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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;
60 pmbaty 31
   INPUT mousemove_input;
1 pmbaty 32
   float previous_time;
60 pmbaty 33
   float screensaverwatchdog_feedtime;
1 pmbaty 34
   int frame_count;
35
   int array_index;
36
   char *endptr;
37
   wchar_t app_pathname[MAX_PATH];
11 pmbaty 38
   wchar_t font_pathname[MAX_PATH];
41 pmbaty 39
   wchar_t temp_string[100];
1 pmbaty 40
   struct _stat fileinfo;
41
 
42
   // save application instance
43
   hAppInstance = hInstance;
44
 
45
   // find module and path names, and *IMPORTANT*, set the current working directory there
46
   GetModuleFileName (NULL, app_pathname, WCHAR_SIZEOF (app_pathname));
47
   GetDirectoryPath (app_pathname, app_path);
48
   SetCurrentDirectoryW (app_path);
49
 
50
   // initialize stuff
14 pmbaty 51
   is_registered = false;
1 pmbaty 52
   terminate_everything = false;
53
   hMainWnd = NULL;
54
   hChatterChannelsWnd = NULL;
55
   hGamesWnd = NULL;
56
   hMOTDWnd = NULL;
57
   hOpponentsWnd = NULL;
58
   hSoughtWnd = NULL;
75 pmbaty 59
   is_paused = false; // clear pause status
1 pmbaty 60
#ifdef NDEBUG
61
   want_framerate = false; // release mode, don't display framerate
62
#else
2 pmbaty 63
   want_framerate = true; // display framerate in debug mode
1 pmbaty 64
#endif // NDEBUG
65
   is_dialogbox_about_validated = false;
66
   is_dialogbox_challenge_validated = false;
67
   is_dialogbox_changeappearance_validated = false;
68
   is_dialogbox_comment_validated = false;
69
   is_dialogbox_endgame_validated = false;
70
   is_dialogbox_gotomove_validated = false;
75 pmbaty 71
   is_dialogbox_renamesides_validated = false;
1 pmbaty 72
   is_dialogbox_load_validated = false;
73
   is_dialogbox_message_validated = false;
74
   is_dialogbox_newgame_validated = false;
75
   is_dialogbox_options_validated = false;
76
   is_dialogbox_pawnpromotion_validated = false;
77
   is_dialogbox_playercard_validated = false;
78
   is_dialogbox_playerinfoname_validated = false;
79
   is_dialogbox_quit_validated = false;
80
   is_dialogbox_resign_validated = false;
81
   is_dialogbox_save_validated = false;
82
   is_dialogbox_saveposition_validated = false;
83
   is_dialogbox_sendchallenge_validated = false;
84
   is_dialogbox_sendseek_validated = false;
85
   is_dialogbox_takeback_validated = false;
86
   is_window_chat_validated = false;
87
   is_window_chatterchannels_validated = false;
88
   is_window_games_validated = false;
89
   is_window_motd_validated = false;
90
   is_window_opponents_validated = false;
91
   is_window_sought_validated = false;
92
   save_pathname[0] = 0;
93
   srand ((unsigned int) time (NULL)); // initialize PRNG
21 pmbaty 94
   animation_endtime = 0.0f;
95
   command_ignoretime = 0.0f;
96
   sound_playtime = 0.0f;
97
   highlight_endtime = 0.0f;
98
   previous_time = 0.0f;
99
   frame_count = 0;
1 pmbaty 100
 
59 pmbaty 101
   // load the texts and ensure we have at least one display language
102
   LocalizedTexts_Init ();
103
   if (language_count < 1)
30 pmbaty 104
   {
56 pmbaty 105
      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 106
      return (-1); // bomb out on error
56 pmbaty 107
   }
1 pmbaty 108
 
59 pmbaty 109
   // read configuration data
110
   Config_Load ();
1 pmbaty 111
 
59 pmbaty 112
   // see if the program is registered
113
   is_registered = IsRegistrationCorrect (options.registration.user_email, options.registration.activation_code);
1 pmbaty 114
 
