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1 pmbaty 1
// scene.cpp
2
 
3
#include "common.h"
4
 
5
 
6
// prototypes of local functions
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);
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);
9
 
10
 
11
// global variables used in this module only
12
static wchar_t connected_comment[4096];
13
static wchar_t filename[MAX_PATH];
14
static float simpleshadow_sizes[] =
15
{
16
   0, // #define PART_NONE 0
17
   2.5f, // #define PART_KING 1
18
   2.45f, // #define PART_QUEEN 2
19
   2.35f, // #define PART_BISHOP 3
20
   2.25f, // #define PART_KNIGHT 4
21
   2.15f, // #define PART_ROOK 5
22
   2.0f, // #define PART_PAWN 6
23
};
130 pmbaty 24
static bool has_endsound_played = false;
1 pmbaty 25
 
26
 
27
void Scene_Init (scene_t *scene, board_t *board)
28
{
29
   // this function initializes the scene objects array and inserts the chess table in it
30
 
31
   wchar_t format_string[4096];
32
 
33
   // allocate array for the board (3 objects) and zero it out
34
   scene->objects = (sceneobject_t *) SAFE_malloc (3, sizeof (sceneobject_t), true);
35
 
36
   // insert the table edges, the table and the board
37
   scene->objects[0].mesh_index = theme->trim_meshindex;
38
   scene->objects[0].texture_index = theme->trim_texture;
39
   scene->objects[0].scale = 1.0f;
40
   scene->objects[1].mesh_index = theme->table_meshindex;
41
   scene->objects[1].texture_index = theme->table_texture;
42
   scene->objects[1].scale = 1.0f;
43
   scene->objects[2].mesh_index = theme->board_meshindex;
44
   scene->objects[2].texture_index = theme->board_texture;
45
   scene->objects[2].scale = 1.0f;
46
   scene->object_count = 3;
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
50
   current_yaw = (Board_ColorToMove (board) == COLOR_WHITE ? 90.0f : -90.0f);
51
   current_distance = CLOSEUP_VIEW_DISTANCE;
52
   if (current_distance >= MIN_VIEW_DISTANCE)
53
      current_distance = MIN_VIEW_DISTANCE - 1.0f; // consistency check for stupid programmers
1 pmbaty 54
 
131 pmbaty 55
   // look at the center of the table immediately
56
   lookatpoint_x = 0;
57
   lookatpoint_y = 0;
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
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"));
64
   wcscat_s (format_string, WCHAR_SIZEOF (format_string), L"\n");
65
   wcscat_s (format_string, WCHAR_SIZEOF (format_string), LOCALIZE (L"YouMayEitherDisplayThePlayersListOrTheSoughtGamesList"));
66
   wcscat_s (format_string, WCHAR_SIZEOF (format_string), L"\n");
67
   wcscat_s (format_string, WCHAR_SIZEOF (format_string), LOCALIZE (L"PleaseReferToTheInternetMenu"));
68
   swprintf_s (connected_comment, WCHAR_SIZEOF (connected_comment), format_string, options.network.server_address);
69
 
70
   // completely reset the whole GUI structure so as to NULL out all pointers
71
   memset (&scene->gui, 0, sizeof (scene->gui));
72
 
73
   // set the buttons locations
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);
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"));
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"));
78
   Scene_SetButton (&scene->gui.chatbutton, 1.0f, 10.0f, 10.0f, 13.0f, chatbutton_spriteindex, NULL);
79
   Scene_SetButton (&scene->gui.gamesbutton, 1.0f, 35.0f, 10.0f, 13.0f, gamesbutton_spriteindex, NULL);
80
   Scene_SetButton (&scene->gui.peoplebutton, 1.0f, 60.0f, 10.0f, 13.0f, peoplebutton_spriteindex, NULL);
1 pmbaty 81
 
82
   // remember to update the scene
83
   scene->update = true;
84
 
85
   return; // finished
86
}
87
 
88
 
89
void Scene_Shutdown (scene_t *scene)
90
{
91
   // this function frees the memory space allocated for the 3D scene and clears its pointers
92
 
