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1 pmbaty 1
// main.cpp
2
 
3
#define DEFINE_GLOBALS
4
#include "common.h"
5
 
6
 
7
// handy macros
8
#define GUIBUTTON_ENABLE(button) { if ((button).state == 0) (button).state = 1; }
9
#define GUIBUTTON_DISABLE(button) { if ((button).state > 0) (button).state = 0; }
10
 
11
 
12
// prototypes of locally used functions
13
static void MainLoop_FindCurrentViewer (void);
14
static void MainLoop_EvaluateGameState (void);
15
 
16
 
17
int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance, char *lpCmdLine, int nCmdShow)
18
{
19
   // the entry point for any Windows program
20
 
21
   WNDCLASSEX wc;
22
   MENUINFO menu_info;
23
   MSG msg;
24
   HBITMAP hSplashBmp;
25
   BITMAP splash_bmp;
26
   HDC hdc;
27
   RECT rect;
28
   PAINTSTRUCT ps;
29
   HBITMAP hbmTmp;
30
   HDC hdcMem;
31
   float previous_time;
32
   int frame_count;
33
   int array_index;
34
   char *endptr;
35
   wchar_t app_pathname[MAX_PATH];
11 pmbaty 36
   wchar_t font_pathname[MAX_PATH];
41 pmbaty 37
   wchar_t temp_string[100];
1 pmbaty 38
   struct _stat fileinfo;
39
 
40
   // save application instance
41
   hAppInstance = hInstance;
42
 
43
   // find module and path names, and *IMPORTANT*, set the current working directory there
44
   GetModuleFileName (NULL, app_pathname, WCHAR_SIZEOF (app_pathname));
45
   GetDirectoryPath (app_pathname, app_path);
46
   SetCurrentDirectoryW (app_path);
47
 
48
   // initialize stuff
14 pmbaty 49
   is_registered = false;
1 pmbaty 50
   terminate_everything = false;
51
   hMainWnd = NULL;
52
   hChatterChannelsWnd = NULL;
53
   hGamesWnd = NULL;
54
   hMOTDWnd = NULL;
55
   hOpponentsWnd = NULL;
56
   hSoughtWnd = NULL;
57
#ifdef NDEBUG
58
   want_framerate = false; // release mode, don't display framerate
59
#else
2 pmbaty 60
   want_framerate = true; // display framerate in debug mode
1 pmbaty 61
#endif // NDEBUG
62
   is_dialogbox_about_validated = false;
63
   is_dialogbox_challenge_validated = false;
64
   is_dialogbox_changeappearance_validated = false;
65
   is_dialogbox_comment_validated = false;
66
   is_dialogbox_endgame_validated = false;
67
   is_dialogbox_gotomove_validated = false;
68
   is_dialogbox_load_validated = false;
69
   is_dialogbox_message_validated = false;
70
   is_dialogbox_newgame_validated = false;
71
   is_dialogbox_options_validated = false;
72
   is_dialogbox_pawnpromotion_validated = false;
73
   is_dialogbox_playercard_validated = false;
74
   is_dialogbox_playerinfoname_validated = false;
75
   is_dialogbox_quit_validated = false;
76
   is_dialogbox_resign_validated = false;
77
   is_dialogbox_save_validated = false;
78
   is_dialogbox_saveposition_validated = false;
79
   is_dialogbox_sendchallenge_validated = false;
80
   is_dialogbox_sendseek_validated = false;
81
   is_dialogbox_takeback_validated = false;
82
   is_window_chat_validated = false;
83
   is_window_chatterchannels_validated = false;
84
   is_window_games_validated = false;
85
   is_window_motd_validated = false;
86
   is_window_opponents_validated = false;
87
   is_window_sought_validated = false;
88
   save_pathname[0] = 0;
89
   srand ((unsigned int) time (NULL)); // initialize PRNG
21 pmbaty 90
   animation_endtime = 0.0f;
91
   command_ignoretime = 0.0f;
92
   sound_playtime = 0.0f;
93
   highlight_endtime = 0.0f;
94
   previous_time = 0.0f;
95
   frame_count = 0;
1 pmbaty 96
 
59 pmbaty 97
   // load the texts and ensure we have at least one display language
98
   LocalizedTexts_Init ();
99
   if (language_count < 1)
30 pmbaty 100
   {
56 pmbaty 101
      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 102
      return (-1); // bomb out on error
56 pmbaty 103
   }
1 pmbaty 104
 
59 pmbaty 105
   // read configuration data
106
   Config_Load ();
1 pmbaty 107
 
59 pmbaty 108
   // see if the program is registered
109
   is_registered = IsRegistrationCorrect (options.registration.user_email, options.registration.activation_code);
1 pmbaty 110
 