115
   // register the window class, create the window and show it
116
   memset (&wc, 0, sizeof (wc));
117
   wc.cbSize = sizeof (wc);
118
   wc.style = CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS; // double-clicks support
119
   wc.lpfnWndProc = WindowProc_Main;
120
   wc.hInstance = hAppInstance;
121
   wc.hIcon = LoadIcon (hAppInstance, (wchar_t *) ICON_MAIN);
122
   wc.hCursor = LoadCursor (NULL, IDC_ARROW);
123
   wc.lpszClassName = PROGRAM_NAME L" WndClass";
124
   RegisterClassEx (&wc);
41 pmbaty 125
   swprintf_s (temp_string, WCHAR_SIZEOF (temp_string), PROGRAM_NAME L"%s", (is_registered ? L"" : LOCALIZE (L"EvaluationMode"))); // build window title
1 pmbaty 126
   if (options.want_fullscreen)
41 pmbaty 127
      hMainWnd = CreateWindowEx (0, wc.lpszClassName, temp_string, WS_POPUPWINDOW, // temp_string holds window title
59 pmbaty 128
                                 0, 0, GetSystemMetrics (SM_CXSCREEN), GetSystemMetrics (SM_CYSCREEN), NULL, NULL, hAppInstance, NULL);
1 pmbaty 129
   else
130
   {
3 pmbaty 131
      // in windowed mode, ensure window width and height aren't greater than screen size nor lower than a safe minimum
1 pmbaty 132
      if (options.window_width > GetSystemMetrics (SM_CXMAXTRACK))
3 pmbaty 133
         options.window_width = GetSystemMetrics (SM_CXMAXTRACK); // check this first in case screen size is reported incorrect
1 pmbaty 134
      if (options.window_height > GetSystemMetrics (SM_CYMAXTRACK))
135
         options.window_height = GetSystemMetrics (SM_CYMAXTRACK);
3 pmbaty 136
      if (options.window_width < 640)
137
         options.window_width = 640; // check this secondly in case screen size is reported incorrect
138
      if (options.window_height < 480)
139
         options.window_height = 480;
1 pmbaty 140
 
41 pmbaty 141
      hMainWnd = CreateWindowEx (0, wc.lpszClassName, temp_string, WS_OVERLAPPEDWINDOW, // temp_string holds window title
1 pmbaty 142
                                 GetSystemMetrics (SM_CXSCREEN) / 2 - options.window_width / 2,
143
                                 GetSystemMetrics (SM_CYSCREEN) / 2 - options.window_height / 2,
59 pmbaty 144
                                 options.window_width, options.window_height, NULL, NULL, hAppInstance, NULL);
1 pmbaty 145
   }
146
   ShowWindow (hMainWnd, nCmdShow);
147
 
59 pmbaty 148
   // create the main menu line, and its accelerators
149
   hMainMenu = NULL;
150
   hMainAccelerators = NULL;
151
   CreateOrUpdateApplicationMenu ();
152
 
1 pmbaty 153
   // display the splash screen
154
   memset ((void *) &splash_bmp, 0, sizeof (splash_bmp));
11 pmbaty 155
   hSplashBmp = W32LoadImage (L"%s/data/splash.bmp", app_path); // load the splash bitmap
1 pmbaty 156
   GetObject (hSplashBmp, sizeof (splash_bmp), (void *) &splash_bmp); // get a structure containing its size (among others)
157
   hdcMem = CreateCompatibleDC (NULL); // create a device context compatible with the screen
158
   hbmTmp = SelectBitmap (hdcMem, hSplashBmp); // select our bitmap to use in it
159
   hdc = BeginPaint (hMainWnd, &ps); // begin painting on the main window
160
   GetClientRect (hMainWnd, &rect);
161
   StretchBlt (hdc, 0, 0, rect.right, rect.bottom, hdcMem, 0, 0, splash_bmp.bmWidth, splash_bmp.bmHeight, SRCCOPY); // bit blit the bitmap into it
162
   EndPaint (hMainWnd, &ps); // end painting on the main window
163
   SelectObject (hdcMem, hbmTmp); // restore the previous selection
164
   DeleteDC (hdcMem); // and delete the handles to the device context
165
   DeleteObject (hSplashBmp); // and to the bitmap that we used
166
 
