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