111
   // register the window class, create the window and show it
112
   memset (&wc, 0, sizeof (wc));
113
   wc.cbSize = sizeof (wc);
114
   wc.style = CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS; // double-clicks support
115
   wc.lpfnWndProc = WindowProc_Main;
116
   wc.hInstance = hAppInstance;
117
   wc.hIcon = LoadIcon (hAppInstance, (wchar_t *) ICON_MAIN);
118
   wc.hCursor = LoadCursor (NULL, IDC_ARROW);
119
   wc.lpszClassName = PROGRAM_NAME L" WndClass";
120
   RegisterClassEx (&wc);
41 pmbaty 121
   swprintf_s (temp_string, WCHAR_SIZEOF (temp_string), PROGRAM_NAME L"%s", (is_registered ? L"" : LOCALIZE (L"EvaluationMode"))); // build window title
1 pmbaty 122
   if (options.want_fullscreen)
41 pmbaty 123
      hMainWnd = CreateWindowEx (0, wc.lpszClassName, temp_string, WS_POPUPWINDOW, // temp_string holds window title
59 pmbaty 124
                                 0, 0, GetSystemMetrics (SM_CXSCREEN), GetSystemMetrics (SM_CYSCREEN), NULL, NULL, hAppInstance, NULL);
1 pmbaty 125
   else
126
   {
3 pmbaty 127
      // in windowed mode, ensure window width and height aren't greater than screen size nor lower than a safe minimum
1 pmbaty 128
      if (options.window_width > GetSystemMetrics (SM_CXMAXTRACK))
3 pmbaty 129
         options.window_width = GetSystemMetrics (SM_CXMAXTRACK); // check this first in case screen size is reported incorrect
1 pmbaty 130
      if (options.window_height > GetSystemMetrics (SM_CYMAXTRACK))
131
         options.window_height = GetSystemMetrics (SM_CYMAXTRACK);
3 pmbaty 132
      if (options.window_width < 640)
133
         options.window_width = 640; // check this secondly in case screen size is reported incorrect
134
      if (options.window_height < 480)
135
         options.window_height = 480;
1 pmbaty 136
 
41 pmbaty 137
      hMainWnd = CreateWindowEx (0, wc.lpszClassName, temp_string, WS_OVERLAPPEDWINDOW, // temp_string holds window title
1 pmbaty 138
                                 GetSystemMetrics (SM_CXSCREEN) / 2 - options.window_width / 2,
139
                                 GetSystemMetrics (SM_CYSCREEN) / 2 - options.window_height / 2,
59 pmbaty 140
                                 options.window_width, options.window_height, NULL, NULL, hAppInstance, NULL);
1 pmbaty 141
   }
142
   ShowWindow (hMainWnd, nCmdShow);
143
 
59 pmbaty 144
   // create the main menu line, and its accelerators
145
   hMainMenu = NULL;
146
   hMainAccelerators = NULL;
147
   CreateOrUpdateApplicationMenu ();
148
 
1 pmbaty 149
   // display the splash screen
150
   memset ((void *) &splash_bmp, 0, sizeof (splash_bmp));
11 pmbaty 151
   hSplashBmp = W32LoadImage (L"%s/data/splash.bmp", app_path); // load the splash bitmap
1 pmbaty 152
   GetObject (hSplashBmp, sizeof (splash_bmp), (void *) &splash_bmp); // get a structure containing its size (among others)
153
   hdcMem = CreateCompatibleDC (NULL); // create a device context compatible with the screen
154
   hbmTmp = SelectBitmap (hdcMem, hSplashBmp); // select our bitmap to use in it
155
   hdc = BeginPaint (hMainWnd, &ps); // begin painting on the main window
156
   GetClientRect (hMainWnd, &rect);
157
   StretchBlt (hdc, 0, 0, rect.right, rect.bottom, hdcMem, 0, 0, splash_bmp.bmWidth, splash_bmp.bmHeight, SRCCOPY); // bit blit the bitmap into it
158
   EndPaint (hMainWnd, &ps); // end painting on the main window
159
   SelectObject (hdcMem, hbmTmp); // restore the previous selection
160
   DeleteDC (hdcMem); // and delete the handles to the device context
161
   DeleteObject (hSplashBmp); // and to the bitmap that we used
162
 
163
   // make the menu modeless
164
   memset (&menu_info, 0, sizeof (menu_info)); // prepare menu info structure
165
   menu_info.cbSize = sizeof (MENUINFO);
166
   menu_info.fMask = MIM_STYLE;
167
   GetMenuInfo (GetMenu (hMainWnd), &menu_info); // get current style
168
   menu_info.dwStyle |= MNS_MODELESS; // add the "modeless" flag
169
   SetMenuInfo (GetMenu (hMainWnd), &menu_info); // and send it back
170
 
