- // dialog_newgame.cpp 
-   
- #include "../common.h" 
-   
-   
- // dialog template 
- #define THIS_DIALOG DIALOG_NEWGAME 
-   
-   
- // game type definitons 
- #define GAMETYPE_ONLINE 1 
- #define GAMETYPE_COMPUTER 2 
- #define GAMETYPE_TWOPLAYERS 3 
-   
-   
- // global variables used in this module only 
- static int newgame_type = 0; 
- static char ascii_hostname[256]; 
-   
-   
- // prototypes of local functions 
- static void StartThread_ThisDialog (void *thread_parms); 
- static int CALLBACK DialogProc_ThisDialog (HWND hWnd, unsigned int message, WPARAM wParam, LPARAM lParam); 
-   
-   
- void DialogBox_NewGame (void) 
- { 
-    // helper function to fire up the modeless dialog box 
-   
-    // HACK to prevent the player to click and block the view angles while the slide-in is not finished 
-    command_ignoretime = current_time + 2.0f; // allow 2 seconds 
-   
-    is_dialogbox_displayed = true; 
-    _beginthread (StartThread_ThisDialog, 0, NULL); // so fire up a new one 
-   
-    the_scene.gui.want_spinwheel = true; // start spinning wheel 
-   
-    return; // return as soon as the thread is fired up 
- } 
-   
-   
- void DialogBox_NewGame_Validated (void) 
- { 
-    // callback function called by the main game thread when the dialog box is validated 
-   
-    // remember this callback is no longer to be called 
-    is_dialogbox_newgame_validated = false; 
-   
-    Scene_Shutdown (&the_scene); // release scene 
-    Board_Shutdown (&the_board); // release chess game 
-   
-    if (newgame_type == GAMETYPE_ONLINE) 
-    { 
-       Board_Init (&the_board, PLAYER_HUMAN, PLAYER_INTERNET, FENSTARTUP_STANDARDCHESS); // we want an online opponent 
-       the_board.game_state = STATE_UNKNOWN; // game does NOT start immediately 
-    } 
-    else if (newgame_type == GAMETYPE_COMPUTER) 
-    { 
-       Board_Init (&the_board, PLAYER_HUMAN, PLAYER_COMPUTER, FENSTARTUP_STANDARDCHESS); // we want a computer opponent 
-       the_board.game_state = STATE_PLAYING; // game starts immediately 
-    } 
-    else 
-    { 
-       Board_Init (&the_board, PLAYER_HUMAN, PLAYER_HUMAN, FENSTARTUP_STANDARDCHESS); // we want a human opponent 
-       the_board.game_state = STATE_PLAYING; // game starts immediately 
-       DialogBox_RenameSides (); // pop up the opponents naming dialog box 
-    } 
-    Scene_Init (&the_scene, &the_board); // initialize scene 
-   
-    SetWindowText (hMainWnd, PROGRAM_NAME); // update window title 
-    the_board.reevaluate = true; // evaluate the new board 
-    the_scene.update = true; // update scene 
-   
-    return; // finished, a new game of the chosen type is being fired up 
- } 
-   
-   
- static void StartThread_ThisDialog (void *thread_parms) 
- { 
-    // this function runs in a separate thread, for that's the only way (seemingly) 
-    // to implement a non-modal message box using the Common Controls library. 
-   
-    // display the dialog box 
-    newgame_type = DialogBox (hAppInstance, MAKEINTRESOURCE (THIS_DIALOG), hMainWnd, DialogProc_ThisDialog); 
-    if (newgame_type > 0) 
-       is_dialogbox_newgame_validated = true; 
-    is_dialogbox_displayed = false; 
-   
-    the_board.reevaluate = true; // refresh the GUI buttons if needed 
-    return; // _endthread() implied 
- } 
-   
-   
- static int CALLBACK DialogProc_ThisDialog (HWND hWnd, unsigned int message, WPARAM wParam, LPARAM lParam) 
- { 
-    // message handler for the dialog box 
-   
-    unsigned long connection_state; 
-    unsigned short wParam_hiword; 
-    unsigned short wParam_loword; 
-   
-    // filter out the commonly used message values 
-    wParam_hiword = HIWORD (wParam); 
-    wParam_loword = LOWORD (wParam); 
-   
-    // have we just fired up this window ? 
