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  1. // scene.cpp
  2.  
  3. #include "common.h"
  4.  
  5.  
  6. // prototypes of local functions
  7. static void Scene_AddPart (scene_t *scene, int part_type, int part_color, float pos_x, float pos_y, float pos_z, float turn_yaw, float pitch);
  8. static void Scene_AddTile (scene_t *scene, int tile_type, float scale, float pos_x, float pos_y, float pos_z, float turn_yaw);
  9.  
  10.  
  11. // global variables used in this module only
  12. static wchar_t connected_comment[4096];
  13. static wchar_t filename[MAX_PATH];
  14. static float simpleshadow_sizes[] =
  15. {
  16.    0, // #define PART_NONE 0
  17.    2.5f, // #define PART_KING 1
  18.    2.45f, // #define PART_QUEEN 2
  19.    2.35f, // #define PART_BISHOP 3
  20.    2.25f, // #define PART_KNIGHT 4
  21.    2.15f, // #define PART_ROOK 5
  22.    2.0f, // #define PART_PAWN 6
  23. };
  24. static bool has_endsound_played = false;
  25.  
  26.  
  27. void Scene_Init (scene_t *scene, board_t *board)
  28. {
  29.    // this function initializes the scene objects array and inserts the chess table in it
  30.  
  31.    wchar_t format_string[4096];
  32.  
  33.    // allocate array for the board (3 objects) and zero it out
  34.    scene->objects = (sceneobject_t *) SAFE_malloc (3, sizeof (sceneobject_t), true);
  35.  
  36.    // insert the table edges, the table and the board
  37.    scene->objects[0].mesh_index = theme->trim_meshindex;
  38.    scene->objects[0].texture_index = theme->trim_texture;
  39.    scene->objects[0].scale = 1.0f;
  40.    scene->objects[1].mesh_index = theme->table_meshindex;
  41.    scene->objects[1].texture_index = theme->table_texture;
  42.    scene->objects[1].scale = 1.0f;
  43.    scene->objects[2].mesh_index = theme->board_meshindex;
  44.    scene->objects[2].texture_index = theme->board_texture;
  45.    scene->objects[2].scale = 1.0f;
  46.    scene->object_count = 3;
  47.  
  48.    // reset the camera position for a cool slide-in effect, but only if autorotate is enabled
  49.    if (options.want_autorotateon1vs1)
  50.    {
  51.       current_pitch = CLOSEUP_VIEW_PITCH; // autorotate is enabled, prepare for slide-in effect
  52.       current_yaw = (Board_ColorToMove (board) == COLOR_WHITE ? 90.0f : -90.0f);
  53.       current_distance = CLOSEUP_VIEW_DISTANCE;
  54.       if (current_distance >= MIN_VIEW_DISTANCE)
  55.          current_distance = MIN_VIEW_DISTANCE - 1.0f; // consistency check for stupid programmers
  56.    }
  57.    else
  58.    {
  59.       current_pitch = 55.0f; // no autorotate, reset to standard view position directly
  60.       current_yaw = (Board_ColorToMove (board) == COLOR_BLACK ? 90.0f : -90.0f);
  61.       current_distance = 70.0f;
  62.       if (current_distance < MIN_VIEW_DISTANCE)
  63.          current_distance = MIN_VIEW_DISTANCE; // consistency check for stupid programmers
  64.    }
  65.  
  66.    // look at the center of the table immediately
  67.    lookatpoint_x = 0;
  68.    lookatpoint_y = 0;
  69.  
  70.    // HACK to prevent the player to click and block the view angles while the slide-in is not finished
  71.    command_ignoretime = current_time + 2.0f; // allow 2 seconds
  72.  
  73.    // build the connected comment string (we use it as a global variable)
  74.    wcscpy_s (format_string, WCHAR_SIZEOF (format_string), LOCALIZE (L"YouAreConnectedToX"));
  75.    wcscat_s (format_string, WCHAR_SIZEOF (format_string), L"\n");
  76.    wcscat_s (format_string, WCHAR_SIZEOF (format_string), LOCALIZE (L"YouMayEitherDisplayThePlayersListOrTheSoughtGamesList"));
  77.    wcscat_s (format_string, WCHAR_SIZEOF (format_string), L"\n");
  78.    wcscat_s (format_string, WCHAR_SIZEOF (format_string), LOCALIZE (L"PleaseReferToTheInternetMenu"));
  79.    swprintf_s (connected_comment, WCHAR_SIZEOF (connected_comment), format_string, options.network.server_address);
  80.  
  81.    // completely reset the whole GUI structure so as to NULL out all pointers
  82.    memset (&scene->gui, 0, sizeof (scene->gui));
  83.  
  84.    // set the buttons locations
  85.    Scene_SetButton (&scene->gui.larrow, 0.3f, 0.5f, 3.0f, 4.0f, larrow_spriteindex, NULL);
  86.    Scene_SetButton (&scene->gui.rarrow, 3.3f, 0.5f, 3.0f, 4.0f, rarrow_spriteindex, NULL);
  87.    Scene_SetButton (&scene->gui.newgamebutton, 20.0f, 65.0f, 20.0f, 26.0f, newgamebutton_spriteindex, L"\n\n\n\n\n\n\n%s", LOCALIZE (L"NewGame"));
  88.    Scene_SetButton (&scene->gui.opengamebutton, 60.0f, 65.0f, 20.0f, 26.0f, opengamebutton_spriteindex, L"\n\n\n\n\n\n\n%s", LOCALIZE (L"OpenGame"));
  89.    Scene_SetButton (&scene->gui.chatbutton, 1.0f, 10.0f, 10.0f, 13.0f, chatbutton_spriteindex, NULL);
  90.    Scene_SetButton (&scene->gui.gamesbutton, 1.0f, 35.0f, 10.0f, 13.0f, gamesbutton_spriteindex, NULL);
  91.    Scene_SetButton (&scene->gui.peoplebutton, 1.0f, 60.0f, 10.0f, 13.0f, peoplebutton_spriteindex, NULL);
  92.  
  93.    // remember to update the scene
  94.    scene->update = true;
  95.  
  96.    return; // finished
  97. }
  98.  
  99.  
  100. void Scene_Shutdown (scene_t *scene)
  101. {
  102.    // this function frees the memory space allocated for the 3D scene and clears its pointers
  103.  
  104.    int cchistory_index;
  105.  
  106.    // free GUI mallocated buffers
  107.    SAFE_free ((void **) &scene->gui.arrow_text.buffer);
  108.    scene->gui.arrow_text.is_displayed = false;
  109.    SAFE_free ((void **) &scene->gui.comment_text.buffer);
  110.    scene->gui.comment_text.is_displayed = false;
  111.    SAFE_free ((void **) &scene->gui.history_text.buffer);
  112.    scene->gui.history_text.is_displayed = false;
  113.    SAFE_free ((void **) &scene->gui.clock_text.buffer);
  114.    scene->gui.clock_text.is_displayed = false;
  115.    SAFE_free ((void **) &scene->gui.turn_text.buffer);
  116.    scene->gui.turn_text.is_displayed = false;
  117.    SAFE_free ((void **) &scene->gui.central_text.buffer);
  118.    scene->gui.central_text.is_displayed = false;
  119.  
  120.    // for each entry in the CC history...
  121.    for (cchistory_index = 0; cchistory_index < scene->gui.cchistory_count; cchistory_index++)
  122.       SAFE_free ((void **) &scene->gui.cchistory[cchistory_index].text); // free its text buffer
  123.    SAFE_free ((void **) &scene->gui.cchistory); // free the GUI's CC history
  124.    scene->gui.cchistory_count = 0;
  125.  
  126.    SAFE_free ((void **) &scene->objects); // free the scene objects array
  127.    scene->object_count = 0;
  128.  
  129.    return; // finished
  130. }
  131.  
  132.  
  133. void Scene_Update (scene_t *scene, board_t *board)
  134. {
  135.    // this function updates the scene objects to display with what's currently on the board
  136.  
  137.    static bool rooksound_played = false; // hack to have two sounds when a king castles
  138.  
  139.    boardslot_t *boardslot;
  140.    boardmove_t *currentmove;
  141.    player_t *local_player;
  142.    player_t *network_player;
  143.    player_t *current_player;
  144.    player_t *opposite_player;
  145.    wchar_t *history_text; // mallocated
  146.    int historytext_size;
  147.    unsigned char takenpart_type;
  148.    int movement_direction;
  149.    int line;
  150.    int column;
  151.    int pos_index;
  152.    int part_index;
  153.    int move_index;
  154.    int start_index;
  155.    int length;
  156.    int threat_line;
  157.    int threat_column;
  158.    int minutes;
  159.    int seconds;
  160.    bool is_sliding;
  161.    float flaticons_yaw;
  162.    float source_x;
  163.    float source_y;
  164.    float target_x;
  165.    float target_y;
  166.    float current_x;
  167.    float current_y;
  168.    float current_z;
  169.    float current_p;
  170.    int movement_diffco;
  171.    int movement_diffli;
  172.    float movement_maxheight;
  173.    float movement_ratio;
  174.  
