Subversion Repositories Games.Chess Giants

Rev

Rev 171 | Rev 185 | Go to most recent revision | Details | Compare with Previous | Last modification | View Log | RSS feed

Rev Author Line No. Line
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
};
181 pmbaty 24
static bool has_endsound_played = true; // yes, true.
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
 
140 pmbaty 73
   // set the buttons and text locations
74
   Scene_SetupButton (&scene->gui.llarrow,         0.3f,   0.5f,  2.0f,  4.0f, llarrow_spriteindex,        L"");
75
   Scene_SetupButton (&scene->gui.larrow,          2.3f,   0.5f,  2.0f,  4.0f, larrow_spriteindex,         L"");
76
   Scene_SetupButton (&scene->gui.rarrow,          4.3f,   0.5f,  2.0f,  4.0f, rarrow_spriteindex,         L"");
77
   Scene_SetupButton (&scene->gui.rrarrow,         6.3f,   0.5f,  2.0f,  4.0f, rrarrow_spriteindex,        L"");
153 pmbaty 78
   Scene_SetupButton (&scene->gui.newgamebutton,  20.0f,  65.0f, 20.0f, 26.0f, newgamebutton_spriteindex,  L"\n\n\n\n\n\n\n\n\n\n\n%s", LOCALIZE (L"NewGame"));
79
   Scene_SetupButton (&scene->gui.opengamebutton, 60.0f,  65.0f, 20.0f, 26.0f, opengamebutton_spriteindex, L"\n\n\n\n\n\n\n\n\n\n\n%s", LOCALIZE (L"OpenGame"));
140 pmbaty 80
   Scene_SetupButton (&scene->gui.chatbutton,      1.0f,  10.0f, 10.0f, 13.0f, chatbutton_spriteindex,     L"");
81
   Scene_SetupButton (&scene->gui.gamesbutton,     1.0f,  35.0f, 10.0f, 13.0f, gamesbutton_spriteindex,    L"");
82
   Scene_SetupButton (&scene->gui.peoplebutton,    1.0f,  60.0f, 10.0f, 13.0f, peoplebutton_spriteindex,   L"");
1 pmbaty 83
 
140 pmbaty 84
   Scene_SetupTextArea (&scene->gui.arrow_text,     4.3f,   5.0f,     0, ALIGN_CENTER, ALIGN_TOP,    ALIGN_CENTER, arrow_fontindex);
85
   Scene_SetupTextArea (&scene->gui.comment_text,  50.0f,   0.5f, 80.0f, ALIGN_CENTER, ALIGN_TOP,    ALIGN_LEFT,   chat_fontindex);
86
   Scene_SetupTextArea (&scene->gui.central_text,  50.0f,  40.0f,     0, ALIGN_CENTER, ALIGN_CENTER, ALIGN_CENTER, centermsg_fontindex);
87
   Scene_SetupTextArea (&scene->gui.history_text, 100.0f,  50.0f,     0, ALIGN_RIGHT,  ALIGN_BOTTOM, ALIGN_LEFT,   chat_fontindex);
88
   Scene_SetupTextArea (&scene->gui.clock_text,    99.0f,  66.6f,     0, ALIGN_RIGHT,  ALIGN_CENTER, ALIGN_RIGHT,  players_fontindex);
89
   Scene_SetupTextArea (&scene->gui.turn_text,     99.0f, 100.0f,     0, ALIGN_RIGHT,  ALIGN_BOTTOM, ALIGN_RIGHT,  players_fontindex);
90
 
1 pmbaty 91
   // remember to update the scene
92
   scene->update = true;
93
 
94
   return; // finished
95
}
96
 
97
 
98
void Scene_Shutdown (scene_t *scene)
99
{
100
   // this function frees the memory space allocated for the 3D scene and clears its pointers
101
 
102
   int cchistory_index;
103
 
104
   // free GUI mallocated buffers
105
   SAFE_free ((void **) &scene->gui.arrow_text.buffer);
106
   scene->gui.arrow_text.is_displayed = false;
107
   SAFE_free ((void **) &scene->gui.comment_text.buffer);
108
   scene->gui.comment_text.is_displayed = false;
109
   SAFE_free ((void **) &scene->gui.history_text.buffer);
110
   scene->gui.history_text.is_displayed = false;
111
   SAFE_free ((void **) &scene->gui.clock_text.buffer);
112
   scene->gui.clock_text.is_displayed = false;
113
   SAFE_free ((void **) &scene->gui.turn_text.buffer);
114
   scene->gui.turn_text.is_displayed = false;
115
   SAFE_free ((void **) &scene->gui.central_text.buffer);
116
   scene->gui.central_text.is_displayed = false;
117
 
118
   // for each entry in the CC history...
119
   for (cchistory_index = 0; cchistory_index < scene->gui.cchistory_count; cchistory_index++)
120
      SAFE_free ((void **) &scene->gui.cchistory[cchistory_index].text); // free its text buffer
121
   SAFE_free ((void **) &scene->gui.cchistory); // free the GUI's CC history
122
   scene->gui.cchistory_count = 0;
123
 
124
   SAFE_free ((void **) &scene->objects); // free the scene objects array
125
   scene->object_count = 0;
126
 
127
   return; // finished
128
}
129
 
130
 
131
void Scene_Update (scene_t *scene, board_t *board)
132
{
133
   // this function updates the scene objects to display with what's currently on the board
134
 
135
   static bool rooksound_played = false; // hack to have two sounds when a king castles
136
 
137
   boardslot_t *boardslot;
138
   boardmove_t *currentmove;
139
   player_t *local_player;
140
   player_t *network_player;
141
   player_t *current_player;
24 pmbaty 142
   player_t *opposite_player;
1 pmbaty 143
   wchar_t *history_text; // mallocated
144
   int historytext_size;
145
   unsigned char takenpart_type;
146
   int movement_direction;
147
   int line;
148
   int column;
149
   int pos_index;
150
   int part_index;
151
   int move_index;
152
   int length;
153
   int threat_line;
154
   int threat_column;
155
   int minutes;
156
   int seconds;
130 pmbaty 157
   bool is_sliding;
25 pmbaty 158
   float flaticons_yaw;
1 pmbaty 159
   float source_x;
160
   float source_y;
161
   float target_x;
162
   float target_y;
163
   float current_x;
164
   float current_y;
165
   float current_z;
130 pmbaty 166
   float current_p;
1 pmbaty 167
   int movement_diffco;
168
   int movement_diffli;
169
   float movement_maxheight;
170
   float movement_ratio;
171
 
24 pmbaty 172
   // get the current player (we'll need it), its opponent and see if we're online
1 pmbaty 173
   current_player = Player_GetCurrent ();
24 pmbaty 174
   opposite_player = Player_GetOpposite ();
1 pmbaty 175
   network_player = Player_FindByType (PLAYER_INTERNET);
176
 
25 pmbaty 177
   // determine display yaw (for flat icons) according to camera angle
178
   if ((current_yaw > 45.0f) && (current_yaw <= 135.0f))
179
      flaticons_yaw = 180.0f;
180
   else if ((current_yaw > -45.0f) && (current_yaw <= 45.0f))
181
      flaticons_yaw = 90.0f;
182
   else if ((current_yaw > -135.0f) && (current_yaw <= -45.0f))
183
      flaticons_yaw = 0.0f;
184
   else
185
      flaticons_yaw = -90.0f;
186
 
24 pmbaty 187
   // get the current move
188
   currentmove = &board->moves[board->viewed_move]; // quick access to current move
189
 
1 pmbaty 190
   // fetch the background sprite from the theme
191
   if (want_custombackground)
192
      scene->background_spriteindex = custombg.sprite_index; // use the custom background if specified
193
   else
194
      scene->background_spriteindex = theme->bg.sprite_index; // else use the theme's supplied background
195
 
196
   // shrink the scene objects array to leave just the board (3 objects)
197
   scene->objects = (sceneobject_t *) SAFE_realloc (scene->objects, scene->object_count, 3, sizeof (sceneobject_t), false);
198
   scene->object_count = 3;
199
 
200
   // update the board theme
201
   scene->objects[0].mesh_index = theme->trim_meshindex;
202
   scene->objects[0].texture_index = theme->trim_texture;
203
   scene->objects[0].material_index = theme->trim_material;
204
   scene->objects[0].scale = 1.0f;
205
   scene->objects[1].mesh_index = theme->table_meshindex;
206
   scene->objects[1].texture_index = theme->table_texture;
207
   scene->objects[1].material_index = theme->table_material;
208
   scene->objects[1].scale = 1.0f;
209
   scene->objects[2].mesh_index = theme->board_meshindex;
210
   scene->objects[2].texture_index = theme->board_texture;
211
   scene->objects[2].material_index = theme->board_material;
212
   scene->objects[2].scale = 1.0f;
213
 