167
   // make the menu modeless
168
   memset (&menu_info, 0, sizeof (menu_info)); // prepare menu info structure
169
   menu_info.cbSize = sizeof (MENUINFO);
170
   menu_info.fMask = MIM_STYLE;
171
   GetMenuInfo (GetMenu (hMainWnd), &menu_info); // get current style
172
   menu_info.dwStyle |= MNS_MODELESS; // add the "modeless" flag
173
   SetMenuInfo (GetMenu (hMainWnd), &menu_info); // and send it back
174
 
175
   // load status icons, bitmaps and texts
11 pmbaty 176
   handlestatus[HANDLESTATUS_AVAILABLE].icon = W32LoadIcon (L"%s/data/icons/available.ico", app_path);
177
   handlestatus[HANDLESTATUS_AVAILABLE].bitmap = W32LoadImage (L"%s/data/status/available.bmp", app_path);
1 pmbaty 178
   handlestatus[HANDLESTATUS_AVAILABLE].text = LOCALIZE (L"Opponents_StatusAvailable");
11 pmbaty 179
   handlestatus[HANDLESTATUS_INGAME].icon = W32LoadIcon (L"%s/data/icons/ingame.ico", app_path);
180
   handlestatus[HANDLESTATUS_INGAME].bitmap = W32LoadImage (L"%s/data/status/ingame.bmp", app_path);
1 pmbaty 181
   handlestatus[HANDLESTATUS_INGAME].text = LOCALIZE (L"Opponents_StatusInGame");
11 pmbaty 182
   handlestatus[HANDLESTATUS_INSIMULATION].icon = W32LoadIcon (L"%s/data/icons/insimulation.ico", app_path);
183
   handlestatus[HANDLESTATUS_INSIMULATION].bitmap = W32LoadImage (L"%s/data/status/insimulation.bmp", app_path);
1 pmbaty 184
   handlestatus[HANDLESTATUS_INSIMULATION].text = LOCALIZE (L"Opponents_StatusInSimulation");
11 pmbaty 185
   handlestatus[HANDLESTATUS_INTOURNAMENT].icon = W32LoadIcon (L"%s/data/icons/intournament.ico", app_path);
186
   handlestatus[HANDLESTATUS_INTOURNAMENT].bitmap = W32LoadImage (L"%s/data/status/intournament.bmp", app_path);
1 pmbaty 187
   handlestatus[HANDLESTATUS_INTOURNAMENT].text = LOCALIZE (L"Opponents_StatusInTournament");
11 pmbaty 188
   handlestatus[HANDLESTATUS_EXAMININGAGAME].icon = W32LoadIcon (L"%s/data/icons/examiningagame.ico", app_path);
189
   handlestatus[HANDLESTATUS_EXAMININGAGAME].bitmap = W32LoadImage (L"%s/data/status/examiningagame.bmp", app_path);
1 pmbaty 190
   handlestatus[HANDLESTATUS_EXAMININGAGAME].text = LOCALIZE (L"Opponents_StatusExaminingAGame");
11 pmbaty 191
   handlestatus[HANDLESTATUS_NOTOPENFORAMATCH].icon = W32LoadIcon (L"%s/data/icons/notopenforamatch.ico", app_path);
192
   handlestatus[HANDLESTATUS_NOTOPENFORAMATCH].bitmap = W32LoadImage (L"%s/data/status/notopenforamatch.bmp", app_path);
1 pmbaty 193
   handlestatus[HANDLESTATUS_NOTOPENFORAMATCH].text = LOCALIZE (L"Opponents_StatusNotOpenForAMatch");
11 pmbaty 194
   handlestatus[HANDLESTATUS_INACTIVEORBUSY].icon = W32LoadIcon (L"%s/data/icons/inactiveorbusy.ico", app_path);
195
   handlestatus[HANDLESTATUS_INACTIVEORBUSY].bitmap = W32LoadImage (L"%s/data/status/inactiveorbusy.bmp", app_path);
1 pmbaty 196
   handlestatus[HANDLESTATUS_INACTIVEORBUSY].text = LOCALIZE (L"Opponents_StatusInactiveOrBusy");
11 pmbaty 197
   handlestatus[HANDLESTATUS_OFFLINE].icon = W32LoadIcon (L"%s/data/icons/offline.ico", app_path);
198
   handlestatus[HANDLESTATUS_OFFLINE].bitmap = W32LoadImage (L"%s/data/status/offline.bmp", app_path);
1 pmbaty 199
   handlestatus[HANDLESTATUS_OFFLINE].text = LOCALIZE (L"Opponents_StatusOffline");
200
 
