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Rev | Author | Line No. | Line |
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1 | pmbaty | 1 | // scene.cpp |
2 | |||
3 | #include "common.h" |
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4 | |||
5 | |||
6 | // prototypes of local functions |
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7 | static void Scene_AddPart (scene_t *scene, int part_type, int part_color, float pos_x, float pos_y, float pos_z, float turn_yaw, float pitch); |
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8 | static void Scene_AddTile (scene_t *scene, int tile_type, float scale, float pos_x, float pos_y, float pos_z, float turn_yaw); |
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9 | |||
10 | |||
11 | // global variables used in this module only |
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12 | static wchar_t connected_comment[4096]; |
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13 | static wchar_t filename[MAX_PATH]; |
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14 | static float simpleshadow_sizes[] = |
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15 | { |
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16 | 0, // #define PART_NONE 0 |
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17 | 2.5f, // #define PART_KING 1 |
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18 | 2.45f, // #define PART_QUEEN 2 |
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19 | 2.35f, // #define PART_BISHOP 3 |
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20 | 2.25f, // #define PART_KNIGHT 4 |
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21 | 2.15f, // #define PART_ROOK 5 |
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22 | 2.0f, // #define PART_PAWN 6 |
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23 | }; |
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130 | pmbaty | 24 | static bool has_endsound_played = false; |
1 | pmbaty | 25 | |
26 | |||
27 | void Scene_Init (scene_t *scene, board_t *board) |
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28 | { |
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29 | // this function initializes the scene objects array and inserts the chess table in it |
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30 | |||
31 | wchar_t format_string[4096]; |
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32 | |||
33 | // allocate array for the board (3 objects) and zero it out |
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34 | scene->objects = (sceneobject_t *) SAFE_malloc (3, sizeof (sceneobject_t), true); |
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35 | |||
36 | // insert the table edges, the table and the board |
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37 | scene->objects[0].mesh_index = theme->trim_meshindex; |
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38 | scene->objects[0].texture_index = theme->trim_texture; |
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39 | scene->objects[0].scale = 1.0f; |
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40 | scene->objects[1].mesh_index = theme->table_meshindex; |
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41 | scene->objects[1].texture_index = theme->table_texture; |
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42 | scene->objects[1].scale = 1.0f; |
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43 | scene->objects[2].mesh_index = theme->board_meshindex; |
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44 | scene->objects[2].texture_index = theme->board_texture; |
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45 | scene->objects[2].scale = 1.0f; |
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46 | scene->object_count = 3; |
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47 | |||
136 | pmbaty | 48 | // reset the camera position for a cool slide-in effect |
49 | current_pitch = CLOSEUP_VIEW_PITCH; // autorotate is enabled, prepare for slide-in effect |
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50 | current_yaw = (Board_ColorToMove (board) == COLOR_WHITE ? 90.0f : -90.0f); |
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51 | current_distance = CLOSEUP_VIEW_DISTANCE; |
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52 | if (current_distance >= MIN_VIEW_DISTANCE) |
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53 | current_distance = MIN_VIEW_DISTANCE - 1.0f; // consistency check for stupid programmers |
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1 | pmbaty | 54 | |
131 | pmbaty | 55 | // look at the center of the table immediately |
56 | lookatpoint_x = 0; |
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57 | lookatpoint_y = 0; |
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58 | |||
21 | pmbaty | 59 | // HACK to prevent the player to click and block the view angles while the slide-in is not finished |
60 | command_ignoretime = current_time + 2.0f; // allow 2 seconds |
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61 | |||
1 | pmbaty | 62 | // build the connected comment string (we use it as a global variable) |
63 | wcscpy_s (format_string, WCHAR_SIZEOF (format_string), LOCALIZE (L"YouAreConnectedToX")); |
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64 | wcscat_s (format_string, WCHAR_SIZEOF (format_string), L"\n"); |
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65 | wcscat_s (format_string, WCHAR_SIZEOF (format_string), LOCALIZE (L"YouMayEitherDisplayThePlayersListOrTheSoughtGamesList")); |
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66 | wcscat_s (format_string, WCHAR_SIZEOF (format_string), L"\n"); |
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67 | wcscat_s (format_string, WCHAR_SIZEOF (format_string), LOCALIZE (L"PleaseReferToTheInternetMenu")); |
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68 | swprintf_s (connected_comment, WCHAR_SIZEOF (connected_comment), format_string, options.network.server_address); |
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69 | |||
70 | // completely reset the whole GUI structure so as to NULL out all pointers |
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71 | memset (&scene->gui, 0, sizeof (scene->gui)); |
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72 | |||
73 | // set the buttons locations |
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124 | pmbaty | 74 | Scene_SetButton (&scene->gui.larrow, 0.3f, 0.5f, 3.0f, 4.0f, larrow_spriteindex, NULL); |
75 | Scene_SetButton (&scene->gui.rarrow, 3.3f, 0.5f, 3.0f, 4.0f, rarrow_spriteindex, NULL); |
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76 | Scene_SetButton (&scene->gui.newgamebutton, 20.0f, 65.0f, 20.0f, 26.0f, newgamebutton_spriteindex, L"\n\n\n\n\n\n\n%s", LOCALIZE (L"NewGame")); |
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77 | Scene_SetButton (&scene->gui.opengamebutton, 60.0f, 65.0f, 20.0f, 26.0f, opengamebutton_spriteindex, L"\n\n\n\n\n\n\n%s", LOCALIZE (L"OpenGame")); |
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78 | Scene_SetButton (&scene->gui.chatbutton, 1.0f, 10.0f, 10.0f, 13.0f, chatbutton_spriteindex, NULL); |
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79 | Scene_SetButton (&scene->gui.gamesbutton, 1.0f, 35.0f, 10.0f, 13.0f, gamesbutton_spriteindex, NULL); |
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80 | Scene_SetButton (&scene->gui.peoplebutton, 1.0f, 60.0f, 10.0f, 13.0f, peoplebutton_spriteindex, NULL); |
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1 | pmbaty | 81 | |
82 | // remember to update the scene |
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83 | scene->update = true; |
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84 | |||
85 | return; // finished |
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86 | } |
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87 | |||
88 | |||
89 | void Scene_Shutdown (scene_t *scene) |
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90 | { |
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91 | // this function frees the memory space allocated for the 3D scene and clears its pointers |
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92 | |||
93 | int cchistory_index; |
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94 | |||
95 | // free GUI mallocated buffers |
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96 | SAFE_free ((void **) &scene->gui.arrow_text.buffer); |
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97 | scene->gui.arrow_text.is_displayed = false; |
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98 | SAFE_free ((void **) &scene->gui.comment_text.buffer); |
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99 | scene->gui.comment_text.is_displayed = false; |
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100 | SAFE_free ((void **) &scene->gui.history_text.buffer); |
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101 | scene->gui.history_text.is_displayed = false; |
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102 | SAFE_free ((void **) &scene->gui.clock_text.buffer); |
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103 | scene->gui.clock_text.is_displayed = false; |
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104 | SAFE_free ((void **) &scene->gui.turn_text.buffer); |
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105 | scene->gui.turn_text.is_displayed = false; |
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106 | SAFE_free ((void **) &scene->gui.central_text.buffer); |
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107 | scene->gui.central_text.is_displayed = false; |
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108 | |||
109 | // for each entry in the CC history... |
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110 | for (cchistory_index = 0; cchistory_index < scene->gui.cchistory_count; cchistory_index++) |
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111 | SAFE_free ((void **) &scene->gui.cchistory[cchistory_index].text); // free its text buffer |
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112 | SAFE_free ((void **) &scene->gui.cchistory); // free the GUI's CC history |
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113 | scene->gui.cchistory_count = 0; |
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114 | |||
115 | SAFE_free ((void **) &scene->objects); // free the scene objects array |
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116 | scene->object_count = 0; |
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117 | |||
118 | return; // finished |
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119 | } |
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120 | |||
121 | |||
122 | void Scene_Update (scene_t *scene, board_t *board) |
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123 | { |
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124 | // this function updates the scene objects to display with what's currently on the board |
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125 | |||
126 | static bool rooksound_played = false; // hack to have two sounds when a king castles |
