND are we logged in ?
679
   if ((network_player != NULL) && network_player->is_logged_in)
680
   {
681
      // are we currently playing a game ?
682
      if (network_player->is_in_game)
683
      {
684
         GUIBUTTON_ENABLE (the_scene.gui.chatbutton); // enable chat button if it's not enabled yet
685
         GUIBUTTON_DISABLE (the_scene.gui.gamesbutton); // disable games button if it was enabled
686
         GUIBUTTON_DISABLE (the_scene.gui.peoplebutton); // disable people button if it was enabled
687
         EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_RESIGN, MF_ENABLED); // allow resigning
688
      }
689
      else
690
      {
691
         GUIBUTTON_DISABLE (the_scene.gui.chatbutton); // disable chat button if it was enabled
692
         GUIBUTTON_ENABLE (the_scene.gui.gamesbutton); // enable games button if it's not enabled yet
693
         GUIBUTTON_ENABLE (the_scene.gui.peoplebutton); // enable people button if it's not enabled yet
694
         EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_RESIGN, MF_GRAYED); // disable ability to resign
695
      }
75 pmbaty 696
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_PAUSE, MF_DISABLED); // disallow pause
1 pmbaty 697
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_STATISTICS, MF_ENABLED); // enable stats
698
 
699
      enabled_value = MF_ENABLED; // remember to enable the internet-related menu items
700
   }
701
   // else it's a local or vs. computer game
702
   else
703
   {
704
      GUIBUTTON_DISABLE (the_scene.gui.chatbutton); // disable chat button if it was enabled
705
      GUIBUTTON_DISABLE (the_scene.gui.gamesbutton); // disable games button if it was enabled
706
      GUIBUTTON_DISABLE (the_scene.gui.peoplebutton); // disable people button if it was enabled
75 pmbaty 707
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_PAUSE, (the_board.move_count > 1 ? MF_ENABLED : MF_GRAYED)); // allow pause if the game has started
708
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_RESIGN, (the_board.move_count > 1 ? MF_ENABLED : MF_GRAYED)); // allow resigning if the game has started
1 pmbaty 709
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_STATISTICS, MF_GRAYED); // disable stats
710
 
711
      enabled_value = MF_GRAYED; // remember to disable the internet-related menu items
712
   }
713
 
714
   EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SETUPPOSITION, !enabled_value); // note the inversion
715
   EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_SHOWONLINEPLAYERS, enabled_value);
716
   EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_SHOWSOUGHTGAMES, enabled_value);
717
   EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_SEEKGAME, enabled_value);
718
   if (!options.network.want_publicchat)
719
   {
720
      EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_CHATTERCHANNELS, MF_GRAYED); // always grayed if we don't want public chat
721
      EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_ENTERCHATTEXT, MF_GRAYED);
722
   }
723
   else
724
   {
725
      EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_CHATTERCHANNELS, enabled_value); // else enabled only in internet mode
726
      EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_ENTERCHATTEXT, enabled_value);
727
   }
728
   EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_DISPLAYPLAYERCARD, enabled_value);
729
   EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_DISPLAYYOURCARD, enabled_value);
730
   EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_MOTD, enabled_value);
731
 
732
   the_board.reevaluate = false; // board evaluation has been done
733
   return; // finished, new board state is known
734
}