  175.    // get the current player (we'll need it), its opponent and see if we're online
  176.    current_player = Player_GetCurrent ();
  177.    opposite_player = Player_GetOpposite ();
  178.    network_player = Player_FindByType (PLAYER_INTERNET);
  179.  
  180.    // determine display yaw (for flat icons) according to camera angle
  181.    if ((current_yaw > 45.0f) && (current_yaw <= 135.0f))
  182.       flaticons_yaw = 180.0f;
  183.    else if ((current_yaw > -45.0f) && (current_yaw <= 45.0f))
  184.       flaticons_yaw = 90.0f;
  185.    else if ((current_yaw > -135.0f) && (current_yaw <= -45.0f))
  186.       flaticons_yaw = 0.0f;
  187.    else
  188.       flaticons_yaw = -90.0f;
  189.  
  190.    // get the current move
  191.    currentmove = &board->moves[board->viewed_move]; // quick access to current move
  192.  
  193.    // fetch the background sprite from the theme
  194.    if (want_custombackground)
  195.       scene->background_spriteindex = custombg.sprite_index; // use the custom background if specified
  196.    else
  197.       scene->background_spriteindex = theme->bg.sprite_index; // else use the theme's supplied background
  198.  
  199.    // shrink the scene objects array to leave just the board (3 objects)
  200.    scene->objects = (sceneobject_t *) SAFE_realloc (scene->objects, scene->object_count, 3, sizeof (sceneobject_t), false);
  201.    scene->object_count = 3;
  202.  
  203.    // update the board theme
  204.    scene->objects[0].mesh_index = theme->trim_meshindex;
  205.    scene->objects[0].texture_index = theme->trim_texture;
  206.    scene->objects[0].material_index = theme->trim_material;
  207.    scene->objects[0].scale = 1.0f;
  208.    scene->objects[1].mesh_index = theme->table_meshindex;
  209.    scene->objects[1].texture_index = theme->table_texture;
  210.    scene->objects[1].material_index = theme->table_material;
  211.    scene->objects[1].scale = 1.0f;
  212.    scene->objects[2].mesh_index = theme->board_meshindex;
  213.    scene->objects[2].texture_index = theme->board_texture;
  214.    scene->objects[2].material_index = theme->board_material;
  215.    scene->objects[2].scale = 1.0f;
  216.  
  217.    // draw the grid numbers if we want them
  218.    if (want_grid)
  219.       Scene_AddTile (scene, theme->grid_texture, 30.0f, 0.0f, 0.0f, 0.01f, 0.0f);
  220.  
  221.    ////////////////////////////////////////////////////////////////////////////////////////////////
  222.    // recompute the slot textures (only in play mode when we render the real board)
  223.  
  224.    // erase all the slot flags
  225.    for (line = 0; line < 8; line++)
  226.       for (column = 0; column < 8; column++)
  227.          currentmove->slots[line][column].flags = FLAG_NONE; // because we will recompute them
  228.  
  229.    // cycle through all the grid again and see if either king is in check
  230.    for (line = 0; line < 8; line++)
  231.       for (column = 0; column < 8; column++)
  232.       {
  233.          boardslot = &currentmove->slots[line][column]; // quick access to grid slot
  234.  
  235.          if (boardslot->part != PART_KING)
  236.             continue; // if this slot is not a king, skip it
  237.  
  238.          // is this king currently threatened ?
  239.          if (Move_IsKingThreatenedAtLocation (currentmove, boardslot->color, line, column, &threat_line, &threat_column))
  240.          {
  241.             currentmove->slots[line][column].flags |= FLAG_CHECK; // mark it as threatened
  242.             currentmove->slots[threat_line][threat_column].flags |= FLAG_THREAT; // and who threatens it
  243.          }
  244.       }
  245.  
  246.    // are we in play mode ? i.e, are we rendering the last move ?
  247.    if (board->viewed_move == board->move_count - 1)
  248.    {
  249.       // mark the selected position as selected
  250.       if (IS_VALID_POSITION (board->selected_position))
  251.          currentmove->slots[board->selected_position[0]][board->selected_position[1]].flags |= FLAG_SELECTED;
  252.  
  253.       // now cycle through all the grid again and see if some slots need to be coloured
  254.       for (line = 0; line < 8; line++)
  255.          for (column = 0; column < 8; column++)
  256.          {
  257.             boardslot = &currentmove->slots[line][column]; // quick access to grid slot
  258.  
  259.             if (!(boardslot->flags & FLAG_SELECTED))
  260.                continue; // if this slot is not selected, skip it
  261.  
  262.             //////////////////////////////////////////////////////////////////////////////////////////
  263.             ////////////////////////////////////////// PAWN //////////////////////////////////////////
  264.             //////////////////////////////////////////////////////////////////////////////////////////
  265.             // is it a pawn ?
  266.             if (boardslot->part == PART_PAWN)
  267.             {
  268.                // figure out movement direction
  269.                if (boardslot->color == COLOR_WHITE)
  270.                   movement_direction = 1;
  271.                else
  272.                   movement_direction = -1;
  273.  
  274.                // if pawn has still room to move forward, it can
  275.                if ((((line < 7) && (movement_direction == 1)) || ((line > 0) && (movement_direction == -1)))
  276.                    && (currentmove->slots[line + movement_direction][column].part == PART_NONE))
  277.                {
  278.                   currentmove->slots[line + movement_direction][column].flags |= FLAG_POSSIBLEMOVE;
  279.  
  280.                   // if pawn is still in its initial slot, it can move twice forward
  281.                   if ((((line == 1) && (movement_direction == 1)) || ((line == 6) && (movement_direction == -1)))
  282.                       && (currentmove->slots[line + movement_direction * 2][column].part == PART_NONE))
  283.                      currentmove->slots[line + movement_direction * 2][column].flags |= FLAG_POSSIBLEMOVE;
  284.                }
  285.  
  286.                // see if pawn can take a piece on its left
  287.                if ((column > 0) && (currentmove->slots[line + movement_direction][column - 1].part != PART_NONE)
  288.                    && (currentmove->slots[line + movement_direction][column - 1].color != currentmove->slots[line][column].color))
  289.                   currentmove->slots[line + movement_direction][column - 1].flags |= FLAG_TAKEABLE;
  290.  
  291.                // see if pawn can take a piece on its right
  292.                if ((column < 7) && (currentmove->slots[line + movement_direction][column + 1].part != PART_NONE)
  293.                    && (currentmove->slots[line + movement_direction][column + 1].color != currentmove->slots[line][column].color))
  294.                   currentmove->slots[line + movement_direction][column + 1].flags |= FLAG_TAKEABLE;
  295.  
  296.                // if previous move was a pawn rush, see if pawn can take "en passant"
  297.                if ((currentmove->part == PART_PAWN)
  298.                      && (currentmove->target[1] == currentmove->source[1]) // pawn moved in column
  299.                      && (abs (currentmove->target[0] - currentmove->source[0]) == 2) // pawn rushed
  300.                      && (currentmove->target[0] == line) // pawn is in line with us
  301.                      && (abs (currentmove->target[1] - column) == 1)) // pawn is next to us
  302.                   currentmove->slots[line + movement_direction][currentmove->target[1]].flags |= FLAG_TAKEABLE;
  303.             }
  304.  
  305.             //////////////////////////////////////////////////////////////////////////////////////////
  306.             ////////////////////////////////////////// ROOK //////////////////////////////////////////
  307.             //////////////////////////////////////////////////////////////////////////////////////////
  308.             // else is it a rook ?
  309.             else if (boardslot->part == PART_ROOK)
  310.             {
  311.                // see how far rook can move upwards
  312.                for (pos_index = line + 1; pos_index < 8; pos_index++)
  313.                {
  314.                   if (currentmove->slots[pos_index][column].part != PART_NONE)
  315.                   {
  316.                      if (currentmove->slots[pos_index][column].color != currentmove->slots[line][column].color)
  317.                         currentmove->slots[pos_index][column].flags |= FLAG_TAKEABLE;
  318.                      break;
  319.                   }
  320.                   currentmove->slots[pos_index][column].flags |= FLAG_POSSIBLEMOVE;
  321.                }
  322.  
  323.                // see how far rook can move downwards
  324.                for (pos_index = line - 1; pos_index >= 0; pos_index--)
  325.                {
  326.                   if (currentmove->slots[pos_index][column].part != PART_NONE)
  327.                   {
  328.                      if (currentmove->slots[pos_index][column].color != currentmove->slots[line][column].color)
  329.                         currentmove->slots[pos_index][column].flags |= FLAG_TAKEABLE;
  330.                      break;
  331.                   }
  332.                   currentmove->slots[pos_index][column].flags |= FLAG_POSSIBLEMOVE;
  333.                }
  334.  
  335.                // see how far rook can move left
  336.                for (pos_index = column - 1; pos_index >= 0; pos_index--)
  337.                {
  338.                   if (currentmove->slots[line][pos_index].part != PART_NONE)
  339.                   {
  340.                      if (currentmove->slots[line][pos_index].color != currentmove->slots[line][column].color)
  341.                         currentmove->slots[line][pos_index].flags |= FLAG_TAKEABLE;
  342.                      break;
  343.                   }
  344.                   currentmove->slots[line][pos_index].flags |= FLAG_POSSIBLEMOVE;
  345.                }
  346.  