171
   // load status icons, bitmaps and texts
11 pmbaty 172
   handlestatus[HANDLESTATUS_AVAILABLE].icon = W32LoadIcon (L"%s/data/icons/available.ico", app_path);
173
   handlestatus[HANDLESTATUS_AVAILABLE].bitmap = W32LoadImage (L"%s/data/status/available.bmp", app_path);
1 pmbaty 174
   handlestatus[HANDLESTATUS_AVAILABLE].text = LOCALIZE (L"Opponents_StatusAvailable");
11 pmbaty 175
   handlestatus[HANDLESTATUS_INGAME].icon = W32LoadIcon (L"%s/data/icons/ingame.ico", app_path);
176
   handlestatus[HANDLESTATUS_INGAME].bitmap = W32LoadImage (L"%s/data/status/ingame.bmp", app_path);
1 pmbaty 177
   handlestatus[HANDLESTATUS_INGAME].text = LOCALIZE (L"Opponents_StatusInGame");
11 pmbaty 178
   handlestatus[HANDLESTATUS_INSIMULATION].icon = W32LoadIcon (L"%s/data/icons/insimulation.ico", app_path);
179
   handlestatus[HANDLESTATUS_INSIMULATION].bitmap = W32LoadImage (L"%s/data/status/insimulation.bmp", app_path);
1 pmbaty 180
   handlestatus[HANDLESTATUS_INSIMULATION].text = LOCALIZE (L"Opponents_StatusInSimulation");
11 pmbaty 181
   handlestatus[HANDLESTATUS_INTOURNAMENT].icon = W32LoadIcon (L"%s/data/icons/intournament.ico", app_path);
182
   handlestatus[HANDLESTATUS_INTOURNAMENT].bitmap = W32LoadImage (L"%s/data/status/intournament.bmp", app_path);
1 pmbaty 183
   handlestatus[HANDLESTATUS_INTOURNAMENT].text = LOCALIZE (L"Opponents_StatusInTournament");
11 pmbaty 184
   handlestatus[HANDLESTATUS_EXAMININGAGAME].icon = W32LoadIcon (L"%s/data/icons/examiningagame.ico", app_path);
185
   handlestatus[HANDLESTATUS_EXAMININGAGAME].bitmap = W32LoadImage (L"%s/data/status/examiningagame.bmp", app_path);
1 pmbaty 186
   handlestatus[HANDLESTATUS_EXAMININGAGAME].text = LOCALIZE (L"Opponents_StatusExaminingAGame");
11 pmbaty 187
   handlestatus[HANDLESTATUS_NOTOPENFORAMATCH].icon = W32LoadIcon (L"%s/data/icons/notopenforamatch.ico", app_path);
188
   handlestatus[HANDLESTATUS_NOTOPENFORAMATCH].bitmap = W32LoadImage (L"%s/data/status/notopenforamatch.bmp", app_path);
1 pmbaty 189
   handlestatus[HANDLESTATUS_NOTOPENFORAMATCH].text = LOCALIZE (L"Opponents_StatusNotOpenForAMatch");
11 pmbaty 190
   handlestatus[HANDLESTATUS_INACTIVEORBUSY].icon = W32LoadIcon (L"%s/data/icons/inactiveorbusy.ico", app_path);
191
   handlestatus[HANDLESTATUS_INACTIVEORBUSY].bitmap = W32LoadImage (L"%s/data/status/inactiveorbusy.bmp", app_path);
1 pmbaty 192
   handlestatus[HANDLESTATUS_INACTIVEORBUSY].text = LOCALIZE (L"Opponents_StatusInactiveOrBusy");
11 pmbaty 193
   handlestatus[HANDLESTATUS_OFFLINE].icon = W32LoadIcon (L"%s/data/icons/offline.ico", app_path);
194
   handlestatus[HANDLESTATUS_OFFLINE].bitmap = W32LoadImage (L"%s/data/status/offline.bmp", app_path);
1 pmbaty 195
   handlestatus[HANDLESTATUS_OFFLINE].text = LOCALIZE (L"Opponents_StatusOffline");
196
 
11 pmbaty 197
   // load the system fonts
1 pmbaty 198
   hFontChat = CreateFont (17, 0, 0, 0, FW_DONTCARE, false, false, false, ANSI_CHARSET, OUT_DEFAULT_PRECIS,
199
                           CLIP_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_SWISS, L"Comic Sans MS");
200
 
21 pmbaty 201
   // before any rendering is done, it's a good idea to know what time it is
202
   current_time = ProcessTime ();
203
 
1 pmbaty 204
   // initialize renderer
205
   if (!Render_Init ())
206
      return (-1); // bomb out on error
207
 
208
   // load sprites
11 pmbaty 209
   larrow_spriteindex = Render_LoadSprite (L"%s/data/sprites/arrow-left.*", app_path);
210
   rarrow_spriteindex = Render_LoadSprite (L"%s/data/sprites/arrow-right.*", app_path);
211
   chatbutton_spriteindex = Render_LoadSprite (L"%s/data/sprites/chat.*", app_path);
212
   gamesbutton_spriteindex = Render_LoadSprite (L"%s/data/sprites/games.*", app_path);
213
   peoplebutton_spriteindex = Render_LoadSprite (L"%s/data/sprites/people.*", app_path);
214
   sepia_spriteindex = Render_LoadSprite (L"%s/data/sprites/sepia.*", app_path);
1 pmbaty 215
   for (array_index = 0; array_index < 12; array_index++)
11 pmbaty 216
      spinner_spriteindex[array_index] = Render_LoadSprite (L"%s/data/sprites/spinner-%d.png", app_path, array_index * 30); // spinning wheel
1 pmbaty 217
 
