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| Rev | Author | Line No. | Line |
|---|---|---|---|
| 1 | pmbaty | 1 | // scene.cpp |
| 2 | |||
| 3 | #include "common.h" |
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| 4 | |||
| 5 | |||
| 6 | // prototypes of local functions |
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| 7 | static void Scene_AddPart (scene_t *scene, int part_type, int part_color, float pos_x, float pos_y, float pos_z, float turn_yaw, float pitch); |
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| 8 | static void Scene_AddTile (scene_t *scene, int tile_type, float scale, float pos_x, float pos_y, float pos_z, float turn_yaw); |
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| 9 | |||
| 10 | |||
| 11 | // global variables used in this module only |
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| 12 | static wchar_t connected_comment[4096]; |
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| 13 | static wchar_t filename[MAX_PATH]; |
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| 14 | static float simpleshadow_sizes[] = |
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| 15 | { |
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| 16 | 0, // #define PART_NONE 0 |
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| 17 | 2.5f, // #define PART_KING 1 |
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| 18 | 2.45f, // #define PART_QUEEN 2 |
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| 19 | 2.35f, // #define PART_BISHOP 3 |
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| 20 | 2.25f, // #define PART_KNIGHT 4 |
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| 21 | 2.15f, // #define PART_ROOK 5 |
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| 22 | 2.0f, // #define PART_PAWN 6 |
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| 23 | }; |
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| 24 | |||
| 25 | |||
| 26 | void Scene_Init (scene_t *scene, board_t *board) |
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| 27 | { |
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| 28 | // this function initializes the scene objects array and inserts the chess table in it |
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| 29 | |||
| 30 | wchar_t format_string[4096]; |
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| 31 | |||
| 32 | // allocate array for the board (3 objects) and zero it out |
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| 33 | scene->objects = (sceneobject_t *) SAFE_malloc (3, sizeof (sceneobject_t), true); |
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| 34 | |||
| 35 | // insert the table edges, the table and the board |
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| 36 | scene->objects[0].mesh_index = theme->trim_meshindex; |
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| 37 | scene->objects[0].texture_index = theme->trim_texture; |
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| 38 | scene->objects[0].scale = 1.0f; |
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| 39 | scene->objects[1].mesh_index = theme->table_meshindex; |
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| 40 | scene->objects[1].texture_index = theme->table_texture; |
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| 41 | scene->objects[1].scale = 1.0f; |
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| 42 | scene->objects[2].mesh_index = theme->board_meshindex; |
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| 43 | scene->objects[2].texture_index = theme->board_texture; |
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| 44 | scene->objects[2].scale = 1.0f; |
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| 45 | scene->object_count = 3; |
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| 46 | |||
| 47 | // reset the camera position for a cool slide-in effect, but only if autorotate is enabled |
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| 48 | if (options.want_autorotateon1vs1) |
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| 49 | { |
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| 21 | pmbaty | 50 | current_pitch = 6.0f; // autorotate is enabled, prepare for slide-in effect |
| 1 | pmbaty | 51 | current_yaw = (Board_ColorToMove (board) == COLOR_WHITE ? 90.0f : -90.0f); |
| 52 | current_distance = 40.0f; |
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| 53 | } |
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| 54 | else |
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| 55 | { |
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| 56 | current_pitch = 55.0f; // no autorotate, reset to standard view position directly |
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| 57 | current_yaw = (Board_ColorToMove (board) == COLOR_BLACK ? 90.0f : -90.0f); |
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| 58 | current_distance = 70.0f; |
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| 59 | } |
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| 60 | |||
| 21 | pmbaty | 61 | // HACK to prevent the player to click and block the view angles while the slide-in is not finished |
| 62 | command_ignoretime = current_time + 2.0f; // allow 2 seconds |
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| 63 | |||
| 1 | pmbaty | 64 | // build the connected comment string (we use it as a global variable) |
| 65 | wcscpy_s (format_string, WCHAR_SIZEOF (format_string), LOCALIZE (L"YouAreConnectedToX")); |
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| 66 | wcscat_s (format_string, WCHAR_SIZEOF (format_string), L"\n"); |
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| 67 | wcscat_s (format_string, WCHAR_SIZEOF (format_string), LOCALIZE (L"YouMayEitherDisplayThePlayersListOrTheSoughtGamesList")); |
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| 68 | wcscat_s (format_string, WCHAR_SIZEOF (format_string), L"\n"); |
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| 69 | wcscat_s (format_string, WCHAR_SIZEOF (format_string), LOCALIZE (L"PleaseReferToTheInternetMenu")); |
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| 70 | swprintf_s (connected_comment, WCHAR_SIZEOF (connected_comment), format_string, options.network.server_address); |
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| 71 | |||
| 72 | // completely reset the whole GUI structure so as to NULL out all pointers |
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| 73 | memset (&scene->gui, 0, sizeof (scene->gui)); |
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| 74 | |||
| 75 | // set the buttons locations |
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| 76 | Scene_SetButton (&scene->gui.larrow, 0.3f, 0.5f, 3.0f, 4.0f, larrow_spriteindex); |
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| 77 | Scene_SetButton (&scene->gui.rarrow, 3.3f, 0.5f, 3.0f, 4.0f, rarrow_spriteindex); |
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| 78 | Scene_SetButton (&scene->gui.chatbutton, 1.0f, 10.0f, 10.0f, 13.0f, chatbutton_spriteindex); |
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| 79 | Scene_SetButton (&scene->gui.gamesbutton, 1.0f, 35.0f, 10.0f, 13.0f, gamesbutton_spriteindex); |
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| 80 | Scene_SetButton (&scene->gui.peoplebutton, 1.0f, 60.0f, 10.0f, 13.0f, peoplebutton_spriteindex); |
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| 81 | |||
| 82 | // remember to update the scene |
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| 83 | scene->update = true; |
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| 84 | |||
| 85 | return; // finished |
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| 86 | } |
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| 87 | |||
| 88 | |||
| 89 | void Scene_Shutdown (scene_t *scene) |
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| 90 | { |
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| 91 | // this function frees the memory space allocated for the 3D scene and clears its pointers |
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| 92 | |||
| 93 | int cchistory_index; |
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| 94 | |||
| 95 | // free GUI mallocated buffers |
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| 96 | SAFE_free ((void **) &scene->gui.arrow_text.buffer); |
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| 97 | scene->gui.arrow_text.is_displayed = false; |
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| 98 | SAFE_free ((void **) &scene->gui.comment_text.buffer); |
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| 99 | scene->gui.comment_text.is_displayed = false; |
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| 100 | SAFE_free ((void **) &scene->gui.history_text.buffer); |
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| 101 | scene->gui.history_text.is_displayed = false; |
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| 102 | SAFE_free ((void **) &scene->gui.clock_text.buffer); |
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| 103 | scene->gui.clock_text.is_displayed = false; |
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| 104 | SAFE_free ((void **) &scene->gui.turn_text.buffer); |
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| 105 | scene->gui.turn_text.is_displayed = false; |
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| 106 | SAFE_free ((void **) &scene->gui.central_text.buffer); |
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| 107 | scene->gui.central_text.is_displayed = false; |
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| 108 | |||
| 109 | // for each entry in the CC history... |
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| 110 | for (cchistory_index = 0; cchistory_index < scene->gui.cchistory_count; cchistory_index++) |
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| 111 | SAFE_free ((void **) &scene->gui.cchistory[cchistory_index].text); // free its text buffer |
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| 112 | SAFE_free ((void **) &scene->gui.cchistory); // free the GUI's CC history |
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| 113 | scene->gui.cchistory_count = 0; |
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| 114 | |||