-    if (message == WM_INITDIALOG) 
-    { 
-       // center the window 
-       CenterWindow (hWnd, hMainWnd); 
-   
-       // set dialog icons (small one for title bar & big one for task manager) 
-       SendMessage (hWnd, WM_SETICON, ICON_SMALL, (LPARAM) LoadIcon (hAppInstance, MAKEINTRESOURCE (ICON_MAIN))); 
-       SendMessage (hWnd, WM_SETICON, ICON_BIG, (LPARAM) LoadIcon (hAppInstance, MAKEINTRESOURCE (ICON_MAIN))); 
-   
-       // set window title and control texts 
-       SetWindowText (hWnd, LOCALIZE (L"NewGame_Title")); 
-       Static_SetText (GetDlgItem (hWnd, STATICTEXT_NEWGAME_QUESTION), LOCALIZE (L"NewGame_Question")); 
-   
-       // if computer is connected to a network, enable online mode, else don't. 
-       SetWindowText (GetDlgItem (hWnd, BUTTON_NEWGAME_ONLINE), LOCALIZE (L"NewGame_Online")); 
-       if (InternetGetConnectedState (&connection_state, 0) 
-           && (ConvertTo7BitASCII (ascii_hostname, sizeof (ascii_hostname), options.network.server_address), gethostbyname (ascii_hostname) != NULL)) 
-       { 
-          Static_SetText (GetDlgItem (hWnd, STATICTEXT_NEWGAME_ONLINEDESCRIPTION), LOCALIZE (L"NewGame_OnlineDescription")); 
-          EnableWindow (GetDlgItem (hWnd, BUTTON_NEWGAME_ONLINE), true); 
-          EnableWindow (GetDlgItem (hWnd, STATICTEXT_NEWGAME_ONLINEDESCRIPTION), true); 
-       } 
-       else 
-       { 
-          Static_SetText (GetDlgItem (hWnd, STATICTEXT_NEWGAME_ONLINEDESCRIPTION), LOCALIZE (L"Error_NetworkInitializationFailed")); 
-          EnableWindow (GetDlgItem (hWnd, BUTTON_NEWGAME_ONLINE), false); 
-          EnableWindow (GetDlgItem (hWnd, STATICTEXT_NEWGAME_ONLINEDESCRIPTION), false); 
-       } 
-   
-       SetWindowText (GetDlgItem (hWnd, BUTTON_NEWGAME_COMPUTER), LOCALIZE (L"NewGame_Computer")); 
-       Static_SetText (GetDlgItem (hWnd, STATICTEXT_NEWGAME_COMPUTERDESCRIPTION), LOCALIZE (L"NewGame_ComputerDescription")); 
-   
-       SetWindowText (GetDlgItem (hWnd, BUTTON_NEWGAME_HUMAN), LOCALIZE (L"NewGame_Human")); 
-       Static_SetText (GetDlgItem (hWnd, STATICTEXT_NEWGAME_HUMANDESCRIPTION), LOCALIZE (L"NewGame_HumanDescription")); 
-   
-       Static_SetText (GetDlgItem (hWnd, STATICTEXT_NEWGAME_STATUSBAR), LOCALIZE (L"NewGame_StatusBar")); 
-   
-       // convert the status bar message to a hyperlink 
-       ConvertStaticToHyperlink (GetDlgItem (hWnd, STATICTEXT_NEWGAME_STATUSBAR)); 
-   
-       // and stop the center message display 
-       the_scene.gui.want_spinwheel = false; 
-    } 
-   
-    // else did we click the close button on the title bar or hit the escape key ? 
-    else if (message == WM_CLOSE) 
-       EndDialog (hWnd, 0); // close the dialog box 
-   
-    // else did we take action on one of the controls ? 
-    else if (message == WM_COMMAND) 
-    { 
-       // did we cancel the dialog box ? (IDCANCEL is a system-wide dialog box handler value, that catches the ESC key) 
-       if (wParam_loword == IDCANCEL) 
-          EndDialog (hWnd, 0); // close the dialog box 
-   
-       // else was it the new online game button ? 
-       else if (wParam_loword == BUTTON_NEWGAME_ONLINE) 
-          EndDialog (hWnd, GAMETYPE_ONLINE); // close the dialog box and return a "new online game" code 
-   
-       // else was it the new game versus computer button ? 
-       else if (wParam_loword == BUTTON_NEWGAME_COMPUTER) 
-          EndDialog (hWnd, GAMETYPE_COMPUTER); // close the dialog box and return a "new game versus computer" code 
-   
-       // else was it the new game versus human button ? 
-       else if (wParam_loword == BUTTON_NEWGAME_HUMAN) 
-          EndDialog (hWnd, GAMETYPE_TWOPLAYERS); // close the dialog box and return a "new game versus human" code 
-   
-       // else was it the status bar hyperlink ? 
-       else if (wParam_loword == STATICTEXT_NEWGAME_STATUSBAR) 
-          ShellExecute (NULL, L"open", PROGRAM_URL, NULL, NULL, SW_MAXIMIZE); // open the donation page in the default browser, maximized 
-    } 
-   
-    // call the default dialog message processing function to keep things going 
-    return (false); 
- } 
-