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  1. // dialog_newgame.cpp
  2.  
  3. #include "../common.h"
  4.  
  5.  
  6. // dialog template
  7. #define THIS_DIALOG DIALOG_NEWGAME
  8.  
  9.  
  10. // game type definitons
  11. #define GAMETYPE_ONLINE 1
  12. #define GAMETYPE_COMPUTER 2
  13. #define GAMETYPE_TWOPLAYERS 3
  14.  
  15.  
  16. // global variables used in this module only
  17. static int newgame_type = 0;
  18. static HWND hThisDialogWnd = NULL;
  19.  
  20.  
  21. // prototypes of local functions
  22. static void StartThread_ThisDialog (void *thread_parms);
  23. static int CALLBACK DialogProc_ThisDialog (HWND hWnd, unsigned int message, WPARAM wParam, LPARAM lParam);
  24. static void StartThread_TestConnectionInBackground (void *thread_parms);
  25.  
  26.  
  27. void DialogBox_NewGame (void)
  28. {
  29.    // helper function to fire up the modeless dialog box
  30.  
  31.    // HACK to prevent the player to click and block the view angles while the slide-in is not finished
  32.    command_ignoretime = current_time + 2.0f; // allow 2 seconds
  33.  
  34.    is_dialogbox_displayed = true;
  35.    hThisDialogWnd = NULL;
  36.    _beginthread (StartThread_ThisDialog, 0, NULL); // so fire up a new one
  37.  
  38.    // start the thread that will tell whether Internet works
  39.    _beginthread (StartThread_TestConnectionInBackground, 0, NULL);
  40.  
  41.    the_scene.gui.want_spinwheel = true; // start spinning wheel
  42.  
  43.    return; // return as soon as the thread is fired up
  44. }
  45.  
  46.  
  47. void DialogBox_NewGame_Validated (void)
  48. {
  49.    // callback function called by the main game thread when the dialog box is validated
  50.  
  51.    // remember this callback is no longer to be called
  52.    is_dialogbox_newgame_validated = false;
  53.  
  54.    Scene_Shutdown (&the_scene); // release scene
  55.    Board_Shutdown (&the_board); // release chess game
  56.  
  57.    if (newgame_type == GAMETYPE_ONLINE)
  58.    {
  59.       Board_Init (&the_board, PLAYER_HUMAN, PLAYER_INTERNET, L"standard", FENSTARTUP_STANDARDCHESS); // we want an online opponent
  60.       the_board.game_state = STATE_UNKNOWN; // game does NOT start immediately
  61.    }
  62.    else if (newgame_type == GAMETYPE_COMPUTER)
  63.    {
  64.       Board_Init (&the_board, PLAYER_HUMAN, PLAYER_COMPUTER, L"standard", FENSTARTUP_STANDARDCHESS); // we want a computer opponent
  65.       the_board.game_state = STATE_PLAYING; // game starts immediately
  66.    }
  67.    else
  68.    {
  69.       Board_Init (&the_board, PLAYER_HUMAN, PLAYER_HUMAN, L"standard", FENSTARTUP_STANDARDCHESS); // we want a human opponent
  70.       the_board.game_state = STATE_PLAYING; // game starts immediately
  71.       DialogBox_RenameSides (); // pop up the opponents naming dialog box
  72.    }
  73.    Scene_Init (&the_scene, &the_board); // initialize scene
  74.  
  75.    SetWindowText (hMainWnd, PROGRAM_NAME); // update window title
  76.    the_board.reevaluate = true; // evaluate the new board
  77.    the_scene.update = true; // update scene
  78.  
  79.    return; // finished, a new game of the chosen type is being fired up
  80. }
  81.  
  82.  
  83. static void StartThread_ThisDialog (void *thread_parms)
  84. {
  85.    // this function runs in a separate thread, for that's the only way (seemingly)
  86.    // to implement a non-modal message box using the Common Controls library.
  87.  
  88.    // display the dialog box
  89.    newgame_type = DialogBox (hAppInstance, MAKEINTRESOURCE (THIS_DIALOG), hMainWnd, DialogProc_ThisDialog);
  90.    if (newgame_type > 0)
  91.       is_dialogbox_newgame_validated = true;
  92.    is_dialogbox_displayed = false;
  93.  
  94.    the_board.reevaluate = true; // refresh the GUI buttons if needed
  95.    return; // _endthread() implied
  96. }
  97.  
  98.  
  99. static int CALLBACK DialogProc_ThisDialog (HWND hWnd, unsigned int message, WPARAM wParam, LPARAM lParam)
  100. {
  101.    // message handler for the dialog box
  102.  
  103.    unsigned short wParam_hiword;
  104.    unsigned short wParam_loword;
  105.  
  106.    // filter out the commonly used message values
  107.    wParam_hiword = HIWORD (wParam);
  108.    wParam_loword = LOWORD (wParam);
  109.  
  110.    // have we just fired up this window ?
  111.    if (message == WM_INITDIALOG)
  112.    {
  113.       hThisDialogWnd = hWnd; // save the dialog handle
  114.  
  115.       // center the window
  116.       CenterWindow (hWnd, hMainWnd);
  117.  
  118.       // set dialog icons (small one for title bar & big one for task manager)
  119.       SendMessage (hWnd, WM_SETICON, ICON_SMALL, (LPARAM) LoadIcon (hAppInstance, MAKEINTRESOURCE (ICON_MAIN)));
  120.       SendMessage (hWnd, WM_SETICON, ICON_BIG, (LPARAM) LoadIcon (hAppInstance, MAKEINTRESOURCE (ICON_MAIN)));
  121.  