11 pmbaty 201
   // load the system fonts
1 pmbaty 202
   hFontChat = CreateFont (17, 0, 0, 0, FW_DONTCARE, false, false, false, ANSI_CHARSET, OUT_DEFAULT_PRECIS,
203
                           CLIP_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_SWISS, L"Comic Sans MS");
204
 
21 pmbaty 205
   // before any rendering is done, it's a good idea to know what time it is
206
   current_time = ProcessTime ();
75 pmbaty 207
   stoppage_time = 0;
60 pmbaty 208
   screensaverwatchdog_feedtime = current_time + 50.0f; // feed screensaver watchdog every 50 seconds
21 pmbaty 209
 
1 pmbaty 210
   // initialize renderer
211
   if (!Render_Init ())
212
      return (-1); // bomb out on error
213
 
214
   // load sprites
11 pmbaty 215
   larrow_spriteindex = Render_LoadSprite (L"%s/data/sprites/arrow-left.*", app_path);
216
   rarrow_spriteindex = Render_LoadSprite (L"%s/data/sprites/arrow-right.*", app_path);
217
   chatbutton_spriteindex = Render_LoadSprite (L"%s/data/sprites/chat.*", app_path);
218
   gamesbutton_spriteindex = Render_LoadSprite (L"%s/data/sprites/games.*", app_path);
219
   peoplebutton_spriteindex = Render_LoadSprite (L"%s/data/sprites/people.*", app_path);
220
   sepia_spriteindex = Render_LoadSprite (L"%s/data/sprites/sepia.*", 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
 
50 pmbaty 247
      // is it a file that exists ?
248
      if (_stat (lpCmdLine, &fileinfo) == 0)
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
         DialogBox_NewGame (); // still open the "new game" dialog box
261
      }
262
#endif // !NDEBUG
1 pmbaty 263
      else
264
         DialogBox_NewGame (); // if specified filename doesn't exist, fallback to the "new game" dialog box
265
   }
266
   else
267
      DialogBox_NewGame (); // when no filename is specified, display the new game dialog box
268
 
269
   // enter the main loop
270
   while (!terminate_everything)
271
   {
272
      // see what time it is
273
      current_time = ProcessTime ();
75 pmbaty 274
      if (is_paused)
275
         stoppage_time += (current_time - previous_time); // if we're paused, increase stoppage time
1 pmbaty 276
 
60 pmbaty 277
      // is it time to feed the screensaver watchdog ? (to prevent it from starting)
278
      if (screensaverwatchdog_feedtime < current_time)
279
      {
280
         mousemove_input.type = INPUT_MOUSE;
281
         memset (&mousemove_input.mi, 0, sizeof (mousemove_input.mi)); // blank out struct = no move at all :)
282
         mousemove_input.mi.dwFlags = MOUSEEVENTF_MOVE;
283
         SendInput (1, &mousemove_input, sizeof (mousemove_input)); // send a fake mouse move input event
284
 
285
         screensaverwatchdog_feedtime = current_time + 50.0f; // feed screensaver watchdog again in 50 seconds
286
      }
287
 