214
   // draw the grid numbers if we want them
215
   if (want_grid)
216
      Scene_AddTile (scene, theme->grid_texture, 30.0f, 0.0f, 0.0f, 0.01f, 0.0f);
217
 
218
   ////////////////////////////////////////////////////////////////////////////////////////////////
24 pmbaty 219
   // recompute the slot textures (only in play mode when we render the real board)
1 pmbaty 220
 
221
   // erase all the slot flags
222
   for (line = 0; line < 8; line++)
223
      for (column = 0; column < 8; column++)
224
         currentmove->slots[line][column].flags = FLAG_NONE; // because we will recompute them
225
 
226
   // cycle through all the grid again and see if either king is in check
227
   for (line = 0; line < 8; line++)
228
      for (column = 0; column < 8; column++)
229
      {
230
         boardslot = &currentmove->slots[line][column]; // quick access to grid slot
231
 
232
         if (boardslot->part != PART_KING)
233
            continue; // if this slot is not a king, skip it
234
 
235
         // is this king currently threatened ?
236
         if (Move_IsKingThreatenedAtLocation (currentmove, boardslot->color, line, column, &threat_line, &threat_column))
237
         {
238
            currentmove->slots[line][column].flags |= FLAG_CHECK; // mark it as threatened
239
            currentmove->slots[threat_line][threat_column].flags |= FLAG_THREAT; // and who threatens it
240
         }
241
      }
242
 
243
   // are we in play mode ? i.e, are we rendering the last move ?
244
   if (board->viewed_move == board->move_count - 1)
245
   {
246
      // mark the selected position as selected
247
      if (IS_VALID_POSITION (board->selected_position))
248
         currentmove->slots[board->selected_position[0]][board->selected_position[1]].flags |= FLAG_SELECTED;
249
 
250
      // now cycle through all the grid again and see if some slots need to be coloured
251
      for (line = 0; line < 8; line++)
252
         for (column = 0; column < 8; column++)
253
         {
254
            boardslot = &currentmove->slots[line][column]; // quick access to grid slot
255
 
256
            if (!(boardslot->flags & FLAG_SELECTED))
257
               continue; // if this slot is not selected, skip it
258
 
259
            //////////////////////////////////////////////////////////////////////////////////////////
260
            ////////////////////////////////////////// PAWN //////////////////////////////////////////
261
            //////////////////////////////////////////////////////////////////////////////////////////
262
            // is it a pawn ?
263
            if (boardslot->part == PART_PAWN)
264
            {
265
               // figure out movement direction
266
               if (boardslot->color == COLOR_WHITE)
267
                  movement_direction = 1;
268
               else
269
                  movement_direction = -1;
270
 
271
               // if pawn has still room to move forward, it can
272
               if ((((line < 7) && (movement_direction == 1)) || ((line > 0) && (movement_direction == -1)))
273
                   && (currentmove->slots[line + movement_direction][column].part == PART_NONE))
274
               {
275
                  currentmove->slots[line + movement_direction][column].flags |= FLAG_POSSIBLEMOVE;
276
 
277
                  // if pawn is still in its initial slot, it can move twice forward
278
                  if ((((line == 1) && (movement_direction == 1)) || ((line == 6) && (movement_direction == -1)))
279
                      && (currentmove->slots[line + movement_direction * 2][column].part == PART_NONE))
280
                     currentmove->slots[line + movement_direction * 2][column].flags |= FLAG_POSSIBLEMOVE;
281
               }
282
 
283
               // see if pawn can take a piece on its left
284
               if ((column > 0) && (currentmove->slots[line + movement_direction][column - 1].part != PART_NONE)
285
                   && (currentmove->slots[line + movement_direction][column - 1].color != currentmove->slots[line][column].color))
286
                  currentmove->slots[line + movement_direction][column - 1].flags |= FLAG_TAKEABLE;
287
 
288
               // see if pawn can take a piece on its right
289
               if ((column < 7) && (currentmove->slots[line + movement_direction][column + 1].part != PART_NONE)
290
                   && (currentmove->slots[line + movement_direction][column + 1].color != currentmove->slots[line][column].color))
291
                  currentmove->slots[line + movement_direction][column + 1].flags |= FLAG_TAKEABLE;
292
 
293
               // if previous move was a pawn rush, see if pawn can take "en passant"
294
               if ((currentmove->part == PART_PAWN)
295
                     && (currentmove->target[1] == currentmove->source[1]) // pawn moved in column
296
                     && (abs (currentmove->target[0] - currentmove->source[0]) == 2) // pawn rushed
297
                     && (currentmove->target[0] == line) // pawn is in line with us
298
                     && (abs (currentmove->target[1] - column) == 1)) // pawn is next to us
299
                  currentmove->slots[line + movement_direction][currentmove->target[1]].flags |= FLAG_TAKEABLE;
300
            }
301
 
302
            //////////////////////////////////////////////////////////////////////////////////////////
303
            ////////////////////////////////////////// ROOK //////////////////////////////////////////
304
            //////////////////////////////////////////////////////////////////////////////////////////
305
            // else is it a rook ?
306
            else if (boardslot->part == PART_ROOK)
307
            {
308
               // see how far rook can move upwards
309
               for (pos_index = line + 1; pos_index < 8; pos_index++)
310
               {
311
                  if (currentmove->slots[pos_index][column].part != PART_NONE)
312
                  {
313
                     if (currentmove->slots[pos_index][column].color != currentmove->slots[line][column].color)
314
                        currentmove->slots[pos_index][column].flags |= FLAG_TAKEABLE;
315
                     break;
316
                  }
317
                  currentmove->slots[pos_index][column].flags |= FLAG_POSSIBLEMOVE;
318
               }
319
 
320
               // see how far rook can move downwards
321
               for (pos_index = line - 1; pos_index >= 0; pos_index--)
322
               {
323
                  if (currentmove->slots[pos_index][column].part != PART_NONE)
324
                  {
325
                     if (currentmove->slots[pos_index][column].color != currentmove->slots[line][column].color)
326
                        currentmove->slots[pos_index][column].flags |= FLAG_TAKEABLE;
327
                     break;
328
                  }
329
                  currentmove->slots[pos_index][column].flags |= FLAG_POSSIBLEMOVE;
330
               }
331
 
332
               // see how far rook can move left
333
               for (pos_index = column - 1; pos_index >= 0; pos_index--)
334
               {
335
                  if (currentmove->slots[line][pos_index].part != PART_NONE)
336
                  {
337
                     if (currentmove->slots[line][pos_index].color != currentmove->slots[line][column].color)
338
                        currentmove->slots[line][pos_index].flags |= FLAG_TAKEABLE;
339
                     break;
340
                  }
341
                  currentmove->slots[line][pos_index].flags |= FLAG_POSSIBLEMOVE;
342
               }
343
 
344
               // see how far rook can move right
345
               for (pos_index = column + 1; pos_index < 8; pos_index++)
346
               {
347
                  if (currentmove->slots[line][pos_index].part != PART_NONE)
348
                  {
349
                     if (currentmove->slots[line][pos_index].color != currentmove->slots[line][column].color)
350
                        currentmove->slots[line][pos_index].flags |= FLAG_TAKEABLE;
351
                     break;
352
                  }
353
                  currentmove->slots[line][pos_index].flags |= FLAG_POSSIBLEMOVE;
354
               }
355
            }
356
 
357
            //////////////////////////////////////////////////////////////////////////////////////////
358
            ///////////////////////////////////////// KNIGHT /////////////////////////////////////////
359
            //////////////////////////////////////////////////////////////////////////////////////////
360
            // else is it a knight ?
361
            else if (boardslot->part == PART_KNIGHT)
362
            {
363
               // peek knight's NNW move
364
               if ((column > 0) && (line < 6))
365
                  if (currentmove->slots[line + 2][column - 1].part == PART_NONE)
366
                     currentmove->slots[line + 2][column - 1].flags |= FLAG_POSSIBLEMOVE;
367
                  else if (currentmove->slots[line + 2][column - 1].color != currentmove->slots[line][column].color)
368
                     currentmove->slots[line + 2][column - 1].flags |= FLAG_TAKEABLE;
369
 
370
               // peek knight's NNE move
371
               if ((column < 7) && (line < 6))
372
                  if (currentmove->slots[line + 2][column + 1].part == PART_NONE)
373
                     currentmove->slots[line + 2][column + 1].flags |= FLAG_POSSIBLEMOVE;
374
                  else if (currentmove->slots[line + 2][column + 1].color != currentmove->slots[line][column].color)
375
                     currentmove->slots[line + 2][column + 1].flags |= FLAG_TAKEABLE;
376
 
377
               // peek knight's ENE move
378
               if ((column < 6) && (line < 7))
379
                  if (currentmove->slots[line + 1][column + 2].part == PART_NONE)
380
                     currentmove->slots[line + 1][column + 2].flags |= FLAG_POSSIBLEMOVE;
381
                  else if (currentmove->slots[line + 1][column + 2].color != currentmove->slots[line][column].color)
382
                     currentmove->slots[line + 1][column + 2].flags |= FLAG_TAKEABLE;
383
 