  347.                // see how far rook can move right
  348.                for (pos_index = column + 1; pos_index < 8; pos_index++)
  349.                {
  350.                   if (currentmove->slots[line][pos_index].part != PART_NONE)
  351.                   {
  352.                      if (currentmove->slots[line][pos_index].color != currentmove->slots[line][column].color)
  353.                         currentmove->slots[line][pos_index].flags |= FLAG_TAKEABLE;
  354.                      break;
  355.                   }
  356.                   currentmove->slots[line][pos_index].flags |= FLAG_POSSIBLEMOVE;
  357.                }
  358.             }
  359.  
  360.             //////////////////////////////////////////////////////////////////////////////////////////
  361.             ///////////////////////////////////////// KNIGHT /////////////////////////////////////////
  362.             //////////////////////////////////////////////////////////////////////////////////////////
  363.             // else is it a knight ?
  364.             else if (boardslot->part == PART_KNIGHT)
  365.             {
  366.                // peek knight's NNW move
  367.                if ((column > 0) && (line < 6))
  368.                   if (currentmove->slots[line + 2][column - 1].part == PART_NONE)
  369.                      currentmove->slots[line + 2][column - 1].flags |= FLAG_POSSIBLEMOVE;
  370.                   else if (currentmove->slots[line + 2][column - 1].color != currentmove->slots[line][column].color)
  371.                      currentmove->slots[line + 2][column - 1].flags |= FLAG_TAKEABLE;
  372.  
  373.                // peek knight's NNE move
  374.                if ((column < 7) && (line < 6))
  375.                   if (currentmove->slots[line + 2][column + 1].part == PART_NONE)
  376.                      currentmove->slots[line + 2][column + 1].flags |= FLAG_POSSIBLEMOVE;
  377.                   else if (currentmove->slots[line + 2][column + 1].color != currentmove->slots[line][column].color)
  378.                      currentmove->slots[line + 2][column + 1].flags |= FLAG_TAKEABLE;
  379.  
  380.                // peek knight's ENE move
  381.                if ((column < 6) && (line < 7))
  382.                   if (currentmove->slots[line + 1][column + 2].part == PART_NONE)
  383.                      currentmove->slots[line + 1][column + 2].flags |= FLAG_POSSIBLEMOVE;
  384.                   else if (currentmove->slots[line + 1][column + 2].color != currentmove->slots[line][column].color)
  385.                      currentmove->slots[line + 1][column + 2].flags |= FLAG_TAKEABLE;
  386.  
  387.                // peek knight's ESE move
  388.                if ((column < 6) && (line > 0))
  389.                   if (currentmove->slots[line - 1][column + 2].part == PART_NONE)
  390.                      currentmove->slots[line - 1][column + 2].flags |= FLAG_POSSIBLEMOVE;
  391.                   else if (currentmove->slots[line - 1][column + 2].color != currentmove->slots[line][column].color)
  392.                      currentmove->slots[line - 1][column + 2].flags |= FLAG_TAKEABLE;
  393.  
  394.                // peek knight's SSW move
  395.                if ((column > 0) && (line > 1))
  396.                   if (currentmove->slots[line - 2][column - 1].part == PART_NONE)
  397.                      currentmove->slots[line - 2][column - 1].flags |= FLAG_POSSIBLEMOVE;
  398.                   else if (currentmove->slots[line - 2][column - 1].color != currentmove->slots[line][column].color)
  399.                      currentmove->slots[line - 2][column - 1].flags |= FLAG_TAKEABLE;
  400.  
  401.                // peek knight's SSE move
  402.                if ((column < 7) && (line > 1))
  403.                   if (currentmove->slots[line - 2][column + 1].part == PART_NONE)
  404.                      currentmove->slots[line - 2][column + 1].flags |= FLAG_POSSIBLEMOVE;
  405.                   else if (currentmove->slots[line - 2][column + 1].color != currentmove->slots[line][column].color)
  406.                      currentmove->slots[line - 2][column + 1].flags |= FLAG_TAKEABLE;
  407.  
  408.                // peek knight's WNW move
  409.                if ((column > 1) && (line < 7))
  410.                   if (currentmove->slots[line + 1][column - 2].part == PART_NONE)
  411.                      currentmove->slots[line + 1][column - 2].flags |= FLAG_POSSIBLEMOVE;
  412.                   else if (currentmove->slots[line + 1][column - 2].color != currentmove->slots[line][column].color)
  413.                      currentmove->slots[line + 1][column - 2].flags |= FLAG_TAKEABLE;
  414.  
  415.                // peek knight's WSW move
  416.                if ((column > 1) && (line > 0))
  417.                   if (currentmove->slots[line - 1][column - 2].part == PART_NONE)
  418.                      currentmove->slots[line - 1][column - 2].flags |= FLAG_POSSIBLEMOVE;
  419.                   else if (currentmove->slots[line - 1][column - 2].color != currentmove->slots[line][column].color)
  420.                      currentmove->slots[line - 1][column - 2].flags |= FLAG_TAKEABLE;
  421.             }
  422.  
  423.             //////////////////////////////////////////////////////////////////////////////////////////
  424.             ///////////////////////////////////////// BISHOP /////////////////////////////////////////
  425.             //////////////////////////////////////////////////////////////////////////////////////////
  426.             // else is it a bishop ?
  427.             else if (boardslot->part == PART_BISHOP)
  428.             {
  429.                // see how far bishop can move NE
  430.                for (pos_index = 1; pos_index < 8; pos_index++)
  431.                {
  432.                   if ((line + pos_index > 7) || (column + pos_index > 7))
  433.                      break;
  434.                   if (currentmove->slots[line + pos_index][column + pos_index].part != PART_NONE)
  435.                   {
  436.                      if (currentmove->slots[line + pos_index][column + pos_index].color != currentmove->slots[line][column].color)
  437.                         currentmove->slots[line + pos_index][column + pos_index].flags |= FLAG_TAKEABLE;
  438.                      break;
  439.                   }
  440.                   currentmove->slots[line + pos_index][column + pos_index].flags |= FLAG_POSSIBLEMOVE;
  441.                }
  442.  
  443.                // see how far bishop can move SE
  444.                for (pos_index = 1; pos_index < 8; pos_index++)
  445.                {
  446.                   if ((line - pos_index < 0) || (column + pos_index > 7))
  447.                      break;
  448.                   if (currentmove->slots[line - pos_index][column + pos_index].part != PART_NONE)
  449.                   {
  450.                      if (currentmove->slots[line - pos_index][column + pos_index].color != currentmove->slots[line][column].color)
  451.                         currentmove->slots[line - pos_index][column + pos_index].flags |= FLAG_TAKEABLE;
  452.                      break;
  453.                   }
  454.                   currentmove->slots[line - pos_index][column + pos_index].flags |= FLAG_POSSIBLEMOVE;
  455.                }
  456.  
  457.                // see how far bishop can move NW
  458.                for (pos_index = 1; pos_index < 8; pos_index++)
  459.                {
  460.                   if ((line + pos_index > 7) || (column - pos_index < 0))
  461.                      break;
  462.                   if (currentmove->slots[line + pos_index][column - pos_index].part != PART_NONE)
  463.                   {
  464.                      if (currentmove->slots[line + pos_index][column - pos_index].color != currentmove->slots[line][column].color)
  465.                         currentmove->slots[line + pos_index][column - pos_index].flags |= FLAG_TAKEABLE;
  466.                      break;
  467.                   }
  468.                   currentmove->slots[line + pos_index][column - pos_index].flags |= FLAG_POSSIBLEMOVE;
  469.                }
  470.  
  471.                // see how far bishop can move SW
  472.                for (pos_index = 1; pos_index < 8; pos_index++)
  473.                {
  474.                   if ((line - pos_index < 0) || (column - pos_index < 0))
  475.                      break;
  476.                   if (currentmove->slots[line - pos_index][column - pos_index].part != PART_NONE)
  477.                   {
  478.                      if (currentmove->slots[line - pos_index][column - pos_index].color != currentmove->slots[line][column].color)
  479.                         currentmove->slots[line - pos_index][column - pos_index].flags |= FLAG_TAKEABLE;
  480.                      break;
  481.                   }
  482.                   currentmove->slots[line - pos_index][column - pos_index].flags |= FLAG_POSSIBLEMOVE;
  483.                }
  484.             }
  485.  
  486.             //////////////////////////////////////////////////////////////////////////////////////////
  487.             ///////////////////////////////////////// QUEEN //////////////////////////////////////////
  488.             //////////////////////////////////////////////////////////////////////////////////////////
  489.             // else is it a queen ?
  490.             else if (boardslot->part == PART_QUEEN)
  491.             {
  492.                // see how far queen can move NE
  493.                for (pos_index = 1; pos_index < 8; pos_index++)
  494.                {
  495.                   if ((line + pos_index > 7) || (column + pos_index > 7))
  496.                      break;
  497.                   if (currentmove->slots[line + pos_index][column + pos_index].part != PART_NONE)
  498.                   {
  499.                      if (currentmove->slots[line + pos_index][column + pos_index].color != currentmove->slots[line][column].color)
  500.                         currentmove->slots[line + pos_index][column + pos_index].flags |= FLAG_TAKEABLE;
  501.                      break;
  502.                   }
  503.                   currentmove->slots[line + pos_index][column + pos_index].flags |= FLAG_POSSIBLEMOVE;
  504.                }
  505.  