1 pmbaty 288
      // are we in demo mode and is it time to quit ?
14 pmbaty 289
      if (!is_registered && (current_time > DEMO_TIMEOUT))
18 pmbaty 290
         DestroyWindow (hMainWnd); // if so, send a quit message in order to break the loop
1 pmbaty 291
 
292
      // grab the current window size
293
      GetWindowRect (hMainWnd, &rect);
294
      options.window_width = rect.right - rect.left;
295
      options.window_height = rect.bottom - rect.top;
296
 
297
      // are we in the middle of an animation or just after it ?
298
      if (current_time < animation_endtime + 0.5f)
299
         the_scene.update = true; // always update during animations
300
      else
301
         the_scene.update |= Board_Think (&the_board); // make the board (i.e, both players) think
302
 
303
      MainLoop_FindCurrentViewer ();  // determine current viewer
304
 
305
      // see if we have a message waiting for any window in the current thread and dispatch it
306
      while (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE))
307
      {
308
         // check for accelerator keystrokes from the main window
59 pmbaty 309
         if ((msg.hwnd != hMainWnd) || !TranslateAccelerator (hMainWnd, hMainAccelerators, &msg))
1 pmbaty 310
         {
311
            TranslateMessage (&msg); // translate and dispatch all other messages
312
            DispatchMessage (&msg);
313
         }
314
      }
315
 
316
      // handle dialog box and window return codes
317
      if (is_dialogbox_about_validated) DialogBox_About_Validated ();
318
      if (is_dialogbox_challenge_validated) DialogBox_Challenge_Validated ();
319
      if (is_dialogbox_changeappearance_validated) DialogBox_ChangeAppearance_Validated ();
320
      if (is_dialogbox_comment_validated) DialogBox_Comment_Validated ();
321
      if (is_dialogbox_endgame_validated) DialogBox_EndGame_Validated ();
322
      if (is_dialogbox_gotomove_validated) DialogBox_GoToMove_Validated ();
75 pmbaty 323
      if (is_dialogbox_renamesides_validated) DialogBox_RenameSides_Validated ();
1 pmbaty 324
      if (is_dialogbox_load_validated) DialogBox_Load_Validated ();
325
      if (is_dialogbox_message_validated) DialogBox_Message_Validated ();
326
      if (is_dialogbox_newgame_validated) DialogBox_NewGame_Validated ();
327
      if (is_dialogbox_options_validated) DialogBox_Options_Validated ();
328
      if (is_dialogbox_pawnpromotion_validated) DialogBox_PawnPromotion_Validated ();
329
      if (is_dialogbox_playercard_validated) DialogBox_PlayerCard_Validated ();
330
      if (is_dialogbox_playerinfoname_validated) DialogBox_PlayerInfoName_Validated ();
331
      if (is_dialogbox_quit_validated) DialogBox_Quit_Validated ();
332
      if (is_dialogbox_resign_validated) DialogBox_Resign_Validated ();
333
      if (is_dialogbox_save_validated) DialogBox_Save_Validated ();
334
      if (is_dialogbox_saveposition_validated) DialogBox_SavePosition_Validated ();
335
      if (is_dialogbox_sendchallenge_validated) DialogBox_SendChallenge_Validated ();
336
      if (is_dialogbox_sendseek_validated) DialogBox_SendSeek_Validated ();
337
      if (is_dialogbox_takeback_validated) DialogBox_Takeback_Validated ();
338
      if (is_window_chat_validated) Window_Chat_Validated ();
339
      if (is_window_chatterchannels_validated) Window_ChatterChannels_Validated ();
340
      if (is_window_games_validated) Window_Games_Validated ();
341
      if (is_window_motd_validated) Window_MOTD_Validated ();
342
      if (is_window_opponents_validated) Window_Opponents_Validated ();
343
      if (is_window_sought_validated) Window_Sought_Validated ();
344
 
345
      MainLoop_EvaluateGameState (); // evaluate game state
346
 
347
      // is the table rotating ?
348
      if (Player_RotateTable (&the_board.players[current_viewer], current_time - previous_time))
349
         the_scene.update = true; // if so, update the scene
350
 