| 115 | SAFE_free ((void **) &scene->objects); // free the scene objects array |
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| 116 | scene->object_count = 0; |
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| 117 | |||
| 118 | return; // finished |
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| 119 | } |
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| 120 | |||
| 121 | |||
| 122 | void Scene_Update (scene_t *scene, board_t *board) |
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| 123 | { |
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| 124 | // this function updates the scene objects to display with what's currently on the board |
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| 125 | |||
| 126 | static bool rooksound_played = false; // hack to have two sounds when a king castles |
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| 127 | |||
| 128 | boardslot_t *boardslot; |
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| 129 | boardmove_t *currentmove; |
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| 130 | player_t *local_player; |
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| 131 | player_t *network_player; |
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| 132 | player_t *current_player; |
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| 133 | wchar_t *history_text; // mallocated |
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| 134 | int historytext_size; |
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| 135 | unsigned char takenpart_type; |
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| 136 | int movement_direction; |
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| 137 | int line; |
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| 138 | int column; |
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| 139 | int pos_index; |
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| 140 | int part_index; |
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| 141 | int move_index; |
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| 142 | int start_index; |
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| 143 | int length; |
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| 144 | int threat_line; |
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| 145 | int threat_column; |
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| 146 | int minutes; |
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| 147 | int seconds; |
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| 148 | float yaw; |
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| 149 | float source_x; |
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| 150 | float source_y; |
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| 151 | float target_x; |
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| 152 | float target_y; |
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| 153 | float current_x; |
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| 154 | float current_y; |
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| 155 | float current_z; |
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| 156 | int movement_diffco; |
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| 157 | int movement_diffli; |
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| 158 | float movement_maxheight; |
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| 159 | float movement_ratio; |
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| 160 | |||
| 161 | // get the current player (we'll need it) and see if we're online |
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| 162 | current_player = Player_GetCurrent (); |
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| 163 | network_player = Player_FindByType (PLAYER_INTERNET); |
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| 164 | |||
| 165 | // fetch the background sprite from the theme |
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| 166 | if (want_custombackground) |
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| 167 | scene->background_spriteindex = custombg.sprite_index; // use the custom background if specified |
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| 168 | else |
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| 169 | scene->background_spriteindex = theme->bg.sprite_index; // else use the theme's supplied background |
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| 170 | |||
| 171 | // shrink the scene objects array to leave just the board (3 objects) |
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| 172 | scene->objects = (sceneobject_t *) SAFE_realloc (scene->objects, scene->object_count, 3, sizeof (sceneobject_t), false); |
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| 173 | scene->object_count = 3; |
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| 174 | |||
| 175 | // update the board theme |
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| 176 | scene->objects[0].mesh_index = theme->trim_meshindex; |
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| 177 | scene->objects[0].texture_index = theme->trim_texture; |
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| 178 | scene->objects[0].material_index = theme->trim_material; |
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| 179 | scene->objects[0].scale = 1.0f; |
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| 180 | scene->objects[1].mesh_index = theme->table_meshindex; |
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| 181 | scene->objects[1].texture_index = theme->table_texture; |
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| 182 | scene->objects[1].material_index = theme->table_material; |
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| 183 | scene->objects[1].scale = 1.0f; |
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| 184 | scene->objects[2].mesh_index = theme->board_meshindex; |
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| 185 | scene->objects[2].texture_index = theme->board_texture; |
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| 186 | scene->objects[2].material_index = theme->board_material; |
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| 187 | scene->objects[2].scale = 1.0f; |
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| 188 | |||
| 189 | // draw the grid numbers if we want them |
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| 190 | if (want_grid) |
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| 191 | Scene_AddTile (scene, theme->grid_texture, 30.0f, 0.0f, 0.0f, 0.01f, 0.0f); |
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| 192 | |||
| 193 | //////////////////////////////////////////////////////////////////////////////////////////////// |
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| 194 | // draw the 3D parts that are still in play |
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| 195 | |||
| 196 | currentmove = &board->moves[board->viewed_move]; // quick access to current move |
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| 197 | |||
| 198 | // if we want the 3D parts, cycle through all the grid and place them |
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| 199 | if (!want_flaticons || (current_player->view_pitch < MAX_PITCH_FOR_FLAT_ICONS)) |
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| 200 | for (line = 0; line < 8; line++) |
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| 201 | for (column = 0; column < 8; column++) |
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| 202 | { |
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| 203 | boardslot = ¤tmove->slots[line][column]; // quick access to grid slot |
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| 204 | |||
| 205 | // is there nothing on this grid slot ? |
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| 206 | if (boardslot->part == PART_NONE) |
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| 207 | continue; // then don't draw anything on it |
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| 208 | |||
| 209 | // has a movement happened yet AND does it land on this slot ? |
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| 210 | if ((board->viewed_move > 0) |
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| 211 | && (line == currentmove->target[0]) && (column == currentmove->target[1])) |
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| 212 | { |
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| 213 | // do we want animations AND is it still time to play the animation ? |
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| 214 | if (options.want_animations && (animation_endtime > current_time)) |
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| 215 | { |
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| 216 | // get the source and target X and Y positions |
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| 217 | source_x = 17.5f - (7 - currentmove->source[1]) * 5.0f; |
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| 218 | source_y = 17.5f - currentmove->source[0] * 5.0f; |
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| 219 | target_x = 17.5f - (7 - currentmove->target[1]) * 5.0f; |
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| 220 | target_y = 17.5f - currentmove->target[0] * 5.0f; |
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| 221 | |||
| 222 | // compute the movement completion ratio between 0 and 1 |
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| 223 | movement_ratio = 1.0f - (animation_endtime - current_time) / ANIMATION_DURATION; |
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| 224 | |||
| 225 | // compute the current X an Y based on movement timing |
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| 226 | current_x = source_x + (target_x - source_x) * movement_ratio; |
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| 227 | current_y = source_y + (target_y - source_y) * movement_ratio; |
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| 228 | |||
| 229 | // height is a sine positive, max height is proportional to travelled distance |
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| 230 | movement_diffco = abs (currentmove->target[1] - currentmove->source[1]); |