384
               // peek knight's ESE move
385
               if ((column < 6) && (line > 0))
386
                  if (currentmove->slots[line - 1][column + 2].part == PART_NONE)
387
                     currentmove->slots[line - 1][column + 2].flags |= FLAG_POSSIBLEMOVE;
388
                  else if (currentmove->slots[line - 1][column + 2].color != currentmove->slots[line][column].color)
389
                     currentmove->slots[line - 1][column + 2].flags |= FLAG_TAKEABLE;
390
 
391
               // peek knight's SSW move
392
               if ((column > 0) && (line > 1))
393
                  if (currentmove->slots[line - 2][column - 1].part == PART_NONE)
394
                     currentmove->slots[line - 2][column - 1].flags |= FLAG_POSSIBLEMOVE;
395
                  else if (currentmove->slots[line - 2][column - 1].color != currentmove->slots[line][column].color)
396
                     currentmove->slots[line - 2][column - 1].flags |= FLAG_TAKEABLE;
397
 
398
               // peek knight's SSE move
399
               if ((column < 7) && (line > 1))
400
                  if (currentmove->slots[line - 2][column + 1].part == PART_NONE)
401
                     currentmove->slots[line - 2][column + 1].flags |= FLAG_POSSIBLEMOVE;
402
                  else if (currentmove->slots[line - 2][column + 1].color != currentmove->slots[line][column].color)
403
                     currentmove->slots[line - 2][column + 1].flags |= FLAG_TAKEABLE;
404
 
405
               // peek knight's WNW move
406
               if ((column > 1) && (line < 7))
407
                  if (currentmove->slots[line + 1][column - 2].part == PART_NONE)
408
                     currentmove->slots[line + 1][column - 2].flags |= FLAG_POSSIBLEMOVE;
409
                  else if (currentmove->slots[line + 1][column - 2].color != currentmove->slots[line][column].color)
410
                     currentmove->slots[line + 1][column - 2].flags |= FLAG_TAKEABLE;
411
 
412
               // peek knight's WSW move
413
               if ((column > 1) && (line > 0))
414
                  if (currentmove->slots[line - 1][column - 2].part == PART_NONE)
415
                     currentmove->slots[line - 1][column - 2].flags |= FLAG_POSSIBLEMOVE;
416
                  else if (currentmove->slots[line - 1][column - 2].color != currentmove->slots[line][column].color)
417
                     currentmove->slots[line - 1][column - 2].flags |= FLAG_TAKEABLE;
418
            }
419
 
420
            //////////////////////////////////////////////////////////////////////////////////////////
421
            ///////////////////////////////////////// BISHOP /////////////////////////////////////////
422
            //////////////////////////////////////////////////////////////////////////////////////////
423
            // else is it a bishop ?
424
            else if (boardslot->part == PART_BISHOP)
425
            {
426
               // see how far bishop can move NE
427
               for (pos_index = 1; pos_index < 8; pos_index++)
428
               {
429
                  if ((line + pos_index > 7) || (column + pos_index > 7))
430
                     break;
431
                  if (currentmove->slots[line + pos_index][column + pos_index].part != PART_NONE)
432
                  {
433
                     if (currentmove->slots[line + pos_index][column + pos_index].color != currentmove->slots[line][column].color)
434
                        currentmove->slots[line + pos_index][column + pos_index].flags |= FLAG_TAKEABLE;
435
                     break;
436
                  }
437
                  currentmove->slots[line + pos_index][column + pos_index].flags |= FLAG_POSSIBLEMOVE;
438
               }
439
 
440
               // see how far bishop can move SE
441
               for (pos_index = 1; pos_index < 8; pos_index++)
442
               {
443
                  if ((line - pos_index < 0) || (column + pos_index > 7))
444
                     break;
445
                  if (currentmove->slots[line - pos_index][column + pos_index].part != PART_NONE)
446
                  {
447
                     if (currentmove->slots[line - pos_index][column + pos_index].color != currentmove->slots[line][column].color)
448
                        currentmove->slots[line - pos_index][column + pos_index].flags |= FLAG_TAKEABLE;
449
                     break;
450
                  }
451
                  currentmove->slots[line - pos_index][column + pos_index].flags |= FLAG_POSSIBLEMOVE;
452
               }
453
 
454
               // see how far bishop can move NW
455
               for (pos_index = 1; pos_index < 8; pos_index++)
456
               {
457
                  if ((line + pos_index > 7) || (column - pos_index < 0))
458
                     break;
459
                  if (currentmove->slots[line + pos_index][column - pos_index].part != PART_NONE)
460
                  {
461
                     if (currentmove->slots[line + pos_index][column - pos_index].color != currentmove->slots[line][column].color)
462
                        currentmove->slots[line + pos_index][column - pos_index].flags |= FLAG_TAKEABLE;
463
                     break;
464
                  }
465
                  currentmove->slots[line + pos_index][column - pos_index].flags |= FLAG_POSSIBLEMOVE;
466
               }
467
 
468
               // see how far bishop can move SW
469
               for (pos_index = 1; pos_index < 8; pos_index++)
470
               {
471
                  if ((line - pos_index < 0) || (column - pos_index < 0))
472
                     break;
473
                  if (currentmove->slots[line - pos_index][column - pos_index].part != PART_NONE)
474
                  {
475
                     if (currentmove->slots[line - pos_index][column - pos_index].color != currentmove->slots[line][column].color)
476
                        currentmove->slots[line - pos_index][column - pos_index].flags |= FLAG_TAKEABLE;
477
                     break;
478
                  }
479
                  currentmove->slots[line - pos_index][column - pos_index].flags |= FLAG_POSSIBLEMOVE;
480
               }
481
            }
482
 
483
            //////////////////////////////////////////////////////////////////////////////////////////
484
            ///////////////////////////////////////// QUEEN //////////////////////////////////////////
485
            //////////////////////////////////////////////////////////////////////////////////////////
486
            // else is it a queen ?
487
            else if (boardslot->part == PART_QUEEN)
488
            {
489
               // see how far queen can move NE
490
               for (pos_index = 1; pos_index < 8; pos_index++)
491
               {
492
                  if ((line + pos_index > 7) || (column + pos_index > 7))
493
                     break;
494
                  if (currentmove->slots[line + pos_index][column + pos_index].part != PART_NONE)
495
                  {
496
                     if (currentmove->slots[line + pos_index][column + pos_index].color != currentmove->slots[line][column].color)
497
                        currentmove->slots[line + pos_index][column + pos_index].flags |= FLAG_TAKEABLE;
498
                     break;
499
                  }
500
                  currentmove->slots[line + pos_index][column + pos_index].flags |= FLAG_POSSIBLEMOVE;
501
               }
502
 
503
               // see how far queen can move SE
504
               for (pos_index = 1; pos_index < 8; pos_index++)
505
               {
506
                  if ((line - pos_index < 0) || (column + pos_index > 7))
507
                     break;
508
                  if (currentmove->slots[line - pos_index][column + pos_index].part != PART_NONE)
509
                  {
510
                     if (currentmove->slots[line - pos_index][column + pos_index].color != currentmove->slots[line][column].color)
511
                        currentmove->slots[line - pos_index][column + pos_index].flags |= FLAG_TAKEABLE;
512
                     break;
513
                  }
514
                  currentmove->slots[line - pos_index][column + pos_index].flags |= FLAG_POSSIBLEMOVE;
515
               }
516
 
517
               // see how far queen can move NW
518
               for (pos_index = 1; pos_index < 8; pos_index++)
519
               {
520
                  if ((line + pos_index > 7) || (column - pos_index < 0))
521
                     break;
522
                  if (currentmove->slots[line + pos_index][column - pos_index].part != PART_NONE)
523
                  {
524
                     if (currentmove->slots[line + pos_index][column - pos_index].color != currentmove->slots[line][column].color)
525
                        currentmove->slots[line + pos_index][column - pos_index].flags |= FLAG_TAKEABLE;
526
                     break;
527
                  }
528
                  currentmove->slots[line + pos_index][column - pos_index].flags |= FLAG_POSSIBLEMOVE;
529
               }
530
 
531
               // see how far queen can move SW
532
               for (pos_index = 1; pos_index < 8; pos_index++)
533
               {
534
                  if ((line - pos_index < 0) || (column - pos_index < 0))
535
                     break;
536
                  if (currentmove->slots[line - pos_index][column - pos_index].part != PART_NONE)
537
                  {
538
                     if (currentmove->slots[line - pos_index][column - pos_index].color != currentmove->slots[line][column].color)
539
                        currentmove->slots[line - pos_index][column - pos_index].flags |= FLAG_TAKEABLE;
540
                     break;
541
                  }
542
                  currentmove->slots[line - pos_index][column - pos_index].flags |= FLAG_POSSIBLEMOVE;
543
               }
544
 