351
      // are we highlighting something ?
352
      if (highlight_endtime > current_time)
353
         the_scene.update = true; // if so, update the scene
354
 
355
      // else if we WERE just highlighting something, clear the hovered positions
356
      else if (highlight_endtime + 0.1f > current_time)
357
      {
358
         the_board.hovered_position[0] = -1;
359
         the_board.hovered_position[1] = -1;
360
         the_scene.update = true; // and update the scene
361
      }
362
 
363
      // if we want the game clock, update scene every second
364
      if (options.want_clock && ((int) current_time != (int) previous_time))
365
         the_scene.update = true;
366
 
367
      // if there's something in the central text buffer, update scene too
368
      if (the_scene.gui.central_text.is_displayed)
369
         the_scene.update = true;
370
 
371
      // if we have a spinning wheel, update scene too
372
      if (the_scene.gui.want_spinwheel)
373
         the_scene.update = true;
374
 
375
      // do we NOT need to update the scene ?
376
      if (!the_scene.update)
377
      {
378
         // cycle through all themes and see if one of them needs to be loaded
379
         for (array_index = 0; array_index < theme_count; array_index++)
380
            if (!themes[array_index].is_loaded)
381
            {
382
               Theme_Load (&themes[array_index], false); // load a bit more of this theme
383
               break; // and stop looping (see you next pass)
384
            }
385
      }
386
 
387
      // do we need to update the scene ?
388
      if (the_scene.update || want_framerate)
389
      {
390
         Scene_Update (&the_scene, &the_board); // evaluate which parts need to be placed
391
         Render_RenderFrame (&the_scene); // render a game frame
392
 
393
         the_scene.update = false; // scene no longer needs to be updated now
394
      }
395
 
396
      Audio_Think (); // ensure audio is playing
397
 
398
      previous_time = current_time; // save previous time
399
      if (frame_count == 100)
400
      {
401
         frame_count = 0; // reset frame count every 100 frames
402
         Sleep (1); // once every 100 frames, wait a millisecond
403
      }
404
      else
405
         Sleep (0); // else just allow context switching
406
      frame_count++; // increase the frame count
407
   }
408
 
409
   /////////////////////////////////////////////////////////////////////////
410
   // at this point, we exited the main loop and we are returning to Windows
411
 
412
   // release scene, game, themes and shutdown Direct3D
413
   Scene_Shutdown (&the_scene);
414
   Board_Shutdown (&the_board);
415
   Themes_Shutdown ();
416
   Render_Shutdown ();
417
 
418
   // delete the font resources
419
   DeleteObject (hFontChat);
420
 
421
   // delete the bitmap and icon ressources
422
   for (array_index = 1; array_index < sizeof (handlestatus) / sizeof (handlestatus[0]); array_index++)
423
   {
424
      DeleteObject (handlestatus[array_index].bitmap);
425
      DestroyIcon (handlestatus[array_index].icon);
426
   }
427
 
428
   // unregister window class
429
   UnregisterClass (wc.lpszClassName, hAppInstance);
430
 
431
   // destroy the accelerators table
59 pmbaty 432
   if (hMainAccelerators)
433
      DestroyAcceleratorTable (hMainAccelerators);
434
   hMainAccelerators = NULL;
1 pmbaty 435
 
59 pmbaty 436
   // destroy the application menu object
437
   if (IsMenu (hMainMenu))
438
      DestroyMenu (hMainMenu);
439
   hMainMenu = NULL;
1 pmbaty 440
 
14 pmbaty 441
   // are we not registered yet ?
442
   if (!is_registered)
443
      DialogBox_Registration ();
444
 
1 pmbaty 445
   // save configuration data
446
   Config_Save ();
447
 
448
   // unload localized texts
449
   LocalizedTexts_Shutdown ();
450
 
451
   return (0); // and return to Windows.
452
}
453
 
454
 
455
static void MainLoop_FindCurrentViewer (void)
456
{
457
   // helper function that tells who is the current viewer
458
 
