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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
 
83 pmbaty 115
   // uncomment the two lines below to test the registration code
116
   //DialogBox_Registration ();
117
   //return (0);
118
 
1 pmbaty 119
   // register the window class, create the window and show it
120
   memset (&wc, 0, sizeof (wc));
121
   wc.cbSize = sizeof (wc);
122
   wc.style = CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS; // double-clicks support
123
   wc.lpfnWndProc = WindowProc_Main;
124
   wc.hInstance = hAppInstance;
125
   wc.hIcon = LoadIcon (hAppInstance, (wchar_t *) ICON_MAIN);
126
   wc.hCursor = LoadCursor (NULL, IDC_ARROW);
127
   wc.lpszClassName = PROGRAM_NAME L" WndClass";
128
   RegisterClassEx (&wc);
41 pmbaty 129
   swprintf_s (temp_string, WCHAR_SIZEOF (temp_string), PROGRAM_NAME L"%s", (is_registered ? L"" : LOCALIZE (L"EvaluationMode"))); // build window title
1 pmbaty 130
   if (options.want_fullscreen)
41 pmbaty 131
      hMainWnd = CreateWindowEx (0, wc.lpszClassName, temp_string, WS_POPUPWINDOW, // temp_string holds window title
59 pmbaty 132
                                 0, 0, GetSystemMetrics (SM_CXSCREEN), GetSystemMetrics (SM_CYSCREEN), NULL, NULL, hAppInstance, NULL);
1 pmbaty 133
   else
134
   {
3 pmbaty 135
      // in windowed mode, ensure window width and height aren't greater than screen size nor lower than a safe minimum
1 pmbaty 136
      if (options.window_width > GetSystemMetrics (SM_CXMAXTRACK))
3 pmbaty 137
         options.window_width = GetSystemMetrics (SM_CXMAXTRACK); // check this first in case screen size is reported incorrect
1 pmbaty 138
      if (options.window_height > GetSystemMetrics (SM_CYMAXTRACK))
139
         options.window_height = GetSystemMetrics (SM_CYMAXTRACK);
3 pmbaty 140
      if (options.window_width < 640)
141
         options.window_width = 640; // check this secondly in case screen size is reported incorrect
142
      if (options.window_height < 480)
143
         options.window_height = 480;
1 pmbaty 144
 
41 pmbaty 145
      hMainWnd = CreateWindowEx (0, wc.lpszClassName, temp_string, WS_OVERLAPPEDWINDOW, // temp_string holds window title
1 pmbaty 146
                                 GetSystemMetrics (SM_CXSCREEN) / 2 - options.window_width / 2,
147
                                 GetSystemMetrics (SM_CYSCREEN) / 2 - options.window_height / 2,
59 pmbaty 148
                                 options.window_width, options.window_height, NULL, NULL, hAppInstance, NULL);
1 pmbaty 149
   }
150
   ShowWindow (hMainWnd, nCmdShow);
151
 
59 pmbaty 152
   // create the main menu line, and its accelerators
153
   hMainMenu = NULL;
154
   hMainAccelerators = NULL;
155
   CreateOrUpdateApplicationMenu ();
156
 
1 pmbaty 157
   // display the splash screen
158
   memset ((void *) &splash_bmp, 0, sizeof (splash_bmp));
11 pmbaty 159
   hSplashBmp = W32LoadImage (L"%s/data/splash.bmp", app_path); // load the splash bitmap
1 pmbaty 160
   GetObject (hSplashBmp, sizeof (splash_bmp), (void *) &splash_bmp); // get a structure containing its size (among others)
161
   hdcMem = CreateCompatibleDC (NULL); // create a device context compatible with the screen
162
   hbmTmp = SelectBitmap (hdcMem, hSplashBmp); // select our bitmap to use in it
163
   hdc = BeginPaint (hMainWnd, &ps); // begin painting on the main window
164
   GetClientRect (hMainWnd, &rect);
165
   StretchBlt (hdc, 0, 0, rect.right, rect.bottom, hdcMem, 0, 0, splash_bmp.bmWidth, splash_bmp.bmHeight, SRCCOPY); // bit blit the bitmap into it
166
   EndPaint (hMainWnd, &ps); // end painting on the main window
167
   SelectObject (hdcMem, hbmTmp); // restore the previous selection
168
   DeleteDC (hdcMem); // and delete the handles to the device context
169
   DeleteObject (hSplashBmp); // and to the bitmap that we used
170
 