11 pmbaty 218
   // add our custom fonts to the list of available fonts for the duration of the process
219
   swprintf_s (font_pathname, WCHAR_SIZEOF (font_pathname), L"%s/data/fonts/papyrus.ttf", app_path);
220
   AddFontResourceEx (font_pathname, FR_PRIVATE, 0);
221
   // load rendered fonts
18 pmbaty 222
   arrow_fontindex = Render_LoadFont (L"Papyrus", 24, false, false);
223
   chat_fontindex = Render_LoadFont (L"Papyrus", 32, false, false);
224
   players_fontindex = Render_LoadFont (L"Papyrus", 40, false, true);
225
   centermsg_fontindex = Render_LoadFont (L"Papyrus", 54, false, true);
1 pmbaty 226
 
227
   // load themes, initialize a new human vs. human game and setup the scene
228
   if (!Themes_Init ())
229
      return (-1); // bomb out on error
230
   Board_Init (&the_board, PLAYER_HUMAN, PLAYER_HUMAN, FENSTARTUP_STANDARDCHESS);
231
   Scene_Init (&the_scene, &the_board);
232
 
233
   // has a filename been specifed on the command-line AND that file exists ?
234
   if ((lpCmdLine != NULL) && (lpCmdLine[0] != 0))
235
   {
236
      while (*lpCmdLine == '"')
237
         lpCmdLine++; // skip leading quotes
238
      if ((endptr = strchr (lpCmdLine, '"')) != NULL)
239
         *endptr = 0; // break the string at the first ending quote
41 pmbaty 240
 
50 pmbaty 241
      // is it a file that exists ?
242
      if (_stat (lpCmdLine, &fileinfo) == 0)
243
      {
244
         ConvertToWideChar (load_pathname, WCHAR_SIZEOF (load_pathname), lpCmdLine); // save pathname string
245
         is_dialogbox_load_validated = true; // and act as if the user just validated a load dialog box
246
      }
41 pmbaty 247
#ifndef NDEBUG
50 pmbaty 248
      // else is it a registration info ? if so, parse it
249
      else if ((strncmp (lpCmdLine, "/r=", 3) == 0) && ((endptr = strchr (&lpCmdLine[3], ',')) != NULL))
41 pmbaty 250
      {
251
         *endptr = 0; // break the string at the separator between user email and activation code
252
         ConvertToWideChar (temp_string, WCHAR_SIZEOF (temp_string), &lpCmdLine[3]); // read user email
253
         is_registered = IsRegistrationCorrect (temp_string, atoi (endptr + 1)); // and see whether we're registered or not
254
         DialogBox_NewGame (); // still open the "new game" dialog box
255
      }
256
#endif // !NDEBUG
1 pmbaty 257
      else
258
         DialogBox_NewGame (); // if specified filename doesn't exist, fallback to the "new game" dialog box
259
   }
260
   else
261
      DialogBox_NewGame (); // when no filename is specified, display the new game dialog box
262
 
263
   // enter the main loop
264
   while (!terminate_everything)
265
   {
266
      // see what time it is
267
      current_time = ProcessTime ();
268
 
269
      // are we in demo mode and is it time to quit ?
14 pmbaty 270
      if (!is_registered && (current_time > DEMO_TIMEOUT))
18 pmbaty 271
         DestroyWindow (hMainWnd); // if so, send a quit message in order to break the loop
1 pmbaty 272
 
273
      // grab the current window size
274
      GetWindowRect (hMainWnd, &rect);
275
      options.window_width = rect.right - rect.left;
276
      options.window_height = rect.bottom - rect.top;
277
 
278
      // are we in the middle of an animation or just after it ?
279
      if (current_time < animation_endtime + 0.5f)
280
         the_scene.update = true; // always update during animations
281
      else
282
         the_scene.update |= Board_Think (&the_board); // make the board (i.e, both players) think
283
 
284
      MainLoop_FindCurrentViewer ();  // determine current viewer
285
 
286
      // see if we have a message waiting for any window in the current thread and dispatch it
287
      while (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE))
288
      {
289
         // check for accelerator keystrokes from the main window
59 pmbaty 290
         if ((msg.hwnd != hMainWnd) || !TranslateAccelerator (hMainWnd, hMainAccelerators, &msg))
1 pmbaty 291
         {
292
            TranslateMessage (&msg); // translate and dispatch all other messages
293
            DispatchMessage (&msg);
294
         }
295
      }
296
 