459
   if ((the_board.players[COLOR_WHITE].type == PLAYER_HUMAN) && (the_board.players[COLOR_BLACK].type == PLAYER_HUMAN))
460
      current_viewer = Board_ColorToMove (&the_board); // if both players are human, track them both
461
   else if (the_board.players[COLOR_WHITE].type == PLAYER_HUMAN)
462
      current_viewer = COLOR_WHITE; // else if only the white is human, track the white
463
   else if (the_board.players[COLOR_BLACK].type == PLAYER_HUMAN)
464
      current_viewer = COLOR_BLACK; // else if it's the black, track the black
465
   else
466
      current_viewer = COLOR_WHITE; // else no human in game, track just the white
467
 
468
   return; // finished, current viewer is known
469
}
470
 
471
 
472
static void MainLoop_EvaluateGameState (void)
473
{
474
   // function to evaluate the game state in the main loop when a part has just moved
475
 
41 pmbaty 476
   static wchar_t window_title[256];
477
 
1 pmbaty 478
   player_t *current_player;
479
   player_t *opposite_player;
480
   player_t *network_player;
481
   boardmove_t *last_move;
482
   int enabled_value;
483
   int move_index;
484
 
485
   if (!the_board.reevaluate)
486
      return; // if the board doesn't need to be reevaluated, don't do anything
487
 
488
   // get current and opposite players
489
   current_player = Player_GetCurrent ();
490
   opposite_player = Player_GetOpposite ();
491
 
492
   // see if we're online
493
   network_player = Player_FindByType (PLAYER_INTERNET);
494
 
495
   // has the game started ?
496
   if (the_board.move_count > 1)
497
   {
498
      // game has started, enable the "save" and "save as" menu options
499
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVE, MF_ENABLED);
500
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEAS, MF_ENABLED);
501
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEPOSITIONAS, MF_ENABLED);
502
 
503
      // enable the "go to move" menu option
504
      EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_GOTOMOVE, MF_ENABLED);
505
 
506
      // are we watching the last move ?
507
      if (the_board.viewed_move == the_board.move_count - 1)
508
      {
509
         // get a quick acccess to the last move
510
         last_move = &the_board.moves[the_board.move_count - 1];
511
 
50 pmbaty 512
         // if the current player is a human AND its opponent is a computer, allow him to ask us for a hint
513
         if ((current_player->type == PLAYER_HUMAN) && (opposite_player->type == PLAYER_COMPUTER))
1 pmbaty 514
            EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_SUGGESTMOVE, MF_ENABLED);
515
         else
516
            EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_SUGGESTMOVE, MF_GRAYED);
517
 
518
         // (if the current player is a human
519
         //  AND (its opponent is another human AND there's at least one move played)
520
         //       OR (its opponent is a computer AND there are at least two moves played)
521
         //       OR (its opponent is a remote player AND we're in game AND there are at least two moves played))
522
         // 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
523
         if (((current_player->type == PLAYER_HUMAN)
524
              && ((opposite_player->type == PLAYER_HUMAN)
525
                  || ((opposite_player->type == PLAYER_COMPUTER) && (the_board.move_count > 2))
526
                  || ((opposite_player->type == PLAYER_INTERNET) && (opposite_player->is_in_game) && (the_board.move_count > 2))))
527
             || ((current_player->type == PLAYER_INTERNET) && (current_player->is_in_game) && (the_board.move_count > 2)))
528
            EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_CANCELLASTMOVE, MF_ENABLED);
529
         else
530
            EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_CANCELLASTMOVE, MF_GRAYED);
531
 
532
         // is the current player in check ? (to play the right sound)
533
         // read as: was the last move an opponent's move AND did it put us to check ?
534
         if (last_move->is_check)
535
         {
536
            // is it a checkmate ? (checkmate == check + stalemate)
537
            if (last_move->is_stalemate)
538
            {
539
               // display the game over dialog box
540
               the_board.game_state = (Board_ColorToMove (&the_board) == COLOR_WHITE ? STATE_BLACKWIN_CHECKMATE : STATE_WHITEWIN_CHECKMATE);
541
               DialogBox_EndGame ();
542
            }
543
         }
544
         else
545
         {
546
            // is it a stalemate ?
547
            if (last_move->is_stalemate)
548
            {
549
               // display the game over dialog box
550
               the_board.game_state = STATE_DRAW_STALEMATE;
551
               DialogBox_EndGame ();
552
            }
553
         }
554
 