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| 231 | movement_diffli = abs (currentmove->target[0] - currentmove->source[0]); |
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| 232 | movement_maxheight = 0.5f + (float) movement_diffco + (float) movement_diffli; |
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| 233 | if (currentmove->part == PART_KNIGHT) |
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| 234 | movement_maxheight *= 2.0f; // knights jump high |
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| 235 | else if ((currentmove->part == PART_KING) && (movement_diffco == 2)) |
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| 236 | movement_maxheight *= 5.0f; // kings jump VERY high when castling too |
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| 237 | else if (movement_maxheight > 5.0f) |
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| 238 | movement_maxheight = 5.0f; // all other parts just hover above the ground |
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| 239 | current_z = 0.04f + sin (MATH_PI * movement_ratio) * movement_maxheight; |
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| 240 | |||
| 241 | // make this part move realistically |
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| 242 | 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)); |
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| 243 | } |
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| 244 | else |
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| 245 | Scene_AddPart (scene, boardslot->part, boardslot->color, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f, 0.0f, 0.0f); |
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| 246 | |||
| 247 | // is it time to play a move sound ? |
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| 248 | if ((sound_playtime != 0) && (sound_playtime < current_time)) |
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| 249 | { |
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| 250 | // is the current player in check ? (to play the right sound) |
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| 251 | // read as: was the last move an opponent's move AND did it put us to check ? |
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| 252 | if (currentmove->is_check) |
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| 253 | { |
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| 254 | // is it a checkmate or a normal check ? (checkmate == check + stalemate) |
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| 255 | if (currentmove->is_stalemate) |
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| 256 | Audio_PlaySound (board->players[currentmove->color].type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT); // if so, play endgame sound |
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| 257 | else |
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| 258 | Audio_PlaySound (SOUNDTYPE_CHECK); // else play the check sound |
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| 259 | } |
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| 260 | else |
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| 261 | { |
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| 262 | // is it a stalemate, a capture or a normal move ? |
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| 263 | if (currentmove->is_stalemate) |
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| 264 | Audio_PlaySound (SOUNDTYPE_DEFEAT); // on stalemate, play defeat sound |
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| 265 | else if (currentmove->has_captured) |
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| 266 | Audio_PlaySound (SOUNDTYPE_PIECETAKEN); // on capture, play the capture sound |
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| 267 | else |
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| 268 | Audio_PlaySound (SOUNDTYPE_MOVE); // else play the normal move sound |
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| 269 | } |
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| 270 | |||
| 271 | sound_playtime = 0; // mark this animation as completed and sound played |
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| 272 | } |
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| 273 | } |
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| 274 | |||
| 275 | // else has a movement happened yet AND is this movement a castle AND is this the concerned tower ? |
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| 276 | else if ((board->viewed_move > 0) |
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| 277 | && (towupper (currentmove->pgntext[0]) == L'O') // either O-O-O or O-O |
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| 278 | && (line == (currentmove->color == COLOR_WHITE ? 0 : 7)) && (column == (currentmove->target[1] == 2 ? 3 : 5))) |
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| 279 | { |
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| 280 | // do we want animations AND is it still time to play the animation ? (castling rooks move faster) |
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| 281 | if (options.want_animations && (animation_endtime - (0.5f * ANIMATION_DURATION) > current_time)) |
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| 282 | { |
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| 283 | // get the source and target X and Y positions |
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| 284 | 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 |
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| 285 | source_y = 17.5f - line * 5.0f; |
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| 286 | target_x = 17.5f - (7 - column) * 5.0f; |
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| 287 | target_y = 17.5f - line * 5.0f; |
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| 288 | |||
| 289 | // compute the movement completion ratio between 0 and 1 (castling rooks move faster) |
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| 290 | movement_ratio = min (1.0f, 1.0f - (animation_endtime - (0.5f * ANIMATION_DURATION) - current_time) / (0.5f * ANIMATION_DURATION)); |
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| 291 | |||
| 292 | // compute the current X an Y based on movement timing |
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| 293 | current_x = source_x + (target_x - source_x) * movement_ratio; |
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| 294 | current_y = source_y + (target_y - source_y) * movement_ratio; |
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| 295 | |||
| 296 | // height is a sine positive, max height is proportional to travelled distance |
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| 297 | movement_maxheight = 1.0f; // castling rook will barely hover above the ground |
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| 298 | current_z = 0.04f + sin (MATH_PI * movement_ratio) * movement_maxheight; |
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| 299 | |||
| 300 | // make this part move realistically |
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| 301 | 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)); |
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| 302 | |||
| 303 | if (movement_ratio < 0.9f) |
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| 304 | rooksound_played = false; // if the rook is still moving, reset the "sound played" flag |
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| 305 | else if (!rooksound_played) |
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| 306 | { |
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| 307 | Audio_PlaySound (SOUNDTYPE_MOVE); // when the rook has landed, play a move sound |
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| 308 | rooksound_played = true; // remember this is no longer to be done |
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| 309 | } |
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| 310 | } |
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| 311 | else |
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| 312 | Scene_AddPart (scene, boardslot->part, boardslot->color, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f, 0.0f, 0.0f); |
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| 313 | } |
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| 314 | |||
| 315 | // else this part is static, so draw a static object |
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| 316 | else |
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| 317 | Scene_AddPart (scene, boardslot->part, boardslot->color, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f, 0.0f, 0.0f); |
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| 318 | } |
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| 319 | |||
| 320 | //////////////////////////////////////////////////////////////////////////////////////////////// |
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| 321 | // now recompute the slot textures (only in play mode when we render the real board) |
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| 322 | |||
| 323 | // erase all the slot flags |
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| 324 | for (line = 0; line < 8; line++) |
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| 325 | for (column = 0; column < 8; column++) |
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| 326 | currentmove->slots[line][column].flags = FLAG_NONE; // because we will recompute them |
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| 327 | |||
| 328 | // cycle through all the grid again and see if either king is in check |
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| 329 | for (line = 0; line < 8; line++) |
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| 330 | for (column = 0; column < 8; column++) |
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| 331 | { |
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| 332 | boardslot = ¤tmove->slots[line][column]; // quick access to grid slot |
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| 333 | |||
| 334 | if (boardslot->part != PART_KING) |