  506.                // see how far queen can move SE
  507.                for (pos_index = 1; pos_index < 8; pos_index++)
  508.                {
  509.                   if ((line - pos_index < 0) || (column + pos_index > 7))
  510.                      break;
  511.                   if (currentmove->slots[line - pos_index][column + pos_index].part != PART_NONE)
  512.                   {
  513.                      if (currentmove->slots[line - pos_index][column + pos_index].color != currentmove->slots[line][column].color)
  514.                         currentmove->slots[line - pos_index][column + pos_index].flags |= FLAG_TAKEABLE;
  515.                      break;
  516.                   }
  517.                   currentmove->slots[line - pos_index][column + pos_index].flags |= FLAG_POSSIBLEMOVE;
  518.                }
  519.  
  520.                // see how far queen can move NW
  521.                for (pos_index = 1; pos_index < 8; pos_index++)
  522.                {
  523.                   if ((line + pos_index > 7) || (column - pos_index < 0))
  524.                      break;
  525.                   if (currentmove->slots[line + pos_index][column - pos_index].part != PART_NONE)
  526.                   {
  527.                      if (currentmove->slots[line + pos_index][column - pos_index].color != currentmove->slots[line][column].color)
  528.                         currentmove->slots[line + pos_index][column - pos_index].flags |= FLAG_TAKEABLE;
  529.                      break;
  530.                   }
  531.                   currentmove->slots[line + pos_index][column - pos_index].flags |= FLAG_POSSIBLEMOVE;
  532.                }
  533.  
  534.                // see how far queen can move SW
  535.                for (pos_index = 1; pos_index < 8; pos_index++)
  536.                {
  537.                   if ((line - pos_index < 0) || (column - pos_index < 0))
  538.                      break;
  539.                   if (currentmove->slots[line - pos_index][column - pos_index].part != PART_NONE)
  540.                   {
  541.                      if (currentmove->slots[line - pos_index][column - pos_index].color != currentmove->slots[line][column].color)
  542.                         currentmove->slots[line - pos_index][column - pos_index].flags |= FLAG_TAKEABLE;
  543.                      break;
  544.                   }
  545.                   currentmove->slots[line - pos_index][column - pos_index].flags |= FLAG_POSSIBLEMOVE;
  546.                }
  547.  
  548.                // see how far queen can move upwards
  549.                for (pos_index = line + 1; pos_index < 8; pos_index++)
  550.                {
  551.                   if (currentmove->slots[pos_index][column].part != PART_NONE)
  552.                   {
  553.                      if (currentmove->slots[pos_index][column].color != currentmove->slots[line][column].color)
  554.                         currentmove->slots[pos_index][column].flags |= FLAG_TAKEABLE;
  555.                      break;
  556.                   }
  557.                   currentmove->slots[pos_index][column].flags |= FLAG_POSSIBLEMOVE;
  558.                }
  559.  
  560.                // see how far queen can move downwards
  561.                for (pos_index = line - 1; pos_index >= 0; pos_index--)
  562.                {
  563.                   if (currentmove->slots[pos_index][column].part != PART_NONE)
  564.                   {
  565.                      if (currentmove->slots[pos_index][column].color != currentmove->slots[line][column].color)
  566.                         currentmove->slots[pos_index][column].flags |= FLAG_TAKEABLE;
  567.                      break;
  568.                   }
  569.                   currentmove->slots[pos_index][column].flags |= FLAG_POSSIBLEMOVE;
  570.                }
  571.  
  572.                // see how far queen can move left
  573.                for (pos_index = column - 1; pos_index >= 0; pos_index--)
  574.                {
  575.                   if (currentmove->slots[line][pos_index].part != PART_NONE)
  576.                   {
  577.                      if (currentmove->slots[line][pos_index].color != currentmove->slots[line][column].color)
  578.                         currentmove->slots[line][pos_index].flags |= FLAG_TAKEABLE;
  579.                      break;
  580.                   }
  581.                   currentmove->slots[line][pos_index].flags |= FLAG_POSSIBLEMOVE;
  582.                }
  583.  
  584.                // see how far queen can move right
  585.                for (pos_index = column + 1; pos_index < 8; pos_index++)
  586.                {
  587.                   if (currentmove->slots[line][pos_index].part != PART_NONE)
  588.                   {
  589.                      if (currentmove->slots[line][pos_index].color != currentmove->slots[line][column].color)
  590.                         currentmove->slots[line][pos_index].flags |= FLAG_TAKEABLE;
  591.                      break;
  592.                   }
  593.                   currentmove->slots[line][pos_index].flags |= FLAG_POSSIBLEMOVE;
  594.                }
  595.             }
  596.  
  597.             //////////////////////////////////////////////////////////////////////////////////////////
  598.             ////////////////////////////////////////// KING //////////////////////////////////////////
  599.             //////////////////////////////////////////////////////////////////////////////////////////
  600.             // else is it a king ?
  601.             else if (boardslot->part == PART_KING)
  602.             {
  603.                // see if king can move NE
  604.                if ((line < 7) && (column < 7))
  605.                {
  606.                   if (currentmove->slots[line + 1][column + 1].part == PART_NONE)
  607.                      currentmove->slots[line + 1][column + 1].flags |= FLAG_POSSIBLEMOVE;
  608.                   else if (currentmove->slots[line + 1][column + 1].color != currentmove->slots[line][column].color)
  609.                      currentmove->slots[line + 1][column + 1].flags |= FLAG_TAKEABLE;
  610.                }
  611.  
  612.                // see if king can move SE
  613.                if ((line > 0) && (column < 7))
  614.                {
  615.                   if (currentmove->slots[line - 1][column + 1].part == PART_NONE)
  616.                      currentmove->slots[line - 1][column + 1].flags |= FLAG_POSSIBLEMOVE;
  617.                   else if (currentmove->slots[line - 1][column + 1].color != currentmove->slots[line][column].color)
  618.                      currentmove->slots[line - 1][column + 1].flags |= FLAG_TAKEABLE;
  619.                }
  620.  
  621.                // see if king can move NW
  622.                if ((line < 7) && (column > 0))
  623.                {
  624.                   if (currentmove->slots[line + 1][column - 1].part == PART_NONE)
  625.                      currentmove->slots[line + 1][column - 1].flags |= FLAG_POSSIBLEMOVE;
  626.                   else if (currentmove->slots[line + 1][column - 1].color != currentmove->slots[line][column].color)
  627.                      currentmove->slots[line + 1][column - 1].flags |= FLAG_TAKEABLE;
  628.                }
  629.  
  630.                // see if king can move SW
  631.                if ((line > 0) && (column > 0))
  632.                {
  633.                   if (currentmove->slots[line - 1][column - 1].part == PART_NONE)
  634.                      currentmove->slots[line - 1][column - 1].flags |= FLAG_POSSIBLEMOVE;
  635.                   else if (currentmove->slots[line - 1][column - 1].color != currentmove->slots[line][column].color)
  636.                      currentmove->slots[line - 1][column - 1].flags |= FLAG_TAKEABLE;
  637.                }
  638.  
  639.                // see if king can move upwards
  640.                if (line < 7)
  641.                {
  642.                   if (currentmove->slots[line + 1][column].part == PART_NONE)
  643.                      currentmove->slots[line + 1][column].flags |= FLAG_POSSIBLEMOVE;
  644.                   else if (currentmove->slots[line + 1][column].color != currentmove->slots[line][column].color)
  645.                      currentmove->slots[line + 1][column].flags |= FLAG_TAKEABLE;
  646.                }
  647.  
  648.                // see if king can move downwards
  649.                if (line > 0)
  650.                {
  651.                   if (currentmove->slots[line - 1][column].part == PART_NONE)
  652.                      currentmove->slots[line - 1][column].flags |= FLAG_POSSIBLEMOVE;
  653.                   else if (currentmove->slots[line - 1][column].color != currentmove->slots[line][column].color)
  654.                      currentmove->slots[line - 1][column].flags |= FLAG_TAKEABLE;
  655.                }
  656.  
  657.                // see if king can move right
  658.                if (column < 7)
  659.                {
  660.                   if (currentmove->slots[line][column + 1].part == PART_NONE)
  661.                      currentmove->slots[line][column + 1].flags |= FLAG_POSSIBLEMOVE;
  662.                   else if (currentmove->slots[line][column + 1].color != currentmove->slots[line][column].color)
  663.                      currentmove->slots[line][column + 1].flags |= FLAG_TAKEABLE;
  664.                }
  665.  
  666.                // see if king can move left
  667.                if (column > 0)
  668.                {
  669.                   if (currentmove->slots[line][column - 1].part == PART_NONE)
  670.                      currentmove->slots[line][column - 1].flags |= FLAG_POSSIBLEMOVE;
  671.                   else if (currentmove->slots[line][column - 1].color != currentmove->slots[line][column].color)
  672.                      currentmove->slots[line][column - 1].flags |= FLAG_TAKEABLE;
  673.                }
  674.  