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127 | |||
128 | boardslot_t *boardslot; |
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129 | boardmove_t *currentmove; |
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130 | player_t *local_player; |
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131 | player_t *network_player; |
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132 | player_t *current_player; |
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24 | pmbaty | 133 | player_t *opposite_player; |
1 | pmbaty | 134 | wchar_t *history_text; // mallocated |
135 | int historytext_size; |
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136 | unsigned char takenpart_type; |
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137 | int movement_direction; |
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138 | int line; |
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139 | int column; |
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140 | int pos_index; |
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141 | int part_index; |
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142 | int move_index; |
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143 | int length; |
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144 | int threat_line; |
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145 | int threat_column; |
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146 | int minutes; |
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147 | int seconds; |
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130 | pmbaty | 148 | bool is_sliding; |
25 | pmbaty | 149 | float flaticons_yaw; |
1 | pmbaty | 150 | float source_x; |
151 | float source_y; |
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152 | float target_x; |
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153 | float target_y; |
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154 | float current_x; |
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155 | float current_y; |
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156 | float current_z; |
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130 | pmbaty | 157 | float current_p; |
1 | pmbaty | 158 | int movement_diffco; |
159 | int movement_diffli; |
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160 | float movement_maxheight; |
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161 | float movement_ratio; |
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162 | |||
24 | pmbaty | 163 | // get the current player (we'll need it), its opponent and see if we're online |
1 | pmbaty | 164 | current_player = Player_GetCurrent (); |
24 | pmbaty | 165 | opposite_player = Player_GetOpposite (); |
1 | pmbaty | 166 | network_player = Player_FindByType (PLAYER_INTERNET); |
167 | |||
25 | pmbaty | 168 | // determine display yaw (for flat icons) according to camera angle |
169 | if ((current_yaw > 45.0f) && (current_yaw <= 135.0f)) |
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170 | flaticons_yaw = 180.0f; |
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171 | else if ((current_yaw > -45.0f) && (current_yaw <= 45.0f)) |
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172 | flaticons_yaw = 90.0f; |
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173 | else if ((current_yaw > -135.0f) && (current_yaw <= -45.0f)) |
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174 | flaticons_yaw = 0.0f; |
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175 | else |
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176 | flaticons_yaw = -90.0f; |
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177 | |||
24 | pmbaty | 178 | // get the current move |
179 | currentmove = &board->moves[board->viewed_move]; // quick access to current move |
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180 | |||
1 | pmbaty | 181 | // fetch the background sprite from the theme |
182 | if (want_custombackground) |
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183 | scene->background_spriteindex = custombg.sprite_index; // use the custom background if specified |
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184 | else |
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185 | scene->background_spriteindex = theme->bg.sprite_index; // else use the theme's supplied background |
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186 | |||
187 | // shrink the scene objects array to leave just the board (3 objects) |
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188 | scene->objects = (sceneobject_t *) SAFE_realloc (scene->objects, scene->object_count, 3, sizeof (sceneobject_t), false); |
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189 | scene->object_count = 3; |
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190 | |||
191 | // update the board theme |
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192 | scene->objects[0].mesh_index = theme->trim_meshindex; |
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193 | scene->objects[0].texture_index = theme->trim_texture; |
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194 | scene->objects[0].material_index = theme->trim_material; |
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195 | scene->objects[0].scale = 1.0f; |
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196 | scene->objects[1].mesh_index = theme->table_meshindex; |
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197 | scene->objects[1].texture_index = theme->table_texture; |
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198 | scene->objects[1].material_index = theme->table_material; |
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199 | scene->objects[1].scale = 1.0f; |
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200 | scene->objects[2].mesh_index = theme->board_meshindex; |
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201 | scene->objects[2].texture_index = theme->board_texture; |
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202 | scene->objects[2].material_index = theme->board_material; |
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203 | scene->objects[2].scale = 1.0f; |
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204 | |||
205 | // draw the grid numbers if we want them |
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206 | if (want_grid) |
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207 | Scene_AddTile (scene, theme->grid_texture, 30.0f, 0.0f, 0.0f, 0.01f, 0.0f); |
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208 | |||
209 | //////////////////////////////////////////////////////////////////////////////////////////////// |
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24 | pmbaty | 210 | // recompute the slot textures (only in play mode when we render the real board) |
1 | pmbaty | 211 | |
212 | // erase all the slot flags |
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213 | for (line = 0; line < 8; line++) |
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214 | for (column = 0; column < 8; column++) |
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215 | currentmove->slots[line][column].flags = FLAG_NONE; // because we will recompute them |
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216 | |||
217 | // cycle through all the grid again and see if either king is in check |
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218 | for (line = 0; line < 8; line++) |
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219 | for (column = 0; column < 8; column++) |
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220 | { |
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221 | boardslot = ¤tmove->slots[line][column]; // quick access to grid slot |
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222 | |||
223 | if (boardslot->part != PART_KING) |
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224 | continue; // if this slot is not a king, skip it |
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225 | |||
226 | // is this king currently threatened ? |
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227 | if (Move_IsKingThreatenedAtLocation (currentmove, boardslot->color, line, column, &threat_line, &threat_column)) |
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228 | { |
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229 | currentmove->slots[line][column].flags |= FLAG_CHECK; // mark it as threatened |
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230 | currentmove->slots[threat_line][threat_column].flags |= FLAG_THREAT; // and who threatens it |
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231 | } |
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232 | } |
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233 | |||
234 | // are we in play mode ? i.e, are we rendering the last move ? |
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235 | if (board->viewed_move == board->move_count - 1) |
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236 | { |
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237 | // mark the selected position as selected |
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238 | if (IS_VALID_POSITION (board->selected_position)) |
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239 | currentmove->slots[board->selected_position[0]][board->selected_position[1]].flags |= FLAG_SELECTED; |
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240 | |||
241 | // now cycle through all the grid again and see if some slots need to be coloured |
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242 | for (line = 0; line < 8; line++) |
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243 | for (column = 0; column < 8; column++) |
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244 | { |
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245 | boardslot = ¤tmove->slots[line][column]; // quick access to grid slot |
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246 | |||
247 | if (!(boardslot->flags & FLAG_SELECTED)) |
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248 | continue; // if this slot is not selected, skip it |
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249 | |||
250 | ////////////////////////////////////////////////////////////////////////////////////////// |
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251 | ////////////////////////////////////////// PAWN ////////////////////////////////////////// |
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252 | ////////////////////////////////////////////////////////////////////////////////////////// |
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253 | // is it a pawn ? |
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254 | if (boardslot->part == PART_PAWN) |
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255 | { |
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256 | // figure out movement direction |
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257 | if (boardslot->color == COLOR_WHITE) |
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258 | movement_direction = 1; |