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| 335 | continue; // if this slot is not a king, skip it |
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| 336 | |||
| 337 | // is this king currently threatened ? |
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| 338 | if (Move_IsKingThreatenedAtLocation (currentmove, boardslot->color, line, column, &threat_line, &threat_column)) |
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| 339 | { |
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| 340 | currentmove->slots[line][column].flags |= FLAG_CHECK; // mark it as threatened |
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| 341 | currentmove->slots[threat_line][threat_column].flags |= FLAG_THREAT; // and who threatens it |
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| 342 | } |
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| 343 | } |
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| 344 | |||
| 345 | // are we in play mode ? i.e, are we rendering the last move ? |
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| 346 | if (board->viewed_move == board->move_count - 1) |
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| 347 | { |
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| 348 | // mark the selected position as selected |
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| 349 | if (IS_VALID_POSITION (board->selected_position)) |
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| 350 | currentmove->slots[board->selected_position[0]][board->selected_position[1]].flags |= FLAG_SELECTED; |
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| 351 | |||
| 352 | // now cycle through all the grid again and see if some slots need to be coloured |
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| 353 | for (line = 0; line < 8; line++) |
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| 354 | for (column = 0; column < 8; column++) |
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| 355 | { |
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| 356 | boardslot = ¤tmove->slots[line][column]; // quick access to grid slot |
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| 357 | |||
| 358 | if (!(boardslot->flags & FLAG_SELECTED)) |
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| 359 | continue; // if this slot is not selected, skip it |
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| 360 | |||
| 361 | ////////////////////////////////////////////////////////////////////////////////////////// |
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| 362 | ////////////////////////////////////////// PAWN ////////////////////////////////////////// |
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| 363 | ////////////////////////////////////////////////////////////////////////////////////////// |
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| 364 | // is it a pawn ? |
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| 365 | if (boardslot->part == PART_PAWN) |
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| 366 | { |
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| 367 | // figure out movement direction |
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| 368 | if (boardslot->color == COLOR_WHITE) |
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| 369 | movement_direction = 1; |
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| 370 | else |
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| 371 | movement_direction = -1; |
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| 372 | |||
| 373 | // if pawn has still room to move forward, it can |
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| 374 | if ((((line < 7) && (movement_direction == 1)) || ((line > 0) && (movement_direction == -1))) |
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| 375 | && (currentmove->slots[line + movement_direction][column].part == PART_NONE)) |
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| 376 | { |
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| 377 | currentmove->slots[line + movement_direction][column].flags |= FLAG_POSSIBLEMOVE; |
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| 378 | |||
| 379 | // if pawn is still in its initial slot, it can move twice forward |
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| 380 | if ((((line == 1) && (movement_direction == 1)) || ((line == 6) && (movement_direction == -1))) |
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| 381 | && (currentmove->slots[line + movement_direction * 2][column].part == PART_NONE)) |
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| 382 | currentmove->slots[line + movement_direction * 2][column].flags |= FLAG_POSSIBLEMOVE; |
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| 383 | } |
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| 384 | |||
| 385 | // see if pawn can take a piece on its left |
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| 386 | if ((column > 0) && (currentmove->slots[line + movement_direction][column - 1].part != PART_NONE) |
||
| 387 | && (currentmove->slots[line + movement_direction][column - 1].color != currentmove->slots[line][column].color)) |
||
| 388 | currentmove->slots[line + movement_direction][column - 1].flags |= FLAG_TAKEABLE; |
||
| 389 | |||
| 390 | // see if pawn can take a piece on its right |
||
| 391 | if ((column < 7) && (currentmove->slots[line + movement_direction][column + 1].part != PART_NONE) |
||
| 392 | && (currentmove->slots[line + movement_direction][column + 1].color != currentmove->slots[line][column].color)) |
||
| 393 | currentmove->slots[line + movement_direction][column + 1].flags |= FLAG_TAKEABLE; |
||
| 394 | |||
| 395 | // if previous move was a pawn rush, see if pawn can take "en passant" |
||
| 396 | if ((currentmove->part == PART_PAWN) |
||
| 397 | && (currentmove->target[1] == currentmove->source[1]) // pawn moved in column |
||
| 398 | && (abs (currentmove->target[0] - currentmove->source[0]) == 2) // pawn rushed |
||
| 399 | && (currentmove->target[0] == line) // pawn is in line with us |
||
| 400 | && (abs (currentmove->target[1] - column) == 1)) // pawn is next to us |
||
| 401 | currentmove->slots[line + movement_direction][currentmove->target[1]].flags |= FLAG_TAKEABLE; |
||
| 402 | } |
||
| 403 | |||
| 404 | ////////////////////////////////////////////////////////////////////////////////////////// |
||
| 405 | ////////////////////////////////////////// ROOK ////////////////////////////////////////// |
||
| 406 | ////////////////////////////////////////////////////////////////////////////////////////// |
||
| 407 | // else is it a rook ? |
||
| 408 | else if (boardslot->part == PART_ROOK) |
||
| 409 | { |
||
| 410 | // see how far rook can move upwards |
||
| 411 | for (pos_index = line + 1; pos_index < 8; pos_index++) |
||
| 412 | { |
||
| 413 | if (currentmove->slots[pos_index][column].part != PART_NONE) |
||
| 414 | { |
||
| 415 | if (currentmove->slots[pos_index][column].color != currentmove->slots[line][column].color) |
||
| 416 | currentmove->slots[pos_index][column].flags |= FLAG_TAKEABLE; |
||
| 417 | break; |
||
| 418 | } |
||
| 419 | currentmove->slots[pos_index][column].flags |= FLAG_POSSIBLEMOVE; |
||
| 420 | } |
||
| 421 | |||
| 422 | // see how far rook can move downwards |
||
| 423 | for (pos_index = line - 1; pos_index >= 0; pos_index--) |
||
| 424 | { |
||
| 425 | if (currentmove->slots[pos_index][column].part != PART_NONE) |
||
| 426 | { |
||
| 427 | if (currentmove->slots[pos_index][column].color != currentmove->slots[line][column].color) |
||
| 428 | currentmove->slots[pos_index][column].flags |= FLAG_TAKEABLE; |
||
| 429 | break; |
||
| 430 | } |
||
| 431 | currentmove->slots[pos_index][column].flags |= FLAG_POSSIBLEMOVE; |
||
| 432 | } |
||
| 433 | |||
| 434 | // see how far rook can move left |
||
| 435 | for (pos_index = column - 1; pos_index >= 0; pos_index--) |
||
| 436 | { |
||
| 437 | if (currentmove->slots[line][pos_index].part != PART_NONE) |
||
| 438 | { |
||
| 439 | if (currentmove->slots[line][pos_index].color != currentmove->slots[line][column].color) |
||
| 440 | currentmove->slots[line][pos_index].flags |= FLAG_TAKEABLE; |
||
| 441 | break; |
||
| 442 | } |
||
| 443 | currentmove->slots[line][pos_index].flags |= FLAG_POSSIBLEMOVE; |
||
| 444 | } |
||
| 445 | |||
| 446 | // see how far rook can move right |
||
| 447 | for (pos_index = column + 1; pos_index < 8; pos_index++) |
||
| 448 | { |
||
| 449 | if (currentmove->slots[line][pos_index].part != PART_NONE) |
||
| 450 | { |
||
| 451 | if (currentmove->slots[line][pos_index].color != currentmove->slots[line][column].color) |
||
| 452 | currentmove->slots[line][pos_index].flags |= FLAG_TAKEABLE; |
||
| 453 | break; |
||
| 454 | } |
||
| 455 | currentmove->slots[line][pos_index].flags |= FLAG_POSSIBLEMOVE; |
||
| 456 | } |
||
| 457 | } |
||
| 458 | |||
| 459 | ////////////////////////////////////////////////////////////////////////////////////////// |
||
| 460 | ///////////////////////////////////////// KNIGHT ///////////////////////////////////////// |
||
| 461 | ////////////////////////////////////////////////////////////////////////////////////////// |
||
| 462 | // else is it a knight ? |
||
| 463 | else if (boardslot->part == PART_KNIGHT) |
||
| 464 | { |
||
| 465 | // peek knight's NNW move |
||
| 466 | if ((column > 0) && (line < 6)) |
||
| 467 | if (currentmove->slots[line + 2][column - 1].part == PART_NONE) |
||
| 468 | currentmove->slots[line + 2][column - 1].flags |= FLAG_POSSIBLEMOVE; |
||
| 469 | else if (currentmove->slots[line + 2][column - 1].color != currentmove->slots[line][column].color) |
||
| 470 | currentmove->slots[line + 2][column - 1].flags |= FLAG_TAKEABLE; |
||
| 471 | |||
| 472 | // peek knight's NNE move |
||
| 473 | if ((column < 7) && (line < 6)) |
||
| 474 | if (currentmove->slots[line + 2][column + 1].part == PART_NONE) |
||
| 475 | currentmove->slots[line + 2][column + 1].flags |= FLAG_POSSIBLEMOVE; |
||
| 476 | else if (currentmove->slots[line + 2][column + 1].color != currentmove->slots[line][column].color) |
||
| 477 | currentmove->slots[line + 2][column + 1].flags |= FLAG_TAKEABLE; |
||
| 478 | |||
| 479 | // peek knight's ENE move |
||
| 480 | if ((column < 6) && (line < 7)) |
||
| 481 | if (currentmove->slots[line + 1][column + 2].part == PART_NONE) |
||