  675.                // can king castle bishopside ?
  676.                if (currentmove->sides[boardslot->color].shortcastle_allowed // no parts have moved yet
  677.                    && (currentmove->slots[line][5].part == PART_NONE) // no other part...
  678.                    && (currentmove->slots[line][6].part == PART_NONE) // ...in the way
  679.                    && !Move_IsCheck (currentmove, boardslot->color) // king not currently in check
  680.                    && !Move_IsKingThreatenedAtLocation (currentmove, boardslot->color, line, 5, &threat_line, &threat_column)) // king's way safe
  681.                   currentmove->slots[line][column + 2].flags |= FLAG_POSSIBLEMOVE; // allow castling bishopside
  682.  
  683.                // can king castle queenside ?
  684.                if (currentmove->sides[boardslot->color].longcastle_allowed // no parts have moved yet
  685.                    && (currentmove->slots[line][3].part == PART_NONE) // no other part...
  686.                    && (currentmove->slots[line][2].part == PART_NONE) // ...is...
  687.                    && (currentmove->slots[line][1].part == PART_NONE) // ...in the way
  688.                    && !Move_IsCheck (currentmove, boardslot->color) // king not currently in check
  689.                    && !Move_IsKingThreatenedAtLocation (currentmove, boardslot->color, line, 3, &threat_line, &threat_column)) // king's way safe
  690.                   currentmove->slots[line][column - 2].flags |= FLAG_POSSIBLEMOVE; // allow castling queenside
  691.             }
  692.          }
  693.    } // end if (play mode)
  694.  
  695.    ////////////////////////////////////////////////////////////////////////////////////////////////
  696.    // now place the parts that are off-board (taken parts)
  697.  
  698.    // but only if we want them displayed
  699.    if (options.want_takenparts)
  700.    {
  701.       // draw the white player's taken parts, place the part off the board (watch out for the hack...)
  702.       for (part_index = 0; part_index < currentmove->sides[COLOR_WHITE].takenpart_count; part_index++)
  703.       {
  704.          takenpart_type = currentmove->sides[COLOR_WHITE].takenparts[part_index];
  705.  
  706.          // do we want the 3D models or the flat icons ?
  707.          // we do when EITHER we don't want flat icons OR the current player is looking downstraight
  708.          if (!want_flaticons || (current_pitch < MAX_PITCH_FOR_FLAT_ICONS))
  709.             Scene_AddPart (scene, takenpart_type, COLOR_BLACK, (part_index < MAX_STACKABLE_PARTS ? 23.2f : 26.8f),
  710.                            (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),
  711.                            0.04f, (takenpart_type == PART_PAWN ? -90.0f : 100.0f), 0.0f); // rotate pawns 90°
  712.          else
  713.             Scene_AddTile (scene, theme->flattextures[COLOR_BLACK][takenpart_type], 1.25f, (part_index < MAX_STACKABLE_PARTS ? 23.2f : 26.8f),
  714.                            20.0f - (part_index < MAX_STACKABLE_PARTS ? part_index : (part_index - MAX_STACKABLE_PARTS)) * 2.5f, 0.07f, flaticons_yaw);
  715.       }
  716.  
  717.       // now draw the black player's taken parts, place the part off the board (watch out for the hack...)
  718.       for (part_index = 0; part_index < currentmove->sides[COLOR_BLACK].takenpart_count; part_index++)
  719.       {
  720.          takenpart_type = currentmove->sides[COLOR_BLACK].takenparts[part_index];
  721.  
  722.          // do we want the 3D models or the flat icons ?
  723.          // we do when EITHER we don't want flat icons OR the current player is looking downstraight
  724.          if (!want_flaticons || (current_pitch < MAX_PITCH_FOR_FLAT_ICONS))
  725.             Scene_AddPart (scene, takenpart_type, COLOR_WHITE, (part_index < MAX_STACKABLE_PARTS ? -23.2f : -26.8f),
  726.                            (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),
  727.                            0.04f, (takenpart_type == PART_PAWN ? -90.0f : 100.0f), 0.0f); // rotate pawns 90°
  728.          else
  729.             Scene_AddTile (scene, theme->flattextures[COLOR_WHITE][takenpart_type], 1.25f, (part_index < MAX_STACKABLE_PARTS ? -23.2f : -26.8f),
  730.                            -20.0f + (part_index < MAX_STACKABLE_PARTS ? part_index : (part_index - MAX_STACKABLE_PARTS)) * 2.5f, 0.07f, flaticons_yaw);
  731.       }
  732.    }
  733.  
  734.    ////////////////////////////////////////////////////////////////////////////////////////////////
  735.    // now draw the textured slots
  736.  
  737.    // cycle through all the board slots...
  738.    for (line = 0; line < 8; line++)
  739.       for (column = 0; column < 8; column++)
  740.       {
  741.          if (currentmove->slots[line][column].flags == FLAG_NONE)
  742.             continue; // skip everything that doesn't need to be drawn
  743.  
  744.          // draw the texture we want. Only one texture is allowed, so PRIORITY MATTERS.
  745.          if (currentmove->slots[line][column].flags & FLAG_SELECTED)
  746.             Scene_AddTile (scene, theme->selected_textureindex, 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.02f, 0.0f);
  747.          else if (options.want_threats && currentmove->slots[line][column].flags & FLAG_CHECK)
  748.             Scene_AddTile (scene, theme->check_textureindex, 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.02f, 0.0f);
  749.          else if (options.want_possiblemoves && currentmove->slots[line][column].flags & FLAG_POSSIBLEMOVE)
  750.             Scene_AddTile (scene, theme->possiblemove_textureindex, 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.02f, 0.0f);
  751.          else if (options.want_possiblemoves && currentmove->slots[line][column].flags & FLAG_TAKEABLE)
  752.             Scene_AddTile (scene, theme->takeable_textureindex, 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.02f, 0.0f);
  753.          else if (options.want_threats && currentmove->slots[line][column].flags & FLAG_THREAT)
  754.             Scene_AddTile (scene, theme->threat_textureindex, 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.02f, 0.0f);
  755.       }
  756.  
  757.    // is it time to draw the hovered slot and last move textures on the board slots ?
  758.    if (animation_endtime < current_time)
  759.    {
  760.       // add the hovered slot tile (only when it should not be hidden because of highlighting)
  761.       if (!is_paused && IS_VALID_POSITION (board->hovered_position)
  762.           && ((highlight_endtime < current_time) || ((int) ((highlight_endtime - current_time) * 20.0f) % 2 == 1)))
  763.          Scene_AddTile (scene, theme->hovered_textureindex, 3.1f,
  764.                         17.5f - (7 - board->hovered_position[1]) * 5.0f,
  765.                         17.5f - board->hovered_position[0] * 5.0f,
  766.                         0.03f, 0.0f); // hovered tile
  767.  
  768.       // and the previous move source and target
  769.       if (options.want_lastmove && (board->move_count > 1) && (board->viewed_move > 0)
  770.           && IS_VALID_POSITION (board->moves[board->viewed_move].source)
  771.           && IS_VALID_POSITION (board->moves[board->viewed_move].target))
  772.       {
  773.          Scene_AddTile (scene, theme->lastmovesource_textureindex, 2.5f,
  774.                         17.5f - (7 - board->moves[board->viewed_move].source[1]) * 5.0f,
  775.                         17.5f - board->moves[board->viewed_move].source[0] * 5.0f,
  776.                         0.04f, 0.0f); // previous move source
  777.          Scene_AddTile (scene, theme->lastmovetarget_textureindex, 2.5f,
  778.                         17.5f - (7 - board->moves[board->viewed_move].target[1]) * 5.0f,
  779.                         17.5f - board->moves[board->viewed_move].target[0] * 5.0f,
  780.                         0.04f, 0.0f); // previous move target
  781.       }
  782.    }
  783.  
  784.    ////////////////////////////////////////////////////////////////////////////////////////////////
  785.    // now draw the 3D parts that are still in play
  786.  
  787.    // cycle through all the grid and place all static parts
  788.    for (line = 0; line < 8; line++)
  789.    {
  790.       for (column = 0; column < 8; column++)
  791.       {
  792.          boardslot = &currentmove->slots[line][column]; // quick access to grid slot
  793.  
  794.          // is there nothing on this grid slot ?
  795.          if (boardslot->part == PART_NONE)
  796.             continue; // then don't draw anything on it
  797.  
  798.          // is this part not animated ? i.e.:
  799.          // has no movement happened yet
  800.          // OR does the movement NOT land on this slot
  801.          //    AND is it NOT the tower concerned by a castle ?
  802.          if ((board->viewed_move == 0)
  803.              || (((line != currentmove->target[0]) || (column != currentmove->target[1]))
  804.                  && ((towupper (currentmove->pgntext[0]) != L'O')
  805.                      || (line != (currentmove->color == COLOR_WHITE ? 0 : 7)) || (column != (currentmove->target[1] == 2 ? 3 : 5)))))
  806.          {
  807.             // do we want the 3D models or the flat icons ?