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259 | else |
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260 | movement_direction = -1; |
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261 | |||
262 | // if pawn has still room to move forward, it can |
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263 | if ((((line < 7) && (movement_direction == 1)) || ((line > 0) && (movement_direction == -1))) |
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264 | && (currentmove->slots[line + movement_direction][column].part == PART_NONE)) |
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265 | { |
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266 | currentmove->slots[line + movement_direction][column].flags |= FLAG_POSSIBLEMOVE; |
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267 | |||
268 | // if pawn is still in its initial slot, it can move twice forward |
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269 | if ((((line == 1) && (movement_direction == 1)) || ((line == 6) && (movement_direction == -1))) |
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270 | && (currentmove->slots[line + movement_direction * 2][column].part == PART_NONE)) |
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271 | currentmove->slots[line + movement_direction * 2][column].flags |= FLAG_POSSIBLEMOVE; |
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272 | } |
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273 | |||
274 | // see if pawn can take a piece on its left |
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275 | if ((column > 0) && (currentmove->slots[line + movement_direction][column - 1].part != PART_NONE) |
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276 | && (currentmove->slots[line + movement_direction][column - 1].color != currentmove->slots[line][column].color)) |
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277 | currentmove->slots[line + movement_direction][column - 1].flags |= FLAG_TAKEABLE; |
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278 | |||
279 | // see if pawn can take a piece on its right |
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280 | if ((column < 7) && (currentmove->slots[line + movement_direction][column + 1].part != PART_NONE) |
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281 | && (currentmove->slots[line + movement_direction][column + 1].color != currentmove->slots[line][column].color)) |
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282 | currentmove->slots[line + movement_direction][column + 1].flags |= FLAG_TAKEABLE; |
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283 | |||
284 | // if previous move was a pawn rush, see if pawn can take "en passant" |
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285 | if ((currentmove->part == PART_PAWN) |
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286 | && (currentmove->target[1] == currentmove->source[1]) // pawn moved in column |
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287 | && (abs (currentmove->target[0] - currentmove->source[0]) == 2) // pawn rushed |
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288 | && (currentmove->target[0] == line) // pawn is in line with us |
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289 | && (abs (currentmove->target[1] - column) == 1)) // pawn is next to us |
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290 | currentmove->slots[line + movement_direction][currentmove->target[1]].flags |= FLAG_TAKEABLE; |
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291 | } |
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292 | |||
293 | ////////////////////////////////////////////////////////////////////////////////////////// |
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294 | ////////////////////////////////////////// ROOK ////////////////////////////////////////// |
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295 | ////////////////////////////////////////////////////////////////////////////////////////// |
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296 | // else is it a rook ? |
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297 | else if (boardslot->part == PART_ROOK) |
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298 | { |
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299 | // see how far rook can move upwards |
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300 | for (pos_index = line + 1; pos_index < 8; pos_index++) |
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301 | { |
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302 | if (currentmove->slots[pos_index][column].part != PART_NONE) |
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303 | { |
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304 | if (currentmove->slots[pos_index][column].color != currentmove->slots[line][column].color) |
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305 | currentmove->slots[pos_index][column].flags |= FLAG_TAKEABLE; |
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306 | break; |
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307 | } |
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308 | currentmove->slots[pos_index][column].flags |= FLAG_POSSIBLEMOVE; |
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309 | } |
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310 | |||
311 | // see how far rook can move downwards |
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312 | for (pos_index = line - 1; pos_index >= 0; pos_index--) |
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313 | { |
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314 | if (currentmove->slots[pos_index][column].part != PART_NONE) |
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315 | { |
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316 | if (currentmove->slots[pos_index][column].color != currentmove->slots[line][column].color) |
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317 | currentmove->slots[pos_index][column].flags |= FLAG_TAKEABLE; |
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318 | break; |
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319 | } |
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320 | currentmove->slots[pos_index][column].flags |= FLAG_POSSIBLEMOVE; |
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321 | } |
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322 | |||
323 | // see how far rook can move left |
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324 | for (pos_index = column - 1; pos_index >= 0; pos_index--) |
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325 | { |
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326 | if (currentmove->slots[line][pos_index].part != PART_NONE) |
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327 | { |
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328 | if (currentmove->slots[line][pos_index].color != currentmove->slots[line][column].color) |
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329 | currentmove->slots[line][pos_index].flags |= FLAG_TAKEABLE; |
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330 | break; |
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331 | } |
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332 | currentmove->slots[line][pos_index].flags |= FLAG_POSSIBLEMOVE; |
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333 | } |
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334 | |||
335 | // see how far rook can move right |
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336 | for (pos_index = column + 1; pos_index < 8; pos_index++) |
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337 | { |
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338 | if (currentmove->slots[line][pos_index].part != PART_NONE) |
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339 | { |
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340 | if (currentmove->slots[line][pos_index].color != currentmove->slots[line][column].color) |
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341 | currentmove->slots[line][pos_index].flags |= FLAG_TAKEABLE; |
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342 | break; |
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343 | } |
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344 | currentmove->slots[line][pos_index].flags |= FLAG_POSSIBLEMOVE; |
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345 | } |
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346 | } |
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347 | |||
348 | ////////////////////////////////////////////////////////////////////////////////////////// |
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349 | ///////////////////////////////////////// KNIGHT ///////////////////////////////////////// |
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350 | ////////////////////////////////////////////////////////////////////////////////////////// |
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351 | // else is it a knight ? |
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352 | else if (boardslot->part == PART_KNIGHT) |
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353 | { |
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354 | // peek knight's NNW move |
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355 | if ((column > 0) && (line < 6)) |
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356 | if (currentmove->slots[line + 2][column - 1].part == PART_NONE) |
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357 | currentmove->slots[line + 2][column - 1].flags |= FLAG_POSSIBLEMOVE; |
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358 | else if (currentmove->slots[line + 2][column - 1].color != currentmove->slots[line][column].color) |
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359 | currentmove->slots[line + 2][column - 1].flags |= FLAG_TAKEABLE; |
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360 | |||
361 | // peek knight's NNE move |
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362 | if ((column < 7) && (line < 6)) |
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363 | if (currentmove->slots[line + 2][column + 1].part == PART_NONE) |
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364 | currentmove->slots[line + 2][column + 1].flags |= FLAG_POSSIBLEMOVE; |
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365 | else if (currentmove->slots[line + 2][column + 1].color != currentmove->slots[line][column].color) |
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366 | currentmove->slots[line + 2][column + 1].flags |= FLAG_TAKEABLE; |
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367 | |||
368 | // peek knight's ENE move |
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369 | if ((column < 6) && (line < 7)) |
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370 | if (currentmove->slots[line + 1][column + 2].part == PART_NONE) |
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371 | currentmove->slots[line + 1][column + 2].flags |= FLAG_POSSIBLEMOVE; |