| 482 | currentmove->slots[line + 1][column + 2].flags |= FLAG_POSSIBLEMOVE; |
||
| 483 | else if (currentmove->slots[line + 1][column + 2].color != currentmove->slots[line][column].color) |
||
| 484 | currentmove->slots[line + 1][column + 2].flags |= FLAG_TAKEABLE; |
||
| 485 | |||
| 486 | // peek knight's ESE move |
||
| 487 | if ((column < 6) && (line > 0)) |
||
| 488 | if (currentmove->slots[line - 1][column + 2].part == PART_NONE) |
||
| 489 | currentmove->slots[line - 1][column + 2].flags |= FLAG_POSSIBLEMOVE; |
||
| 490 | else if (currentmove->slots[line - 1][column + 2].color != currentmove->slots[line][column].color) |
||
| 491 | currentmove->slots[line - 1][column + 2].flags |= FLAG_TAKEABLE; |
||
| 492 | |||
| 493 | // peek knight's SSW move |
||
| 494 | if ((column > 0) && (line > 1)) |
||
| 495 | if (currentmove->slots[line - 2][column - 1].part == PART_NONE) |
||
| 496 | currentmove->slots[line - 2][column - 1].flags |= FLAG_POSSIBLEMOVE; |
||
| 497 | else if (currentmove->slots[line - 2][column - 1].color != currentmove->slots[line][column].color) |
||
| 498 | currentmove->slots[line - 2][column - 1].flags |= FLAG_TAKEABLE; |
||
| 499 | |||
| 500 | // peek knight's SSE move |
||
| 501 | if ((column < 7) && (line > 1)) |
||
| 502 | if (currentmove->slots[line - 2][column + 1].part == PART_NONE) |
||
| 503 | currentmove->slots[line - 2][column + 1].flags |= FLAG_POSSIBLEMOVE; |
||
| 504 | else if (currentmove->slots[line - 2][column + 1].color != currentmove->slots[line][column].color) |
||
| 505 | currentmove->slots[line - 2][column + 1].flags |= FLAG_TAKEABLE; |
||
| 506 | |||
| 507 | // peek knight's WNW move |
||
| 508 | if ((column > 1) && (line < 7)) |
||
| 509 | if (currentmove->slots[line + 1][column - 2].part == PART_NONE) |
||
| 510 | currentmove->slots[line + 1][column - 2].flags |= FLAG_POSSIBLEMOVE; |
||
| 511 | else if (currentmove->slots[line + 1][column - 2].color != currentmove->slots[line][column].color) |
||
| 512 | currentmove->slots[line + 1][column - 2].flags |= FLAG_TAKEABLE; |
||
| 513 | |||
| 514 | // peek knight's WSW move |
||
| 515 | if ((column > 1) && (line > 0)) |
||
| 516 | if (currentmove->slots[line - 1][column - 2].part == PART_NONE) |
||
| 517 | currentmove->slots[line - 1][column - 2].flags |= FLAG_POSSIBLEMOVE; |
||
| 518 | else if (currentmove->slots[line - 1][column - 2].color != currentmove->slots[line][column].color) |
||
| 519 | currentmove->slots[line - 1][column - 2].flags |= FLAG_TAKEABLE; |
||
| 520 | } |
||
| 521 | |||
| 522 | ////////////////////////////////////////////////////////////////////////////////////////// |
||
| 523 | ///////////////////////////////////////// BISHOP ///////////////////////////////////////// |
||
| 524 | ////////////////////////////////////////////////////////////////////////////////////////// |
||
| 525 | // else is it a bishop ? |
||
| 526 | else if (boardslot->part == PART_BISHOP) |
||
| 527 | { |
||
| 528 | // see how far bishop can move NE |
||
| 529 | for (pos_index = 1; pos_index < 8; pos_index++) |
||
| 530 | { |
||
| 531 | if ((line + pos_index > 7) || (column + pos_index > 7)) |
||
| 532 | break; |
||
| 533 | if (currentmove->slots[line + pos_index][column + pos_index].part != PART_NONE) |
||
| 534 | { |
||
| 535 | if (currentmove->slots[line + pos_index][column + pos_index].color != currentmove->slots[line][column].color) |
||
| 536 | currentmove->slots[line + pos_index][column + pos_index].flags |= FLAG_TAKEABLE; |
||
| 537 | break; |
||
| 538 | } |
||
| 539 | currentmove->slots[line + pos_index][column + pos_index].flags |= FLAG_POSSIBLEMOVE; |
||
| 540 | } |
||
| 541 | |||
| 542 | // see how far bishop can move SE |
||
| 543 | for (pos_index = 1; pos_index < 8; pos_index++) |
||
| 544 | { |
||
| 545 | if ((line - pos_index < 0) || (column + pos_index > 7)) |
||
| 546 | break; |
||
| 547 | if (currentmove->slots[line - pos_index][column + pos_index].part != PART_NONE) |
||
| 548 | { |
||
| 549 | if (currentmove->slots[line - pos_index][column + pos_index].color != currentmove->slots[line][column].color) |
||
| 550 | currentmove->slots[line - pos_index][column + pos_index].flags |= FLAG_TAKEABLE; |
||
| 551 | break; |
||
| 552 | } |
||
| 553 | currentmove->slots[line - pos_index][column + pos_index].flags |= FLAG_POSSIBLEMOVE; |
||
| 554 | } |
||
| 555 | |||
| 556 | // see how far bishop can move NW |
||
| 557 | for (pos_index = 1; pos_index < 8; pos_index++) |
||
| 558 | { |
||
| 559 | if ((line + pos_index > 7) || (column - pos_index < 0)) |
||
| 560 | break; |
||
| 561 | if (currentmove->slots[line + pos_index][column - pos_index].part != PART_NONE) |
||
| 562 | { |
||
| 563 | if (currentmove->slots[line + pos_index][column - pos_index].color != currentmove->slots[line][column].color) |
||
| 564 | currentmove->slots[line + pos_index][column - pos_index].flags |= FLAG_TAKEABLE; |
||
| 565 | break; |
||
| 566 | } |
||
| 567 | currentmove->slots[line + pos_index][column - pos_index].flags |= FLAG_POSSIBLEMOVE; |
||
| 568 | } |
||
| 569 | |||
| 570 | // see how far bishop can move SW |
||
| 571 | for (pos_index = 1; pos_index < 8; pos_index++) |
||
| 572 | { |
||
| 573 | if ((line - pos_index < 0) || (column - pos_index < 0)) |
||
| 574 | break; |
||
| 575 | if (currentmove->slots[line - pos_index][column - pos_index].part != PART_NONE) |
||
| 576 | { |
||
| 577 | if (currentmove->slots[line - pos_index][column - pos_index].color != currentmove->slots[line][column].color) |
||
| 578 | currentmove->slots[line - pos_index][column - pos_index].flags |= FLAG_TAKEABLE; |
||
| 579 | break; |
||
| 580 | } |
||
| 581 | currentmove->slots[line - pos_index][column - pos_index].flags |= FLAG_POSSIBLEMOVE; |
||
| 582 | } |
||
| 583 | } |
||
| 584 | |||
| 585 | ////////////////////////////////////////////////////////////////////////////////////////// |
||
| 586 | ///////////////////////////////////////// QUEEN ////////////////////////////////////////// |
||
| 587 | ////////////////////////////////////////////////////////////////////////////////////////// |
||
| 588 | // else is it a queen ? |
||
| 589 | else if (boardslot->part == PART_QUEEN) |
||
| 590 | { |
||
| 591 | // see how far queen can move NE |
||
| 592 | for (pos_index = 1; pos_index < 8; pos_index++) |
||
| 593 | { |
||
| 594 | if ((line + pos_index > 7) || (column + pos_index > 7)) |
||
| 595 | break; |
||
| 596 | if (currentmove->slots[line + pos_index][column + pos_index].part != PART_NONE) |
||
| 597 | { |
||
| 598 | if (currentmove->slots[line + pos_index][column + pos_index].color != currentmove->slots[line][column].color) |
||
| 599 | currentmove->slots[line + pos_index][column + pos_index].flags |= FLAG_TAKEABLE; |
||
| 600 | break; |
||
| 601 | } |
||
| 602 | currentmove->slots[line + pos_index][column + pos_index].flags |= FLAG_POSSIBLEMOVE; |
||
| 603 | } |
||
| 604 | |||
| 605 | // see how far queen can move SE |
||
| 606 | for (pos_index = 1; pos_index < 8; pos_index++) |
||
| 607 | { |
||
| 608 | if ((line - pos_index < 0) || (column + pos_index > 7)) |
||
| 609 | break; |
||
| 610 | if (currentmove->slots[line - pos_index][column + pos_index].part != PART_NONE) |
||
| 611 | { |
||
| 612 | if (currentmove->slots[line - pos_index][column + pos_index].color != currentmove->slots[line][column].color) |
||
| 613 | currentmove->slots[line - pos_index][column + pos_index].flags |= FLAG_TAKEABLE; |
||
| 614 | break; |
||
| 615 | } |
||
| 616 | currentmove->slots[line - pos_index][column + pos_index].flags |= FLAG_POSSIBLEMOVE; |
||
| 617 | } |
||
| 618 | |||
| 619 | // see how far queen can move NW |
||
| 620 | for (pos_index = 1; pos_index < 8; pos_index++) |
||
| 621 | { |
||
| 622 | if ((line + pos_index > 7) || (column - pos_index < 0)) |
||
| 623 | break; |
||
| 624 | if (currentmove->slots[line + pos_index][column - pos_index].part != PART_NONE) |
||
| 625 | { |
||
| 626 | if (currentmove->slots[line + pos_index][column - pos_index].color != currentmove->slots[line][column].color) |
||
| 627 | currentmove->slots[line + pos_index][column - pos_index].flags |= FLAG_TAKEABLE; |
||
| 628 | break; |
||
| 629 | } |
||
| 630 | currentmove->slots[line + pos_index][column - pos_index].flags |= FLAG_POSSIBLEMOVE; |
||
| 631 | } |
||
| 632 | |||
| 633 | // see how far queen can move SW |
||
| 634 | for (pos_index = 1; pos_index < 8; pos_index++) |
||
| 635 | { |
||
| 636 | if ((line - pos_index < 0) || (column - pos_index < 0)) |
||
| 637 | break; |
||
| 638 | if (currentmove->slots[line - pos_index][column - pos_index].part != PART_NONE) |
||
| 639 | { |
||
| 640 | if (currentmove->slots[line - pos_index][column - pos_index].color != currentmove->slots[line][column].color) |
||
| 641 | currentmove->slots[line - pos_index][column - pos_index].flags |= FLAG_TAKEABLE; |
||
| 642 | break; |
||
| 643 | } |
||
| 644 | currentmove->slots[line - pos_index][column - pos_index].flags |= FLAG_POSSIBLEMOVE; |
||
| 645 | } |
||
| 646 | |||
| 647 | // see how far queen can move upwards |
||
| 648 | for (pos_index = line + 1; pos_index < 8; pos_index++) |
||
| 649 | { |
||
| 650 | if (currentmove->slots[pos_index][column].part != PART_NONE) |
||
| 651 | { |
||
| 652 | if (currentmove->slots[pos_index][column].color != currentmove->slots[line][column].color) |
||
| 653 | currentmove->slots[pos_index][column].flags |= FLAG_TAKEABLE; |
||
| 654 | break; |
||
| 655 | } |
||
| 656 | currentmove->slots[pos_index][column].flags |= FLAG_POSSIBLEMOVE; |
||
| 657 | } |
||
| 658 | |||
| 659 | // see how far queen can move downwards |
||
| 660 | for (pos_index = line - 1; pos_index >= 0; pos_index--) |
||
| 661 | { |
||
| 662 | if (currentmove->slots[pos_index][column].part != PART_NONE) |
||
| 663 | { |
||
| 664 | if (currentmove->slots[pos_index][column].color != currentmove->slots[line][column].color) |
||
| 665 | currentmove->slots[pos_index][column].flags |= FLAG_TAKEABLE; |
||
| 666 | break; |
||
| 667 | } |
||
| 668 | currentmove->slots[pos_index][column].flags |= FLAG_POSSIBLEMOVE; |
||
| 669 | } |
||
| 670 | |||
| 671 | // see how far queen can move left |
||
| 672 | for (pos_index = column - 1; pos_index >= 0; pos_index--) |
||
| 673 | { |
||
| 674 | if (currentmove->slots[line][pos_index].part != PART_NONE) |
||
| 675 | { |
||
| 676 | if (currentmove->slots[line][pos_index].color != currentmove->slots[line][column].color) |
||