171
   // make the menu modeless
172
   memset (&menu_info, 0, sizeof (menu_info)); // prepare menu info structure
173
   menu_info.cbSize = sizeof (MENUINFO);
174
   menu_info.fMask = MIM_STYLE;
175
   GetMenuInfo (GetMenu (hMainWnd), &menu_info); // get current style
176
   menu_info.dwStyle |= MNS_MODELESS; // add the "modeless" flag
177
   SetMenuInfo (GetMenu (hMainWnd), &menu_info); // and send it back
178
 
179
   // load status icons, bitmaps and texts
11 pmbaty 180
   handlestatus[HANDLESTATUS_AVAILABLE].icon = W32LoadIcon (L"%s/data/icons/available.ico", app_path);
181
   handlestatus[HANDLESTATUS_AVAILABLE].bitmap = W32LoadImage (L"%s/data/status/available.bmp", app_path);
1 pmbaty 182
   handlestatus[HANDLESTATUS_AVAILABLE].text = LOCALIZE (L"Opponents_StatusAvailable");
11 pmbaty 183
   handlestatus[HANDLESTATUS_INGAME].icon = W32LoadIcon (L"%s/data/icons/ingame.ico", app_path);
184
   handlestatus[HANDLESTATUS_INGAME].bitmap = W32LoadImage (L"%s/data/status/ingame.bmp", app_path);
1 pmbaty 185
   handlestatus[HANDLESTATUS_INGAME].text = LOCALIZE (L"Opponents_StatusInGame");
11 pmbaty 186
   handlestatus[HANDLESTATUS_INSIMULATION].icon = W32LoadIcon (L"%s/data/icons/insimulation.ico", app_path);
187
   handlestatus[HANDLESTATUS_INSIMULATION].bitmap = W32LoadImage (L"%s/data/status/insimulation.bmp", app_path);
1 pmbaty 188
   handlestatus[HANDLESTATUS_INSIMULATION].text = LOCALIZE (L"Opponents_StatusInSimulation");
11 pmbaty 189
   handlestatus[HANDLESTATUS_INTOURNAMENT].icon = W32LoadIcon (L"%s/data/icons/intournament.ico", app_path);
190
   handlestatus[HANDLESTATUS_INTOURNAMENT].bitmap = W32LoadImage (L"%s/data/status/intournament.bmp", app_path);
1 pmbaty 191
   handlestatus[HANDLESTATUS_INTOURNAMENT].text = LOCALIZE (L"Opponents_StatusInTournament");
11 pmbaty 192
   handlestatus[HANDLESTATUS_EXAMININGAGAME].icon = W32LoadIcon (L"%s/data/icons/examiningagame.ico", app_path);
193
   handlestatus[HANDLESTATUS_EXAMININGAGAME].bitmap = W32LoadImage (L"%s/data/status/examiningagame.bmp", app_path);
1 pmbaty 194
   handlestatus[HANDLESTATUS_EXAMININGAGAME].text = LOCALIZE (L"Opponents_StatusExaminingAGame");
11 pmbaty 195
   handlestatus[HANDLESTATUS_NOTOPENFORAMATCH].icon = W32LoadIcon (L"%s/data/icons/notopenforamatch.ico", app_path);
196
   handlestatus[HANDLESTATUS_NOTOPENFORAMATCH].bitmap = W32LoadImage (L"%s/data/status/notopenforamatch.bmp", app_path);
1 pmbaty 197
   handlestatus[HANDLESTATUS_NOTOPENFORAMATCH].text = LOCALIZE (L"Opponents_StatusNotOpenForAMatch");
11 pmbaty 198
   handlestatus[HANDLESTATUS_INACTIVEORBUSY].icon = W32LoadIcon (L"%s/data/icons/inactiveorbusy.ico", app_path);
199
   handlestatus[HANDLESTATUS_INACTIVEORBUSY].bitmap = W32LoadImage (L"%s/data/status/inactiveorbusy.bmp", app_path);
1 pmbaty 200
   handlestatus[HANDLESTATUS_INACTIVEORBUSY].text = LOCALIZE (L"Opponents_StatusInactiveOrBusy");
11 pmbaty 201
   handlestatus[HANDLESTATUS_OFFLINE].icon = W32LoadIcon (L"%s/data/icons/offline.ico", app_path);
202
   handlestatus[HANDLESTATUS_OFFLINE].bitmap = W32LoadImage (L"%s/data/status/offline.bmp", app_path);
1 pmbaty 203
   handlestatus[HANDLESTATUS_OFFLINE].text = LOCALIZE (L"Opponents_StatusOffline");
204
 
11 pmbaty 205
   // load the system fonts
1 pmbaty 206
   hFontChat = CreateFont (17, 0, 0, 0, FW_DONTCARE, false, false, false, ANSI_CHARSET, OUT_DEFAULT_PRECIS,
207
                           CLIP_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_SWISS, L"Comic Sans MS");
208
 