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372 | else if (currentmove->slots[line + 1][column + 2].color != currentmove->slots[line][column].color) |
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373 | currentmove->slots[line + 1][column + 2].flags |= FLAG_TAKEABLE; |
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374 | |||
375 | // peek knight's ESE move |
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376 | if ((column < 6) && (line > 0)) |
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377 | if (currentmove->slots[line - 1][column + 2].part == PART_NONE) |
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378 | currentmove->slots[line - 1][column + 2].flags |= FLAG_POSSIBLEMOVE; |
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379 | else if (currentmove->slots[line - 1][column + 2].color != currentmove->slots[line][column].color) |
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380 | currentmove->slots[line - 1][column + 2].flags |= FLAG_TAKEABLE; |
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381 | |||
382 | // peek knight's SSW move |
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383 | if ((column > 0) && (line > 1)) |
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384 | if (currentmove->slots[line - 2][column - 1].part == PART_NONE) |
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385 | currentmove->slots[line - 2][column - 1].flags |= FLAG_POSSIBLEMOVE; |
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386 | else if (currentmove->slots[line - 2][column - 1].color != currentmove->slots[line][column].color) |
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387 | currentmove->slots[line - 2][column - 1].flags |= FLAG_TAKEABLE; |
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388 | |||
389 | // peek knight's SSE move |
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390 | if ((column < 7) && (line > 1)) |
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391 | if (currentmove->slots[line - 2][column + 1].part == PART_NONE) |
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392 | currentmove->slots[line - 2][column + 1].flags |= FLAG_POSSIBLEMOVE; |
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393 | else if (currentmove->slots[line - 2][column + 1].color != currentmove->slots[line][column].color) |
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394 | currentmove->slots[line - 2][column + 1].flags |= FLAG_TAKEABLE; |
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395 | |||
396 | // peek knight's WNW move |
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397 | if ((column > 1) && (line < 7)) |
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398 | if (currentmove->slots[line + 1][column - 2].part == PART_NONE) |
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399 | currentmove->slots[line + 1][column - 2].flags |= FLAG_POSSIBLEMOVE; |
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400 | else if (currentmove->slots[line + 1][column - 2].color != currentmove->slots[line][column].color) |
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401 | currentmove->slots[line + 1][column - 2].flags |= FLAG_TAKEABLE; |
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402 | |||
403 | // peek knight's WSW move |
||
404 | if ((column > 1) && (line > 0)) |
||
405 | if (currentmove->slots[line - 1][column - 2].part == PART_NONE) |
||
406 | currentmove->slots[line - 1][column - 2].flags |= FLAG_POSSIBLEMOVE; |
||
407 | else if (currentmove->slots[line - 1][column - 2].color != currentmove->slots[line][column].color) |
||
408 | currentmove->slots[line - 1][column - 2].flags |= FLAG_TAKEABLE; |
||
409 | } |
||
410 | |||
411 | ////////////////////////////////////////////////////////////////////////////////////////// |
||
412 | ///////////////////////////////////////// BISHOP ///////////////////////////////////////// |
||
413 | ////////////////////////////////////////////////////////////////////////////////////////// |
||
414 | // else is it a bishop ? |
||
415 | else if (boardslot->part == PART_BISHOP) |
||
416 | { |
||
417 | // see how far bishop can move NE |
||
418 | for (pos_index = 1; pos_index < 8; pos_index++) |
||
419 | { |
||
420 | if ((line + pos_index > 7) || (column + pos_index > 7)) |
||
421 | break; |
||
422 | if (currentmove->slots[line + pos_index][column + pos_index].part != PART_NONE) |
||
423 | { |
||
424 | if (currentmove->slots[line + pos_index][column + pos_index].color != currentmove->slots[line][column].color) |
||
425 | currentmove->slots[line + pos_index][column + pos_index].flags |= FLAG_TAKEABLE; |
||
426 | break; |
||
427 | } |
||
428 | currentmove->slots[line + pos_index][column + pos_index].flags |= FLAG_POSSIBLEMOVE; |
||
429 | } |
||
430 | |||
431 | // see how far bishop can move SE |
||
432 | for (pos_index = 1; pos_index < 8; pos_index++) |
||
433 | { |
||
434 | if ((line - pos_index < 0) || (column + pos_index > 7)) |
||
435 | break; |
||
436 | if (currentmove->slots[line - pos_index][column + pos_index].part != PART_NONE) |
||
437 | { |
||
438 | if (currentmove->slots[line - pos_index][column + pos_index].color != currentmove->slots[line][column].color) |
||
439 | currentmove->slots[line - pos_index][column + pos_index].flags |= FLAG_TAKEABLE; |
||
440 | break; |
||
441 | } |
||
442 | currentmove->slots[line - pos_index][column + pos_index].flags |= FLAG_POSSIBLEMOVE; |
||
443 | } |
||
444 | |||
445 | // see how far bishop can move NW |
||
446 | for (pos_index = 1; pos_index < 8; pos_index++) |
||
447 | { |
||
448 | if ((line + pos_index > 7) || (column - pos_index < 0)) |
||
449 | break; |
||
450 | if (currentmove->slots[line + pos_index][column - pos_index].part != PART_NONE) |
||
451 | { |
||
452 | if (currentmove->slots[line + pos_index][column - pos_index].color != currentmove->slots[line][column].color) |
||
453 | currentmove->slots[line + pos_index][column - pos_index].flags |= FLAG_TAKEABLE; |
||
454 | break; |
||
455 | } |
||
456 | currentmove->slots[line + pos_index][column - pos_index].flags |= FLAG_POSSIBLEMOVE; |
||
457 | } |
||
458 | |||
459 | // see how far bishop can move SW |
||
460 | for (pos_index = 1; pos_index < 8; pos_index++) |
||
461 | { |
||
462 | if ((line - pos_index < 0) || (column - pos_index < 0)) |
||
463 | break; |
||
464 | if (currentmove->slots[line - pos_index][column - pos_index].part != PART_NONE) |
||
465 | { |
||
466 | if (currentmove->slots[line - pos_index][column - pos_index].color != currentmove->slots[line][column].color) |
||
467 | currentmove->slots[line - pos_index][column - pos_index].flags |= FLAG_TAKEABLE; |
||
468 | break; |
||
469 | } |
||
470 | currentmove->slots[line - pos_index][column - pos_index].flags |= FLAG_POSSIBLEMOVE; |
||
471 | } |
||
472 | } |
||
473 | |||
474 | ////////////////////////////////////////////////////////////////////////////////////////// |
||
475 | ///////////////////////////////////////// QUEEN ////////////////////////////////////////// |
||
476 | ////////////////////////////////////////////////////////////////////////////////////////// |
||
477 | // else is it a queen ? |
||
478 | else if (boardslot->part == PART_QUEEN) |
||
479 | { |
||
480 | // see how far queen can move NE |
||
481 | for (pos_index = 1; pos_index < 8; pos_index++) |
||
482 | { |
||
483 | if ((line + pos_index > 7) || (column + pos_index > 7)) |
||
484 | break; |
||
485 | if (currentmove->slots[line + pos_index][column + pos_index].part != PART_NONE) |
||
486 | { |
||
487 | if (currentmove->slots[line + pos_index][column + pos_index].color != currentmove->slots[line][column].color) |
||
488 | currentmove->slots[line + pos_index][column + pos_index].flags |= FLAG_TAKEABLE; |
||
489 | break; |
||
490 | } |
||
491 | currentmove->slots[line + pos_index][column + pos_index].flags |= FLAG_POSSIBLEMOVE; |
||
492 | } |
||
493 | |||
494 | // see how far queen can move SE |
||
495 | for (pos_index = 1; pos_index < 8; pos_index++) |
||
496 | { |
||
497 | if ((line - pos_index < 0) || (column + pos_index > 7)) |
||
498 | break; |
||
499 | if (currentmove->slots[line - pos_index][column + pos_index].part != PART_NONE) |
||
500 | { |
||
501 | if (currentmove->slots[line - pos_index][column + pos_index].color != currentmove->slots[line][column].color) |
||
502 | currentmove->slots[line - pos_index][column + pos_index].flags |= FLAG_TAKEABLE; |
||
503 | break; |
||
504 | } |
||
505 | currentmove->slots[line - pos_index][column + pos_index].flags |= FLAG_POSSIBLEMOVE; |
||
506 | } |
||
507 | |||
508 | // see how far queen can move NW |
||
509 | for (pos_index = 1; pos_index < 8; pos_index++) |
||
510 | { |
||
511 | if ((line + pos_index > 7) || (column - pos_index < 0)) |
||
512 | break; |
||
513 | if (currentmove->slots[line + pos_index][column - pos_index].part != PART_NONE) |
||
514 | { |
||
515 | if (currentmove->slots[line + pos_index][column - pos_index].color != currentmove->slots[line][column].color) |
||
516 | currentmove->slots[line + pos_index][column - pos_index].flags |= FLAG_TAKEABLE; |
||
517 | break; |
||
518 | } |
||
519 | currentmove->slots[line + pos_index][column - pos_index].flags |= FLAG_POSSIBLEMOVE; |
||
520 | } |
||
521 | |||
522 | // see how far queen can move SW |
||
523 | for (pos_index = 1; pos_index < 8; pos_index++) |
||
524 | { |
||
525 | if ((line - pos_index < 0) || (column - pos_index < 0)) |
||
526 | break; |
||
527 | if (currentmove->slots[line - pos_index][column - pos_index].part != PART_NONE) |
||
528 | { |
||
529 | if (currentmove->slots[line - pos_index][column - pos_index].color != currentmove->slots[line][column].color) |
||
530 | currentmove->slots[line - pos_index][column - pos_index].flags |= FLAG_TAKEABLE; |
||
531 | break; |
||
532 | } |
||
533 | currentmove->slots[line - pos_index][column - pos_index].flags |= FLAG_POSSIBLEMOVE; |
||
534 | } |
||
535 | |||
536 | // see how far queen can move upwards |
||
537 | for (pos_index = line + 1; pos_index < 8; pos_index++) |
||
538 | { |
||
539 | if (currentmove->slots[pos_index][column].part != PART_NONE) |
||
540 | { |
||
541 | if (currentmove->slots[pos_index][column].color != currentmove->slots[line][column].color) |
||
542 | currentmove->slots[pos_index][column].flags |= FLAG_TAKEABLE; |
||
543 | break; |
||
544 | } |
||
545 | currentmove->slots[pos_index][column].flags |= FLAG_POSSIBLEMOVE; |
||
546 | } |
||
547 | |||
548 | // see how far queen can move downwards |
||
549 | for (pos_index = line - 1; pos_index >= 0; pos_index--) |
||
550 | { |
||
551 | if (currentmove->slots[pos_index][column].part != PART_NONE) |
||
552 | { |
||
553 | if (currentmove->slots[pos_index][column].color != currentmove->slots[line][column].color) |
||
554 | currentmove->slots[pos_index][column].flags |= FLAG_TAKEABLE; |
||
555 | break; |
||
556 | } |
||
557 | currentmove->slots[pos_index][column].flags |= FLAG_POSSIBLEMOVE; |
||
558 | } |
||
559 | |||
560 | // see how far queen can move left |
||
561 | for (pos_index = column - 1; pos_index >= 0; pos_index--) |
||
562 | { |
||
563 | if (currentmove->slots[line][pos_index].part != PART_NONE) |
||
564 | { |
||
565 | if (currentmove->slots[line][pos_index].color != currentmove->slots[line][column].color) |
||