| 677 | currentmove->slots[line][pos_index].flags |= FLAG_TAKEABLE; |
||
| 678 | break; |
||
| 679 | } |
||
| 680 | currentmove->slots[line][pos_index].flags |= FLAG_POSSIBLEMOVE; |
||
| 681 | } |
||
| 682 | |||
| 683 | // see how far queen can move right |
||
| 684 | for (pos_index = column + 1; pos_index < 8; pos_index++) |
||
| 685 | { |
||
| 686 | if (currentmove->slots[line][pos_index].part != PART_NONE) |
||
| 687 | { |
||
| 688 | if (currentmove->slots[line][pos_index].color != currentmove->slots[line][column].color) |
||
| 689 | currentmove->slots[line][pos_index].flags |= FLAG_TAKEABLE; |
||
| 690 | break; |
||
| 691 | } |
||
| 692 | currentmove->slots[line][pos_index].flags |= FLAG_POSSIBLEMOVE; |
||
| 693 | } |
||
| 694 | } |
||
| 695 | |||
| 696 | ////////////////////////////////////////////////////////////////////////////////////////// |
||
| 697 | ////////////////////////////////////////// KING ////////////////////////////////////////// |
||
| 698 | ////////////////////////////////////////////////////////////////////////////////////////// |
||
| 699 | // else is it a king ? |
||
| 700 | else if (boardslot->part == PART_KING) |
||
| 701 | { |
||
| 702 | // see if king can move NE |
||
| 703 | if ((line < 7) && (column < 7)) |
||
| 704 | { |
||
| 705 | if (currentmove->slots[line + 1][column + 1].part == PART_NONE) |
||
| 706 | currentmove->slots[line + 1][column + 1].flags |= FLAG_POSSIBLEMOVE; |
||
| 707 | else if (currentmove->slots[line + 1][column + 1].color != currentmove->slots[line][column].color) |
||
| 708 | currentmove->slots[line + 1][column + 1].flags |= FLAG_TAKEABLE; |
||
| 709 | } |
||
| 710 | |||
| 711 | // see if king can move SE |
||
| 712 | if ((line > 0) && (column < 7)) |
||
| 713 | { |
||
| 714 | if (currentmove->slots[line - 1][column + 1].part == PART_NONE) |
||
| 715 | currentmove->slots[line - 1][column + 1].flags |= FLAG_POSSIBLEMOVE; |
||
| 716 | else if (currentmove->slots[line - 1][column + 1].color != currentmove->slots[line][column].color) |
||
| 717 | currentmove->slots[line - 1][column + 1].flags |= FLAG_TAKEABLE; |
||
| 718 | } |
||
| 719 | |||
| 720 | // see if king can move NW |
||
| 721 | if ((line < 7) && (column > 0)) |
||
| 722 | { |
||
| 723 | if (currentmove->slots[line + 1][column - 1].part == PART_NONE) |
||
| 724 | currentmove->slots[line + 1][column - 1].flags |= FLAG_POSSIBLEMOVE; |
||
| 725 | else if (currentmove->slots[line + 1][column - 1].color != currentmove->slots[line][column].color) |
||
| 726 | currentmove->slots[line + 1][column - 1].flags |= FLAG_TAKEABLE; |
||
| 727 | } |
||
| 728 | |||
| 729 | // see if king can move SW |
||
| 730 | if ((line > 0) && (column > 0)) |
||
| 731 | { |
||
| 732 | if (currentmove->slots[line - 1][column - 1].part == PART_NONE) |
||
| 733 | currentmove->slots[line - 1][column - 1].flags |= FLAG_POSSIBLEMOVE; |
||
| 734 | else if (currentmove->slots[line - 1][column - 1].color != currentmove->slots[line][column].color) |
||
| 735 | currentmove->slots[line - 1][column - 1].flags |= FLAG_TAKEABLE; |
||
| 736 | } |
||
| 737 | |||
| 738 | // see if king can move upwards |
||
| 739 | if (line < 7) |
||
| 740 | { |
||
| 741 | if (currentmove->slots[line + 1][column].part == PART_NONE) |
||
| 742 | currentmove->slots[line + 1][column].flags |= FLAG_POSSIBLEMOVE; |
||
| 743 | else if (currentmove->slots[line + 1][column].color != currentmove->slots[line][column].color) |
||
| 744 | currentmove->slots[line + 1][column].flags |= FLAG_TAKEABLE; |
||
| 745 | } |
||
| 746 | |||
| 747 | // see if king can move downwards |
||
| 748 | if (line > 0) |
||
| 749 | { |
||
| 750 | if (currentmove->slots[line - 1][column].part == PART_NONE) |
||
| 751 | currentmove->slots[line - 1][column].flags |= FLAG_POSSIBLEMOVE; |
||
| 752 | else if (currentmove->slots[line - 1][column].color != currentmove->slots[line][column].color) |
||
| 753 | currentmove->slots[line - 1][column].flags |= FLAG_TAKEABLE; |
||
| 754 | } |
||
| 755 | |||
| 756 | // see if king can move right |
||
| 757 | if (column < 7) |
||
| 758 | { |
||
| 759 | if (currentmove->slots[line][column + 1].part == PART_NONE) |
||
| 760 | currentmove->slots[line][column + 1].flags |= FLAG_POSSIBLEMOVE; |
||
| 761 | else if (currentmove->slots[line][column + 1].color != currentmove->slots[line][column].color) |
||
| 762 | currentmove->slots[line][column + 1].flags |= FLAG_TAKEABLE; |
||
| 763 | } |
||
| 764 | |||
| 765 | // see if king can move left |
||
| 766 | if (column > 0) |
||
| 767 | { |
||
| 768 | if (currentmove->slots[line][column - 1].part == PART_NONE) |
||
| 769 | currentmove->slots[line][column - 1].flags |= FLAG_POSSIBLEMOVE; |
||
| 770 | else if (currentmove->slots[line][column - 1].color != currentmove->slots[line][column].color) |
||
| 771 | currentmove->slots[line][column - 1].flags |= FLAG_TAKEABLE; |
||
| 772 | } |
||
| 773 | |||
| 774 | // can king castle bishopside ? |
||
| 775 | if (currentmove->sides[boardslot->color].shortcastle_allowed // no parts have moved yet |
||
| 776 | && (currentmove->slots[line][5].part == PART_NONE) // no other part... |
||
| 777 | && (currentmove->slots[line][6].part == PART_NONE) // ...in the way |
||
| 778 | && !Move_IsCheck (currentmove, boardslot->color) // king not currently in check |
||
| 779 | && !Move_IsKingThreatenedAtLocation (currentmove, boardslot->color, line, 5, &threat_line, &threat_column)) // king's way safe |
||
| 780 | currentmove->slots[line][column + 2].flags |= FLAG_POSSIBLEMOVE; // allow castling bishopside |
||
| 781 | |||
| 782 | // can king castle queenside ? |
||
| 783 | if (currentmove->sides[boardslot->color].longcastle_allowed // no parts have moved yet |
||
| 784 | && (currentmove->slots[line][3].part == PART_NONE) // no other part... |
||
| 785 | && (currentmove->slots[line][2].part == PART_NONE) // ...is... |
||
| 786 | && (currentmove->slots[line][1].part == PART_NONE) // ...in the way |
||
| 787 | && !Move_IsCheck (currentmove, boardslot->color) // king not currently in check |
||
| 788 | && !Move_IsKingThreatenedAtLocation (currentmove, boardslot->color, line, 3, &threat_line, &threat_column)) // king's way safe |
||
| 789 | currentmove->slots[line][column - 2].flags |= FLAG_POSSIBLEMOVE; // allow castling queenside |
||
| 790 | } |
||
| 791 | } |
||
| 792 | } // end if (play mode) |
||
| 793 | |||
| 794 | //////////////////////////////////////////////////////////////////////////////////////////////// |
||
| 795 | // and finally place the parts that are off-board (taken parts) |
||
| 796 | |||
| 797 | // but only if we want them displayed |
||
| 798 | if (options.want_takenparts) |
||
| 799 | { |
||
| 800 | // draw the white player's taken parts, place the part off the board (watch out for the hack...) |
||
| 801 | for (part_index = 0; part_index < currentmove->sides[COLOR_WHITE].takenpart_count; part_index++) |
||
| 802 | { |
||
| 803 | takenpart_type = currentmove->sides[COLOR_WHITE].takenparts[part_index]; |
||
| 804 | Scene_AddPart (scene, takenpart_type, COLOR_BLACK, (part_index < MAX_STACKABLE_PARTS ? 23.2f : 26.8f), |
||
| 805 | (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), |
||
| 806 | 0.04f, (takenpart_type == PART_PAWN ? -90.0f : 100.0f), 0.0f); // rotate pawns 90° |
||
| 807 | } |
||
| 808 | |||
| 809 | // now draw the black player's taken parts, place the part off the board (watch out for the hack...) |
||
| 810 | for (part_index = 0; part_index < currentmove->sides[COLOR_BLACK].takenpart_count; part_index++) |
||
| 811 | { |
||
| 812 | takenpart_type = currentmove->sides[COLOR_BLACK].takenparts[part_index]; |
||
| 813 | Scene_AddPart (scene, takenpart_type, COLOR_WHITE, (part_index < MAX_STACKABLE_PARTS ? -23.2f : -26.8f), |
||
| 814 | (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), |
||
| 815 | 0.04f, (takenpart_type == PART_PAWN ? -90.0f : 100.0f), 0.0f); // rotate pawns 90° |
||
| 816 | } |
||
| 817 | } |
||
| 818 | |||
| 819 | //////////////////////////////////////////////////////////////////////////////////////////////// |
||
| 820 | // now draw the textured slots |
||
| 821 | |||
| 822 | // cycle through all the board slots... |
||
| 823 | for (line = 0; line < 8; line++) |
||
| 824 | for (column = 0; column < 8; column++) |
||
| 825 | { |
||
| 826 | if (currentmove->slots[line][column].flags == FLAG_NONE) |
||
| 827 | continue; // skip everything that doesn't need to be drawn |
||
| 828 | |||
| 829 | // draw the texture we want. Only one texture is allowed, so PRIORITY MATTERS. |
||
| 830 | if (currentmove->slots[line][column].flags & FLAG_SELECTED) |
||
| 831 | Scene_AddTile (scene, theme->selected_textureindex, 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.02f, 0.0f); |
||
| 832 | else if (options.want_threats && currentmove->slots[line][column].flags & FLAG_CHECK) |
||
| 833 | Scene_AddTile (scene, theme->check_textureindex, 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.02f, 0.0f); |
||
| 834 | else if (options.want_possiblemoves && currentmove->slots[line][column].flags & FLAG_POSSIBLEMOVE) |
||
| 835 | Scene_AddTile (scene, theme->possiblemove_textureindex, 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.02f, 0.0f); |
||
| 836 | else if (options.want_possiblemoves && currentmove->slots[line][column].flags & FLAG_TAKEABLE) |
||
| 837 | Scene_AddTile (scene, theme->takeable_textureindex, 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.02f, 0.0f); |
||
| 838 | else if (options.want_threats && currentmove->slots[line][column].flags & FLAG_THREAT) |
||
| 839 | Scene_AddTile (scene, theme->threat_textureindex, 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.02f, 0.0f); |
||
| 840 | } |
||
| 841 | |||
| 842 | // is it time to draw the hovered slot and last move textures on the board slots ? |
||
| 843 | if (animation_endtime < current_time) |
||
| 844 | { |
||
| 845 | // add the hovered slot tile (only when it should not be hidden because of highlighting) |
||
| 846 | if (IS_VALID_POSITION (board->hovered_position) |
||
| 847 | && ((highlight_endtime < current_time) || ((int) ((highlight_endtime - current_time) * 20.0f) % 2 == 1))) |
||
| 848 | Scene_AddTile (scene, theme->hovered_textureindex, 3.1f, |
||
| 849 | 17.5f - (7 - board->hovered_position[1]) * 5.0f, |
||
| 850 | 17.5f - board->hovered_position[0] * 5.0f, |
||
| 851 | 0.03f, 0.0f); // hovered tile |
||
| 852 | |||
| 853 | // and the previous move source and target |