21 pmbaty 209
   // before any rendering is done, it's a good idea to know what time it is
210
   current_time = ProcessTime ();
75 pmbaty 211
   stoppage_time = 0;
60 pmbaty 212
   screensaverwatchdog_feedtime = current_time + 50.0f; // feed screensaver watchdog every 50 seconds
21 pmbaty 213
 
1 pmbaty 214
   // initialize renderer
215
   if (!Render_Init ())
216
      return (-1); // bomb out on error
217
 
218
   // load sprites
11 pmbaty 219
   larrow_spriteindex = Render_LoadSprite (L"%s/data/sprites/arrow-left.*", app_path);
220
   rarrow_spriteindex = Render_LoadSprite (L"%s/data/sprites/arrow-right.*", app_path);
221
   chatbutton_spriteindex = Render_LoadSprite (L"%s/data/sprites/chat.*", app_path);
222
   gamesbutton_spriteindex = Render_LoadSprite (L"%s/data/sprites/games.*", app_path);
223
   peoplebutton_spriteindex = Render_LoadSprite (L"%s/data/sprites/people.*", app_path);
224
   sepia_spriteindex = Render_LoadSprite (L"%s/data/sprites/sepia.*", app_path);
1 pmbaty 225
   for (array_index = 0; array_index < 12; array_index++)
11 pmbaty 226
      spinner_spriteindex[array_index] = Render_LoadSprite (L"%s/data/sprites/spinner-%d.png", app_path, array_index * 30); // spinning wheel
1 pmbaty 227
 
11 pmbaty 228
   // add our custom fonts to the list of available fonts for the duration of the process
229
   swprintf_s (font_pathname, WCHAR_SIZEOF (font_pathname), L"%s/data/fonts/papyrus.ttf", app_path);
230
   AddFontResourceEx (font_pathname, FR_PRIVATE, 0);
231
   // load rendered fonts
18 pmbaty 232
   arrow_fontindex = Render_LoadFont (L"Papyrus", 24, false, false);
233
   chat_fontindex = Render_LoadFont (L"Papyrus", 32, false, false);
234
   players_fontindex = Render_LoadFont (L"Papyrus", 40, false, true);
235
   centermsg_fontindex = Render_LoadFont (L"Papyrus", 54, false, true);
1 pmbaty 236
 
237
   // load themes, initialize a new human vs. human game and setup the scene
238
   if (!Themes_Init ())
239
      return (-1); // bomb out on error
240
   Board_Init (&the_board, PLAYER_HUMAN, PLAYER_HUMAN, FENSTARTUP_STANDARDCHESS);
241
   Scene_Init (&the_scene, &the_board);
242
 
243
   // has a filename been specifed on the command-line AND that file exists ?
244
   if ((lpCmdLine != NULL) && (lpCmdLine[0] != 0))
245
   {
246
      while (*lpCmdLine == '"')
247
         lpCmdLine++; // skip leading quotes
248
      if ((endptr = strchr (lpCmdLine, '"')) != NULL)
249
         *endptr = 0; // break the string at the first ending quote
41 pmbaty 250
 
50 pmbaty 251
      // is it a file that exists ?
252
      if (_stat (lpCmdLine, &fileinfo) == 0)
253
      {
254
         ConvertToWideChar (load_pathname, WCHAR_SIZEOF (load_pathname), lpCmdLine); // save pathname string
255
         is_dialogbox_load_validated = true; // and act as if the user just validated a load dialog box
256
      }
41 pmbaty 257
#ifndef NDEBUG
50 pmbaty 258
      // else is it a registration info ? if so, parse it
259
      else if ((strncmp (lpCmdLine, "/r=", 3) == 0) && ((endptr = strchr (&lpCmdLine[3], ',')) != NULL))
41 pmbaty 260
      {
261
         *endptr = 0; // break the string at the separator between user email and activation code
262
         ConvertToWideChar (temp_string, WCHAR_SIZEOF (temp_string), &lpCmdLine[3]); // read user email
263
         is_registered = IsRegistrationCorrect (temp_string, atoi (endptr + 1)); // and see whether we're registered or not
264
         DialogBox_NewGame (); // still open the "new game" dialog box
265
      }
266
#endif // !NDEBUG
1 pmbaty 267
      else
268
         DialogBox_NewGame (); // if specified filename doesn't exist, fallback to the "new game" dialog box
269
   }
270
   else
271
      DialogBox_NewGame (); // when no filename is specified, display the new game dialog box
272
 