  808.             // we do when EITHER we don't want flat icons OR the player playing the current move is looking downstraight
  809.             if (!want_flaticons || (current_pitch < MAX_PITCH_FOR_FLAT_ICONS))
  810.                Scene_AddPart (scene, boardslot->part, boardslot->color, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f, 0.0f, 0.0f);
  811.             else
  812.                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);
  813.          }
  814.       } // end for (column = 0; column < 8; column++)
  815.    } // end for (line = 0; line < 8; line++)
  816.  
  817.    // now do another pass and draw the part(s) that are currently moving
  818.    for (line = 0; line < 8; line++)
  819.    {
  820.       for (column = 0; column < 8; column++)
  821.       {
  822.          boardslot = &currentmove->slots[line][column]; // quick access to grid slot
  823.  
  824.          // is there nothing on this grid slot ?
  825.          if (boardslot->part == PART_NONE)
  826.             continue; // then don't draw anything on it
  827.  
  828.          // has a movement happened yet AND does it land on this slot ?
  829.          if ((board->viewed_move > 0)
  830.              && (line == currentmove->target[0]) && (column == currentmove->target[1]))
  831.          {
  832.             // should this part slide ? parts moving orthogonally slide instead of jumping AND only if the distance is 1 square
  833.             is_sliding = options.want_slidinganimations
  834.                          && ((currentmove->source[0] == currentmove->target[0]) || (currentmove->source[1] == currentmove->target[1]))
  835.                          && (abs (currentmove->target[0] - currentmove->source[0]) < 2)
  836.                          && (abs (currentmove->target[1] - currentmove->source[1]) < 2);
  837.  
  838.             // do we want animations AND is it still time to play the animation ?
  839.             if (options.want_animations && (animation_endtime > current_time))
  840.             {
  841.                // get the source and target X and Y positions
  842.                source_x = 17.5f - (7 - currentmove->source[1]) * 5.0f;
  843.                source_y = 17.5f - currentmove->source[0] * 5.0f;
  844.                target_x = 17.5f - (7 - currentmove->target[1]) * 5.0f;
  845.                target_y = 17.5f - currentmove->target[0] * 5.0f;
  846.  
  847.                // compute the movement completion ratio between 0 and 1
  848.                movement_ratio = 1.0f - (animation_endtime - current_time) / ANIMATION_DURATION;
  849.  
  850.                // compute the current X an Y based on movement timing
  851.                current_x = source_x + (target_x - source_x) * movement_ratio;
  852.                current_y = source_y + (target_y - source_y) * movement_ratio;
  853.  
  854.                // do we want the 3D models or the flat icons ?
  855.                // we do when EITHER we don't want flat icons OR the player playing the current move is looking downstraight
  856.                if (!want_flaticons || (current_pitch < MAX_PITCH_FOR_FLAT_ICONS))
  857.                {
  858.                   // should this part be sliding or jumping ?
  859.                   if (is_sliding)
  860.                   {
  861.                      current_z = 0.04f; // just slide
  862.                      current_p = 0.0f; // and stay vertical
  863.                   }
  864.                   else
  865.                   {
  866.                      // height is a sine positive, max height is proportional to travelled distance
  867.                      movement_diffco = abs(currentmove->target[1] - currentmove->source[1]);
  868.                      movement_diffli = abs(currentmove->target[0] - currentmove->source[0]);
  869.                      movement_maxheight = 0.5f + (float)movement_diffco + (float)movement_diffli;
  870.                      if (currentmove->part == PART_KNIGHT)
  871.                         movement_maxheight *= 2.0f; // knights jump high
  872.                      else if ((currentmove->part == PART_KING) && (movement_diffco == 2))
  873.                         movement_maxheight *= 5.0f; // kings jump VERY high when castling too
  874.                      else if (movement_maxheight > 5.0f)
  875.                         movement_maxheight = 5.0f; // all other parts just hover above the ground
  876.                      current_z = 0.04f + (float)sin(MATH_PI * movement_ratio) * movement_maxheight; // part height
  877.                      current_p = (boardslot->color == COLOR_BLACK ? -1 : 1) * min(current_z * 3.0f, 10.0f); // part inclination
  878.                   }
  879.  
  880.                   // make this part move realistically
  881.                   Scene_AddPart (scene, boardslot->part, boardslot->color, current_x, current_y, current_z, 0.0f, current_p);
  882.                }
  883.                else
  884.                   Scene_AddTile (scene, theme->flattextures[boardslot->color][boardslot->part], 2.5f, current_x, current_y, 0.07f, flaticons_yaw);
  885.             }
  886.             else
  887.             {
  888.                // do we want the 3D models or the flat icons ?
  889.                // we do when EITHER we don't want flat icons OR the current player is looking downstraight
  890.                if (!want_flaticons || (current_pitch < MAX_PITCH_FOR_FLAT_ICONS))
  891.                   Scene_AddPart (scene, boardslot->part, boardslot->color, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f, 0.0f, 0.0f);
  892.                else
  893.                   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);
  894.             }
  895.  
  896.             // is it time to play a "start of animation" sound ?
  897.             if (current_time + ANIMATION_DURATION == animation_endtime)
  898.             {
  899.                has_endsound_played = false; // an animation just started, remember the ending sound hasn't played yet
  900.                if (is_sliding)
  901.                   Audio_PlaySound (SOUNDTYPE_SLIDE, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f); // play the sliding move sound
  902.             }
  903.  
  904.             // is it time to play an "end of animation" sound ?
  905.             else if ((animation_endtime - 0.1f < current_time) && !has_endsound_played)
  906.             {
  907.                if (!is_sliding)
  908.                   Audio_PlaySound (SOUNDTYPE_MOVE, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f); // play the normal move sound (unless the part was sliding)
  909.  
  910.                if (currentmove->has_captured)
  911.                   Audio_PlaySound (SOUNDTYPE_PIECETAKEN, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f); // on capture, play the capture sound
  912.  
  913.                // is the current player in checkmate, in check, in stalemate or is it a capture ? (to play the right sound)
  914.                // read as: was the last move an opponent's move AND did it put us to check ?
  915.                if (currentmove->is_check)
  916.                {
  917.                   // is it a checkmate or a normal check ? (checkmate == check + stalemate)
  918.                   if (currentmove->is_stalemate)
  919.                      Audio_PlaySound (board->players[currentmove->color].type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f); // if so, play endgame sound at the center of the board
  920.                   else
  921.                      Audio_PlaySound (SOUNDTYPE_CHECK, 0.0f, 0.0f, 0.04f); // else play the check sound at the center of the board
  922.                }
  923.                else if (currentmove->is_stalemate)
  924.                   Audio_PlaySound (SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f); // on stalemate, play defeat sound at the center of the board
  925.  
  926.                has_endsound_played = true; // remember the "end of animation" sound has been played (this will be reset at the beginning of the next animation)
  927.             }
  928.          }
  929.  
  930.          // else has a movement happened yet AND is this movement a castle AND is this the concerned tower ?
  931.          else if ((board->viewed_move > 0)
  932.                   && (towupper (currentmove->pgntext[0]) == L'O') // either O-O-O or O-O
  933.                   && (line == (currentmove->color == COLOR_WHITE ? 0 : 7)) && (column == (currentmove->target[1] == 2 ? 3 : 5)))
  934.          {
  935.             // do we want animations AND is it still time to play the animation ? (castling rooks move faster)
  936.             if (options.want_animations && (animation_endtime - (0.5f * ANIMATION_DURATION) > current_time))
  937.             {
  938.                // get the source and target X and Y positions
  939.                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
  940.                source_y = 17.5f - line * 5.0f;
  941.                target_x = 17.5f - (7 - column) * 5.0f;
  942.                target_y = 17.5f - line * 5.0f;
  943.  
  944.                // compute the movement completion ratio between 0 and 1 (castling rooks move faster)
  945.                movement_ratio = min (1.0f, 1.0f - (animation_endtime - (0.5f * ANIMATION_DURATION) - current_time) / (0.5f * ANIMATION_DURATION));
  946.  
  947.                // compute the current X an Y based on movement timing
  948.                current_x = source_x + (target_x - source_x) * movement_ratio;
  949.                current_y = source_y + (target_y - source_y) * movement_ratio;
  950.  
  951.                // height is a sine positive, max height is proportional to travelled distance
  952.                movement_maxheight = 1.0f; // castling rook will barely hover above the ground
  953.                current_z = 0.04f + (float) sin (MATH_PI * movement_ratio) * movement_maxheight;
  954.  
  955.                // make this part move realistically - do we want the 3D models or the flat icons ?
  956.                // we do when EITHER we don't want flat icons OR the player playing the current move is looking downstraight
  957.                if (!want_flaticons || (current_pitch < MAX_PITCH_FOR_FLAT_ICONS))
  958.                   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));
  959.                else
  960.                   Scene_AddTile (scene, theme->flattextures[boardslot->color][boardslot->part], 2.5f, current_x, current_y, 0.09f, flaticons_yaw);
  961.  