297
      // handle dialog box and window return codes
298
      if (is_dialogbox_about_validated) DialogBox_About_Validated ();
299
      if (is_dialogbox_challenge_validated) DialogBox_Challenge_Validated ();
300
      if (is_dialogbox_changeappearance_validated) DialogBox_ChangeAppearance_Validated ();
301
      if (is_dialogbox_comment_validated) DialogBox_Comment_Validated ();
302
      if (is_dialogbox_endgame_validated) DialogBox_EndGame_Validated ();
303
      if (is_dialogbox_gotomove_validated) DialogBox_GoToMove_Validated ();
304
      if (is_dialogbox_load_validated) DialogBox_Load_Validated ();
305
      if (is_dialogbox_message_validated) DialogBox_Message_Validated ();
306
      if (is_dialogbox_newgame_validated) DialogBox_NewGame_Validated ();
307
      if (is_dialogbox_options_validated) DialogBox_Options_Validated ();
308
      if (is_dialogbox_pawnpromotion_validated) DialogBox_PawnPromotion_Validated ();
309
      if (is_dialogbox_playercard_validated) DialogBox_PlayerCard_Validated ();
310
      if (is_dialogbox_playerinfoname_validated) DialogBox_PlayerInfoName_Validated ();
311
      if (is_dialogbox_quit_validated) DialogBox_Quit_Validated ();
312
      if (is_dialogbox_resign_validated) DialogBox_Resign_Validated ();
313
      if (is_dialogbox_save_validated) DialogBox_Save_Validated ();
314
      if (is_dialogbox_saveposition_validated) DialogBox_SavePosition_Validated ();
315
      if (is_dialogbox_sendchallenge_validated) DialogBox_SendChallenge_Validated ();
316
      if (is_dialogbox_sendseek_validated) DialogBox_SendSeek_Validated ();
317
      if (is_dialogbox_takeback_validated) DialogBox_Takeback_Validated ();
318
      if (is_window_chat_validated) Window_Chat_Validated ();
319
      if (is_window_chatterchannels_validated) Window_ChatterChannels_Validated ();
320
      if (is_window_games_validated) Window_Games_Validated ();
321
      if (is_window_motd_validated) Window_MOTD_Validated ();
322
      if (is_window_opponents_validated) Window_Opponents_Validated ();
323
      if (is_window_sought_validated) Window_Sought_Validated ();
324
 
325
      MainLoop_EvaluateGameState (); // evaluate game state
326
 
327
      // is the table rotating ?
328
      if (Player_RotateTable (&the_board.players[current_viewer], current_time - previous_time))
329
         the_scene.update = true; // if so, update the scene
330
 
331
      // are we highlighting something ?
332
      if (highlight_endtime > current_time)
333
         the_scene.update = true; // if so, update the scene
334
 
335
      // else if we WERE just highlighting something, clear the hovered positions
336
      else if (highlight_endtime + 0.1f > current_time)
337
      {
338
         the_board.hovered_position[0] = -1;
339
         the_board.hovered_position[1] = -1;
340
         the_scene.update = true; // and update the scene
341
      }
342
 
343
      // if we want the game clock, update scene every second
344
      if (options.want_clock && ((int) current_time != (int) previous_time))
345
         the_scene.update = true;
346
 
347
      // if there's something in the central text buffer, update scene too
348
      if (the_scene.gui.central_text.is_displayed)
349
         the_scene.update = true;
350
 
351
      // if we have a spinning wheel, update scene too
352
      if (the_scene.gui.want_spinwheel)
353
         the_scene.update = true;
354
 
355
      // do we NOT need to update the scene ?
356
      if (!the_scene.update)
357
      {
358
         // cycle through all themes and see if one of them needs to be loaded
359
         for (array_index = 0; array_index < theme_count; array_index++)
360
            if (!themes[array_index].is_loaded)
361
            {
362
               Theme_Load (&themes[array_index], false); // load a bit more of this theme
363
               break; // and stop looping (see you next pass)
364
            }
365
      }
366
 
367
      // do we need to update the scene ?
368
      if (the_scene.update || want_framerate)
369
      {
370
         Scene_Update (&the_scene, &the_board); // evaluate which parts need to be placed
371
         Render_RenderFrame (&the_scene); // render a game frame
372
 
373
         the_scene.update = false; // scene no longer needs to be updated now
374
      }
375
 
376
      Audio_Think (); // ensure audio is playing
377
 
378
      previous_time = current_time; // save previous time
379
      if (frame_count == 100)
380
      {
381
         frame_count = 0; // reset frame count every 100 frames
382
         Sleep (1); // once every 100 frames, wait a millisecond
383
      }
384
      else
385
         Sleep (0); // else just allow context switching
386
      frame_count++; // increase the frame count
387
   }
388
 
389
   /////////////////////////////////////////////////////////////////////////
390
   // at this point, we exited the main loop and we are returning to Windows
391
 