||
| 854 | if (options.want_lastmove && (board->move_count > 1) && (board->viewed_move > 0) |
||
| 855 | && IS_VALID_POSITION (board->moves[board->viewed_move].source) |
||
| 856 | && IS_VALID_POSITION (board->moves[board->viewed_move].target)) |
||
| 857 | { |
||
| 858 | Scene_AddTile (scene, theme->lastmovesource_textureindex, 2.5f, |
||
| 859 | 17.5f - (7 - board->moves[board->viewed_move].source[1]) * 5.0f, |
||
| 860 | 17.5f - board->moves[board->viewed_move].source[0] * 5.0f, |
||
| 861 | 0.04f, 0.0f); // previous move source |
||
| 862 | Scene_AddTile (scene, theme->lastmovetarget_textureindex, 2.5f, |
||
| 863 | 17.5f - (7 - board->moves[board->viewed_move].target[1]) * 5.0f, |
||
| 864 | 17.5f - board->moves[board->viewed_move].target[0] * 5.0f, |
||
| 865 | 0.04f, 0.0f); // previous move target |
||
| 866 | } |
||
| 867 | } |
||
| 868 | |||
| 869 | //////////////////////////////////////////////////////////////////////////////////////////////// |
||
| 870 | // now draw the flat icons |
||
| 871 | |||
| 872 | // but only if we want them |
||
| 873 | if (want_flaticons && (current_player->view_pitch >= MAX_PITCH_FOR_FLAT_ICONS)) |
||
| 874 | { |
||
| 875 | // determine display yaw according to camera angle |
||
| 876 | if ((current_yaw > 45.0f) && (current_yaw <= 135.0f)) |
||
| 877 | yaw = 180.0f; |
||
| 878 | else if ((current_yaw > -45.0f) && (current_yaw <= 45.0f)) |
||
| 879 | yaw = 90.0f; |
||
| 880 | else if ((current_yaw > -135.0f) && (current_yaw <= -45.0f)) |
||
| 881 | yaw = 0.0f; |
||
| 882 | else |
||
| 883 | yaw = -90.0f; |
||
| 884 | |||
| 885 | // cycle through all board slots and display the right part icon |
||
| 886 | for (line = 0; line < 8; line++) |
||
| 887 | for (column = 0; column < 8; column++) |
||
| 888 | { |
||
| 889 | boardslot = ¤tmove->slots[line][column]; // quick access to grid slot |
||
| 890 | |||
| 891 | // is there nothing on this grid slot ? |
||
| 892 | if (boardslot->part == PART_NONE) |
||
| 893 | continue; // then don't draw anything on it |
||
| 894 | |||
| 895 | // white or black color ? pick up the right tile and display it |
||
| 896 | Scene_AddTile (scene, theme->flattextures[boardslot->color][boardslot->part], 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.05f, yaw); |
||
| 897 | } |
||
| 898 | } |
||
| 899 | |||
| 900 | /////////////////////////////////////////////////////////// |
||
| 901 | // now draw the sepia overlay if we're in history view mode |
||
| 902 | |||
| 903 | if (options.want_sepiafilter && (board->move_count > 1) && (board->viewed_move != board->move_count - 1)) |
||
| 904 | scene->overlay_spriteindex = sepia_spriteindex; // use the sepia filter |
||
| 905 | else |
||
| 906 | scene->overlay_spriteindex = -1; // else use natural colors |
||
| 907 | |||
| 908 | //////////////////////////////////////////////////////////////////////////////////////////////// |
||
| 909 | // now draw the move comment text |
||
| 910 | |||
| 911 | // 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 |
||
| 912 | if ((currentmove->comment != NULL) && (currentmove->comment[0] != 0)) |
||
| 913 | Scene_SetText (&scene->gui.comment_text, 53.3f, 0.5f, 93.0f, ALIGN_CENTER, ALIGN_TOP, ALIGN_LEFT, chat_fontindex, RGBA_TO_RGBACOLOR (255, 255, 255, 191), 999999.0f, false, currentmove->comment); |
||
| 914 | else if ((network_player != NULL) && network_player->is_logged_in && !network_player->is_in_game) |
||
| 915 | Scene_SetText (&scene->gui.comment_text, 53.3f, 0.5f, 93.0f, ALIGN_CENTER, ALIGN_TOP, ALIGN_LEFT, chat_fontindex, RGBA_TO_RGBACOLOR (255, 255, 255, 191), 999999.0f, false, connected_comment); |
||
| 916 | else if (RGBACOLOR_ALPHA (scene->gui.comment_text.color) >= 128) // HACK: don't clear if a dimmed hint text is already here |
||
| 917 | scene->gui.comment_text.is_displayed = false; // else clear comment text |
||
| 918 | |||
| 919 | //////////////////////////////////////////////////////////////////////////////////////////////// |
||
| 920 | // now draw the game clock |
||
| 921 | |||
| 922 | // do we want to print the game clock ? |
||
| 923 | if (options.want_clock && (board->move_count > 1) && (board->game_state == STATE_PLAYING)) |
||
| 924 | { |
||
| 925 | network_player = Player_FindByType (PLAYER_INTERNET); // quick access to network player |
||
| 926 | |||
| 927 | // are we in Internet play ? if so, count time down, else count it up |
||
| 928 | if ((network_player != NULL) && network_player->is_in_game) |
||
| 929 | seconds = Player_GetCurrent ()->remaining_seconds - (int) (current_time - board->lastmove_time); // total seconds first |
||
| 930 | else |
||
| 931 | seconds = (int) (current_time - board->lastmove_time); // total seconds first |
||
| 932 | |||
| 933 | minutes = seconds / 60; // minutes |
||
| 934 | seconds -= 60 * minutes; // remaining seconds |
||
| 935 | |||
| 936 | 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 |
||
| 937 | } |
||
| 938 | else |
||
| 939 | scene->gui.clock_text.is_displayed = false; |
||
| 940 | |||
| 941 | //////////////////////////////////////////////////////////////////////////////////////////////// |
||
| 942 | // now draw the turn text |
||
| 943 | |||
| 944 | // do we want to print the player's turn AND has the game not ended yet ? if so, copy it, else leave it clear |
||
| 945 | if (options.want_turn && (board->game_state == STATE_PLAYING)) |
||
| 946 | { |
||
| 947 | if (Board_ColorToMove (board) == COLOR_BLACK) |
||
| 948 | { |
||
| 949 | if (the_scene.gui.turn_text.color != 0x000000C0) |
||
| 950 | 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")); |
||
| 951 | } |
||
| 952 | else |
||
| 953 | { |
||
| 954 | if (the_scene.gui.turn_text.color != 0xFFFFFF80) |
||
| 955 | 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")); |
||
| 956 | } |
||
| 957 | } |
||
| 958 | else |
||
| 959 | scene->gui.turn_text.is_displayed = false; |
||
| 960 | |||
| 961 | //////////////////////////////////////////////////////////////////////////////////////////////// |
||
| 962 | // now draw the game history text |
||
| 963 | |||
| 964 | // do we want to display the game history ? if so, display the game history text in PGN |
||
| 965 | if (options.want_history && (board->move_count > 1)) |
||
| 966 | { |
||
| 967 | // first off, see where we start (for long games, we don't want to display EVERYTHING... |
||
| 968 | if (board->viewed_move > 30) |
||
| 969 | start_index = board->viewed_move - 30; // display 30 moves maximum |
||
| 970 | else |
||
| 971 | start_index = 1; |
||
| 972 | |||
| 973 | // allocate an arbitrary length history text string buffer (assume each move can't be longer than 15 characters) |
||
| 974 | historytext_size = 15 * (1 + (board->viewed_move + 1) - start_index); |
||
| 975 | history_text = (wchar_t *) SAFE_malloc (historytext_size, sizeof (wchar_t), false); |
||
| 976 | history_text[0] = 0; // and reset it |
||
| 977 | |||
| 978 | // now for each move we want to display... |
||
| 979 | for (move_index = start_index; move_index <= board->viewed_move; move_index++) |
||
| 980 | { |
||
| 981 | length = wcslen (history_text); // get current text length |
||
| 982 | |||
| 983 | // every move pair, append move pair number |
||
| 984 | if (move_index % 2 == 1) |
||
| 985 | swprintf_s (&history_text[length], historytext_size - length, L"%d. ", 1 + move_index / 2); |
||
| 986 | |||
| 987 | // append move text |
||
| 988 | wcscat_s (history_text, historytext_size, board->moves[move_index].pgntext); |
||
| 989 | wcscat_s (history_text, historytext_size, L" "); |
||
| 990 | |||
| 991 | // every odd move, drop a newline |
||
| 992 | if (move_index % 2 == 0) |
||
| 993 | wcscat_s (history_text, historytext_size, L"\n"); |
||
| 994 | } |
||
| 995 | |||
| 996 | // add 50% alpha to game history color and transmit it to 3D engine |
||
| 997 | 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); |
||
| 998 | SAFE_free ((void **) &history_text); |
||
| 999 | } |
||
| 1000 | else |
||
| 1001 | scene->gui.history_text.is_displayed = false; // if we don't need to display the game history, free the buffer |
||
| 1002 | |||
| 1003 | //////////////////////////////////////////////////////////////////////////////////////////////// |
||
| 1004 | // now draw the chat area |
||
| 1005 | |||
| 1006 | // is a valid chatter channel selected ? |
||
| 1007 | if ((selected_chatterchannel != NULL) && (chatterchannel_count > 0) && ((local_player = Player_FindByType (PLAYER_HUMAN)) != NULL)) |
||
| 1008 | { |
||
| 1009 | // set the chatter's name |
||
| 1010 | wcscpy_s (scene->gui.entered_ccreply.nickname, WCHAR_SIZEOF (scene->gui.entered_ccreply.nickname), local_player->name); |
||
| 1011 | |||
| 1012 | // correct or update the channel name and color |
||
| 1013 | if (selected_chatterchannel->theme[0] != 0) |
||
| 1014 | wcscpy_s (scene->gui.entered_ccreply.channelname, WCHAR_SIZEOF (scene->gui.entered_ccreply.channelname), selected_chatterchannel->theme); |
||
| 1015 | else |
||
| 1016 | swprintf_s (scene->gui.entered_ccreply.channelname, WCHAR_SIZEOF (scene->gui.entered_ccreply.channelname), L"%s %d", LOCALIZE (L"ChatterChannels_ColumnChannelNumber"), selected_chatterchannel->id); |
||
| 1017 | scene->gui.entered_ccreply.color = RGBACOLOR_FULLALPHA (selected_chatterchannel->color); // full bright for entering text |
||
| 1018 | } |
||
| 1019 | |||
| 1020 | // display parts pick line in position setup mode only |
||
| 1021 | scene->gui.is_partspick_displayed = (board->game_state == STATE_SETUPPOSITION ? true : false); |
||
| 1022 | |||
| 1023 | ////////////////////////// |
||
| 1024 | // error and notifications |
||
| 1025 | |||
| 1026 | // is the current player a computer AND are we playing a game right now |
||
| 1027 | // AND has the computer been thinking for more than 5 seconds AND is there no "thinking" text yet ? |
||
| 1028 | if ((board->players[Board_ColorToMove (board)].type == PLAYER_COMPUTER) && (board->game_state == STATE_PLAYING) |
||
| 1029 | && (board->lastmove_time + 5.0f < current_time) && !scene->gui.central_text.is_displayed) |
||
| 1030 | { |
||
| 1031 | 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), |
||
| 1032 | 999999.0f, true, LOCALIZE (L"Thinking")); // if so, display the "thinking" phrase in the middle of the screen |
||
| 1033 | the_scene.gui.want_spinwheel = true; // start spinning wheel |
||
| 1034 | } |
||
| 1035 | |||