  962.                if (movement_ratio < 0.9f)
  963.                   rooksound_played = false; // if the rook is still moving, reset the "sound played" flag
  964.                else if (!rooksound_played)
  965.                {
  966.                   Audio_PlaySound (SOUNDTYPE_MOVE, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f); // when the rook has landed, play a move sound
  967.                   rooksound_played = true; // remember this is no longer to be done
  968.                }
  969.             }
  970.             else
  971.             {
  972.                // do we want the 3D models or the flat icons ?
  973.                // we do when EITHER we don't want flat icons OR the current player is looking downstraight
  974.                if (!want_flaticons || (current_pitch < MAX_PITCH_FOR_FLAT_ICONS))
  975.                   Scene_AddPart (scene, boardslot->part, boardslot->color, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f, 0.0f, 0.0f);
  976.                else
  977.                   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);
  978.             }
  979.          }
  980.       } // end for (column = 0; column < 8; column++)
  981.    } // end for (line = 0; line < 8; line++)
  982.  
  983.    ////////////////////////////////////////////////////////////////////////////////////
  984.    // now draw the sepia overlay if we're in history view mode or if the game is paused
  985.  
  986.    if (options.want_sepiafilter && (is_paused || ((board->move_count > 1) && (board->viewed_move != board->move_count - 1))))
  987.       scene->overlay_spriteindex = sepia_spriteindex; // use the sepia filter
  988.    else
  989.       scene->overlay_spriteindex = -1; // else use natural colors
  990.  
  991.    ////////////////////////////////////////////////////////////////////////////////////////////////
  992.    // now draw the move comment text
  993.  
  994.    // 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
  995.    if ((currentmove->comment != NULL) && (currentmove->comment[0] != 0))
  996.       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);
  997.    else if ((network_player != NULL) && network_player->is_logged_in && !network_player->is_in_game)
  998.       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);
  999.    else if (RGBACOLOR_ALPHA (scene->gui.comment_text.color) >= 128) // HACK: don't clear if a dimmed hint text is already here
  1000.       scene->gui.comment_text.is_displayed = false; // else clear comment text
  1001.  
  1002.    ////////////////////////////////////////////////////////////////////////////////////////////////
  1003.    // now draw the game clock
  1004.  
  1005.    // do we want to print the game clock ?
  1006.    if (options.want_clock && (board->move_count > 1) && (board->game_state == STATE_PLAYING))
  1007.    {
  1008.       network_player = Player_FindByType (PLAYER_INTERNET); // quick access to network player
  1009.  
  1010.       // are we in Internet play ? if so, count time down, else count it up
  1011.       if ((network_player != NULL) && network_player->is_in_game)
  1012.          seconds = Player_GetCurrent ()->remaining_seconds - (int) (current_time - board->lastmove_time); // total seconds first
  1013.       else
  1014.          seconds = (int) (current_time - stoppage_time - board->lastmove_time); // total seconds first, take pauses in account
  1015.  
  1016.       minutes = seconds / 60; // minutes
  1017.       seconds -= 60 * minutes; // remaining seconds
  1018.  
  1019.       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
  1020.    }
  1021.    else
  1022.       scene->gui.clock_text.is_displayed = false;
  1023.  
  1024.    ////////////////////////////////////////////////////////////////////////////////////////////////
  1025.    // now draw the turn text
  1026.  
  1027.    // do we want to print the player's turn AND has the game not ended yet ? if so, copy it, else leave it clear
  1028.    if (options.want_turn && (board->game_state == STATE_PLAYING))
  1029.    {
  1030.       if (Board_ColorToMove (board) == COLOR_BLACK)
  1031.       {
  1032.          if (the_scene.gui.turn_text.color != 0x000000C0)
  1033.             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"));
  1034.       }
  1035.       else
  1036.       {
  1037.          if (the_scene.gui.turn_text.color != 0xFFFFFF80)
  1038.             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"));
  1039.       }
  1040.    }
  1041.    else
  1042.       scene->gui.turn_text.is_displayed = false;
  1043.  
  1044.    ////////////////////////////////////////////////////////////////////////////////////////////////
  1045.    // now draw the game history text
  1046.  
  1047.    // do we want to display the game history ? if so, display the game history text in PGN
  1048.    if (options.want_history && (board->move_count > 1))
  1049.    {
  1050.       // first off, see where we start (for long games, we don't want to display EVERYTHING...
  1051.       if (board->viewed_move > 30)
  1052.          start_index = board->viewed_move - 30; // display 30 moves maximum
  1053.       else
  1054.          start_index = 1;
  1055.  
  1056.       // allocate an arbitrary length history text string buffer (assume each move can't be longer than 15 characters)
  1057.       historytext_size = 15 * (1 + (board->viewed_move + 1) - start_index);
  1058.       history_text = (wchar_t *) SAFE_malloc (historytext_size, sizeof (wchar_t), false);
  1059.       history_text[0] = 0; // and reset it
  1060.  
  1061.       // now for each move we want to display...
  1062.       for (move_index = start_index; move_index <= board->viewed_move; move_index++)
  1063.       {
  1064.          length = wcslen (history_text); // get current text length
  1065.  
  1066.          // every move pair, append move pair number
  1067.          if (move_index % 2 == 1)
  1068.             swprintf_s (&history_text[length], historytext_size - length, L"%d.   ", 1 + move_index / 2);
  1069.  
  1070.          // append move text
  1071.          wcscat_s (history_text, historytext_size, board->moves[move_index].pgntext);
  1072.          wcscat_s (history_text, historytext_size, L"   ");
  1073.  
  1074.          // every odd move, drop a newline
  1075.          if (move_index % 2 == 0)
  1076.             wcscat_s (history_text, historytext_size, L"\n");
  1077.       }
  1078.  
  1079.       // add 50% alpha to game history color and transmit it to 3D engine
  1080.       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);
  1081.       SAFE_free ((void **) &history_text);
  1082.    }
  1083.    else
  1084.       scene->gui.history_text.is_displayed = false; // if we don't need to display the game history, free the buffer
  1085.  
  1086.    ////////////////////////////////////////////////////////////////////////////////////////////////
  1087.    // now draw the chat area
  1088.  
  1089.    // is a valid chatter channel selected ?
  1090.    if ((selected_chatterchannel != NULL) && (chatterchannel_count > 0) && ((local_player = Player_FindByType (PLAYER_HUMAN)) != NULL))
  1091.    {
  1092.       // set the chatter's name
  1093.       wcscpy_s (scene->gui.entered_ccreply.nickname, WCHAR_SIZEOF (scene->gui.entered_ccreply.nickname), local_player->name);
  1094.  
  1095.       // correct or update the channel name and color
  1096.       if (selected_chatterchannel->theme[0] != 0)
  1097.          wcscpy_s (scene->gui.entered_ccreply.channelname, WCHAR_SIZEOF (scene->gui.entered_ccreply.channelname), selected_chatterchannel->theme);
  1098.       else
  1099.          swprintf_s (scene->gui.entered_ccreply.channelname, WCHAR_SIZEOF (scene->gui.entered_ccreply.channelname), L"%s %d", LOCALIZE (L"ChatterChannels_ColumnChannelNumber"), selected_chatterchannel->id);
  1100.       scene->gui.entered_ccreply.color = RGBACOLOR_FULLALPHA (selected_chatterchannel->color); // full bright for entering text
  1101.    }
  1102.  
  1103.    // display parts pick line in position setup mode only
  1104.    scene->gui.is_partspick_displayed = (board->game_state == STATE_SETUPPOSITION ? true : false);
  1105.  
  1106.    //////////////////////////
  1107.    // error and notifications
  1108.  
  1109.    // is the current player a computer AND are we playing a game right now
  1110.    // AND has the computer been thinking for more than 5 seconds AND is there no "thinking" text yet ?
  1111.    if ((board->players[Board_ColorToMove (board)].type == PLAYER_COMPUTER) && (board->game_state == STATE_PLAYING)
  1112.        && (board->lastmove_time + 5.0f < current_time) && !scene->gui.central_text.is_displayed)
  1113.    {
  1114.       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),
  1115.                      999999.0f, true, LOCALIZE (L"Thinking")); // if so, display the "thinking" phrase in the middle of the screen
  1116.       the_scene.gui.want_spinwheel = true; // start spinning wheel
  1117.    }
  1118.  
  1119.    // is there a network player AND is our socket gone AWOL ?
  1120.    else if ((network_player != NULL) && (network_player->our_socket == INVALID_SOCKET))
  1121.    {
  1122.       // is there nothing in the center of the screen yet ?
  1123.       if (!the_scene.gui.central_text.is_displayed)
  1124.          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),
  1125.                         999999.0f, true, LOCALIZE (L"Error_ConnectionToChessServerLost")); // display "error" in the middle of the screen
  1126.       the_scene.overlay_spriteindex = sepia_spriteindex; // display sepia filter if no connection
  1127.    }
  1128.  
  1129.    // is the game paused ?
  1130.    if (is_paused)
  1131.       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),
  1132.                      1.0f, false, LOCALIZE (L"Paused")); // if so, display the "paused" phrase in the middle of the screen
  1133.  
  1134.    return; // finished, scene is updated
  1135. }
  1136.  
  1137.  
  1138. void Scene_AddCCReply (scene_t *scene, wchar_t *nickname, wchar_t *channelname, unsigned long color_rgbx, wchar_t *fmt, ...)