566 | currentmove->slots[line][pos_index].flags |= FLAG_TAKEABLE; |
||
567 | break; |
||
568 | } |
||
569 | currentmove->slots[line][pos_index].flags |= FLAG_POSSIBLEMOVE; |
||
570 | } |
||
571 | |||
572 | // see how far queen can move right |
||
573 | for (pos_index = column + 1; pos_index < 8; pos_index++) |
||
574 | { |
||
575 | if (currentmove->slots[line][pos_index].part != PART_NONE) |
||
576 | { |
||
577 | if (currentmove->slots[line][pos_index].color != currentmove->slots[line][column].color) |
||
578 | currentmove->slots[line][pos_index].flags |= FLAG_TAKEABLE; |
||
579 | break; |
||
580 | } |
||
581 | currentmove->slots[line][pos_index].flags |= FLAG_POSSIBLEMOVE; |
||
582 | } |
||
583 | } |
||
584 | |||
585 | ////////////////////////////////////////////////////////////////////////////////////////// |
||
586 | ////////////////////////////////////////// KING ////////////////////////////////////////// |
||
587 | ////////////////////////////////////////////////////////////////////////////////////////// |
||
588 | // else is it a king ? |
||
589 | else if (boardslot->part == PART_KING) |
||
590 | { |
||
591 | // see if king can move NE |
||
592 | if ((line < 7) && (column < 7)) |
||
593 | { |
||
594 | if (currentmove->slots[line + 1][column + 1].part == PART_NONE) |
||
595 | currentmove->slots[line + 1][column + 1].flags |= FLAG_POSSIBLEMOVE; |
||
596 | else if (currentmove->slots[line + 1][column + 1].color != currentmove->slots[line][column].color) |
||
597 | currentmove->slots[line + 1][column + 1].flags |= FLAG_TAKEABLE; |
||
598 | } |
||
599 | |||
600 | // see if king can move SE |
||
601 | if ((line > 0) && (column < 7)) |
||
602 | { |
||
603 | if (currentmove->slots[line - 1][column + 1].part == PART_NONE) |
||
604 | currentmove->slots[line - 1][column + 1].flags |= FLAG_POSSIBLEMOVE; |
||
605 | else if (currentmove->slots[line - 1][column + 1].color != currentmove->slots[line][column].color) |
||
606 | currentmove->slots[line - 1][column + 1].flags |= FLAG_TAKEABLE; |
||
607 | } |
||
608 | |||
609 | // see if king can move NW |
||
610 | if ((line < 7) && (column > 0)) |
||
611 | { |
||
612 | if (currentmove->slots[line + 1][column - 1].part == PART_NONE) |
||
613 | currentmove->slots[line + 1][column - 1].flags |= FLAG_POSSIBLEMOVE; |
||
614 | else if (currentmove->slots[line + 1][column - 1].color != currentmove->slots[line][column].color) |
||
615 | currentmove->slots[line + 1][column - 1].flags |= FLAG_TAKEABLE; |
||
616 | } |
||
617 | |||
618 | // see if king can move SW |
||
619 | if ((line > 0) && (column > 0)) |
||
620 | { |
||
621 | if (currentmove->slots[line - 1][column - 1].part == PART_NONE) |
||
622 | currentmove->slots[line - 1][column - 1].flags |= FLAG_POSSIBLEMOVE; |
||
623 | else if (currentmove->slots[line - 1][column - 1].color != currentmove->slots[line][column].color) |
||
624 | currentmove->slots[line - 1][column - 1].flags |= FLAG_TAKEABLE; |
||
625 | } |
||
626 | |||
627 | // see if king can move upwards |
||
628 | if (line < 7) |
||
629 | { |
||
630 | if (currentmove->slots[line + 1][column].part == PART_NONE) |
||
631 | currentmove->slots[line + 1][column].flags |= FLAG_POSSIBLEMOVE; |
||
632 | else if (currentmove->slots[line + 1][column].color != currentmove->slots[line][column].color) |
||
633 | currentmove->slots[line + 1][column].flags |= FLAG_TAKEABLE; |
||
634 | } |
||
635 | |||
636 | // see if king can move downwards |
||
637 | if (line > 0) |
||
638 | { |
||
639 | if (currentmove->slots[line - 1][column].part == PART_NONE) |
||
640 | currentmove->slots[line - 1][column].flags |= FLAG_POSSIBLEMOVE; |
||
641 | else if (currentmove->slots[line - 1][column].color != currentmove->slots[line][column].color) |
||
642 | currentmove->slots[line - 1][column].flags |= FLAG_TAKEABLE; |
||
643 | } |
||
644 | |||
645 | // see if king can move right |
||
646 | if (column < 7) |
||
647 | { |
||
648 | if (currentmove->slots[line][column + 1].part == PART_NONE) |
||
649 | currentmove->slots[line][column + 1].flags |= FLAG_POSSIBLEMOVE; |
||
650 | else if (currentmove->slots[line][column + 1].color != currentmove->slots[line][column].color) |
||
651 | currentmove->slots[line][column + 1].flags |= FLAG_TAKEABLE; |
||
652 | } |
||
653 | |||
654 | // see if king can move left |
||
655 | if (column > 0) |
||
656 | { |
||
657 | if (currentmove->slots[line][column - 1].part == PART_NONE) |
||
658 | currentmove->slots[line][column - 1].flags |= FLAG_POSSIBLEMOVE; |
||
659 | else if (currentmove->slots[line][column - 1].color != currentmove->slots[line][column].color) |
||
660 | currentmove->slots[line][column - 1].flags |= FLAG_TAKEABLE; |
||
661 | } |
||
662 | |||
663 | // can king castle bishopside ? |
||
664 | if (currentmove->sides[boardslot->color].shortcastle_allowed // no parts have moved yet |
||
665 | && (currentmove->slots[line][5].part == PART_NONE) // no other part... |
||
666 | && (currentmove->slots[line][6].part == PART_NONE) // ...in the way |
||
667 | && !Move_IsCheck (currentmove, boardslot->color) // king not currently in check |
||
668 | && !Move_IsKingThreatenedAtLocation (currentmove, boardslot->color, line, 5, &threat_line, &threat_column)) // king's way safe |
||
669 | currentmove->slots[line][column + 2].flags |= FLAG_POSSIBLEMOVE; // allow castling bishopside |
||
670 | |||
671 | // can king castle queenside ? |
||
672 | if (currentmove->sides[boardslot->color].longcastle_allowed // no parts have moved yet |
||
673 | && (currentmove->slots[line][3].part == PART_NONE) // no other part... |
||
674 | && (currentmove->slots[line][2].part == PART_NONE) // ...is... |
||
675 | && (currentmove->slots[line][1].part == PART_NONE) // ...in the way |
||
676 | && !Move_IsCheck (currentmove, boardslot->color) // king not currently in check |
||
677 | && !Move_IsKingThreatenedAtLocation (currentmove, boardslot->color, line, 3, &threat_line, &threat_column)) // king's way safe |
||
678 | currentmove->slots[line][column - 2].flags |= FLAG_POSSIBLEMOVE; // allow castling queenside |
||
679 | } |
||
680 | } |
||
681 | } // end if (play mode) |
||
682 | |||
683 | //////////////////////////////////////////////////////////////////////////////////////////////// |
||
25 | pmbaty | 684 | // now place the parts that are off-board (taken parts) |
1 | pmbaty | 685 | |
686 | // but only if we want them displayed |
||
687 | if (options.want_takenparts) |
||
688 | { |
||
689 | // draw the white player's taken parts, place the part off the board (watch out for the hack...) |
||
690 | for (part_index = 0; part_index < currentmove->sides[COLOR_WHITE].takenpart_count; part_index++) |
||
691 | { |
||
692 | takenpart_type = currentmove->sides[COLOR_WHITE].takenparts[part_index]; |
||
25 | pmbaty | 693 | |
694 | // do we want the 3D models or the flat icons ? |
||
695 | // we do when EITHER we don't want flat icons OR the current player is looking downstraight |
||
696 | if (!want_flaticons || (current_pitch < MAX_PITCH_FOR_FLAT_ICONS)) |
||
697 | Scene_AddPart (scene, takenpart_type, COLOR_BLACK, (part_index < MAX_STACKABLE_PARTS ? 23.2f : 26.8f), |
||
698 | (part_index % MAX_STACKABLE_PARTS == 0 ? 23.2f : scene->objects[scene->object_count - 1].y - (scene->objects[scene->object_count - 1].simpleshadow_size + simpleshadow_sizes[takenpart_type]) * 0.75f), |
||
699 | 0.04f, (takenpart_type == PART_PAWN ? -90.0f : 100.0f), 0.0f); // rotate pawns 90° |
||
700 | else |
||
701 | Scene_AddTile (scene, theme->flattextures[COLOR_BLACK][takenpart_type], 1.25f, (part_index < MAX_STACKABLE_PARTS ? 23.2f : 26.8f), |
||
702 | 20.0f - (part_index < MAX_STACKABLE_PARTS ? part_index : (part_index - MAX_STACKABLE_PARTS)) * 2.5f, 0.07f, flaticons_yaw); |
||
1 | pmbaty | 703 | } |
704 | |||
705 | // now draw the black player's taken parts, place the part off the board (watch out for the hack...) |
||
706 | for (part_index = 0; part_index < currentmove->sides[COLOR_BLACK].takenpart_count; part_index++) |
||
707 | { |
||
708 | takenpart_type = currentmove->sides[COLOR_BLACK].takenparts[part_index]; |
||
25 | pmbaty | 709 | |
710 | // do we want the 3D models or the flat icons ? |
||
711 | // we do when EITHER we don't want flat icons OR the current player is looking downstraight |
||
712 | if (!want_flaticons || (current_pitch < MAX_PITCH_FOR_FLAT_ICONS)) |
||
713 | Scene_AddPart (scene, takenpart_type, COLOR_WHITE, (part_index < MAX_STACKABLE_PARTS ? -23.2f : -26.8f), |
||
714 | (part_index % MAX_STACKABLE_PARTS == 0 ? -23.2f : scene->objects[scene->object_count - 1].y + (scene->objects[scene->object_count - 1].simpleshadow_size + simpleshadow_sizes[takenpart_type]) * 0.75f), |
||
715 | 0.04f, (takenpart_type == PART_PAWN ? -90.0f : 100.0f), 0.0f); // rotate pawns 90° |
||
716 | else |
||
717 | Scene_AddTile (scene, theme->flattextures[COLOR_WHITE][takenpart_type], 1.25f, (part_index < MAX_STACKABLE_PARTS ? -23.2f : -26.8f), |
||
718 | -20.0f + (part_index < MAX_STACKABLE_PARTS ? part_index : (part_index - MAX_STACKABLE_PARTS)) * 2.5f, 0.07f, flaticons_yaw); |
||
1 | pmbaty | 719 | } |
720 | } |
||
721 | |||
722 | //////////////////////////////////////////////////////////////////////////////////////////////// |
||
723 | // now draw the textured slots |
||
724 | |||
725 | // cycle through all the board slots... |
||
726 | for (line = 0; line < 8; line++) |
||
727 | for (column = 0; column < 8; column++) |
||
728 | { |
||
729 | if (currentmove->slots[line][column].flags == FLAG_NONE) |
||
730 | continue; // skip everything that doesn't need to be drawn |
||
731 | |||
732 | // draw the texture we want. Only one texture is allowed, so PRIORITY MATTERS. |
||
733 | if (currentmove->slots[line][column].flags & FLAG_SELECTED) |
||
734 | Scene_AddTile (scene, theme->selected_textureindex, 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.02f, 0.0f); |
||
735 | else if (options.want_threats && currentmove->slots[line][column].flags & FLAG_CHECK) |
||
736 | Scene_AddTile (scene, theme->check_textureindex, 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.02f, 0.0f); |
||
737 | else if (options.want_possiblemoves && currentmove->slots[line][column].flags & FLAG_POSSIBLEMOVE) |
||
738 | Scene_AddTile (scene, theme->possiblemove_textureindex, 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.02f, 0.0f); |
||
739 | else if (options.want_possiblemoves && currentmove->slots[line][column].flags & FLAG_TAKEABLE) |
||
740 | Scene_AddTile (scene, theme->takeable_textureindex, 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.02f, 0.0f); |
||
741 | else if (options.want_threats && currentmove->slots[line][column].flags & FLAG_THREAT) |
||
742 | Scene_AddTile (scene, theme->threat_textureindex, 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.02f, 0.0f); |
||
743 | } |
||
744 | |||
745 | // is it time to draw the hovered slot and last move textures on the board slots ? |
||
746 | if (animation_endtime < current_time) |
||
747 | { |
||
748 | // add the hovered slot tile (only when it should not be hidden because of highlighting) |
||
75 | pmbaty | 749 | if (!is_paused && IS_VALID_POSITION (board->hovered_position) |
1 | pmbaty | 750 | && ((highlight_endtime < current_time) || ((int) ((highlight_endtime - current_time) * 20.0f) % 2 == 1))) |