273
   // enter the main loop
274
   while (!terminate_everything)
275
   {
276
      // see what time it is
277
      current_time = ProcessTime ();
75 pmbaty 278
      if (is_paused)
279
         stoppage_time += (current_time - previous_time); // if we're paused, increase stoppage time
1 pmbaty 280
 
60 pmbaty 281
      // is it time to feed the screensaver watchdog ? (to prevent it from starting)
282
      if (screensaverwatchdog_feedtime < current_time)
283
      {
284
         mousemove_input.type = INPUT_MOUSE;
285
         memset (&mousemove_input.mi, 0, sizeof (mousemove_input.mi)); // blank out struct = no move at all :)
286
         mousemove_input.mi.dwFlags = MOUSEEVENTF_MOVE;
287
         SendInput (1, &mousemove_input, sizeof (mousemove_input)); // send a fake mouse move input event
288
 
289
         screensaverwatchdog_feedtime = current_time + 50.0f; // feed screensaver watchdog again in 50 seconds
290
      }
291
 
1 pmbaty 292
      // are we in demo mode and is it time to quit ?
14 pmbaty 293
      if (!is_registered && (current_time > DEMO_TIMEOUT))
18 pmbaty 294
         DestroyWindow (hMainWnd); // if so, send a quit message in order to break the loop
1 pmbaty 295
 
296
      // grab the current window size
297
      GetWindowRect (hMainWnd, &rect);
298
      options.window_width = rect.right - rect.left;
299
      options.window_height = rect.bottom - rect.top;
300
 
301
      // are we in the middle of an animation or just after it ?
302
      if (current_time < animation_endtime + 0.5f)
303
         the_scene.update = true; // always update during animations
304
      else
305
         the_scene.update |= Board_Think (&the_board); // make the board (i.e, both players) think
306
 
307
      MainLoop_FindCurrentViewer ();  // determine current viewer
308
 
309
      // see if we have a message waiting for any window in the current thread and dispatch it
310
      while (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE))
311
      {
312
         // check for accelerator keystrokes from the main window
59 pmbaty 313
         if ((msg.hwnd != hMainWnd) || !TranslateAccelerator (hMainWnd, hMainAccelerators, &msg))
1 pmbaty 314
         {
315
            TranslateMessage (&msg); // translate and dispatch all other messages
316
            DispatchMessage (&msg);
317
         }
318
      }
319
 
320
      // handle dialog box and window return codes
321
      if (is_dialogbox_about_validated) DialogBox_About_Validated ();
322
      if (is_dialogbox_challenge_validated) DialogBox_Challenge_Validated ();
323
      if (is_dialogbox_changeappearance_validated) DialogBox_ChangeAppearance_Validated ();
324
      if (is_dialogbox_comment_validated) DialogBox_Comment_Validated ();
325
      if (is_dialogbox_endgame_validated) DialogBox_EndGame_Validated ();
326
      if (is_dialogbox_gotomove_validated) DialogBox_GoToMove_Validated ();
75 pmbaty 327
      if (is_dialogbox_renamesides_validated) DialogBox_RenameSides_Validated ();
1 pmbaty 328
      if (is_dialogbox_load_validated) DialogBox_Load_Validated ();
329
      if (is_dialogbox_message_validated) DialogBox_Message_Validated ();
330
      if (is_dialogbox_newgame_validated) DialogBox_NewGame_Validated ();
331
      if (is_dialogbox_options_validated) DialogBox_Options_Validated ();
332
      if (is_dialogbox_pawnpromotion_validated) DialogBox_PawnPromotion_Validated ();
333
      if (is_dialogbox_playercard_validated) DialogBox_PlayerCard_Validated ();
334
      if (is_dialogbox_playerinfoname_validated) DialogBox_PlayerInfoName_Validated ();
335
      if (is_dialogbox_quit_validated) DialogBox_Quit_Validated ();
336
      if (is_dialogbox_resign_validated) DialogBox_Resign_Validated ();
337
      if (is_dialogbox_save_validated) DialogBox_Save_Validated ();
338
      if (is_dialogbox_saveposition_validated) DialogBox_SavePosition_Validated ();
339
      if (is_dialogbox_sendchallenge_validated) DialogBox_SendChallenge_Validated ();
340
      if (is_dialogbox_sendseek_validated) DialogBox_SendSeek_Validated ();
341
      if (is_dialogbox_takeback_validated) DialogBox_Takeback_Validated ();
342
      if (is_window_chat_validated) Window_Chat_Validated ();
343
      if (is_window_chatterchannels_validated) Window_ChatterChannels_Validated ();
344
      if (is_window_games_validated) Window_Games_Validated ();
345
      if (is_window_motd_validated) Window_MOTD_Validated ();
346
      if (is_window_opponents_validated) Window_Opponents_Validated ();
347
      if (is_window_sought_validated) Window_Sought_Validated ();
348
 