545
               // see how far queen can move upwards
546
               for (pos_index = line + 1; pos_index < 8; pos_index++)
547
               {
548
                  if (currentmove->slots[pos_index][column].part != PART_NONE)
549
                  {
550
                     if (currentmove->slots[pos_index][column].color != currentmove->slots[line][column].color)
551
                        currentmove->slots[pos_index][column].flags |= FLAG_TAKEABLE;
552
                     break;
553
                  }
554
                  currentmove->slots[pos_index][column].flags |= FLAG_POSSIBLEMOVE;
555
               }
556
 
557
               // see how far queen can move downwards
558
               for (pos_index = line - 1; pos_index >= 0; pos_index--)
559
               {
560
                  if (currentmove->slots[pos_index][column].part != PART_NONE)
561
                  {
562
                     if (currentmove->slots[pos_index][column].color != currentmove->slots[line][column].color)
563
                        currentmove->slots[pos_index][column].flags |= FLAG_TAKEABLE;
564
                     break;
565
                  }
566
                  currentmove->slots[pos_index][column].flags |= FLAG_POSSIBLEMOVE;
567
               }
568
 
569
               // see how far queen can move left
570
               for (pos_index = column - 1; pos_index >= 0; pos_index--)
571
               {
572
                  if (currentmove->slots[line][pos_index].part != PART_NONE)
573
                  {
574
                     if (currentmove->slots[line][pos_index].color != currentmove->slots[line][column].color)
575
                        currentmove->slots[line][pos_index].flags |= FLAG_TAKEABLE;
576
                     break;
577
                  }
578
                  currentmove->slots[line][pos_index].flags |= FLAG_POSSIBLEMOVE;
579
               }
580
 
581
               // see how far queen can move right
582
               for (pos_index = column + 1; pos_index < 8; pos_index++)
583
               {
584
                  if (currentmove->slots[line][pos_index].part != PART_NONE)
585
                  {
586
                     if (currentmove->slots[line][pos_index].color != currentmove->slots[line][column].color)
587
                        currentmove->slots[line][pos_index].flags |= FLAG_TAKEABLE;
588
                     break;
589
                  }
590
                  currentmove->slots[line][pos_index].flags |= FLAG_POSSIBLEMOVE;
591
               }
592
            }
593
 
594
            //////////////////////////////////////////////////////////////////////////////////////////
595
            ////////////////////////////////////////// KING //////////////////////////////////////////
596
            //////////////////////////////////////////////////////////////////////////////////////////
597
            // else is it a king ?
598
            else if (boardslot->part == PART_KING)
599
            {
600
               // see if king can move NE
601
               if ((line < 7) && (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 SE
610
               if ((line > 0) && (column < 7))
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 NW
619
               if ((line < 7) && (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 SW
628
               if ((line > 0) && (column > 0))
629
               {
630
                  if (currentmove->slots[line - 1][column - 1].part == PART_NONE)
631
                     currentmove->slots[line - 1][column - 1].flags |= FLAG_POSSIBLEMOVE;
632
                  else if (currentmove->slots[line - 1][column - 1].color != currentmove->slots[line][column].color)
633
                     currentmove->slots[line - 1][column - 1].flags |= FLAG_TAKEABLE;
634
               }
635
 
636
               // see if king can move upwards
637
               if (line < 7)
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 downwards
646
               if (line > 0)
647
               {
648
                  if (currentmove->slots[line - 1][column].part == PART_NONE)
649
                     currentmove->slots[line - 1][column].flags |= FLAG_POSSIBLEMOVE;
650
                  else if (currentmove->slots[line - 1][column].color != currentmove->slots[line][column].color)
651
                     currentmove->slots[line - 1][column].flags |= FLAG_TAKEABLE;
652
               }
653
 
654
               // see if king can move right
655
               if (column < 7)
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
               // see if king can move left
664
               if (column > 0)
665
               {
666
                  if (currentmove->slots[line][column - 1].part == PART_NONE)
667
                     currentmove->slots[line][column - 1].flags |= FLAG_POSSIBLEMOVE;
668
                  else if (currentmove->slots[line][column - 1].color != currentmove->slots[line][column].color)
669
                     currentmove->slots[line][column - 1].flags |= FLAG_TAKEABLE;
670
               }
671
 
672
               // can king castle bishopside ?
673
               if (currentmove->sides[boardslot->color].shortcastle_allowed // no parts have moved yet
674
                   && (currentmove->slots[line][5].part == PART_NONE) // no other part...
675
                   && (currentmove->slots[line][6].part == PART_NONE) // ...in the way
676
                   && !Move_IsCheck (currentmove, boardslot->color) // king not currently in check
677
                   && !Move_IsKingThreatenedAtLocation (currentmove, boardslot->color, line, 5, &threat_line, &threat_column)) // king's way safe
678
                  currentmove->slots[line][column + 2].flags |= FLAG_POSSIBLEMOVE; // allow castling bishopside
679
 
680
               // can king castle queenside ?
681
               if (currentmove->sides[boardslot->color].longcastle_allowed // no parts have moved yet
682
                   && (currentmove->slots[line][3].part == PART_NONE) // no other part...
683
                   && (currentmove->slots[line][2].part == PART_NONE) // ...is...
684
                   && (currentmove->slots[line][1].part == PART_NONE) // ...in the way
685
                   && !Move_IsCheck (currentmove, boardslot->color) // king not currently in check
686
                   && !Move_IsKingThreatenedAtLocation (currentmove, boardslot->color, line, 3, &threat_line, &threat_column)) // king's way safe
687
                  currentmove->slots[line][column - 2].flags |= FLAG_POSSIBLEMOVE; // allow castling queenside
688
            }
689
         }
690
   } // end if (play mode)
691
 
692
   ////////////////////////////////////////////////////////////////////////////////////////////////
25 pmbaty 693
   // now place the parts that are off-board (taken parts)
1 pmbaty 694
 
695
   // but only if we want them displayed
696
   if (options.want_takenparts)
697
   {
698
      // draw the white player's taken parts, place the part off the board (watch out for the hack...)
699
      for (part_index = 0; part_index < currentmove->sides[COLOR_WHITE].takenpart_count; part_index++)
700
      {
701
         takenpart_type = currentmove->sides[COLOR_WHITE].takenparts[part_index];
25 pmbaty 702
 
703
         // do we want the 3D models or the flat icons ?
704
         // we do when EITHER we don't want flat icons OR the current player is looking downstraight
705
         if (!want_flaticons || (current_pitch < MAX_PITCH_FOR_FLAT_ICONS))
706
            Scene_AddPart (scene, takenpart_type, COLOR_BLACK, (part_index < MAX_STACKABLE_PARTS ? 23.2f : 26.8f),
707
                           (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),
708
                           0.04f, (takenpart_type == PART_PAWN ? -90.0f : 100.0f), 0.0f); // rotate pawns 90°
709
         else
710
            Scene_AddTile (scene, theme->flattextures[COLOR_BLACK][takenpart_type], 1.25f, (part_index < MAX_STACKABLE_PARTS ? 23.2f : 26.8f),
711
                           20.0f - (part_index < MAX_STACKABLE_PARTS ? part_index : (part_index - MAX_STACKABLE_PARTS)) * 2.5f, 0.07f, flaticons_yaw);
1 pmbaty 712
      }
713
 
714
      // now draw the black player's taken parts, place the part off the board (watch out for the hack...)
715
      for (part_index = 0; part_index < currentmove->sides[COLOR_BLACK].takenpart_count; part_index++)
716
      {
717
         takenpart_type = currentmove->sides[COLOR_BLACK].takenparts[part_index];
25 pmbaty 718
 
719
         // do we want the 3D models or the flat icons ?
720
         // we do when EITHER we don't want flat icons OR the current player is looking downstraight
721
         if (!want_flaticons || (current_pitch < MAX_PITCH_FOR_FLAT_ICONS))
722
            Scene_AddPart (scene, takenpart_type, COLOR_WHITE, (part_index < MAX_STACKABLE_PARTS ? -23.2f : -26.8f),
723
                           (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),
724
                           0.04f, (takenpart_type == PART_PAWN ? -90.0f : 100.0f), 0.0f); // rotate pawns 90°
725
         else
726
            Scene_AddTile (scene, theme->flattextures[COLOR_WHITE][takenpart_type], 1.25f, (part_index < MAX_STACKABLE_PARTS ? -23.2f : -26.8f),
727
                           -20.0f + (part_index < MAX_STACKABLE_PARTS ? part_index : (part_index - MAX_STACKABLE_PARTS)) * 2.5f, 0.07f, flaticons_yaw);
1 pmbaty 728
      }
729
   }
730
 
