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