392
   // release scene, game, themes and shutdown Direct3D
393
   Scene_Shutdown (&the_scene);
394
   Board_Shutdown (&the_board);
395
   Themes_Shutdown ();
396
   Render_Shutdown ();
397
 
398
   // delete the font resources
399
   DeleteObject (hFontChat);
400
 
401
   // delete the bitmap and icon ressources
402
   for (array_index = 1; array_index < sizeof (handlestatus) / sizeof (handlestatus[0]); array_index++)
403
   {
404
      DeleteObject (handlestatus[array_index].bitmap);
405
      DestroyIcon (handlestatus[array_index].icon);
406
   }
407
 
408
   // unregister window class
409
   UnregisterClass (wc.lpszClassName, hAppInstance);
410
 
411
   // destroy the accelerators table
59 pmbaty 412
   if (hMainAccelerators)
413
      DestroyAcceleratorTable (hMainAccelerators);
414
   hMainAccelerators = NULL;
1 pmbaty 415
 
59 pmbaty 416
   // destroy the application menu object
417
   if (IsMenu (hMainMenu))
418
      DestroyMenu (hMainMenu);
419
   hMainMenu = NULL;
1 pmbaty 420
 
14 pmbaty 421
   // are we not registered yet ?
422
   if (!is_registered)
423
      DialogBox_Registration ();
424
 
1 pmbaty 425
   // save configuration data
426
   Config_Save ();
427
 
428
   // unload localized texts
429
   LocalizedTexts_Shutdown ();
430
 
431
   return (0); // and return to Windows.
432
}
433
 
434
 
435
static void MainLoop_FindCurrentViewer (void)
436
{
437
   // helper function that tells who is the current viewer
438
 
439
   if ((the_board.players[COLOR_WHITE].type == PLAYER_HUMAN) && (the_board.players[COLOR_BLACK].type == PLAYER_HUMAN))
440
      current_viewer = Board_ColorToMove (&the_board); // if both players are human, track them both
441
   else if (the_board.players[COLOR_WHITE].type == PLAYER_HUMAN)
442
      current_viewer = COLOR_WHITE; // else if only the white is human, track the white
443
   else if (the_board.players[COLOR_BLACK].type == PLAYER_HUMAN)
444
      current_viewer = COLOR_BLACK; // else if it's the black, track the black
445
   else
446
      current_viewer = COLOR_WHITE; // else no human in game, track just the white
447
 
448
   return; // finished, current viewer is known
449
}
450
 
451
 
452
static void MainLoop_EvaluateGameState (void)
453
{
454
   // function to evaluate the game state in the main loop when a part has just moved
455
 
41 pmbaty 456
   static wchar_t window_title[256];
457
 
1 pmbaty 458
   player_t *current_player;
459
   player_t *opposite_player;
460
   player_t *network_player;
461
   boardmove_t *last_move;
462
   int enabled_value;
463
   int move_index;
464
 
465
   if (!the_board.reevaluate)
466
      return; // if the board doesn't need to be reevaluated, don't do anything
467
 
468
   // get current and opposite players
469
   current_player = Player_GetCurrent ();
470
   opposite_player = Player_GetOpposite ();
471
 
472
   // see if we're online
473
   network_player = Player_FindByType (PLAYER_INTERNET);
474
 
475
   // has the game started ?
476
   if (the_board.move_count > 1)
477
   {
478
      // game has started, enable the "save" and "save as" menu options
479
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVE, MF_ENABLED);
480
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEAS, MF_ENABLED);
481
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEPOSITIONAS, MF_ENABLED);
482
 
483
      // enable the "go to move" menu option
484
      EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_GOTOMOVE, MF_ENABLED);
485
 
486
      // are we watching the last move ?
487
      if (the_board.viewed_move == the_board.move_count - 1)
488
      {
489
         // get a quick acccess to the last move
490
         last_move = &the_board.moves[the_board.move_count - 1];
491
 
50 pmbaty 492
         // if the current player is a human AND its opponent is a computer, allow him to ask us for a hint
493
         if ((current_player->type == PLAYER_HUMAN) && (opposite_player->type == PLAYER_COMPUTER))
1 pmbaty 494
            EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_SUGGESTMOVE, MF_ENABLED);
495
         else
496
            EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_SUGGESTMOVE, MF_GRAYED);
497
 
498
         // (if the current player is a human
499
         //  AND (its opponent is another human AND there's at least one move played)
500
         //       OR (its opponent is a computer AND there are at least two moves played)
501
         //       OR (its opponent is a remote player AND we're in game AND there are at least two moves played))
502
         // 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
503
         if (((current_player->type == PLAYER_HUMAN)
504
              && ((opposite_player->type == PLAYER_HUMAN)
505
                  || ((opposite_player->type == PLAYER_COMPUTER) && (the_board.move_count > 2))
506
                  || ((opposite_player->type == PLAYER_INTERNET) && (opposite_player->is_in_game) && (the_board.move_count > 2))))
507
             || ((current_player->type == PLAYER_INTERNET) && (current_player->is_in_game) && (the_board.move_count > 2)))
508
            EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_CANCELLASTMOVE, MF_ENABLED);
509
         else
510
            EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_CANCELLASTMOVE, MF_GRAYED);
511
 