731
   ////////////////////////////////////////////////////////////////////////////////////////////////
732
   // now draw the textured slots
733
 
734
   // cycle through all the board slots...
735
   for (line = 0; line < 8; line++)
736
      for (column = 0; column < 8; column++)
737
      {
738
         if (currentmove->slots[line][column].flags == FLAG_NONE)
739
            continue; // skip everything that doesn't need to be drawn
740
 
741
         // draw the texture we want. Only one texture is allowed, so PRIORITY MATTERS.
742
         if (currentmove->slots[line][column].flags & FLAG_SELECTED)
743
            Scene_AddTile (scene, theme->selected_textureindex, 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.02f, 0.0f);
744
         else if (options.want_threats && currentmove->slots[line][column].flags & FLAG_CHECK)
745
            Scene_AddTile (scene, theme->check_textureindex, 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.02f, 0.0f);
746
         else if (options.want_possiblemoves && currentmove->slots[line][column].flags & FLAG_POSSIBLEMOVE)
747
            Scene_AddTile (scene, theme->possiblemove_textureindex, 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.02f, 0.0f);
748
         else if (options.want_possiblemoves && currentmove->slots[line][column].flags & FLAG_TAKEABLE)
749
            Scene_AddTile (scene, theme->takeable_textureindex, 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.02f, 0.0f);
750
         else if (options.want_threats && currentmove->slots[line][column].flags & FLAG_THREAT)
751
            Scene_AddTile (scene, theme->threat_textureindex, 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.02f, 0.0f);
752
      }
753
 
754
   // is it time to draw the hovered slot and last move textures on the board slots ?
755
   if (animation_endtime < current_time)
756
   {
757
      // add the hovered slot tile (only when it should not be hidden because of highlighting)
75 pmbaty 758
      if (!is_paused && IS_VALID_POSITION (board->hovered_position)
1 pmbaty 759
          && ((highlight_endtime < current_time) || ((int) ((highlight_endtime - current_time) * 20.0f) % 2 == 1)))
760
         Scene_AddTile (scene, theme->hovered_textureindex, 3.1f,
761
                        17.5f - (7 - board->hovered_position[1]) * 5.0f,
762
                        17.5f - board->hovered_position[0] * 5.0f,
763
                        0.03f, 0.0f); // hovered tile
764
 
765
      // and the previous move source and target
766
      if (options.want_lastmove && (board->move_count > 1) && (board->viewed_move > 0)
767
          && IS_VALID_POSITION (board->moves[board->viewed_move].source)
768
          && IS_VALID_POSITION (board->moves[board->viewed_move].target))
769
      {
770
         Scene_AddTile (scene, theme->lastmovesource_textureindex, 2.5f,
771
                        17.5f - (7 - board->moves[board->viewed_move].source[1]) * 5.0f,
772
                        17.5f - board->moves[board->viewed_move].source[0] * 5.0f,
773
                        0.04f, 0.0f); // previous move source
774
         Scene_AddTile (scene, theme->lastmovetarget_textureindex, 2.5f,
775
                        17.5f - (7 - board->moves[board->viewed_move].target[1]) * 5.0f,
776
                        17.5f - board->moves[board->viewed_move].target[0] * 5.0f,
777
                        0.04f, 0.0f); // previous move target
778
      }
779
   }
780
 
781
   ////////////////////////////////////////////////////////////////////////////////////////////////
24 pmbaty 782
   // now draw the 3D parts that are still in play
1 pmbaty 783
 
24 pmbaty 784
   // cycle through all the grid and place all static parts
785
   for (line = 0; line < 8; line++)
1 pmbaty 786
   {
24 pmbaty 787
      for (column = 0; column < 8; column++)
788
      {
789
         boardslot = &currentmove->slots[line][column]; // quick access to grid slot
1 pmbaty 790
 
24 pmbaty 791
         // is there nothing on this grid slot ?
792
         if (boardslot->part == PART_NONE)
793
            continue; // then don't draw anything on it
794
 
795
         // is this part not animated ? i.e.:
796
         // has no movement happened yet
797
         // OR does the movement NOT land on this slot
798
         //    AND is it NOT the tower concerned by a castle ?
799
         if ((board->viewed_move == 0)
800
             || (((line != currentmove->target[0]) || (column != currentmove->target[1]))
801
                 && ((towupper (currentmove->pgntext[0]) != L'O')
802
                     || (line != (currentmove->color == COLOR_WHITE ? 0 : 7)) || (column != (currentmove->target[1] == 2 ? 3 : 5)))))
1 pmbaty 803
         {
25 pmbaty 804
            // do we want the 3D models or the flat icons ?
805
            // we do when EITHER we don't want flat icons OR the player playing the current move is looking downstraight
806
            if (!want_flaticons || (current_pitch < MAX_PITCH_FOR_FLAT_ICONS))
807
               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 808
            else
25 pmbaty 809
               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 810
         }
811
      } // end for (column = 0; column < 8; column++)
812
   } // end for (line = 0; line < 8; line++)
1 pmbaty 813
 
24 pmbaty 814
   // now do another pass and draw the part(s) that are currently moving
815
   for (line = 0; line < 8; line++)
816
   {
817
      for (column = 0; column < 8; column++)
818
      {
819
         boardslot = &currentmove->slots[line][column]; // quick access to grid slot
1 pmbaty 820
 
24 pmbaty 821
         // is there nothing on this grid slot ?
822
         if (boardslot->part == PART_NONE)
823
            continue; // then don't draw anything on it
824
 
825
         // has a movement happened yet AND does it land on this slot ?
826
         if ((board->viewed_move > 0)
827
             && (line == currentmove->target[0]) && (column == currentmove->target[1]))
828
         {
130 pmbaty 829
            // should this part slide ? parts moving orthogonally slide instead of jumping AND only if the distance is 1 square
830
            is_sliding = options.want_slidinganimations
831
                         && ((currentmove->source[0] == currentmove->target[0]) || (currentmove->source[1] == currentmove->target[1]))
832
                         && (abs (currentmove->target[0] - currentmove->source[0]) < 2)
833
                         && (abs (currentmove->target[1] - currentmove->source[1]) < 2);
834
 
24 pmbaty 835
            // do we want animations AND is it still time to play the animation ?
836
            if (options.want_animations && (animation_endtime > current_time))
837
            {
838
               // get the source and target X and Y positions
839
               source_x = 17.5f - (7 - currentmove->source[1]) * 5.0f;
840
               source_y = 17.5f - currentmove->source[0] * 5.0f;
841
               target_x = 17.5f - (7 - currentmove->target[1]) * 5.0f;
842
               target_y = 17.5f - currentmove->target[0] * 5.0f;
843
 
844
               // compute the movement completion ratio between 0 and 1
845
               movement_ratio = 1.0f - (animation_endtime - current_time) / ANIMATION_DURATION;
846
 
847
               // compute the current X an Y based on movement timing
848
               current_x = source_x + (target_x - source_x) * movement_ratio;
849
               current_y = source_y + (target_y - source_y) * movement_ratio;
850
 
851
               // do we want the 3D models or the flat icons ?
852
               // we do when EITHER we don't want flat icons OR the player playing the current move is looking downstraight
25 pmbaty 853
               if (!want_flaticons || (current_pitch < MAX_PITCH_FOR_FLAT_ICONS))
24 pmbaty 854
               {
130 pmbaty 855
                  // should this part be sliding or jumping ?
856
                  if (is_sliding)
857
                  {
858
                     current_z = 0.04f; // just slide
859
                     current_p = 0.0f; // and stay vertical
860
                  }
861
                  else
862
                  {
863
                     // height is a sine positive, max height is proportional to travelled distance
864
                     movement_diffco = abs(currentmove->target[1] - currentmove->source[1]);
865
                     movement_diffli = abs(currentmove->target[0] - currentmove->source[0]);
171 pmbaty 866
                     movement_maxheight = 0.5f + (float) movement_diffco + (float) movement_diffli;
130 pmbaty 867
                     if (currentmove->part == PART_KNIGHT)
868
                        movement_maxheight *= 2.0f; // knights jump high
869
                     else if ((currentmove->part == PART_KING) && (movement_diffco == 2))
870
                        movement_maxheight *= 5.0f; // kings jump VERY high when castling too
871
                     else if (movement_maxheight > 5.0f)
872
                        movement_maxheight = 5.0f; // all other parts just hover above the ground
171 pmbaty 873
                     current_z = 0.04f + (float) sin (MATH_PI * movement_ratio) * movement_maxheight; // part height
130 pmbaty 874
                     current_p = (boardslot->color == COLOR_BLACK ? -1 : 1) * min(current_z * 3.0f, 10.0f); // part inclination
875
                  }
24 pmbaty 876
 