93
   int cchistory_index;
94
 
95
   // free GUI mallocated buffers
96
   SAFE_free ((void **) &scene->gui.arrow_text.buffer);
97
   scene->gui.arrow_text.is_displayed = false;
98
   SAFE_free ((void **) &scene->gui.comment_text.buffer);
99
   scene->gui.comment_text.is_displayed = false;
100
   SAFE_free ((void **) &scene->gui.history_text.buffer);
101
   scene->gui.history_text.is_displayed = false;
102
   SAFE_free ((void **) &scene->gui.clock_text.buffer);
103
   scene->gui.clock_text.is_displayed = false;
104
   SAFE_free ((void **) &scene->gui.turn_text.buffer);
105
   scene->gui.turn_text.is_displayed = false;
106
   SAFE_free ((void **) &scene->gui.central_text.buffer);
107
   scene->gui.central_text.is_displayed = false;
108
 
109
   // for each entry in the CC history...
110
   for (cchistory_index = 0; cchistory_index < scene->gui.cchistory_count; cchistory_index++)
111
      SAFE_free ((void **) &scene->gui.cchistory[cchistory_index].text); // free its text buffer
112
   SAFE_free ((void **) &scene->gui.cchistory); // free the GUI's CC history
113
   scene->gui.cchistory_count = 0;
114
 
115
   SAFE_free ((void **) &scene->objects); // free the scene objects array
116
   scene->object_count = 0;
117
 
118
   return; // finished
119
}
120
 
121
 
122
void Scene_Update (scene_t *scene, board_t *board)
123
{
124
   // this function updates the scene objects to display with what's currently on the board
125
 
126
   static bool rooksound_played = false; // hack to have two sounds when a king castles
127
 
128
   boardslot_t *boardslot;
129
   boardmove_t *currentmove;
130
   player_t *local_player;
131
   player_t *network_player;
132
   player_t *current_player;
24 pmbaty 133
   player_t *opposite_player;
1 pmbaty 134
   wchar_t *history_text; // mallocated
135
   int historytext_size;
136
   unsigned char takenpart_type;
137
   int movement_direction;
138
   int line;
139
   int column;
140
   int pos_index;
141
   int part_index;
142
   int move_index;
143
   int length;
144
   int threat_line;
145
   int threat_column;
146
   int minutes;
147
   int seconds;
130 pmbaty 148
   bool is_sliding;
25 pmbaty 149
   float flaticons_yaw;
1 pmbaty 150
   float source_x;
151
   float source_y;
152
   float target_x;
153
   float target_y;
154
   float current_x;
155
   float current_y;
156
   float current_z;
130 pmbaty 157
   float current_p;
1 pmbaty 158
   int movement_diffco;
159
   int movement_diffli;
160
   float movement_maxheight;
161
   float movement_ratio;
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))
170
      flaticons_yaw = 180.0f;
171
   else if ((current_yaw > -45.0f) && (current_yaw <= 45.0f))
172
      flaticons_yaw = 90.0f;
173
   else if ((current_yaw > -135.0f) && (current_yaw <= -45.0f))
174
      flaticons_yaw = 0.0f;
175
   else
176
      flaticons_yaw = -90.0f;
177
 
24 pmbaty 178
   // get the current move
179
   currentmove = &board->moves[board->viewed_move]; // quick access to current move
180
 
1 pmbaty 181
   // fetch the background sprite from the theme
182
   if (want_custombackground)
183
      scene->background_spriteindex = custombg.sprite_index; // use the custom background if specified
184
   else
185
      scene->background_spriteindex = theme->bg.sprite_index; // else use the theme's supplied background
186
 
187
   // shrink the scene objects array to leave just the board (3 objects)
188
   scene->objects = (sceneobject_t *) SAFE_realloc (scene->objects, scene->object_count, 3, sizeof (sceneobject_t), false);
189
   scene->object_count = 3;
190
 