751 | Scene_AddTile (scene, theme->hovered_textureindex, 3.1f, |
||
752 | 17.5f - (7 - board->hovered_position[1]) * 5.0f, |
||
753 | 17.5f - board->hovered_position[0] * 5.0f, |
||
754 | 0.03f, 0.0f); // hovered tile |
||
755 | |||
756 | // and the previous move source and target |
||
757 | if (options.want_lastmove && (board->move_count > 1) && (board->viewed_move > 0) |
||
758 | && IS_VALID_POSITION (board->moves[board->viewed_move].source) |
||
759 | && IS_VALID_POSITION (board->moves[board->viewed_move].target)) |
||
760 | { |
||
761 | Scene_AddTile (scene, theme->lastmovesource_textureindex, 2.5f, |
||
762 | 17.5f - (7 - board->moves[board->viewed_move].source[1]) * 5.0f, |
||
763 | 17.5f - board->moves[board->viewed_move].source[0] * 5.0f, |
||
764 | 0.04f, 0.0f); // previous move source |
||
765 | Scene_AddTile (scene, theme->lastmovetarget_textureindex, 2.5f, |
||
766 | 17.5f - (7 - board->moves[board->viewed_move].target[1]) * 5.0f, |
||
767 | 17.5f - board->moves[board->viewed_move].target[0] * 5.0f, |
||
768 | 0.04f, 0.0f); // previous move target |
||
769 | } |
||
770 | } |
||
771 | |||
772 | //////////////////////////////////////////////////////////////////////////////////////////////// |
||
24 | pmbaty | 773 | // now draw the 3D parts that are still in play |
1 | pmbaty | 774 | |
24 | pmbaty | 775 | // cycle through all the grid and place all static parts |
776 | for (line = 0; line < 8; line++) |
||
1 | pmbaty | 777 | { |
24 | pmbaty | 778 | for (column = 0; column < 8; column++) |
779 | { |
||
780 | boardslot = ¤tmove->slots[line][column]; // quick access to grid slot |
||
1 | pmbaty | 781 | |
24 | pmbaty | 782 | // is there nothing on this grid slot ? |
783 | if (boardslot->part == PART_NONE) |
||
784 | continue; // then don't draw anything on it |
||
785 | |||
786 | // is this part not animated ? i.e.: |
||
787 | // has no movement happened yet |
||
788 | // OR does the movement NOT land on this slot |
||
789 | // AND is it NOT the tower concerned by a castle ? |
||
790 | if ((board->viewed_move == 0) |
||
791 | || (((line != currentmove->target[0]) || (column != currentmove->target[1])) |
||
792 | && ((towupper (currentmove->pgntext[0]) != L'O') |
||
793 | || (line != (currentmove->color == COLOR_WHITE ? 0 : 7)) || (column != (currentmove->target[1] == 2 ? 3 : 5))))) |
||
1 | pmbaty | 794 | { |
25 | pmbaty | 795 | // do we want the 3D models or the flat icons ? |
796 | // we do when EITHER we don't want flat icons OR the player playing the current move is looking downstraight |
||
797 | if (!want_flaticons || (current_pitch < MAX_PITCH_FOR_FLAT_ICONS)) |
||
798 | Scene_AddPart (scene, boardslot->part, boardslot->color, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f, 0.0f, 0.0f); |
||
24 | pmbaty | 799 | else |
25 | pmbaty | 800 | Scene_AddTile (scene, theme->flattextures[boardslot->color][boardslot->part], 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.05f, flaticons_yaw); |
24 | pmbaty | 801 | } |
802 | } // end for (column = 0; column < 8; column++) |
||
803 | } // end for (line = 0; line < 8; line++) |
||
1 | pmbaty | 804 | |
24 | pmbaty | 805 | // now do another pass and draw the part(s) that are currently moving |
806 | for (line = 0; line < 8; line++) |
||
807 | { |
||
808 | for (column = 0; column < 8; column++) |
||
809 | { |
||
810 | boardslot = ¤tmove->slots[line][column]; // quick access to grid slot |
||
1 | pmbaty | 811 | |
24 | pmbaty | 812 | // is there nothing on this grid slot ? |
813 | if (boardslot->part == PART_NONE) |
||
814 | continue; // then don't draw anything on it |
||
815 | |||
816 | // has a movement happened yet AND does it land on this slot ? |
||
817 | if ((board->viewed_move > 0) |
||
818 | && (line == currentmove->target[0]) && (column == currentmove->target[1])) |
||
819 | { |
||
130 | pmbaty | 820 | // should this part slide ? parts moving orthogonally slide instead of jumping AND only if the distance is 1 square |
821 | is_sliding = options.want_slidinganimations |
||
822 | && ((currentmove->source[0] == currentmove->target[0]) || (currentmove->source[1] == currentmove->target[1])) |
||
823 | && (abs (currentmove->target[0] - currentmove->source[0]) < 2) |
||
824 | && (abs (currentmove->target[1] - currentmove->source[1]) < 2); |
||
825 | |||
24 | pmbaty | 826 | // do we want animations AND is it still time to play the animation ? |
827 | if (options.want_animations && (animation_endtime > current_time)) |
||
828 | { |
||
829 | // get the source and target X and Y positions |
||
830 | source_x = 17.5f - (7 - currentmove->source[1]) * 5.0f; |
||
831 | source_y = 17.5f - currentmove->source[0] * 5.0f; |
||
832 | target_x = 17.5f - (7 - currentmove->target[1]) * 5.0f; |
||
833 | target_y = 17.5f - currentmove->target[0] * 5.0f; |
||
834 | |||
835 | // compute the movement completion ratio between 0 and 1 |
||
836 | movement_ratio = 1.0f - (animation_endtime - current_time) / ANIMATION_DURATION; |
||
837 | |||
838 | // compute the current X an Y based on movement timing |
||
839 | current_x = source_x + (target_x - source_x) * movement_ratio; |
||
840 | current_y = source_y + (target_y - source_y) * movement_ratio; |
||
841 | |||
842 | // do we want the 3D models or the flat icons ? |
||
843 | // we do when EITHER we don't want flat icons OR the player playing the current move is looking downstraight |
||
25 | pmbaty | 844 | if (!want_flaticons || (current_pitch < MAX_PITCH_FOR_FLAT_ICONS)) |
24 | pmbaty | 845 | { |
130 | pmbaty | 846 | // should this part be sliding or jumping ? |
847 | if (is_sliding) |
||
848 | { |
||
849 | current_z = 0.04f; // just slide |
||
850 | current_p = 0.0f; // and stay vertical |
||
851 | } |
||
852 | else |
||
853 | { |
||
854 | // height is a sine positive, max height is proportional to travelled distance |
||
855 | movement_diffco = abs(currentmove->target[1] - currentmove->source[1]); |
||
856 | movement_diffli = abs(currentmove->target[0] - currentmove->source[0]); |
||
857 | movement_maxheight = 0.5f + (float)movement_diffco + (float)movement_diffli; |
||
858 | if (currentmove->part == PART_KNIGHT) |
||
859 | movement_maxheight *= 2.0f; // knights jump high |
||
860 | else if ((currentmove->part == PART_KING) && (movement_diffco == 2)) |
||
861 | movement_maxheight *= 5.0f; // kings jump VERY high when castling too |
||
862 | else if (movement_maxheight > 5.0f) |
||
863 | movement_maxheight = 5.0f; // all other parts just hover above the ground |
||
864 | current_z = 0.04f + (float)sin(MATH_PI * movement_ratio) * movement_maxheight; // part height |
||
865 | current_p = (boardslot->color == COLOR_BLACK ? -1 : 1) * min(current_z * 3.0f, 10.0f); // part inclination |
||
866 | } |
||
24 | pmbaty | 867 | |
868 | // make this part move realistically |
||
130 | pmbaty | 869 | Scene_AddPart (scene, boardslot->part, boardslot->color, current_x, current_y, current_z, 0.0f, current_p); |
24 | pmbaty | 870 | } |
871 | else |
||
25 | pmbaty | 872 | Scene_AddTile (scene, theme->flattextures[boardslot->color][boardslot->part], 2.5f, current_x, current_y, 0.07f, flaticons_yaw); |
24 | pmbaty | 873 | } |
874 | else |
||
875 | { |
||
25 | pmbaty | 876 | // do we want the 3D models or the flat icons ? |
877 | // we do when EITHER we don't want flat icons OR the current player is looking downstraight |
||
878 | if (!want_flaticons || (current_pitch < MAX_PITCH_FOR_FLAT_ICONS)) |
||
879 | Scene_AddPart (scene, boardslot->part, boardslot->color, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f, 0.0f, 0.0f); |
||
24 | pmbaty | 880 | else |
25 | pmbaty | 881 | Scene_AddTile (scene, theme->flattextures[boardslot->color][boardslot->part], 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.05f, flaticons_yaw); |
24 | pmbaty | 882 | } |
883 | |||
130 | pmbaty | 884 | // is it time to play a "start of animation" sound ? |
885 | if (current_time + ANIMATION_DURATION == animation_endtime) |
||
24 | pmbaty | 886 | { |
130 | pmbaty | 887 | has_endsound_played = false; // an animation just started, remember the ending sound hasn't played yet |
888 | if (is_sliding) |
||
889 | Audio_PlaySound (SOUNDTYPE_SLIDE, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f); // play the sliding move sound |
||
890 | } |
||
891 | |||
892 | // is it time to play an "end of animation" sound ? |
||
893 | else if ((animation_endtime - 0.1f < current_time) && !has_endsound_played) |
||
894 | { |
||
895 | if (!is_sliding) |
||
896 | Audio_PlaySound (SOUNDTYPE_MOVE, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f); // play the normal move sound (unless the part was sliding) |
||
897 | |||
898 | if (currentmove->has_captured) |
||
899 | Audio_PlaySound (SOUNDTYPE_PIECETAKEN, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f); // on capture, play the capture sound |
||
900 | |||
116 | pmbaty | 901 | // is the current player in checkmate, in check, in stalemate or is it a capture ? (to play the right sound) |
24 | pmbaty | 902 | // read as: was the last move an opponent's move AND did it put us to check ? |
903 | if (currentmove->is_check) |
||
904 | { |
||
905 | // is it a checkmate or a normal check ? (checkmate == check + stalemate) |
||
906 | if (currentmove->is_stalemate) |
||
116 | pmbaty | 907 | Audio_PlaySound (board->players[currentmove->color].type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f); // if so, play endgame sound at the center of the board |
24 | pmbaty | 908 | else |
116 | pmbaty | 909 | Audio_PlaySound (SOUNDTYPE_CHECK, 0.0f, 0.0f, 0.04f); // else play the check sound at the center of the board |
24 | pmbaty | 910 | } |
116 | pmbaty | 911 | else if (currentmove->is_stalemate) |
912 | Audio_PlaySound (SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f); // on stalemate, play defeat sound at the center of the board |
||
24 | pmbaty | 913 | |
130 | pmbaty | 914 | has_endsound_played = true; // remember the "end of animation" sound has been played (this will be reset at the beginning of the next animation) |
24 | pmbaty | 915 | } |
1 | pmbaty | 916 | } |
917 | |||
24 | pmbaty | 918 | // else has a movement happened yet AND is this movement a castle AND is this the concerned tower ? |
919 | else if ((board->viewed_move > 0) |
||
920 | && (towupper (currentmove->pgntext[0]) == L'O') // either O-O-O or O-O |
||
921 | && (line == (currentmove->color == COLOR_WHITE ? 0 : 7)) && (column == (currentmove->target[1] == 2 ? 3 : 5))) |
||
922 | { |
||
923 | // do we want animations AND is it still time to play the animation ? (castling rooks move faster) |
||
924 | if (options.want_animations && (animation_endtime - (0.5f * ANIMATION_DURATION) > current_time)) |
||
925 | { |
||
926 | // get the source and target X and Y positions |
||
927 | source_x = 17.5f - (7 - (currentmove->target[1] == 2 ? 0 : 7)) * 5.0f; // if king moves left, then rook starts on column a, else it starts on column h |
||
928 | source_y = 17.5f - line * 5.0f; |
||
929 | target_x = 17.5f - (7 - column) * 5.0f; |
||
930 | target_y = 17.5f - line * 5.0f; |
||
931 | |||
932 | // compute the movement completion ratio between 0 and 1 (castling rooks move faster) |
||
933 | movement_ratio = min (1.0f, 1.0f - (animation_endtime - (0.5f * ANIMATION_DURATION) - current_time) / (0.5f * ANIMATION_DURATION)); |