877
                  // make this part move realistically
130 pmbaty 878
                  Scene_AddPart (scene, boardslot->part, boardslot->color, current_x, current_y, current_z, 0.0f, current_p);
24 pmbaty 879
               }
880
               else
25 pmbaty 881
                  Scene_AddTile (scene, theme->flattextures[boardslot->color][boardslot->part], 2.5f, current_x, current_y, 0.07f, flaticons_yaw);
24 pmbaty 882
            }
883
            else
884
            {
25 pmbaty 885
               // do we want the 3D models or the flat icons ?
886
               // we do when EITHER we don't want flat icons OR the current player is looking downstraight
887
               if (!want_flaticons || (current_pitch < MAX_PITCH_FOR_FLAT_ICONS))
888
                  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 889
               else
25 pmbaty 890
                  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 891
            }
892
 
181 pmbaty 893
            // is it time to play a "start of animation" sound ? (small window of 1/10th sec, if we miss it, don't play anything)
894
            if (has_endsound_played && (animation_endtime - ANIMATION_DURATION < current_time) && (animation_endtime - ANIMATION_DURATION + 0.1f > current_time))
24 pmbaty 895
            {
130 pmbaty 896
               has_endsound_played = false; // an animation just started, remember the ending sound hasn't played yet
897
               if (is_sliding)
898
                  Audio_PlaySound (SOUNDTYPE_SLIDE, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f); // play the sliding move sound
899
            }
900
 
901
            // is it time to play an "end of animation" sound ?
181 pmbaty 902
            else if (!has_endsound_played && (animation_endtime - 0.1f < current_time))
130 pmbaty 903
            {
904
               if (!is_sliding)
905
                  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)
906
 
907
               if (currentmove->has_captured)
908
                  Audio_PlaySound (SOUNDTYPE_PIECETAKEN, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f); // on capture, play the capture sound
909
 
116 pmbaty 910
               // is the current player in checkmate, in check, in stalemate or is it a capture ? (to play the right sound)
24 pmbaty 911
               // read as: was the last move an opponent's move AND did it put us to check ?
912
               if (currentmove->is_check)
913
               {
914
                  // is it a checkmate or a normal check ? (checkmate == check + stalemate)
915
                  if (currentmove->is_stalemate)
116 pmbaty 916
                     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 917
                  else
116 pmbaty 918
                     Audio_PlaySound (SOUNDTYPE_CHECK, 0.0f, 0.0f, 0.04f); // else play the check sound at the center of the board
24 pmbaty 919
               }
116 pmbaty 920
               else if (currentmove->is_stalemate)
921
                  Audio_PlaySound (SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f); // on stalemate, play defeat sound at the center of the board
24 pmbaty 922
 
130 pmbaty 923
               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 924
            }
1 pmbaty 925
         }
926
 
24 pmbaty 927
         // else has a movement happened yet AND is this movement a castle AND is this the concerned tower ?
928
         else if ((board->viewed_move > 0)
929
                  && (towupper (currentmove->pgntext[0]) == L'O') // either O-O-O or O-O
930
                  && (line == (currentmove->color == COLOR_WHITE ? 0 : 7)) && (column == (currentmove->target[1] == 2 ? 3 : 5)))
931
         {
932
            // do we want animations AND is it still time to play the animation ? (castling rooks move faster)
933
            if (options.want_animations && (animation_endtime - (0.5f * ANIMATION_DURATION) > current_time))
934
            {
935
               // get the source and target X and Y positions
936
               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
937
               source_y = 17.5f - line * 5.0f;
938
               target_x = 17.5f - (7 - column) * 5.0f;
939
               target_y = 17.5f - line * 5.0f;
940
 
941
               // compute the movement completion ratio between 0 and 1 (castling rooks move faster)
942
               movement_ratio = min (1.0f, 1.0f - (animation_endtime - (0.5f * ANIMATION_DURATION) - current_time) / (0.5f * ANIMATION_DURATION));
943
 
944
               // compute the current X an Y based on movement timing
945
               current_x = source_x + (target_x - source_x) * movement_ratio;
946
               current_y = source_y + (target_y - source_y) * movement_ratio;
947
 
948
               // height is a sine positive, max height is proportional to travelled distance
949
               movement_maxheight = 1.0f; // castling rook will barely hover above the ground
81 pmbaty 950
               current_z = 0.04f + (float) sin (MATH_PI * movement_ratio) * movement_maxheight;
24 pmbaty 951
 
952
               // make this part move realistically - do we want the 3D models or the flat icons ?
953
               // we do when EITHER we don't want flat icons OR the player playing the current move is looking downstraight
25 pmbaty 954
               if (!want_flaticons || (current_pitch < MAX_PITCH_FOR_FLAT_ICONS))
24 pmbaty 955
                  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));
956
               else
25 pmbaty 957
                  Scene_AddTile (scene, theme->flattextures[boardslot->color][boardslot->part], 2.5f, current_x, current_y, 0.09f, flaticons_yaw);
24 pmbaty 958
 
959
               if (movement_ratio < 0.9f)
960
                  rooksound_played = false; // if the rook is still moving, reset the "sound played" flag
961
               else if (!rooksound_played)
962
               {
116 pmbaty 963
                  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 964
                  rooksound_played = true; // remember this is no longer to be done
965
               }
966
            }
967
            else
968
            {
25 pmbaty 969
               // do we want the 3D models or the flat icons ?
970
               // we do when EITHER we don't want flat icons OR the current player is looking downstraight
971
               if (!want_flaticons || (current_pitch < MAX_PITCH_FOR_FLAT_ICONS))
972
                  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 973
               else
25 pmbaty 974
                  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 975
            }
976
         }
977
      } // end for (column = 0; column < 8; column++)
978
   } // end for (line = 0; line < 8; line++)
979
 
75 pmbaty 980
   ////////////////////////////////////////////////////////////////////////////////////
981
   // now draw the sepia overlay if we're in history view mode or if the game is paused
1 pmbaty 982
 
75 pmbaty 983
   if (options.want_sepiafilter && (is_paused || ((board->move_count > 1) && (board->viewed_move != board->move_count - 1))))
1 pmbaty 984
      scene->overlay_spriteindex = sepia_spriteindex; // use the sepia filter
985
   else
986
      scene->overlay_spriteindex = -1; // else use natural colors
987
 
988
   ////////////////////////////////////////////////////////////////////////////////////////////////
989
   // now draw the move comment text
990
 
991
   // 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
992
   if ((currentmove->comment != NULL) && (currentmove->comment[0] != 0))
140 pmbaty 993
      Scene_UpdateText (&scene->gui.comment_text, RGBA_TO_RGBACOLOR (255, 255, 255, 191), DURATION_INFINITE, false, currentmove->comment);
1 pmbaty 994
   else if ((network_player != NULL) && network_player->is_logged_in && !network_player->is_in_game)
140 pmbaty 995
      Scene_UpdateText (&scene->gui.comment_text, RGBA_TO_RGBACOLOR (255, 255, 255, 191), DURATION_INFINITE, false, connected_comment);
1 pmbaty 996
   else if (RGBACOLOR_ALPHA (scene->gui.comment_text.color) >= 128) // HACK: don't clear if a dimmed hint text is already here
997
      scene->gui.comment_text.is_displayed = false; // else clear comment text
998
 
999
   ////////////////////////////////////////////////////////////////////////////////////////////////
1000
   // now draw the game clock
1001
 
1002
   // do we want to print the game clock ?
1003
   if (options.want_clock && (board->move_count > 1) && (board->game_state == STATE_PLAYING))
1004
   {
1005
      network_player = Player_FindByType (PLAYER_INTERNET); // quick access to network player
1006
 
1007
      // are we in Internet play ? if so, count time down, else count it up
1008
      if ((network_player != NULL) && network_player->is_in_game)
1009
         seconds = Player_GetCurrent ()->remaining_seconds - (int) (current_time - board->lastmove_time); // total seconds first
1010
      else
75 pmbaty 1011
         seconds = (int) (current_time - stoppage_time - board->lastmove_time); // total seconds first, take pauses in account
1 pmbaty 1012
 
1013
      minutes = seconds / 60; // minutes
1014
      seconds -= 60 * minutes; // remaining seconds
1015
 
140 pmbaty 1016
      Scene_UpdateText (&scene->gui.clock_text, RGBACOLOR_SETALPHA (options.clock_color, 0x7f), DURATION_INFINITE, false, L"%02d:%02d  ", minutes, seconds); // note: last space is alt+255
1 pmbaty 1017
   }
1018
   else
1019
      scene->gui.clock_text.is_displayed = false;
1020
 
1021
   ////////////////////////////////////////////////////////////////////////////////////////////////
1022
   // now draw the turn text
1023
 