191
   // update the board theme
192
   scene->objects[0].mesh_index = theme->trim_meshindex;
193
   scene->objects[0].texture_index = theme->trim_texture;
194
   scene->objects[0].material_index = theme->trim_material;
195
   scene->objects[0].scale = 1.0f;
196
   scene->objects[1].mesh_index = theme->table_meshindex;
197
   scene->objects[1].texture_index = theme->table_texture;
198
   scene->objects[1].material_index = theme->table_material;
199
   scene->objects[1].scale = 1.0f;
200
   scene->objects[2].mesh_index = theme->board_meshindex;
201
   scene->objects[2].texture_index = theme->board_texture;
202
   scene->objects[2].material_index = theme->board_material;
203
   scene->objects[2].scale = 1.0f;
204
 
205
   // draw the grid numbers if we want them
206
   if (want_grid)
207
      Scene_AddTile (scene, theme->grid_texture, 30.0f, 0.0f, 0.0f, 0.01f, 0.0f);
208
 
209
   ////////////////////////////////////////////////////////////////////////////////////////////////
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
213
   for (line = 0; line < 8; line++)
214
      for (column = 0; column < 8; column++)
215
         currentmove->slots[line][column].flags = FLAG_NONE; // because we will recompute them
216
 
217
   // cycle through all the grid again and see if either king is in check
218
   for (line = 0; line < 8; line++)
219
      for (column = 0; column < 8; column++)
220
      {
221
         boardslot = &currentmove->slots[line][column]; // quick access to grid slot
222
 
223
         if (boardslot->part != PART_KING)
224
            continue; // if this slot is not a king, skip it
225
 
226
         // is this king currently threatened ?
227
         if (Move_IsKingThreatenedAtLocation (currentmove, boardslot->color, line, column, &threat_line, &threat_column))
228
         {
229
            currentmove->slots[line][column].flags |= FLAG_CHECK; // mark it as threatened
230
            currentmove->slots[threat_line][threat_column].flags |= FLAG_THREAT; // and who threatens it
231
         }
232
      }
233
 
234
   // are we in play mode ? i.e, are we rendering the last move ?
235
   if (board->viewed_move == board->move_count - 1)
236
   {
237
      // mark the selected position as selected
238
      if (IS_VALID_POSITION (board->selected_position))
239
         currentmove->slots[board->selected_position[0]][board->selected_position[1]].flags |= FLAG_SELECTED;
240
 
241
      // now cycle through all the grid again and see if some slots need to be coloured
242
      for (line = 0; line < 8; line++)
243
         for (column = 0; column < 8; column++)
244
         {
245
            boardslot = &currentmove->slots[line][column]; // quick access to grid slot
246
 
247
            if (!(boardslot->flags & FLAG_SELECTED))
248
               continue; // if this slot is not selected, skip it
249
 
250
            //////////////////////////////////////////////////////////////////////////////////////////
251
            ////////////////////////////////////////// PAWN //////////////////////////////////////////
252
            //////////////////////////////////////////////////////////////////////////////////////////
253
            // is it a pawn ?
254
            if (boardslot->part == PART_PAWN)
255
            {
256
               // figure out movement direction
257
               if (boardslot->color == COLOR_WHITE)
258
                  movement_direction = 1;
259
               else
260
                  movement_direction = -1;
261
 
262
               // if pawn has still room to move forward, it can
263
               if ((((line < 7) && (movement_direction == 1)) || ((line > 0) && (movement_direction == -1)))
264
                   && (currentmove->slots[line + movement_direction][column].part == PART_NONE))
265
               {
266
                  currentmove->slots[line + movement_direction][column].flags |= FLAG_POSSIBLEMOVE;
267
 
268
                  // if pawn is still in its initial slot, it can move twice forward
269
                  if ((((line == 1) && (movement_direction == 1)) || ((line == 6) && (movement_direction == -1)))
270
                      && (currentmove->slots[line + movement_direction * 2][column].part == PART_NONE))
271
                     currentmove->slots[line + movement_direction * 2][column].flags |= FLAG_POSSIBLEMOVE;
272
               }
273
 