512
         // is the current player in check ? (to play the right sound)
513
         // read as: was the last move an opponent's move AND did it put us to check ?
514
         if (last_move->is_check)
515
         {
516
            // is it a checkmate ? (checkmate == check + stalemate)
517
            if (last_move->is_stalemate)
518
            {
519
               // display the game over dialog box
520
               the_board.game_state = (Board_ColorToMove (&the_board) == COLOR_WHITE ? STATE_BLACKWIN_CHECKMATE : STATE_WHITEWIN_CHECKMATE);
521
               DialogBox_EndGame ();
522
            }
523
         }
524
         else
525
         {
526
            // is it a stalemate ?
527
            if (last_move->is_stalemate)
528
            {
529
               // display the game over dialog box
530
               the_board.game_state = STATE_DRAW_STALEMATE;
531
               DialogBox_EndGame ();
532
            }
533
         }
534
 
535
         // have there 50 moves been played each side (i.e, 100 plies) AND is the current player human ?
536
         if ((the_board.move_count > 100) && (current_player->type == PLAYER_HUMAN))
537
         {
538
            // go backwards and see when is the latest move that took an opponent's piece OR the latest pawn move
539
            for (move_index = the_board.move_count - 1; move_index >= 0; move_index--)
540
               if (the_board.moves[move_index].has_captured || (the_board.moves[move_index].part == PART_PAWN))
541
                  break; // stop as soon as we find one
542
 
543
            // can the fifty moves draw rule be claimed AND does the current player claims it ?
544
            if (move_index + 1 + 100 < the_board.move_count)
545
            {
546
               // yes. Propose it to the side that's on move
547
// TODO: non-modal MessageBox (copy dialog_newgame.cpp and use return values)
548
            }
549
         }
550
 
551
         if (the_scene.gui.larrow.state == 0)
552
            the_scene.gui.larrow.state = 1; // enable "back" arrow if it isn't displayed yet
553
         if (the_scene.gui.rarrow.state != 0)
554
            the_scene.gui.rarrow.state = 0; // disable "forward" arrow if it's already displayed
555
 
556
         if (the_board.game_state == STATE_PLAYING)
557
            Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
558
                           RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"Current"));
559
         else if ((the_board.game_state == STATE_BLACKWIN_CHECKMATE) || (the_board.game_state == STATE_WHITEWIN_CHECKMATE))
560
            Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
561
                           RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"EndGame_CheckMate"));
562
         else if ((the_board.game_state == STATE_WHITEWIN_RESIGNORFORFEIT) || (the_board.game_state == STATE_BLACKWIN_RESIGNORFORFEIT))
563
            Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
564
                           RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"EndGame_Resign"));
565
         else if (the_board.game_state == STATE_DRAW_STALEMATE)
566
            Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
567
                           RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"EndGame_StaleMate"));
568
         else if (the_board.game_state == STATE_DRAW_AGREEMENT)
569
            Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
570
                           RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"EndGame_Agreement"));
571
         else if (the_board.game_state == STATE_DRAW_OTHER)
572
            Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
573
                           RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"EndGame_DrawOther"));
574
 
575
         // enable the "comment on this move" menu option
576
         EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_COMMENTMOVE, MF_ENABLED);
577
      }
578
 
579
      // else are we watching another move, but not the beginning of the game ?
580
      else if (the_board.viewed_move > 0)
581
      {
582
         if (the_scene.gui.larrow.state == 0)
583
            the_scene.gui.larrow.state = 1; // enable "back" arrow if it isn't displayed yet
584
         if (the_scene.gui.rarrow.state == 0)
585
            the_scene.gui.rarrow.state = 1; // enable "forward" arrow if it isn't displayed yet
586
         Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
587
                        RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false,
18 pmbaty 588
                        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 589
 
590
         // enable the "save position as" and "comment on this move" menu options
591
         EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEPOSITIONAS, MF_ENABLED);
592
         EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_COMMENTMOVE, MF_ENABLED);
593
      }
594
 
595
      // else we must be watching the beginning of the game (no move yet)
596
      else
597
      {
598
         if (the_scene.gui.larrow.state != 0)
599
            the_scene.gui.larrow.state = 0; // disable "back" arrow if it's already displayed
600
         if (the_scene.gui.rarrow.state == 0)
601
            the_scene.gui.rarrow.state = 1; // enable "forward" arrow if it isn't displayed yet
602
         Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
603
                        RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"Beginning"));
604
 