555
         // have there 50 moves been played each side (i.e, 100 plies) AND is the current player human ?
556
         if ((the_board.move_count > 100) && (current_player->type == PLAYER_HUMAN))
557
         {
558
            // go backwards and see when is the latest move that took an opponent's piece OR the latest pawn move
559
            for (move_index = the_board.move_count - 1; move_index >= 0; move_index--)
560
               if (the_board.moves[move_index].has_captured || (the_board.moves[move_index].part == PART_PAWN))
561
                  break; // stop as soon as we find one
562
 
563
            // can the fifty moves draw rule be claimed AND does the current player claims it ?
564
            if (move_index + 1 + 100 < the_board.move_count)
565
            {
566
               // yes. Propose it to the side that's on move
567
// TODO: non-modal MessageBox (copy dialog_newgame.cpp and use return values)
568
            }
569
         }
570
 
571
         if (the_scene.gui.larrow.state == 0)
572
            the_scene.gui.larrow.state = 1; // enable "back" arrow if it isn't displayed yet
573
         if (the_scene.gui.rarrow.state != 0)
574
            the_scene.gui.rarrow.state = 0; // disable "forward" arrow if it's already displayed
575
 
576
         if (the_board.game_state == STATE_PLAYING)
577
            Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
75 pmbaty 578
                           RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (is_paused ? L"Paused" : L"Current"));
1 pmbaty 579
         else if ((the_board.game_state == STATE_BLACKWIN_CHECKMATE) || (the_board.game_state == STATE_WHITEWIN_CHECKMATE))
580
            Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
581
                           RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"EndGame_CheckMate"));
582
         else if ((the_board.game_state == STATE_WHITEWIN_RESIGNORFORFEIT) || (the_board.game_state == STATE_BLACKWIN_RESIGNORFORFEIT))
583
            Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
584
                           RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"EndGame_Resign"));
585
         else if (the_board.game_state == STATE_DRAW_STALEMATE)
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, LOCALIZE (L"EndGame_StaleMate"));
588
         else if (the_board.game_state == STATE_DRAW_AGREEMENT)
589
            Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
590
                           RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"EndGame_Agreement"));
591
         else if (the_board.game_state == STATE_DRAW_OTHER)
592
            Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
593
                           RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"EndGame_DrawOther"));
594
 
595
         // enable the "comment on this move" menu option
596
         EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_COMMENTMOVE, MF_ENABLED);
597
      }
598
 
599
      // else are we watching another move, but not the beginning of the game ?
600
      else if (the_board.viewed_move > 0)
601
      {
602
         if (the_scene.gui.larrow.state == 0)
603
            the_scene.gui.larrow.state = 1; // enable "back" arrow if it isn't displayed yet
604
         if (the_scene.gui.rarrow.state == 0)
605
            the_scene.gui.rarrow.state = 1; // enable "forward" arrow if it isn't displayed yet
606
         Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
607
                        RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false,
18 pmbaty 608
                        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 609
 
610
         // enable the "save position as" and "comment on this move" menu options
611
         EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEPOSITIONAS, MF_ENABLED);
612
         EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_COMMENTMOVE, MF_ENABLED);
613
      }
614
 
615
      // else we must be watching the beginning of the game (no move yet)
616
      else
617
      {
618
         if (the_scene.gui.larrow.state != 0)
619
            the_scene.gui.larrow.state = 0; // disable "back" arrow if it's already displayed
620
         if (the_scene.gui.rarrow.state == 0)
621
            the_scene.gui.rarrow.state = 1; // enable "forward" arrow if it isn't displayed yet
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
651
      the_scene.gui.larrow.state = 0;
652
      the_scene.gui.rarrow.state = 0;
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
}