  1139. {
  1140.    // helper function to add a CC reply 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.    wcscpy_s (re.nickname, WCHAR_SIZEOF (re.nickname), nickname); // copy nickname
  1155.    wcscpy_s (re.channelname, WCHAR_SIZEOF (re.channelname), channelname); // copy channel name
  1156.  
  1157.    re.text_length = wcslen (message); // get text length
  1158.    re.text = (wchar_t *) SAFE_malloc (re.text_length + 1, sizeof (wchar_t), false); // allocate text space (include null terminator)
  1159.    wcscpy_s (re.text, re.text_length + 1, message); // get the text
  1160.  
  1161.    re.color = RGBACOLOR_SETALPHA (color_rgbx, 0xC0); // copy reply color and force a slightly transparent alpha
  1162.    re.arrival_time = current_time; // save CC reply arrival time
  1163.  
  1164.    // reallocate CC history array to hold now one reply more
  1165.    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);
  1166.    memcpy (&the_scene.gui.cchistory[the_scene.gui.cchistory_count], &re, sizeof (ccreply_t));
  1167.    the_scene.gui.cchistory_count++; // CC history holds now one reply more
  1168.  
  1169.    return; // finished, announcement text is set
  1170. }
  1171.  
  1172.  
  1173. void Scene_AddAnnouncement (scene_t *scene, wchar_t *fmt, ...)
  1174. {
  1175.    // helper function to set the announcement (red) text on display
  1176.  
  1177.    static wchar_t message[4096];
  1178.    ccreply_t re;
  1179.    va_list argptr;
  1180.  
  1181.    // concatenate all the arguments in one string
  1182.    va_start (argptr, fmt);
  1183.    _vsnwprintf_s (message, WCHAR_SIZEOF (message), _TRUNCATE, fmt, argptr);
  1184.    va_end (argptr);
  1185.  
  1186.    // now put the text in place
  1187.    memset (&re, 0, sizeof (re)); // reset the structure we're about to fill
  1188.  
  1189.    re.text_length = wcslen (message); // get text length
  1190.    re.text = (wchar_t *) SAFE_malloc (re.text_length + 1, sizeof (wchar_t), false); // allocate text space (include null terminator)
  1191.    wcscpy_s (re.text, re.text_length + 1, message); // get the text
  1192.  
  1193.    wcscpy_s (re.channelname, WCHAR_SIZEOF (re.channelname), LOCALIZE (L"ImportantMessage"));
  1194.    re.color = RGBA_TO_RGBACOLOR (192, 0, 0, 0xE0); // fair red, a bit more opaque than normal messages
  1195.    re.arrival_time = current_time; // save announcement arrival time
  1196.  
  1197.    // reallocate CC history array to hold now one reply more
  1198.    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);
  1199.    memcpy (&the_scene.gui.cchistory[the_scene.gui.cchistory_count], &re, sizeof (ccreply_t));
  1200.    the_scene.gui.cchistory_count++; // CC history holds now one reply more
  1201.  
  1202.    return; // finished, announcement text is set
  1203. }
  1204.  
  1205.  
  1206. void Scene_SetButton (guibutton_t *button, float left, float top, float width, float height, int sprite_index, wchar_t *fmt, ...)
  1207. {
  1208.    // helper function to set up a GUI button
  1209.  
  1210.    va_list argptr;
  1211.  
  1212.    button->left = left;
  1213.    button->top = top;
  1214.    button->width = width;
  1215.    button->height = height;
  1216.    button->sprite_index = sprite_index;
  1217.  
  1218.    // concatenate all the arguments in one string
  1219.    if (fmt != NULL)
  1220.    {
  1221.       va_start (argptr, fmt);
  1222.       _vsnwprintf_s (button->text, WCHAR_SIZEOF (button->text), _TRUNCATE, fmt, argptr);
  1223.       va_end (argptr);
  1224.    }
  1225.    else
  1226.       button->text[0] = 0; // (unless no text is specified for this button)
  1227.  
  1228.    return; // finished, button is set
  1229. }
  1230.  
  1231.  
  1232. 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, ...)
  1233. {
  1234.    // helper function to set some text on display
  1235.  
  1236.    static wchar_t message[4096];
  1237.    va_list argptr;
  1238.    int length;
  1239.  
  1240.    // concatenate all the arguments in one string
  1241.    va_start (argptr, fmt);
  1242.    _vsnwprintf_s (message, WCHAR_SIZEOF (message), _TRUNCATE, fmt, argptr);
  1243.    va_end (argptr);
  1244.  
  1245.    text->xpos_percent = xpos_percent; // save text's X position, in percents from left to right
  1246.    text->ypos_percent = ypos_percent; // save text's Y position, in percents from top to bottom
  1247.    text->maxwidth_percent = maxwidth_percent; // save text's max width before word wrapping
  1248.    text->horizontal_align = horizontal_align; // save text's horizontal alignment regarding the X position
  1249.    text->vertical_align = vertical_align; // save text's vertical alignment regarding the Y position
  1250.    text->text_align = text_align; // save text's horizontal alignment inside the bounding rectangle
  1251.    text->font_index = font_index; // save the index of the font with which to display this text
  1252.    text->color = color_rgba; // text's color, in RGBA
  1253.  
  1254.    // now put the text in place
  1255.    length = wcslen (message) + 1; // include null terminator
  1256.    text->buffer = (wchar_t *) SAFE_realloc (text->buffer, text->buffer_size, length, sizeof (wchar_t), false);
  1257.    wcscpy_s (text->buffer, length, message); // copy message text
  1258.    text->buffer_size = length; // and save buffer length
  1259.  
  1260.    text->appear_time = current_time; // save text arrival time
  1261.    text->disappear_time = current_time + duration; // make it last duration seconds
  1262.    text->want_fade = want_fade; // remember if text needs to be faded in and out
  1263.  
  1264.    // mark this text for display
  1265.    text->is_displayed = true;
  1266.  
  1267.    return; // finished, text is set
  1268. }
  1269.  
  1270.  
  1271. static void Scene_AddPart (scene_t *scene, int part_type, int part_color, float pos_x, float pos_y, float pos_z, float turn_yaw, float pitch)
  1272. {
  1273.    // helper function to add a specified part of the specified color to the rendered scene
  1274.  
  1275.    sceneobject_t *object;
  1276.    partcolor_t *partcolor;
  1277.  
  1278.    // reallocate space to hold one object more and blank it out
  1279.    scene->objects = (sceneobject_t *) SAFE_realloc (scene->objects, scene->object_count, scene->object_count + 1, sizeof (sceneobject_t), true);
  1280.  
  1281.    object = &scene->objects[scene->object_count]; // quick access to object
  1282.  
  1283.    object->mesh_index = theme->part_meshes[part_type]; // retrieve object mesh
  1284.    object->simpleshadow_size = simpleshadow_sizes[part_type]; // retrieve simple shadow size according to part type
  1285.    object->scale = 1.0f; // scale at 1 so far
  1286.  
  1287.    // set object texture and material
  1288.    partcolor = &theme->part_colors[part_color]; // quick access to part color struct
  1289.    object->texture_index = partcolor->texture;
  1290.    object->material_index = partcolor->material;
  1291.  
  1292.    // figure out object position on board
  1293.    object->x = pos_x;
  1294.    object->y = pos_y;
  1295.    object->z = pos_z;
  1296.  
  1297.    // turn a color's all parts' yaw 180 degrees so as both sides face each other
  1298.    if (part_color == COLOR_WHITE)
  1299.       object->yaw = 180.0f;
  1300.    else
  1301.       object->yaw = 0.0f;
  1302.  
  1303.    // and add the final turn pitch and yaw
  1304.    object->pitch = pitch;
  1305.    object->yaw = WrapAngle (object->yaw + turn_yaw);
  1306.  
  1307.    scene->object_count++; // array holds now one object more
  1308.    return; // finished
  1309. }
  1310.  
  1311.  
  1312. static void Scene_AddTile (scene_t *scene, int texture_index, float scale, float pos_x, float pos_y, float pos_z, float turn_yaw)
  1313. {
  1314.    // helper function to add a specified part of the specified color to the rendered scene
  1315.  
  1316.    sceneobject_t *object;
  1317.  
  1318.    // reallocate space to hold one object more and blank it out
  1319.    scene->objects = (sceneobject_t *) SAFE_realloc (scene->objects, scene->object_count, scene->object_count + 1, sizeof (sceneobject_t), true);
  1320.  
  1321.    object = &scene->objects[scene->object_count]; // quick access to object
  1322.  
  1323.    // save object data
  1324.    object->mesh_index = -1; // objects that have -1 as mesh index are tiles
  1325.    object->texture_index = texture_index;
  1326.    object->material_index = -1; // objects will use the default material
  1327.  
  1328.    // figure out object position on board
  1329.    object->x = pos_x;
  1330.    object->y = pos_y;
  1331.    object->z = pos_z;
  1332.    object->scale = scale;
  1333.  
  1334.    // turn tile as requested
  1335.    object->yaw = turn_yaw;
  1336.  
  1337.    scene->object_count++; // array holds now one object more
  1338.  
  1339.    return; // finished
  1340. }
  1341.