349
      MainLoop_EvaluateGameState (); // evaluate game state
350
 
351
      // is the table rotating ?
352
      if (Player_RotateTable (&the_board.players[current_viewer], current_time - previous_time))
353
         the_scene.update = true; // if so, update the scene
354
 
355
      // are we highlighting something ?
356
      if (highlight_endtime > current_time)
357
         the_scene.update = true; // if so, update the scene
358
 
359
      // else if we WERE just highlighting something, clear the hovered positions
360
      else if (highlight_endtime + 0.1f > current_time)
361
      {
362
         the_board.hovered_position[0] = -1;
363
         the_board.hovered_position[1] = -1;
364
         the_scene.update = true; // and update the scene
365
      }
366
 
367
      // if we want the game clock, update scene every second
368
      if (options.want_clock && ((int) current_time != (int) previous_time))
369
         the_scene.update = true;
370
 
371
      // if there's something in the central text buffer, update scene too
372
      if (the_scene.gui.central_text.is_displayed)
373
         the_scene.update = true;
374
 
375
      // if we have a spinning wheel, update scene too
376
      if (the_scene.gui.want_spinwheel)
377
         the_scene.update = true;
378
 
85 pmbaty 379
      // is our theme not loaded yet ?
380
      if (!theme->is_loaded)
381
         Theme_LoadABitMore (theme); // load a bit more of it
382
 
383
      // else do we NOT need to update the scene ?
384
      else if (!(the_scene.update || want_framerate))
1 pmbaty 385
      {
386
         // cycle through all themes and see if one of them needs to be loaded
387
         for (array_index = 0; array_index < theme_count; array_index++)
388
            if (!themes[array_index].is_loaded)
389
            {
85 pmbaty 390
               Theme_LoadABitMore (&themes[array_index]); // load a bit more of this theme
1 pmbaty 391
               break; // and stop looping (see you next pass)
392
            }
393
      }
394
 
85 pmbaty 395
      // either we need to update the scene, or we want to do it continuously
396
      else
1 pmbaty 397
      {
398
         Scene_Update (&the_scene, &the_board); // evaluate which parts need to be placed
399
         Render_RenderFrame (&the_scene); // render a game frame
400
 
401
         the_scene.update = false; // scene no longer needs to be updated now
402
      }
403
 
404
      Audio_Think (); // ensure audio is playing
405
 
406
      previous_time = current_time; // save previous time
407
      if (frame_count == 100)
408
      {
409
         frame_count = 0; // reset frame count every 100 frames
410
         Sleep (1); // once every 100 frames, wait a millisecond
411
      }
412
      else
413
         Sleep (0); // else just allow context switching
414
      frame_count++; // increase the frame count
415
   }
416
 
417
   /////////////////////////////////////////////////////////////////////////
418
   // at this point, we exited the main loop and we are returning to Windows
419
 
420
   // release scene, game, themes and shutdown Direct3D
421
   Scene_Shutdown (&the_scene);
422
   Board_Shutdown (&the_board);
423
   Themes_Shutdown ();
424
   Render_Shutdown ();
425
 
426
   // delete the font resources
427
   DeleteObject (hFontChat);
428
 
429
   // delete the bitmap and icon ressources
430
   for (array_index = 1; array_index < sizeof (handlestatus) / sizeof (handlestatus[0]); array_index++)
431
   {
432
      DeleteObject (handlestatus[array_index].bitmap);
433
      DestroyIcon (handlestatus[array_index].icon);
434
   }
435
 
436
   // unregister window class
437
   UnregisterClass (wc.lpszClassName, hAppInstance);
438
 
439
   // destroy the accelerators table
59 pmbaty 440
   if (hMainAccelerators)
441
      DestroyAcceleratorTable (hMainAccelerators);
442
   hMainAccelerators = NULL;
1 pmbaty 443
 
59 pmbaty 444
   // destroy the application menu object
445
   if (IsMenu (hMainMenu))
446
      DestroyMenu (hMainMenu);
447
   hMainMenu = NULL;
1 pmbaty 448
 
14 pmbaty 449
   // are we not registered yet ?
450
   if (!is_registered)
451
      DialogBox_Registration ();
452
 
1 pmbaty 453
   // save configuration data
454
   Config_Save ();
455
 
456
   // unload localized texts
457
   LocalizedTexts_Shutdown ();
458
 
459
   return (0); // and return to Windows.
460
}
461
 
462
 
463
static void MainLoop_FindCurrentViewer (void)
464
{
465
   // helper function that tells who is the current viewer
466
 