1024
   // do we want to print the player's turn AND has the game not ended yet ? if so, copy it, else leave it clear
1025
   if (options.want_turn && (board->game_state == STATE_PLAYING))
1026
   {
1027
      if (Board_ColorToMove (board) == COLOR_BLACK)
1028
      {
140 pmbaty 1029
         if (scene->gui.turn_text.color != 0x000000C0)
1030
            Scene_UpdateText (&scene->gui.turn_text, 0x000000C0, DURATION_INFINITE, true, LOCALIZE (L"BlackMoves"));
1 pmbaty 1031
      }
1032
      else
1033
      {
140 pmbaty 1034
         if (scene->gui.turn_text.color != 0xFFFFFF80)
1035
            Scene_UpdateText (&scene->gui.turn_text, 0xFFFFFF80, DURATION_INFINITE, true, LOCALIZE (L"WhiteMoves"));
1 pmbaty 1036
      }
1037
   }
1038
   else
1039
      scene->gui.turn_text.is_displayed = false;
1040
 
1041
   ////////////////////////////////////////////////////////////////////////////////////////////////
1042
   // now draw the game history text
1043
 
1044
   // do we want to display the game history ? if so, display the game history text in PGN
1045
   if (options.want_history && (board->move_count > 1))
1046
   {
1047
      // allocate an arbitrary length history text string buffer (assume each move can't be longer than 15 characters)
136 pmbaty 1048
      historytext_size = 15 * (1 + board->viewed_move);
1 pmbaty 1049
      history_text = (wchar_t *) SAFE_malloc (historytext_size, sizeof (wchar_t), false);
1050
      history_text[0] = 0; // and reset it
1051
 
1052
      // now for each move we want to display...
136 pmbaty 1053
      for (move_index = 1; move_index <= board->viewed_move; move_index++)
1 pmbaty 1054
      {
1055
         length = wcslen (history_text); // get current text length
1056
 
1057
         // every move pair, append move pair number
1058
         if (move_index % 2 == 1)
1059
            swprintf_s (&history_text[length], historytext_size - length, L"%d.   ", 1 + move_index / 2);
1060
 
1061
         // append move text
1062
         wcscat_s (history_text, historytext_size, board->moves[move_index].pgntext);
1063
         wcscat_s (history_text, historytext_size, L"   ");
1064
 
1065
         // every odd move, drop a newline
1066
         if (move_index % 2 == 0)
1067
            wcscat_s (history_text, historytext_size, L"\n");
1068
      }
1069
 
1070
      // add 50% alpha to game history color and transmit it to 3D engine
140 pmbaty 1071
      Scene_UpdateText (&scene->gui.history_text, RGBACOLOR_SETALPHA (options.history_color, 0x7f), DURATION_INFINITE, false, history_text);
1 pmbaty 1072
      SAFE_free ((void **) &history_text);
1073
   }
1074
   else
1075
      scene->gui.history_text.is_displayed = false; // if we don't need to display the game history, free the buffer
1076
 
1077
   ////////////////////////////////////////////////////////////////////////////////////////////////
1078
   // now draw the chat area
1079
 
1080
   // is a valid chatter channel selected ?
1081
   if ((selected_chatterchannel != NULL) && (chatterchannel_count > 0) && ((local_player = Player_FindByType (PLAYER_HUMAN)) != NULL))
1082
   {
1083
      // set the chatter's name
1084
      wcscpy_s (scene->gui.entered_ccreply.nickname, WCHAR_SIZEOF (scene->gui.entered_ccreply.nickname), local_player->name);
1085
 
1086
      // correct or update the channel name and color
1087
      if (selected_chatterchannel->theme[0] != 0)
1088
         wcscpy_s (scene->gui.entered_ccreply.channelname, WCHAR_SIZEOF (scene->gui.entered_ccreply.channelname), selected_chatterchannel->theme);
1089
      else
1090
         swprintf_s (scene->gui.entered_ccreply.channelname, WCHAR_SIZEOF (scene->gui.entered_ccreply.channelname), L"%s %d", LOCALIZE (L"ChatterChannels_ColumnChannelNumber"), selected_chatterchannel->id);
1091
      scene->gui.entered_ccreply.color = RGBACOLOR_FULLALPHA (selected_chatterchannel->color); // full bright for entering text
1092
   }
1093
 
1094
   // display parts pick line in position setup mode only
1095
   scene->gui.is_partspick_displayed = (board->game_state == STATE_SETUPPOSITION ? true : false);
1096
 
1097
   //////////////////////////
1098
   // error and notifications
1099
 
171 pmbaty 1100
   // is the current player a computer AND it is not idle AND are we playing a game right now
1 pmbaty 1101
   // AND has the computer been thinking for more than 5 seconds AND is there no "thinking" text yet ?
171 pmbaty 1102
   if ((board->players[Board_ColorToMove (board)].type == PLAYER_COMPUTER) && (board->players[Board_ColorToMove (board)].sleep_time < current_time)
1103
       && (board->game_state == STATE_PLAYING) && (board->lastmove_time + 5.0f < current_time) && !scene->gui.central_text.is_displayed)
1 pmbaty 1104
   {
140 pmbaty 1105
      Scene_UpdateText (&scene->gui.central_text, RGBA_TO_RGBACOLOR (255, 255, 255, 191), DURATION_INFINITE, true, LOCALIZE (L"Thinking")); // if so, display the "thinking" phrase in the middle of the screen
1106
      scene->gui.want_spinwheel = true; // start spinning wheel
1 pmbaty 1107
   }
1108
 
1109
   // is there a network player AND is our socket gone AWOL ?
1110
   else if ((network_player != NULL) && (network_player->our_socket == INVALID_SOCKET))
1111
   {
1112
      // is there nothing in the center of the screen yet ?
140 pmbaty 1113
      if (!scene->gui.central_text.is_displayed)
1114
         Scene_UpdateText (&scene->gui.central_text, RGBA_TO_RGBACOLOR (255, 255, 255, 191), DURATION_INFINITE, true, L"\n\n\n\n\n%s", LOCALIZE (L"Error_ConnectionToChessServerLost")); // display "error" in the middle of the screen
1115
      scene->overlay_spriteindex = sepia_spriteindex; // display sepia filter if no connection
1 pmbaty 1116
   }
1117
 
75 pmbaty 1118
   // is the game paused ?
1119
   if (is_paused)
140 pmbaty 1120
      Scene_UpdateText (&scene->gui.central_text, RGBA_TO_RGBACOLOR (255, 255, 255, 255), 1.0f, false, L"\n\n\n\n\n%s", LOCALIZE (L"Paused")); // if so, display the "paused" phrase in the middle of the screen
75 pmbaty 1121
 
1 pmbaty 1122
   return; // finished, scene is updated
1123
}
1124
 
1125
 
1126
void Scene_AddCCReply (scene_t *scene, wchar_t *nickname, wchar_t *channelname, unsigned long color_rgbx, wchar_t *fmt, ...)
1127
{
1128
   // helper function to add a CC reply on display
1129
 
1130
   static wchar_t message[4096];
1131
   ccreply_t re;
1132
   va_list argptr;
1133
 
1134
   // concatenate all the arguments in one string
1135
   va_start (argptr, fmt);
1136
   _vsnwprintf_s (message, WCHAR_SIZEOF (message), _TRUNCATE, fmt, argptr);
1137
   va_end (argptr);
1138
 
1139
   // now put the text in place
1140
   memset (&re, 0, sizeof (re)); // reset the structure we're about to fill
1141
 
1142
   wcscpy_s (re.nickname, WCHAR_SIZEOF (re.nickname), nickname); // copy nickname
1143
   wcscpy_s (re.channelname, WCHAR_SIZEOF (re.channelname), channelname); // copy channel name
1144
 
1145
   re.text_length = wcslen (message); // get text length
1146
   re.text = (wchar_t *) SAFE_malloc (re.text_length + 1, sizeof (wchar_t), false); // allocate text space (include null terminator)
1147
   wcscpy_s (re.text, re.text_length + 1, message); // get the text
1148
 
1149
   re.color = RGBACOLOR_SETALPHA (color_rgbx, 0xC0); // copy reply color and force a slightly transparent alpha
1150
   re.arrival_time = current_time; // save CC reply arrival time
1151
 
1152
   // reallocate CC history array to hold now one reply more
140 pmbaty 1153
   scene->gui.cchistory = (ccreply_t *) SAFE_realloc (scene->gui.cchistory, scene->gui.cchistory_count, scene->gui.cchistory_count + 1, sizeof (ccreply_t), false);
1154
   memcpy (&scene->gui.cchistory[scene->gui.cchistory_count], &re, sizeof (ccreply_t));
1155
   scene->gui.cchistory_count++; // CC history holds now one reply more
1 pmbaty 1156
 
1157
   return; // finished, announcement text is set
1158
}
1159
 
1160
 
1161
void Scene_AddAnnouncement (scene_t *scene, wchar_t *fmt, ...)
1162
{
1163
   // helper function to set the announcement (red) text on display
1164
 
1165
   static wchar_t message[4096];
1166
   ccreply_t re;
1167
   va_list argptr;
1168
 