274
               // see if pawn can take a piece on its left
275
               if ((column > 0) && (currentmove->slots[line + movement_direction][column - 1].part != PART_NONE)
276
                   && (currentmove->slots[line + movement_direction][column - 1].color != currentmove->slots[line][column].color))
277
                  currentmove->slots[line + movement_direction][column - 1].flags |= FLAG_TAKEABLE;
278
 
279
               // see if pawn can take a piece on its right
280
               if ((column < 7) && (currentmove->slots[line + movement_direction][column + 1].part != PART_NONE)
281
                   && (currentmove->slots[line + movement_direction][column + 1].color != currentmove->slots[line][column].color))
282
                  currentmove->slots[line + movement_direction][column + 1].flags |= FLAG_TAKEABLE;
283
 
284
               // if previous move was a pawn rush, see if pawn can take "en passant"
285
               if ((currentmove->part == PART_PAWN)
286
                     && (currentmove->target[1] == currentmove->source[1]) // pawn moved in column
287
                     && (abs (currentmove->target[0] - currentmove->source[0]) == 2) // pawn rushed
288
                     && (currentmove->target[0] == line) // pawn is in line with us
289
                     && (abs (currentmove->target[1] - column) == 1)) // pawn is next to us
290
                  currentmove->slots[line + movement_direction][currentmove->target[1]].flags |= FLAG_TAKEABLE;
291
            }
292
 
293
            //////////////////////////////////////////////////////////////////////////////////////////
294
            ////////////////////////////////////////// ROOK //////////////////////////////////////////
295
            //////////////////////////////////////////////////////////////////////////////////////////
296
            // else is it a rook ?
297
            else if (boardslot->part == PART_ROOK)
298
            {
299
               // see how far rook can move upwards
300
               for (pos_index = line + 1; pos_index < 8; pos_index++)
301
               {
302
                  if (currentmove->slots[pos_index][column].part != PART_NONE)
303
                  {
304
                     if (currentmove->slots[pos_index][column].color != currentmove->slots[line][column].color)
305
                        currentmove->slots[pos_index][column].flags |= FLAG_TAKEABLE;
306
                     break;
307
                  }
308
                  currentmove->slots[pos_index][column].flags |= FLAG_POSSIBLEMOVE;
309
               }
310
 
311
               // see how far rook can move downwards
312
               for (pos_index = line - 1; pos_index >= 0; pos_index--)
313
               {
314
                  if (currentmove->slots[pos_index][column].part != PART_NONE)
315
                  {
316
                     if (currentmove->slots[pos_index][column].color != currentmove->slots[line][column].color)
317
                        currentmove->slots[pos_index][column].flags |= FLAG_TAKEABLE;
318
                     break;
319
                  }
320
                  currentmove->slots[pos_index][column].flags |= FLAG_POSSIBLEMOVE;
321
               }
322
 
323
               // see how far rook can move left
324
               for (pos_index = column - 1; pos_index >= 0; pos_index--)
325
               {
326
                  if (currentmove->slots[line][pos_index].part != PART_NONE)
327
                  {
328
                     if (currentmove->slots[line][pos_index].color != currentmove->slots[line][column].color)
329
                        currentmove->slots[line][pos_index].flags |= FLAG_TAKEABLE;
330
                     break;
331
                  }
332
                  currentmove->slots[line][pos_index].flags |= FLAG_POSSIBLEMOVE;
333
               }
334
 
335
               // see how far rook can move right
336
               for (pos_index = column + 1; pos_index < 8; pos_index++)
337
               {
338
                  if (currentmove->slots[line][pos_index].part != PART_NONE)
339
                  {
340
                     if (currentmove->slots[line][pos_index].color != currentmove->slots[line][column].color)
341
                        currentmove->slots[line][pos_index].flags |= FLAG_TAKEABLE;
342
                     break;
343
                  }
344
                  currentmove->slots[line][pos_index].flags |= FLAG_POSSIBLEMOVE;
345
               }
346
            }
347
 