605
         // disable the "save position as" and "comment on this move" menu options
606
         EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEPOSITIONAS, MF_GRAYED);
607
         EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_COMMENTMOVE, MF_GRAYED);
608
      }
609
   }
610
   else
611
   {
612
      // game has not started, disable the "save", "save as" and "save position as" menu options
613
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVE, MF_GRAYED);
614
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEAS, MF_GRAYED);
615
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEPOSITIONAS, MF_GRAYED);
616
 
52 pmbaty 617
      // if the current player is a human AND its opponent is a computer, allow him to ask us for a hint
618
      if ((current_player->type == PLAYER_HUMAN) && (opposite_player->type == PLAYER_COMPUTER))
619
         EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_SUGGESTMOVE, MF_ENABLED);
620
      else
621
         EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_SUGGESTMOVE, MF_GRAYED);
622
 
623
      // disable the "cancel last move", "comment move" and "go to move" menu options
1 pmbaty 624
      EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_CANCELLASTMOVE, MF_GRAYED);
625
      EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_COMMENTMOVE, MF_GRAYED);
626
      EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_GOTOMOVE, MF_GRAYED);
627
 
628
      // and disable the two arrows and the arrow text
629
      the_scene.gui.larrow.state = 0;
630
      the_scene.gui.rarrow.state = 0;
631
      the_scene.gui.arrow_text.is_displayed = false;
632
   }
633
 
634
   // 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
635
   if ((current_player->type == PLAYER_HUMAN) && (opposite_player->type == PLAYER_COMPUTER))
636
      EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_SWAPSIDES, MF_ENABLED);
637
   else
638
      EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_SWAPSIDES, MF_GRAYED);
639
 
640
   // update window title
641
   if ((the_board.players[COLOR_WHITE].name[0] != 0) && (the_board.players[COLOR_BLACK].name[0] != 0))
642
   {
14 pmbaty 643
      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 644
      SetWindowText (hMainWnd, window_title); // update window title
645
   }
646
   else if (the_board.players[COLOR_WHITE].name[0] != 0)
647
   {
14 pmbaty 648
      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 649
      SetWindowText (hMainWnd, window_title); // update window title
650
   }
651
 
652
   // are we in internet mode AND are we logged in ?
653
   if ((network_player != NULL) && network_player->is_logged_in)
654
   {
655
      // are we currently playing a game ?
656
      if (network_player->is_in_game)
657
      {
658
         GUIBUTTON_ENABLE (the_scene.gui.chatbutton); // enable chat button if it's not enabled yet
659
         GUIBUTTON_DISABLE (the_scene.gui.gamesbutton); // disable games button if it was enabled
660
         GUIBUTTON_DISABLE (the_scene.gui.peoplebutton); // disable people button if it was enabled
661
         EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_RESIGN, MF_ENABLED); // allow resigning
662
      }
663
      else
664
      {
665
         GUIBUTTON_DISABLE (the_scene.gui.chatbutton); // disable chat button if it was enabled
666
         GUIBUTTON_ENABLE (the_scene.gui.gamesbutton); // enable games button if it's not enabled yet
667
         GUIBUTTON_ENABLE (the_scene.gui.peoplebutton); // enable people button if it's not enabled yet
668
         EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_RESIGN, MF_GRAYED); // disable ability to resign
669
      }
670
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_STATISTICS, MF_ENABLED); // enable stats
671
 
672
      enabled_value = MF_ENABLED; // remember to enable the internet-related menu items
673
   }
674
   // else it's a local or vs. computer game
675
   else
676
   {
677
      GUIBUTTON_DISABLE (the_scene.gui.chatbutton); // disable chat button if it was enabled
678
      GUIBUTTON_DISABLE (the_scene.gui.gamesbutton); // disable games button if it was enabled
679
      GUIBUTTON_DISABLE (the_scene.gui.peoplebutton); // disable people button if it was enabled
680
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_RESIGN, MF_ENABLED); // allow resigning
681
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_STATISTICS, MF_GRAYED); // disable stats
682
 
683
      enabled_value = MF_GRAYED; // remember to disable the internet-related menu items
684
   }
685
 
686
   EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SETUPPOSITION, !enabled_value); // note the inversion
687
   EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_SHOWONLINEPLAYERS, enabled_value);
688
   EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_SHOWSOUGHTGAMES, enabled_value);
689
   EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_SEEKGAME, enabled_value);
690
   if (!options.network.want_publicchat)
691
   {
692
      EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_CHATTERCHANNELS, MF_GRAYED); // always grayed if we don't want public chat
693
      EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_ENTERCHATTEXT, MF_GRAYED);
694
   }
695
   else
696
   {
697
      EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_CHATTERCHANNELS, enabled_value); // else enabled only in internet mode
698
      EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_ENTERCHATTEXT, enabled_value);
699
   }
700
   EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_DISPLAYPLAYERCARD, enabled_value);
701
   EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_DISPLAYYOURCARD, enabled_value);
702
   EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_MOTD, enabled_value);
703
 
704
   the_board.reevaluate = false; // board evaluation has been done
705
   return; // finished, new board state is known
706
}