1169
   // concatenate all the arguments in one string
1170
   va_start (argptr, fmt);
1171
   _vsnwprintf_s (message, WCHAR_SIZEOF (message), _TRUNCATE, fmt, argptr);
1172
   va_end (argptr);
1173
 
1174
   // now put the text in place
1175
   memset (&re, 0, sizeof (re)); // reset the structure we're about to fill
1176
 
1177
   re.text_length = wcslen (message); // get text length
1178
   re.text = (wchar_t *) SAFE_malloc (re.text_length + 1, sizeof (wchar_t), false); // allocate text space (include null terminator)
1179
   wcscpy_s (re.text, re.text_length + 1, message); // get the text
1180
 
1181
   wcscpy_s (re.channelname, WCHAR_SIZEOF (re.channelname), LOCALIZE (L"ImportantMessage"));
1182
   re.color = RGBA_TO_RGBACOLOR (192, 0, 0, 0xE0); // fair red, a bit more opaque than normal messages
1183
   re.arrival_time = current_time; // save announcement arrival time
1184
 
1185
   // reallocate CC history array to hold now one reply more
140 pmbaty 1186
   scene->gui.cchistory = (ccreply_t *) SAFE_realloc (scene->gui.cchistory, scene->gui.cchistory_count, scene->gui.cchistory_count + 1, sizeof (ccreply_t), false);
1187
   memcpy (&scene->gui.cchistory[scene->gui.cchistory_count], &re, sizeof (ccreply_t));
1188
   scene->gui.cchistory_count++; // CC history holds now one reply more
1 pmbaty 1189
 
1190
   return; // finished, announcement text is set
1191
}
1192
 
1193
 
140 pmbaty 1194
void Scene_SetupButton (guibutton_t *button, float left_percent, float top_percent, float width_percent, float height_percent, int sprite_index, wchar_t *fmt, ...)
1 pmbaty 1195
{
140 pmbaty 1196
   // helper function to set up a GUI button. WARNING: -1 and NULL in parameter values means "no change"!
1 pmbaty 1197
 
124 pmbaty 1198
   va_list argptr;
1199
 
140 pmbaty 1200
   if (left_percent != -1)   button->left = left_percent;
1201
   if (top_percent != -1)    button->top = top_percent;
1202
   if (width_percent != -1)  button->width = width_percent;
1203
   if (height_percent != -1) button->height = height_percent;
1204
   if (sprite_index != -1)   button->sprite_index = sprite_index;
1 pmbaty 1205
 
124 pmbaty 1206
   // concatenate all the arguments in one string
1207
   if (fmt != NULL)
1208
   {
1209
      va_start (argptr, fmt);
1210
      _vsnwprintf_s (button->text, WCHAR_SIZEOF (button->text), _TRUNCATE, fmt, argptr);
1211
      va_end (argptr);
1212
   }
140 pmbaty 1213
   else if (fmt[0] == 0)
124 pmbaty 1214
      button->text[0] = 0; // (unless no text is specified for this button)
1215
 
1 pmbaty 1216
   return; // finished, button is set
1217
}
1218
 
1219
 
140 pmbaty 1220
void Scene_SetupTextArea (guitext_t *text, float xpos_percent, float ypos_percent, float maxwidth_percent, int horizontal_align, int vertical_align, int text_align, int font_index)
1 pmbaty 1221
{
140 pmbaty 1222
   // helper function to set some text on display. WARNING: -1 in parameter values means "no change"!
1 pmbaty 1223
 
140 pmbaty 1224
   if (xpos_percent != -1)     text->xpos_percent = xpos_percent; // save text's X position, in percents from left to right
1225
   if (ypos_percent != -1)     text->ypos_percent = ypos_percent; // save text's Y position, in percents from top to bottom
1226
   if (maxwidth_percent != -1) text->maxwidth_percent = maxwidth_percent; // save text's max width before word wrapping
1227
   if (horizontal_align != -1) text->horizontal_align = horizontal_align; // save text's horizontal alignment regarding the X position
1228
   if (vertical_align != -1)   text->vertical_align = vertical_align; // save text's vertical alignment regarding the Y position
1229
   if (text_align != -1)       text->text_align = text_align; // save text's horizontal alignment inside the bounding rectangle
1230
   if (font_index != -1)       text->font_index = font_index; // save the index of the font with which to display this text
1231
 
1232
   return; // finished, text area is setup
1233
}
1234
 
1235
 
1236
void Scene_UpdateText (guitext_t *text, unsigned long color_rgba, float duration, bool want_fade, wchar_t *fmt, ...)
1237
{
1238
   // helper function to update some text on display
1239
 
1 pmbaty 1240
   static wchar_t message[4096];
1241
   va_list argptr;
1242
   int length;
1243
 
140 pmbaty 1244
   text->color = color_rgba; // text's color, in RGBA
1245
 
1 pmbaty 1246
   // concatenate all the arguments in one string
140 pmbaty 1247
   if (fmt != NULL)
1248
   {
1249
      va_start (argptr, fmt);
1250
      _vsnwprintf_s (message, WCHAR_SIZEOF (message), _TRUNCATE, fmt, argptr);
1251
      va_end (argptr);
1252
   }
1 pmbaty 1253
 
1254
   // now put the text in place
1255
   length = wcslen (message) + 1; // include null terminator
1256
   text->buffer = (wchar_t *) SAFE_realloc (text->buffer, text->buffer_size, length, sizeof (wchar_t), false);
1257
   wcscpy_s (text->buffer, length, message); // copy message text
1258
   text->buffer_size = length; // and save buffer length
1259
 
1260
   text->appear_time = current_time; // save text arrival time
1261
   text->disappear_time = current_time + duration; // make it last duration seconds
1262
   text->want_fade = want_fade; // remember if text needs to be faded in and out
1263
 
1264
   // mark this text for display
1265
   text->is_displayed = true;
1266
 
140 pmbaty 1267
   return; // finished, text is updated
1 pmbaty 1268
}
1269
 
1270
 
1271
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)
1272
{
1273
   // helper function to add a specified part of the specified color to the rendered scene
1274
 
1275
   sceneobject_t *object;
1276
   partcolor_t *partcolor;
1277
 
1278
   // reallocate space to hold one object more and blank it out
1279
   scene->objects = (sceneobject_t *) SAFE_realloc (scene->objects, scene->object_count, scene->object_count + 1, sizeof (sceneobject_t), true);
1280
 
1281
   object = &scene->objects[scene->object_count]; // quick access to object
1282
 
1283
   object->mesh_index = theme->part_meshes[part_type]; // retrieve object mesh
1284
   object->simpleshadow_size = simpleshadow_sizes[part_type]; // retrieve simple shadow size according to part type
1285
   object->scale = 1.0f; // scale at 1 so far
1286
 
1287
   // set object texture and material
1288
   partcolor = &theme->part_colors[part_color]; // quick access to part color struct
1289
   object->texture_index = partcolor->texture;
1290
   object->material_index = partcolor->material;
1291
 
1292
   // figure out object position on board
1293
   object->x = pos_x;
1294
   object->y = pos_y;
1295
   object->z = pos_z;
1296
 
1297
   // turn a color's all parts' yaw 180 degrees so as both sides face each other
1298
   if (part_color == COLOR_WHITE)
1299
      object->yaw = 180.0f;
1300
   else
1301
      object->yaw = 0.0f;
1302
 
1303
   // and add the final turn pitch and yaw
1304
   object->pitch = pitch;
1305
   object->yaw = WrapAngle (object->yaw + turn_yaw);
1306
 
1307
   scene->object_count++; // array holds now one object more
1308
   return; // finished
1309
}
1310
 
1311
 
1312
static void Scene_AddTile (scene_t *scene, int texture_index, float scale, float pos_x, float pos_y, float pos_z, float turn_yaw)
1313
{
1314
   // helper function to add a specified part of the specified color to the rendered scene
1315
 
1316
   sceneobject_t *object;
1317
 
1318
   // reallocate space to hold one object more and blank it out
1319
   scene->objects = (sceneobject_t *) SAFE_realloc (scene->objects, scene->object_count, scene->object_count + 1, sizeof (sceneobject_t), true);
1320
 
1321
   object = &scene->objects[scene->object_count]; // quick access to object
1322
 
1323
   // save object data
1324
   object->mesh_index = -1; // objects that have -1 as mesh index are tiles
1325
   object->texture_index = texture_index;
1326
   object->material_index = -1; // objects will use the default material
1327
 
1328
   // figure out object position on board
1329
   object->x = pos_x;
1330
   object->y = pos_y;
1331
   object->z = pos_z;
1332
   object->scale = scale;
1333
 
1334
   // turn tile as requested
1335
   object->yaw = turn_yaw;
1336
 
1337
   scene->object_count++; // array holds now one object more
1338
 
1339
   return; // finished
1340
}