348
            //////////////////////////////////////////////////////////////////////////////////////////
349
            ///////////////////////////////////////// KNIGHT /////////////////////////////////////////
350
            //////////////////////////////////////////////////////////////////////////////////////////
351
            // else is it a knight ?
352
            else if (boardslot->part == PART_KNIGHT)
353
            {
354
               // peek knight's NNW move
355
               if ((column > 0) && (line < 6))
356
                  if (currentmove->slots[line + 2][column - 1].part == PART_NONE)
357
                     currentmove->slots[line + 2][column - 1].flags |= FLAG_POSSIBLEMOVE;
358
                  else if (currentmove->slots[line + 2][column - 1].color != currentmove->slots[line][column].color)
359
                     currentmove->slots[line + 2][column - 1].flags |= FLAG_TAKEABLE;
360
 
361
               // peek knight's NNE move
362
               if ((column < 7) && (line < 6))
363
                  if (currentmove->slots[line + 2][column + 1].part == PART_NONE)
364
                     currentmove->slots[line + 2][column + 1].flags |= FLAG_POSSIBLEMOVE;
365
                  else if (currentmove->slots[line + 2][column + 1].color != currentmove->slots[line][column].color)
366
                     currentmove->slots[line + 2][column + 1].flags |= FLAG_TAKEABLE;
367
 
368
               // peek knight's ENE move
369
               if ((column < 6) && (line < 7))
370
                  if (currentmove->slots[line + 1][column + 2].part == PART_NONE)
371
                     currentmove->slots[line + 1][column + 2].flags |= FLAG_POSSIBLEMOVE;
372
                  else if (currentmove->slots[line + 1][column + 2].color != currentmove->slots[line][column].color)
373
                     currentmove->slots[line + 1][column + 2].flags |= FLAG_TAKEABLE;
374
 
375
               // peek knight's ESE move
376
               if ((column < 6) && (line > 0))
377
                  if (currentmove->slots[line - 1][column + 2].part == PART_NONE)
378
                     currentmove->slots[line - 1][column + 2].flags |= FLAG_POSSIBLEMOVE;
379
                  else if (currentmove->slots[line - 1][column + 2].color != currentmove->slots[line][column].color)
380
                     currentmove->slots[line - 1][column + 2].flags |= FLAG_TAKEABLE;
381
 
382
               // peek knight's SSW move
383
               if ((column > 0) && (line > 1))
384
                  if (currentmove->slots[line - 2][column - 1].part == PART_NONE)
385
                     currentmove->slots[line - 2][column - 1].flags |= FLAG_POSSIBLEMOVE;
386
                  else if (currentmove->slots[line - 2][column - 1].color != currentmove->slots[line][column].color)
387
                     currentmove->slots[line - 2][column - 1].flags |= FLAG_TAKEABLE;
388
 
389
               // peek knight's SSE move
390
               if ((column < 7) && (line > 1))
391
                  if (currentmove->slots[line - 2][column + 1].part == PART_NONE)
392
                     currentmove->slots[line - 2][column + 1].flags |= FLAG_POSSIBLEMOVE;
393
                  else if (currentmove->slots[line - 2][column + 1].color != currentmove->slots[line][column].color)
394
                     currentmove->slots[line - 2][column + 1].flags |= FLAG_TAKEABLE;
395
 
396
               // peek knight's WNW move
397
               if ((column > 1) && (line < 7))
398
                  if (currentmove->slots[line + 1][column - 2].part == PART_NONE)
399
                     currentmove->slots[line + 1][column - 2].flags |= FLAG_POSSIBLEMOVE;
400
                  else if (currentmove->slots[line + 1][column - 2].color != currentmove->slots[line][column].color)
401
                     currentmove->slots[line + 1][column - 2].flags |= FLAG_TAKEABLE;
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 = &currentmove->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 = &currentmove->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
}