||
934 | |||
935 | // compute the current X an Y based on movement timing |
||
936 | current_x = source_x + (target_x - source_x) * movement_ratio; |
||
937 | current_y = source_y + (target_y - source_y) * movement_ratio; |
||
938 | |||
939 | // height is a sine positive, max height is proportional to travelled distance |
||
940 | movement_maxheight = 1.0f; // castling rook will barely hover above the ground |
||
81 | pmbaty | 941 | current_z = 0.04f + (float) sin (MATH_PI * movement_ratio) * movement_maxheight; |
24 | pmbaty | 942 | |
943 | // make this part move realistically - do we want the 3D models or the flat icons ? |
||
944 | // we do when EITHER we don't want flat icons OR the player playing the current move is looking downstraight |
||
25 | pmbaty | 945 | if (!want_flaticons || (current_pitch < MAX_PITCH_FOR_FLAT_ICONS)) |
24 | pmbaty | 946 | Scene_AddPart (scene, boardslot->part, boardslot->color, current_x, current_y, current_z, 0.0f, (boardslot->color == COLOR_BLACK ? -1 : 1) * min (current_z * 3.0f, 10.0f)); |
947 | else |
||
25 | pmbaty | 948 | Scene_AddTile (scene, theme->flattextures[boardslot->color][boardslot->part], 2.5f, current_x, current_y, 0.09f, flaticons_yaw); |
24 | pmbaty | 949 | |
950 | if (movement_ratio < 0.9f) |
||
951 | rooksound_played = false; // if the rook is still moving, reset the "sound played" flag |
||
952 | else if (!rooksound_played) |
||
953 | { |
||
116 | pmbaty | 954 | Audio_PlaySound (SOUNDTYPE_MOVE, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f); // when the rook has landed, play a move sound |
24 | pmbaty | 955 | rooksound_played = true; // remember this is no longer to be done |
956 | } |
||
957 | } |
||
958 | else |
||
959 | { |
||
25 | pmbaty | 960 | // do we want the 3D models or the flat icons ? |
961 | // we do when EITHER we don't want flat icons OR the current player is looking downstraight |
||
962 | if (!want_flaticons || (current_pitch < MAX_PITCH_FOR_FLAT_ICONS)) |
||
963 | Scene_AddPart (scene, boardslot->part, boardslot->color, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f, 0.0f, 0.0f); |
||
24 | pmbaty | 964 | else |
25 | pmbaty | 965 | Scene_AddTile (scene, theme->flattextures[boardslot->color][boardslot->part], 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.05f, flaticons_yaw); |
24 | pmbaty | 966 | } |
967 | } |
||
968 | } // end for (column = 0; column < 8; column++) |
||
969 | } // end for (line = 0; line < 8; line++) |
||
970 | |||
75 | pmbaty | 971 | //////////////////////////////////////////////////////////////////////////////////// |
972 | // now draw the sepia overlay if we're in history view mode or if the game is paused |
||
1 | pmbaty | 973 | |
75 | pmbaty | 974 | if (options.want_sepiafilter && (is_paused || ((board->move_count > 1) && (board->viewed_move != board->move_count - 1)))) |
1 | pmbaty | 975 | scene->overlay_spriteindex = sepia_spriteindex; // use the sepia filter |
976 | else |
||
977 | scene->overlay_spriteindex = -1; // else use natural colors |
||
978 | |||
979 | //////////////////////////////////////////////////////////////////////////////////////////////// |
||
980 | // now draw the move comment text |
||
981 | |||
982 | // does the move we are viewing have a comment ? if so, copy it, else leave it clear. Also if we're online, display a help text |
||
983 | if ((currentmove->comment != NULL) && (currentmove->comment[0] != 0)) |
||
136 | pmbaty | 984 | Scene_SetText (&scene->gui.comment_text, 50.0f, 0.5f, 80.0f, ALIGN_CENTER, ALIGN_TOP, ALIGN_LEFT, chat_fontindex, RGBA_TO_RGBACOLOR (255, 255, 255, 191), 999999.0f, false, currentmove->comment); |
1 | pmbaty | 985 | else if ((network_player != NULL) && network_player->is_logged_in && !network_player->is_in_game) |
136 | pmbaty | 986 | Scene_SetText (&scene->gui.comment_text, 50.0f, 0.5f, 80.0f, ALIGN_CENTER, ALIGN_TOP, ALIGN_LEFT, chat_fontindex, RGBA_TO_RGBACOLOR (255, 255, 255, 191), 999999.0f, false, connected_comment); |
1 | pmbaty | 987 | else if (RGBACOLOR_ALPHA (scene->gui.comment_text.color) >= 128) // HACK: don't clear if a dimmed hint text is already here |
988 | scene->gui.comment_text.is_displayed = false; // else clear comment text |
||
989 | |||
990 | //////////////////////////////////////////////////////////////////////////////////////////////// |
||
991 | // now draw the game clock |
||
992 | |||
993 | // do we want to print the game clock ? |
||
994 | if (options.want_clock && (board->move_count > 1) && (board->game_state == STATE_PLAYING)) |
||
995 | { |
||
996 | network_player = Player_FindByType (PLAYER_INTERNET); // quick access to network player |
||
997 | |||
998 | // are we in Internet play ? if so, count time down, else count it up |
||
999 | if ((network_player != NULL) && network_player->is_in_game) |
||
1000 | seconds = Player_GetCurrent ()->remaining_seconds - (int) (current_time - board->lastmove_time); // total seconds first |
||
1001 | else |
||
75 | pmbaty | 1002 | seconds = (int) (current_time - stoppage_time - board->lastmove_time); // total seconds first, take pauses in account |
1 | pmbaty | 1003 | |
1004 | minutes = seconds / 60; // minutes |
||
1005 | seconds -= 60 * minutes; // remaining seconds |
||
1006 | |||
1007 | Scene_SetText (&the_scene.gui.clock_text, 99.0f, 66.6f, -1, ALIGN_RIGHT, ALIGN_CENTER, ALIGN_RIGHT, players_fontindex, RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, L"%02d:%02d ", minutes, seconds); // note: last space is alt+255 |
||
1008 | } |
||
1009 | else |
||
1010 | scene->gui.clock_text.is_displayed = false; |
||
1011 | |||
1012 | //////////////////////////////////////////////////////////////////////////////////////////////// |
||
1013 | // now draw the turn text |
||
1014 | |||
1015 | // do we want to print the player's turn AND has the game not ended yet ? if so, copy it, else leave it clear |
||
1016 | if (options.want_turn && (board->game_state == STATE_PLAYING)) |
||
1017 | { |
||
1018 | if (Board_ColorToMove (board) == COLOR_BLACK) |
||
1019 | { |
||
1020 | if (the_scene.gui.turn_text.color != 0x000000C0) |
||
1021 | Scene_SetText (&the_scene.gui.turn_text, 99.0f, 100.0f, -1, ALIGN_RIGHT, ALIGN_BOTTOM, ALIGN_RIGHT, players_fontindex, 0x000000C0, 999999.0f, true, LOCALIZE (L"BlackMoves")); |
||
1022 | } |
||
1023 | else |
||
1024 | { |
||
1025 | if (the_scene.gui.turn_text.color != 0xFFFFFF80) |
||
1026 | Scene_SetText (&the_scene.gui.turn_text, 99.0f, 100.0f, -1, ALIGN_RIGHT, ALIGN_BOTTOM, ALIGN_RIGHT, players_fontindex, 0xFFFFFF80, 999999.0f, true, LOCALIZE (L"WhiteMoves")); |
||
1027 | } |
||
1028 | } |
||
1029 | else |
||
1030 | scene->gui.turn_text.is_displayed = false; |
||
1031 | |||
1032 | //////////////////////////////////////////////////////////////////////////////////////////////// |
||
1033 | // now draw the game history text |
||
1034 | |||
1035 | // do we want to display the game history ? if so, display the game history text in PGN |
||
1036 | if (options.want_history && (board->move_count > 1)) |
||
1037 | { |
||
1038 | // allocate an arbitrary length history text string buffer (assume each move can't be longer than 15 characters) |
||
136 | pmbaty | 1039 | historytext_size = 15 * (1 + board->viewed_move); |
1 | pmbaty | 1040 | history_text = (wchar_t *) SAFE_malloc (historytext_size, sizeof (wchar_t), false); |
1041 | history_text[0] = 0; // and reset it |
||
1042 | |||
1043 | // now for each move we want to display... |
||
136 | pmbaty | 1044 | for (move_index = 1; move_index <= board->viewed_move; move_index++) |
1 | pmbaty | 1045 | { |
1046 | length = wcslen (history_text); // get current text length |
||
1047 | |||
1048 | // every move pair, append move pair number |
||
1049 | if (move_index % 2 == 1) |
||
1050 | swprintf_s (&history_text[length], historytext_size - length, L"%d. ", 1 + move_index / 2); |
||
1051 | |||
1052 | // append move text |
||
1053 | wcscat_s (history_text, historytext_size, board->moves[move_index].pgntext); |
||
1054 | wcscat_s (history_text, historytext_size, L" "); |
||
1055 | |||
1056 | // every odd move, drop a newline |
||
1057 | if (move_index % 2 == 0) |
||
1058 | wcscat_s (history_text, historytext_size, L"\n"); |
||
1059 | } |
||
1060 | |||
1061 | // add 50% alpha to game history color and transmit it to 3D engine |
||
1062 | Scene_SetText (&the_scene.gui.history_text, 100.0f, 50.0f, -1, ALIGN_RIGHT, ALIGN_BOTTOM, ALIGN_LEFT, chat_fontindex, RGBACOLOR_SETALPHA (options.history_color, 0x7f), 999999.0f, false, history_text); |
||
1063 | SAFE_free ((void **) &history_text); |
||
1064 | } |
||
1065 | else |
||
1066 | scene->gui.history_text.is_displayed = false; // if we don't need to display the game history, free the buffer |
||
1067 | |||
1068 | //////////////////////////////////////////////////////////////////////////////////////////////// |
||
1069 | // now draw the chat area |
||
1070 | |||
1071 | // is a valid chatter channel selected ? |
||
1072 | if ((selected_chatterchannel != NULL) && (chatterchannel_count > 0) && ((local_player = Player_FindByType (PLAYER_HUMAN)) != NULL)) |
||
1073 | { |
||
1074 | // set the chatter's name |
||
1075 | wcscpy_s (scene->gui.entered_ccreply.nickname, WCHAR_SIZEOF (scene->gui.entered_ccreply.nickname), local_player->name); |
||
1076 | |||
1077 | // correct or update the channel name and color |
||
1078 | if (selected_chatterchannel->theme[0] != 0) |
||
1079 | wcscpy_s (scene->gui.entered_ccreply.channelname, WCHAR_SIZEOF (scene->gui.entered_ccreply.channelname), selected_chatterchannel->theme); |
||
1080 | else |
||
1081 | swprintf_s (scene->gui.entered_ccreply.channelname, WCHAR_SIZEOF (scene->gui.entered_ccreply.channelname), L"%s %d", LOCALIZE (L"ChatterChannels_ColumnChannelNumber"), selected_chatterchannel->id); |
||
1082 | scene->gui.entered_ccreply.color = RGBACOLOR_FULLALPHA (selected_chatterchannel->color); // full bright for entering text |
||
1083 | } |
||
1084 | |||
1085 | // display parts pick line in position setup mode only |
||
1086 | scene->gui.is_partspick_displayed = (board->game_state == STATE_SETUPPOSITION ? true : false); |
||
1087 | |||
1088 | ////////////////////////// |
||
1089 | // error and notifications |
||
1090 | |||
1091 | // is the current player a computer AND are we playing a game right now |
||
1092 | // AND has the computer been thinking for more than 5 seconds AND is there no "thinking" text yet ? |
||
1093 | if ((board->players[Board_ColorToMove (board)].type == PLAYER_COMPUTER) && (board->game_state == STATE_PLAYING) |
||
1094 | && (board->lastmove_time + 5.0f < current_time) && !scene->gui.central_text.is_displayed) |
||
1095 | { |
||
1096 | Scene_SetText (&the_scene.gui.central_text, 50.0f, 40.0f, -1, ALIGN_CENTER, ALIGN_CENTER, ALIGN_CENTER, centermsg_fontindex, RGBA_TO_RGBACOLOR (255, 255, 255, 191), |
||
1097 | 999999.0f, true, LOCALIZE (L"Thinking")); // if so, display the "thinking" phrase in the middle of the screen |
||
1098 | the_scene.gui.want_spinwheel = true; // start spinning wheel |
||
1099 | } |
||
1100 | |||
1101 | // is there a network player AND is our socket gone AWOL ? |
||
1102 | else if ((network_player != NULL) && (network_player->our_socket == INVALID_SOCKET)) |
||
1103 | { |
||
1104 | // is there nothing in the center of the screen yet ? |