| 1036 | // is there a network player AND is our socket gone AWOL ? |
||
| 1037 | else if ((network_player != NULL) && (network_player->our_socket == INVALID_SOCKET)) |
||
| 1038 | { |
||
| 1039 | // is there nothing in the center of the screen yet ? |
||
| 1040 | if (!the_scene.gui.central_text.is_displayed) |
||
| 1041 | 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), |
||
| 1042 | 999999.0f, true, LOCALIZE (L"Error_ConnectionToChessServerLost")); // display "error" in the middle of the screen |
||
| 1043 | the_scene.overlay_spriteindex = sepia_spriteindex; // display sepia filter if no connection |
||
| 1044 | } |
||
| 1045 | |||
| 1046 | return; // finished, scene is updated |
||
| 1047 | } |
||
| 1048 | |||
| 1049 | |||
| 1050 | void Scene_AddCCReply (scene_t *scene, wchar_t *nickname, wchar_t *channelname, unsigned long color_rgbx, wchar_t *fmt, ...) |
||
| 1051 | { |
||
| 1052 | // helper function to add a CC reply on display |
||
| 1053 | |||
| 1054 | static wchar_t message[4096]; |
||
| 1055 | ccreply_t re; |
||
| 1056 | va_list argptr; |
||
| 1057 | |||
| 1058 | // concatenate all the arguments in one string |
||
| 1059 | va_start (argptr, fmt); |
||
| 1060 | _vsnwprintf_s (message, WCHAR_SIZEOF (message), _TRUNCATE, fmt, argptr); |
||
| 1061 | va_end (argptr); |
||
| 1062 | |||
| 1063 | // now put the text in place |
||
| 1064 | memset (&re, 0, sizeof (re)); // reset the structure we're about to fill |
||
| 1065 | |||
| 1066 | wcscpy_s (re.nickname, WCHAR_SIZEOF (re.nickname), nickname); // copy nickname |
||
| 1067 | wcscpy_s (re.channelname, WCHAR_SIZEOF (re.channelname), channelname); // copy channel name |
||
| 1068 | |||
| 1069 | re.text_length = wcslen (message); // get text length |
||
| 1070 | re.text = (wchar_t *) SAFE_malloc (re.text_length + 1, sizeof (wchar_t), false); // allocate text space (include null terminator) |
||
| 1071 | wcscpy_s (re.text, re.text_length + 1, message); // get the text |
||
| 1072 | |||
| 1073 | re.color = RGBACOLOR_SETALPHA (color_rgbx, 0xC0); // copy reply color and force a slightly transparent alpha |
||
| 1074 | re.arrival_time = current_time; // save CC reply arrival time |
||
| 1075 | |||
| 1076 | // reallocate CC history array to hold now one reply more |
||
| 1077 | 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); |
||
| 1078 | memcpy (&the_scene.gui.cchistory[the_scene.gui.cchistory_count], &re, sizeof (ccreply_t)); |
||
| 1079 | the_scene.gui.cchistory_count++; // CC history holds now one reply more |
||
| 1080 | |||
| 1081 | return; // finished, announcement text is set |
||
| 1082 | } |
||
| 1083 | |||
| 1084 | |||
| 1085 | void Scene_AddAnnouncement (scene_t *scene, wchar_t *fmt, ...) |
||
| 1086 | { |
||
| 1087 | // helper function to set the announcement (red) text on display |
||
| 1088 | |||
| 1089 | static wchar_t message[4096]; |
||
| 1090 | ccreply_t re; |
||
| 1091 | va_list argptr; |
||
| 1092 | |||
| 1093 | // concatenate all the arguments in one string |
||
| 1094 | va_start (argptr, fmt); |
||
| 1095 | _vsnwprintf_s (message, WCHAR_SIZEOF (message), _TRUNCATE, fmt, argptr); |
||
| 1096 | va_end (argptr); |
||
| 1097 | |||
| 1098 | // now put the text in place |
||
| 1099 | memset (&re, 0, sizeof (re)); // reset the structure we're about to fill |
||
| 1100 | |||
| 1101 | re.text_length = wcslen (message); // get text length |
||
| 1102 | re.text = (wchar_t *) SAFE_malloc (re.text_length + 1, sizeof (wchar_t), false); // allocate text space (include null terminator) |
||
| 1103 | wcscpy_s (re.text, re.text_length + 1, message); // get the text |
||
| 1104 | |||
| 1105 | wcscpy_s (re.channelname, WCHAR_SIZEOF (re.channelname), LOCALIZE (L"ImportantMessage")); |
||
| 1106 | re.color = RGBA_TO_RGBACOLOR (192, 0, 0, 0xE0); // fair red, a bit more opaque than normal messages |
||
| 1107 | re.arrival_time = current_time; // save announcement arrival time |
||
| 1108 | |||
| 1109 | // reallocate CC history array to hold now one reply more |
||
| 1110 | 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); |
||
| 1111 | memcpy (&the_scene.gui.cchistory[the_scene.gui.cchistory_count], &re, sizeof (ccreply_t)); |
||
| 1112 | the_scene.gui.cchistory_count++; // CC history holds now one reply more |
||
| 1113 | |||
| 1114 | return; // finished, announcement text is set |
||
| 1115 | } |
||
| 1116 | |||
| 1117 | |||
| 1118 | void Scene_SetButton (guibutton_t *button, float left, float top, float width, float height, int sprite_index) |
||
| 1119 | { |
||
| 1120 | // helper function to set up a GUI button |
||
| 1121 | |||
| 1122 | button->left = left; |
||
| 1123 | button->top = top; |
||
| 1124 | button->width = width; |
||
| 1125 | button->height = height; |
||
| 1126 | button->sprite_index = sprite_index; |
||
| 1127 | |||
| 1128 | return; // finished, button is set |
||
| 1129 | } |
||
| 1130 | |||
| 1131 | |||
| 1132 | 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, ...) |
||
| 1133 | { |
||
| 1134 | // helper function to set some text on display |
||
| 1135 | |||
| 1136 | static wchar_t message[4096]; |
||
| 1137 | va_list argptr; |
||
| 1138 | int length; |
||
| 1139 | |||
| 1140 | // concatenate all the arguments in one string |
||
| 1141 | va_start (argptr, fmt); |
||
| 1142 | _vsnwprintf_s (message, WCHAR_SIZEOF (message), _TRUNCATE, fmt, argptr); |
||
| 1143 | va_end (argptr); |
||
| 1144 | |||
| 1145 | text->xpos_percent = xpos_percent; // save text's X position, in percents from left to right |
||
| 1146 | text->ypos_percent = ypos_percent; // save text's Y position, in percents from top to bottom |
||
| 1147 | text->maxwidth_percent = maxwidth_percent; // save text's max width before word wrapping |
||
| 1148 | text->horizontal_align = horizontal_align; // save text's horizontal alignment regarding the X position |
||
| 1149 | text->vertical_align = vertical_align; // save text's vertical alignment regarding the Y position |
||
| 1150 | text->text_align = text_align; // save text's horizontal alignment inside the bounding rectangle |
||
| 1151 | text->font_index = font_index; // save the index of the font with which to display this text |
||
| 1152 | text->color = color_rgba; // text's color, in RGBA |
||
| 1153 | |||
| 1154 | // now put the text in place |
||
| 1155 | length = wcslen (message) + 1; // include null terminator |
||
| 1156 | text->buffer = (wchar_t *) SAFE_realloc (text->buffer, text->buffer_size, length, sizeof (wchar_t), false); |
||
| 1157 | wcscpy_s (text->buffer, length, message); // copy message text |
||
| 1158 | text->buffer_size = length; // and save buffer length |
||
| 1159 | |||
| 1160 | text->appear_time = current_time; // save text arrival time |
||
| 1161 | text->disappear_time = current_time + duration; // make it last duration seconds |
||
| 1162 | text->want_fade = want_fade; // remember if text needs to be faded in and out |
||
| 1163 | |||
| 1164 | // mark this text for display |
||
| 1165 | text->is_displayed = true; |
||
| 1166 | |||
| 1167 | return; // finished, text is set |
||
| 1168 | } |
||
| 1169 | |||
| 1170 | |||
| 1171 | 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) |
||
| 1172 | { |
||
| 1173 | // helper function to add a specified part of the specified color to the rendered scene |
||
| 1174 | |||
| 1175 | sceneobject_t *object; |
||
| 1176 | partcolor_t *partcolor; |
||
| 1177 | |||
| 1178 | // reallocate space to hold one object more and blank it out |
||
| 1179 | scene->objects = (sceneobject_t *) SAFE_realloc (scene->objects, scene->object_count, scene->object_count + 1, sizeof (sceneobject_t), true); |
||
| 1180 | |||
| 1181 | object = &scene->objects[scene->object_count]; // quick access to object |
||
| 1182 | |||
| 1183 | object->mesh_index = theme->part_meshes[part_type]; // retrieve object mesh |
||
| 1184 | object->simpleshadow_size = simpleshadow_sizes[part_type]; // retrieve simple shadow size according to part type |
||
| 1185 | object->scale = 1.0f; // scale at 1 so far |
||
| 1186 | |||
| 1187 | // set object texture and material |
||
| 1188 | partcolor = &theme->part_colors[part_color]; // quick access to part color struct |
||
| 1189 | object->texture_index = partcolor->texture; |
||
| 1190 | object->material_index = partcolor->material; |
||
| 1191 | |||
| 1192 | // figure out object position on board |
||
| 1193 | object->x = pos_x; |
||
| 1194 | object->y = pos_y; |
||
| 1195 | object->z = pos_z; |
||
| 1196 | |||
| 1197 | // turn a color's all parts' yaw 180 degrees so as both sides face each other |
||
| 1198 | if (part_color == COLOR_WHITE) |
||
| 1199 | object->yaw = 180.0f; |
||
| 1200 | else |
||
| 1201 | object->yaw = 0.0f; |
||
| 1202 | |||
| 1203 | // and add the final turn pitch and yaw |
||
| 1204 | object->pitch = pitch; |
||
| 1205 | object->yaw = WrapAngle (object->yaw + turn_yaw); |
||
| 1206 | |||
| 1207 | scene->object_count++; // array holds now one object more |
||
| 1208 | return; // finished |
||
| 1209 | } |
||
| 1210 | |||
| 1211 | |||
| 1212 | static void Scene_AddTile (scene_t *scene, int texture_index, float scale, float pos_x, float pos_y, float pos_z, float turn_yaw) |
||
| 1213 | { |
||
| 1214 | // helper function to add a specified part of the specified color to the rendered scene |
||
| 1215 | |||
| 1216 | sceneobject_t *object; |
||
| 1217 | |||
| 1218 | // reallocate space to hold one object more and blank it out |
||
| 1219 | scene->objects = (sceneobject_t *) SAFE_realloc (scene->objects, scene->object_count, scene->object_count + 1, sizeof (sceneobject_t), true); |
||
| 1220 | |||
| 1221 | object = &scene->objects[scene->object_count]; // quick access to object |
||
| 1222 | |||
| 1223 | // save object data |
||
| 1224 | object->mesh_index = -1; // objects that have -1 as mesh index are tiles |
||
| 1225 | object->texture_index = texture_index; |
||
| 1226 | object->material_index = -1; // objects will use the default material |
||
| 1227 | |||
| 1228 | // figure out object position on board |
||
| 1229 | object->x = pos_x; |
||
| 1230 | object->y = pos_y; |
||
| 1231 | object->z = pos_z; |
||
| 1232 | object->scale = scale; |
||
| 1233 | |||
| 1234 | // turn tile as requested |
||
| 1235 | object->yaw = turn_yaw; |
||
| 1236 | |||
| 1237 | scene->object_count++; // array holds now one object more |
||
| 1238 | |||
| 1239 | return; // finished |
||
| 1240 | } |