467
   if ((the_board.players[COLOR_WHITE].type == PLAYER_HUMAN) && (the_board.players[COLOR_BLACK].type == PLAYER_HUMAN))
468
      current_viewer = Board_ColorToMove (&the_board); // if both players are human, track them both
469
   else if (the_board.players[COLOR_WHITE].type == PLAYER_HUMAN)
470
      current_viewer = COLOR_WHITE; // else if only the white is human, track the white
471
   else if (the_board.players[COLOR_BLACK].type == PLAYER_HUMAN)
472
      current_viewer = COLOR_BLACK; // else if it's the black, track the black
473
   else
474
      current_viewer = COLOR_WHITE; // else no human in game, track just the white
475
 
476
   return; // finished, current viewer is known
477
}
478
 
479
 
480
static void MainLoop_EvaluateGameState (void)
481
{
482
   // function to evaluate the game state in the main loop when a part has just moved
483
 
41 pmbaty 484
   static wchar_t window_title[256];
485
 
1 pmbaty 486
   player_t *current_player;
487
   player_t *opposite_player;
488
   player_t *network_player;
489
   boardmove_t *last_move;
490
   int enabled_value;
491
   int move_index;
492
 
493
   if (!the_board.reevaluate)
494
      return; // if the board doesn't need to be reevaluated, don't do anything
495
 
496
   // get current and opposite players
497
   current_player = Player_GetCurrent ();
498
   opposite_player = Player_GetOpposite ();
499
 
500
   // see if we're online
501
   network_player = Player_FindByType (PLAYER_INTERNET);
502
 
503
   // has the game started ?
504
   if (the_board.move_count > 1)
505
   {
506
      // game has started, enable the "save" and "save as" menu options
507
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVE, MF_ENABLED);
508
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEAS, MF_ENABLED);
509
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEPOSITIONAS, MF_ENABLED);
510
 
511
      // enable the "go to move" menu option
512
      EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_GOTOMOVE, MF_ENABLED);
513
 
514
      // are we watching the last move ?
515
      if (the_board.viewed_move == the_board.move_count - 1)
516
      {
517
         // get a quick acccess to the last move
518
         last_move = &the_board.moves[the_board.move_count - 1];
519
 
50 pmbaty 520
         // if the current player is a human AND its opponent is a computer, allow him to ask us for a hint
521
         if ((current_player->type == PLAYER_HUMAN) && (opposite_player->type == PLAYER_COMPUTER))
1 pmbaty 522
            EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_SUGGESTMOVE, MF_ENABLED);
523
         else
524
            EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_SUGGESTMOVE, MF_GRAYED);
525
 
526
         // (if the current player is a human
527
         //  AND (its opponent is another human AND there's at least one move played)
528
         //       OR (its opponent is a computer AND there are at least two moves played)
529
         //       OR (its opponent is a remote player AND we're in game AND there are at least two moves played))
530
         // 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
531
         if (((current_player->type == PLAYER_HUMAN)
532
              && ((opposite_player->type == PLAYER_HUMAN)
533
                  || ((opposite_player->type == PLAYER_COMPUTER) && (the_board.move_count > 2))
534
                  || ((opposite_player->type == PLAYER_INTERNET) && (opposite_player->is_in_game) && (the_board.move_count > 2))))
535
             || ((current_player->type == PLAYER_INTERNET) && (current_player->is_in_game) && (the_board.move_count > 2)))
536
            EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_CANCELLASTMOVE, MF_ENABLED);
537
         else
538
            EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_CANCELLASTMOVE, MF_GRAYED);
539
 
540
         // is the current player in check ? (to play the right sound)
541
         // read as: was the last move an opponent's move AND did it put us to check ?
542
         if (last_move->is_check)
543
         {
544
            // is it a checkmate ? (checkmate == check + stalemate)
545
            if (last_move->is_stalemate)
546
            {
547
               // display the game over dialog box
548
               the_board.game_state = (Board_ColorToMove (&the_board) == COLOR_WHITE ? STATE_BLACKWIN_CHECKMATE : STATE_WHITEWIN_CHECKMATE);
549
               DialogBox_EndGame ();
550
            }
551
         }
552
         else
553
         {
554
            // is it a stalemate ?
555
            if (last_move->is_stalemate)
556
            {
557
               // display the game over dialog box
558
               the_board.game_state = STATE_DRAW_STALEMATE;
559
               DialogBox_EndGame ();
560
            }
561
         }
562
 