||
1105 | if (!the_scene.gui.central_text.is_displayed) |
||
1106 | Scene_SetText (&the_scene.gui.central_text, 50.0f, 50.0f, -1, ALIGN_CENTER, ALIGN_CENTER, ALIGN_CENTER, centermsg_fontindex, RGBA_TO_RGBACOLOR (255, 255, 255, 191), |
||
1107 | 999999.0f, true, LOCALIZE (L"Error_ConnectionToChessServerLost")); // display "error" in the middle of the screen |
||
1108 | the_scene.overlay_spriteindex = sepia_spriteindex; // display sepia filter if no connection |
||
1109 | } |
||
1110 | |||
75 | pmbaty | 1111 | // is the game paused ? |
1112 | if (is_paused) |
||
1113 | Scene_SetText (&the_scene.gui.central_text, 50.0f, 50.0f, -1, ALIGN_CENTER, ALIGN_CENTER, ALIGN_CENTER, centermsg_fontindex, RGBA_TO_RGBACOLOR (255, 255, 255, 255), |
||
1114 | 1.0f, false, LOCALIZE (L"Paused")); // if so, display the "paused" phrase in the middle of the screen |
||
1115 | |||
1 | pmbaty | 1116 | return; // finished, scene is updated |
1117 | } |
||
1118 | |||
1119 | |||
1120 | void Scene_AddCCReply (scene_t *scene, wchar_t *nickname, wchar_t *channelname, unsigned long color_rgbx, wchar_t *fmt, ...) |
||
1121 | { |
||
1122 | // helper function to add a CC reply on display |
||
1123 | |||
1124 | static wchar_t message[4096]; |
||
1125 | ccreply_t re; |
||
1126 | va_list argptr; |
||
1127 | |||
1128 | // concatenate all the arguments in one string |
||
1129 | va_start (argptr, fmt); |
||
1130 | _vsnwprintf_s (message, WCHAR_SIZEOF (message), _TRUNCATE, fmt, argptr); |
||
1131 | va_end (argptr); |
||
1132 | |||
1133 | // now put the text in place |
||
1134 | memset (&re, 0, sizeof (re)); // reset the structure we're about to fill |
||
1135 | |||
1136 | wcscpy_s (re.nickname, WCHAR_SIZEOF (re.nickname), nickname); // copy nickname |
||
1137 | wcscpy_s (re.channelname, WCHAR_SIZEOF (re.channelname), channelname); // copy channel name |
||
1138 | |||
1139 | re.text_length = wcslen (message); // get text length |
||
1140 | re.text = (wchar_t *) SAFE_malloc (re.text_length + 1, sizeof (wchar_t), false); // allocate text space (include null terminator) |
||
1141 | wcscpy_s (re.text, re.text_length + 1, message); // get the text |
||
1142 | |||
1143 | re.color = RGBACOLOR_SETALPHA (color_rgbx, 0xC0); // copy reply color and force a slightly transparent alpha |
||
1144 | re.arrival_time = current_time; // save CC reply arrival time |
||
1145 | |||
1146 | // reallocate CC history array to hold now one reply more |
||
1147 | the_scene.gui.cchistory = (ccreply_t *) SAFE_realloc (the_scene.gui.cchistory, the_scene.gui.cchistory_count, the_scene.gui.cchistory_count + 1, sizeof (ccreply_t), false); |
||
1148 | memcpy (&the_scene.gui.cchistory[the_scene.gui.cchistory_count], &re, sizeof (ccreply_t)); |
||
1149 | the_scene.gui.cchistory_count++; // CC history holds now one reply more |
||
1150 | |||
1151 | return; // finished, announcement text is set |
||
1152 | } |
||
1153 | |||
1154 | |||
1155 | void Scene_AddAnnouncement (scene_t *scene, wchar_t *fmt, ...) |
||
1156 | { |
||
1157 | // helper function to set the announcement (red) text on display |
||
1158 | |||
1159 | static wchar_t message[4096]; |
||
1160 | ccreply_t re; |
||
1161 | va_list argptr; |
||
1162 | |||
1163 | // concatenate all the arguments in one string |
||
1164 | va_start (argptr, fmt); |
||
1165 | _vsnwprintf_s (message, WCHAR_SIZEOF (message), _TRUNCATE, fmt, argptr); |
||
1166 | va_end (argptr); |
||
1167 | |||
1168 | // now put the text in place |
||
1169 | memset (&re, 0, sizeof (re)); // reset the structure we're about to fill |
||
1170 | |||
1171 | re.text_length = wcslen (message); // get text length |
||
1172 | re.text = (wchar_t *) SAFE_malloc (re.text_length + 1, sizeof (wchar_t), false); // allocate text space (include null terminator) |
||
1173 | wcscpy_s (re.text, re.text_length + 1, message); // get the text |
||
1174 | |||
1175 | wcscpy_s (re.channelname, WCHAR_SIZEOF (re.channelname), LOCALIZE (L"ImportantMessage")); |
||
1176 | re.color = RGBA_TO_RGBACOLOR (192, 0, 0, 0xE0); // fair red, a bit more opaque than normal messages |
||
1177 | re.arrival_time = current_time; // save announcement arrival time |
||
1178 | |||
1179 | // reallocate CC history array to hold now one reply more |
||
1180 | the_scene.gui.cchistory = (ccreply_t *) SAFE_realloc (the_scene.gui.cchistory, the_scene.gui.cchistory_count, the_scene.gui.cchistory_count + 1, sizeof (ccreply_t), false); |
||
1181 | memcpy (&the_scene.gui.cchistory[the_scene.gui.cchistory_count], &re, sizeof (ccreply_t)); |
||
1182 | the_scene.gui.cchistory_count++; // CC history holds now one reply more |
||
1183 | |||
1184 | return; // finished, announcement text is set |
||
1185 | } |
||
1186 | |||
1187 | |||
124 | pmbaty | 1188 | void Scene_SetButton (guibutton_t *button, float left, float top, float width, float height, int sprite_index, wchar_t *fmt, ...) |
1 | pmbaty | 1189 | { |
1190 | // helper function to set up a GUI button |
||
1191 | |||
124 | pmbaty | 1192 | va_list argptr; |
1193 | |||
1 | pmbaty | 1194 | button->left = left; |
1195 | button->top = top; |
||
1196 | button->width = width; |
||
1197 | button->height = height; |
||
1198 | button->sprite_index = sprite_index; |
||
1199 | |||
124 | pmbaty | 1200 | // concatenate all the arguments in one string |
1201 | if (fmt != NULL) |
||
1202 | { |
||
1203 | va_start (argptr, fmt); |
||
1204 | _vsnwprintf_s (button->text, WCHAR_SIZEOF (button->text), _TRUNCATE, fmt, argptr); |
||
1205 | va_end (argptr); |
||
1206 | } |
||
1207 | else |
||
1208 | button->text[0] = 0; // (unless no text is specified for this button) |
||
1209 | |||
1 | pmbaty | 1210 | return; // finished, button is set |
1211 | } |
||
1212 | |||
1213 | |||
1214 | void Scene_SetText (guitext_t *text, float xpos_percent, float ypos_percent, float maxwidth_percent, int horizontal_align, int vertical_align, int text_align, int font_index, unsigned long color_rgba, float duration, bool want_fade, wchar_t *fmt, ...) |
||
1215 | { |
||
1216 | // helper function to set some text on display |
||
1217 | |||
1218 | static wchar_t message[4096]; |
||
1219 | va_list argptr; |
||
1220 | int length; |
||
1221 | |||
1222 | // concatenate all the arguments in one string |
||
1223 | va_start (argptr, fmt); |
||
1224 | _vsnwprintf_s (message, WCHAR_SIZEOF (message), _TRUNCATE, fmt, argptr); |
||
1225 | va_end (argptr); |
||
1226 | |||
1227 | text->xpos_percent = xpos_percent; // save text's X position, in percents from left to right |
||
1228 | text->ypos_percent = ypos_percent; // save text's Y position, in percents from top to bottom |
||
1229 | text->maxwidth_percent = maxwidth_percent; // save text's max width before word wrapping |
||
1230 | text->horizontal_align = horizontal_align; // save text's horizontal alignment regarding the X position |
||
1231 | text->vertical_align = vertical_align; // save text's vertical alignment regarding the Y position |
||
1232 | text->text_align = text_align; // save text's horizontal alignment inside the bounding rectangle |
||
1233 | text->font_index = font_index; // save the index of the font with which to display this text |
||
1234 | text->color = color_rgba; // text's color, in RGBA |
||
1235 | |||
1236 | // now put the text in place |
||
1237 | length = wcslen (message) + 1; // include null terminator |
||
1238 | text->buffer = (wchar_t *) SAFE_realloc (text->buffer, text->buffer_size, length, sizeof (wchar_t), false); |
||
1239 | wcscpy_s (text->buffer, length, message); // copy message text |
||
1240 | text->buffer_size = length; // and save buffer length |
||
1241 | |||
1242 | text->appear_time = current_time; // save text arrival time |
||
1243 | text->disappear_time = current_time + duration; // make it last duration seconds |
||
1244 | text->want_fade = want_fade; // remember if text needs to be faded in and out |
||
1245 | |||
1246 | // mark this text for display |
||
1247 | text->is_displayed = true; |
||
1248 | |||
1249 | return; // finished, text is set |
||
1250 | } |
||
1251 | |||
1252 | |||
1253 | static void Scene_AddPart (scene_t *scene, int part_type, int part_color, float pos_x, float pos_y, float pos_z, float turn_yaw, float pitch) |
||
1254 | { |
||
1255 | // helper function to add a specified part of the specified color to the rendered scene |
||
1256 | |||
1257 | sceneobject_t *object; |
||
1258 | partcolor_t *partcolor; |
||
1259 | |||
1260 | // reallocate space to hold one object more and blank it out |
||
1261 | scene->objects = (sceneobject_t *) SAFE_realloc (scene->objects, scene->object_count, scene->object_count + 1, sizeof (sceneobject_t), true); |
||
1262 | |||
1263 | object = &scene->objects[scene->object_count]; // quick access to object |
||
1264 | |||
1265 | object->mesh_index = theme->part_meshes[part_type]; // retrieve object mesh |
||
1266 | object->simpleshadow_size = simpleshadow_sizes[part_type]; // retrieve simple shadow size according to part type |
||
1267 | object->scale = 1.0f; // scale at 1 so far |
||
1268 | |||
1269 | // set object texture and material |
||
1270 | partcolor = &theme->part_colors[part_color]; // quick access to part color struct |
||
1271 | object->texture_index = partcolor->texture; |
||
1272 | object->material_index = partcolor->material; |
||
1273 | |||
1274 | // figure out object position on board |
||
1275 | object->x = pos_x; |
||
1276 | object->y = pos_y; |
||
1277 | object->z = pos_z; |
||
1278 | |||
1279 | // turn a color's all parts' yaw 180 degrees so as both sides face each other |
||
1280 | if (part_color == COLOR_WHITE) |
||
1281 | object->yaw = 180.0f; |
||
1282 | else |
||
1283 | object->yaw = 0.0f; |
||
1284 | |||
1285 | // and add the final turn pitch and yaw |
||
1286 | object->pitch = pitch; |
||
1287 | object->yaw = WrapAngle (object->yaw + turn_yaw); |
||
1288 | |||
1289 | scene->object_count++; // array holds now one object more |
||
1290 | return; // finished |
||
1291 | } |
||
1292 | |||
1293 | |||
1294 | static void Scene_AddTile (scene_t *scene, int texture_index, float scale, float pos_x, float pos_y, float pos_z, float turn_yaw) |
||
1295 | { |
||
1296 | // helper function to add a specified part of the specified color to the rendered scene |
||
1297 | |||
1298 | sceneobject_t *object; |
||
1299 | |||
1300 | // reallocate space to hold one object more and blank it out |
||
1301 | scene->objects = (sceneobject_t *) SAFE_realloc (scene->objects, scene->object_count, scene->object_count + 1, sizeof (sceneobject_t), true); |
||
1302 | |||
1303 | object = &scene->objects[scene->object_count]; // quick access to object |
||
1304 | |||
1305 | // save object data |
||
1306 | object->mesh_index = -1; // objects that have -1 as mesh index are tiles |
||
1307 | object->texture_index = texture_index; |
||
1308 | object->material_index = -1; // objects will use the default material |
||
1309 | |||
1310 | // figure out object position on board |
||
1311 | object->x = pos_x; |
||
1312 | object->y = pos_y; |
||
1313 | object->z = pos_z; |
||
1314 | object->scale = scale; |
||
1315 | |||
1316 | // turn tile as requested |
||
1317 | object->yaw = turn_yaw; |
||
1318 | |||
1319 | scene->object_count++; // array holds now one object more |
||
1320 | |||
1321 | return; // finished |
||
1322 | } |