563
         // have there 50 moves been played each side (i.e, 100 plies) AND is the current player human ?
564
         if ((the_board.move_count > 100) && (current_player->type == PLAYER_HUMAN))
565
         {
566
            // go backwards and see when is the latest move that took an opponent's piece OR the latest pawn move
567
            for (move_index = the_board.move_count - 1; move_index >= 0; move_index--)
568
               if (the_board.moves[move_index].has_captured || (the_board.moves[move_index].part == PART_PAWN))
569
                  break; // stop as soon as we find one
570
 
571
            // can the fifty moves draw rule be claimed AND does the current player claims it ?
572
            if (move_index + 1 + 100 < the_board.move_count)
573
            {
574
               // yes. Propose it to the side that's on move
575
// TODO: non-modal MessageBox (copy dialog_newgame.cpp and use return values)
576
            }
577
         }
578
 
579
         if (the_scene.gui.larrow.state == 0)
580
            the_scene.gui.larrow.state = 1; // enable "back" arrow if it isn't displayed yet
581
         if (the_scene.gui.rarrow.state != 0)
582
            the_scene.gui.rarrow.state = 0; // disable "forward" arrow if it's already displayed
583
 
584
         if (the_board.game_state == STATE_PLAYING)
585
            Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
75 pmbaty 586
                           RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (is_paused ? L"Paused" : L"Current"));
1 pmbaty 587
         else if ((the_board.game_state == STATE_BLACKWIN_CHECKMATE) || (the_board.game_state == STATE_WHITEWIN_CHECKMATE))
588
            Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
589
                           RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"EndGame_CheckMate"));
590
         else if ((the_board.game_state == STATE_WHITEWIN_RESIGNORFORFEIT) || (the_board.game_state == STATE_BLACKWIN_RESIGNORFORFEIT))
591
            Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
592
                           RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"EndGame_Resign"));
593
         else if (the_board.game_state == STATE_DRAW_STALEMATE)
594
            Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
595
                           RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"EndGame_StaleMate"));
596
         else if (the_board.game_state == STATE_DRAW_AGREEMENT)
597
            Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
598
                           RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"EndGame_Agreement"));
599
         else if (the_board.game_state == STATE_DRAW_OTHER)
600
            Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
601
                           RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"EndGame_DrawOther"));
602
 
603
         // enable the "comment on this move" menu option
604
         EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_COMMENTMOVE, MF_ENABLED);
605
      }
606
 
607
      // else are we watching another move, but not the beginning of the game ?
608
      else if (the_board.viewed_move > 0)
609
      {
610
         if (the_scene.gui.larrow.state == 0)
611
            the_scene.gui.larrow.state = 1; // enable "back" arrow if it isn't displayed yet
612
         if (the_scene.gui.rarrow.state == 0)
613
            the_scene.gui.rarrow.state = 1; // enable "forward" arrow if it isn't displayed yet
614
         Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
615
                        RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false,
18 pmbaty 616
                        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 617
 
618
         // enable the "save position as" and "comment on this move" menu options
619
         EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEPOSITIONAS, MF_ENABLED);
620
         EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_COMMENTMOVE, MF_ENABLED);
621
      }
622
 
623
      // else we must be watching the beginning of the game (no move yet)
624
      else
625
      {
626
         if (the_scene.gui.larrow.state != 0)
627
            the_scene.gui.larrow.state = 0; // disable "back" arrow if it's already displayed
628
         if (the_scene.gui.rarrow.state == 0)
629
            the_scene.gui.rarrow.state = 1; // enable "forward" arrow if it isn't displayed yet
630
         Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
631
                        RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"Beginning"));
632
 
633
         // disable the "save position as" and "comment on this move" menu options
634
         EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEPOSITIONAS, MF_GRAYED);
635
         EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_COMMENTMOVE, MF_GRAYED);
636
      }
637
   }
638
   else
639
   {
640
      // game has not started, disable the "save", "save as" and "save position as" menu options
641
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVE, MF_GRAYED);
642
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEAS, MF_GRAYED);
643
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEPOSITIONAS, MF_GRAYED);
644
 
52 pmbaty 645
      // if the current player is a human AND its opponent is a computer, allow him to ask us for a hint
646
      if ((current_player->type == PLAYER_HUMAN) && (opposite_player->type == PLAYER_COMPUTER))
647
         EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_SUGGESTMOVE, MF_ENABLED);
648
      else
649
         EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_SUGGESTMOVE, MF_GRAYED);
650
 
651
      // disable the "cancel last move", "comment move" and "go to move" menu options
1 pmbaty 652
      EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_CANCELLASTMOVE, MF_GRAYED);
653
      EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_COMMENTMOVE, MF_GRAYED);
654
      EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_GOTOMOVE, MF_GRAYED);
655
 
75 pmbaty 656
      is_paused = false; // clear pause status (we can only pause a game when it's been started)
657
 
1 pmbaty 658
      // and disable the two arrows and the arrow text
659
      the_scene.gui.larrow.state = 0;
660
      the_scene.gui.rarrow.state = 0;
661
      the_scene.gui.arrow_text.is_displayed = false;
662
   }
663
 
664
   // 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
665
   if ((current_player->type == PLAYER_HUMAN) && (opposite_player->type == PLAYER_COMPUTER))
666
      EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_SWAPSIDES, MF_ENABLED);
667
   else
668
      EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_SWAPSIDES, MF_GRAYED);
669
 
75 pmbaty 670
   // no matter whether the game started or not, enable players renaming only if we are NOT in internet mode
671
   EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_RENAMESIDES, (network_player == NULL ? MF_ENABLED : MF_GRAYED));
672
 
1 pmbaty 673
   // update window title
674
   if ((the_board.players[COLOR_WHITE].name[0] != 0) && (the_board.players[COLOR_BLACK].name[0] != 0))
675
   {
14 pmbaty 676
      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 677
      SetWindowText (hMainWnd, window_title); // update window title
678
   }
679
   else if (the_board.players[COLOR_WHITE].name[0] != 0)
680
   {
14 pmbaty 681
      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 682
      SetWindowText (hMainWnd, window_title); // update window title
683
   }
684
 
685
   // are we in internet mode AND are we logged in ?
686
   if ((network_player != NULL) && network_player->is_logged_in)
687
   {
688
      // are we currently playing a game ?
689
      if (network_player->is_in_game)
690
      {
691
         GUIBUTTON_ENABLE (the_scene.gui.chatbutton); // enable chat button if it's not enabled yet
692
         GUIBUTTON_DISABLE (the_scene.gui.gamesbutton); // disable games button if it was enabled
693
         GUIBUTTON_DISABLE (the_scene.gui.peoplebutton); // disable people button if it was enabled
694
         EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_RESIGN, MF_ENABLED); // allow resigning
695
      }
696
      else
697
      {
698
         GUIBUTTON_DISABLE (the_scene.gui.chatbutton); // disable chat button if it was enabled
699
         GUIBUTTON_ENABLE (the_scene.gui.gamesbutton); // enable games button if it's not enabled yet
700
         GUIBUTTON_ENABLE (the_scene.gui.peoplebutton); // enable people button if it's not enabled yet
701
         EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_RESIGN, MF_GRAYED); // disable ability to resign
702
      }
75 pmbaty 703
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_PAUSE, MF_DISABLED); // disallow pause
1 pmbaty 704
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_STATISTICS, MF_ENABLED); // enable stats
705
 
706
      enabled_value = MF_ENABLED; // remember to enable the internet-related menu items
707
   }
708
   // else it's a local or vs. computer game
709
   else
710
   {
711
      GUIBUTTON_DISABLE (the_scene.gui.chatbutton); // disable chat button if it was enabled
712
      GUIBUTTON_DISABLE (the_scene.gui.gamesbutton); // disable games button if it was enabled
713
      GUIBUTTON_DISABLE (the_scene.gui.peoplebutton); // disable people button if it was enabled
75 pmbaty 714
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_PAUSE, (the_board.move_count > 1 ? MF_ENABLED : MF_GRAYED)); // allow pause if the game has started
715
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_RESIGN, (the_board.move_count > 1 ? MF_ENABLED : MF_GRAYED)); // allow resigning if the game has started
1 pmbaty 716
      EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_STATISTICS, MF_GRAYED); // disable stats
717
 
718
      enabled_value = MF_GRAYED; // remember to disable the internet-related menu items
719
   }
720
 
721
   EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SETUPPOSITION, !enabled_value); // note the inversion
722
   EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_SHOWONLINEPLAYERS, enabled_value);
723
   EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_SHOWSOUGHTGAMES, enabled_value);
724
   EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_SEEKGAME, enabled_value);
725
   if (!options.network.want_publicchat)
726
   {
727
      EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_CHATTERCHANNELS, MF_GRAYED); // always grayed if we don't want public chat
728
      EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_ENTERCHATTEXT, MF_GRAYED);
729
   }
730
   else
731
   {
732
      EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_CHATTERCHANNELS, enabled_value); // else enabled only in internet mode
733
      EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_ENTERCHATTEXT, enabled_value);
734
   }
735
   EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_DISPLAYPLAYERCARD, enabled_value);
736
   EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_DISPLAYYOURCARD, enabled_value);
737
   EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_MOTD, enabled_value);
738
 
739
   the_board.reevaluate = false; // board evaluation has been done
740
   return; // finished, new board state is known
741
}