  122.       // set window title and control texts
  123.       SetWindowText (hWnd, LOCALIZE (L"NewGame_Title"));
  124.       Static_SetText (GetDlgItem (hWnd, STATICTEXT_NEWGAME_QUESTION), LOCALIZE (L"NewGame_Question"));
  125.  
  126.       // if computer is connected to a network, enable online mode, else don't.
  127.       SetWindowText (GetDlgItem (hWnd, BUTTON_NEWGAME_ONLINE), LOCALIZE (L"NewGame_Online"));
  128.       Static_SetText (GetDlgItem (hWnd, STATICTEXT_NEWGAME_ONLINEDESCRIPTION), LOCALIZE (L"Error_NetworkInitializationFailed"));
  129.       EnableWindow (GetDlgItem (hWnd, BUTTON_NEWGAME_ONLINE), false);
  130.       EnableWindow (GetDlgItem (hWnd, STATICTEXT_NEWGAME_ONLINEDESCRIPTION), false);
  131.  
  132.       SetWindowText (GetDlgItem (hWnd, BUTTON_NEWGAME_COMPUTER), LOCALIZE (L"NewGame_Computer"));
  133.       Static_SetText (GetDlgItem (hWnd, STATICTEXT_NEWGAME_COMPUTERDESCRIPTION), LOCALIZE (L"NewGame_ComputerDescription"));
  134.  
  135.       SetWindowText (GetDlgItem (hWnd, BUTTON_NEWGAME_HUMAN), LOCALIZE (L"NewGame_Human"));
  136.       Static_SetText (GetDlgItem (hWnd, STATICTEXT_NEWGAME_HUMANDESCRIPTION), LOCALIZE (L"NewGame_HumanDescription"));
  137.  
  138.       Static_SetText (GetDlgItem (hWnd, STATICTEXT_NEWGAME_STATUSBAR), LOCALIZE (L"NewGame_StatusBar"));
  139.  
  140.       // convert the status bar message to a hyperlink
  141.       ConvertStaticToHyperlink (GetDlgItem (hWnd, STATICTEXT_NEWGAME_STATUSBAR));
  142.  
  143.       // and stop the center message display
  144.       the_scene.gui.want_spinwheel = false;
  145.    }
  146.  
  147.    // else have we been notified that the chess server is reachable ?
  148.    else if (message == WM_USER)
  149.    {
  150.       Static_SetText (GetDlgItem (hWnd, STATICTEXT_NEWGAME_ONLINEDESCRIPTION), LOCALIZE (L"NewGame_OnlineDescription"));
  151.       EnableWindow (GetDlgItem (hWnd, BUTTON_NEWGAME_ONLINE), true);
  152.       EnableWindow (GetDlgItem (hWnd, STATICTEXT_NEWGAME_ONLINEDESCRIPTION), true);
  153.    }
  154.  
  155.    // else did we click the close button on the title bar or hit the escape key ?
  156.    else if (message == WM_CLOSE)
  157.    {
  158.       hThisDialogWnd = NULL; // forget about the dialog handle
  159.       EndDialog (hWnd, 0); // close the dialog box
  160.    }
  161.  
  162.    // else did we take action on one of the controls ?
  163.    else if (message == WM_COMMAND)
  164.    {
  165.       // did we cancel the dialog box ? (IDCANCEL is a system-wide dialog box handler value, that catches the ESC key)
  166.       if (wParam_loword == IDCANCEL)
  167.          EndDialog (hWnd, 0); // close the dialog box
  168.  
  169.       // else was it the new online game button ?
  170.       else if (wParam_loword == BUTTON_NEWGAME_ONLINE)
  171.          EndDialog (hWnd, GAMETYPE_ONLINE); // close the dialog box and return a "new online game" code
  172.  
  173.       // else was it the new game versus computer button ?
  174.       else if (wParam_loword == BUTTON_NEWGAME_COMPUTER)
  175.          EndDialog (hWnd, GAMETYPE_COMPUTER); // close the dialog box and return a "new game versus computer" code
  176.  
  177.       // else was it the new game versus human button ?
  178.       else if (wParam_loword == BUTTON_NEWGAME_HUMAN)
  179.          EndDialog (hWnd, GAMETYPE_TWOPLAYERS); // close the dialog box and return a "new game versus human" code
  180.  
  181.       // else was it the status bar hyperlink ?
  182.       else if (wParam_loword == STATICTEXT_NEWGAME_STATUSBAR)
  183.          ShellExecute (NULL, L"open", PROGRAM_URL, NULL, NULL, SW_MAXIMIZE); // open the donation page in the default browser, maximized
  184.    }
  185.  
  186.    // call the default dialog message processing function to keep things going
  187.    return (false);
  188. }
  189.  
  190.  
  191. static void StartThread_TestConnectionInBackground (void *thread_parms)
  192. {
  193.    // this function runs in a separate thread and tests the connectivity to the chess server in the background
  194.  
  195.    char icmp_send_buffer[32] = "Chess Giants connectivity test";
  196.    void *icmp_recv_buffer[sizeof (ICMP_ECHO_REPLY) + sizeof (icmp_send_buffer)];
  197.    char ascii_hostname[256];
  198.    struct hostent *hostinfo;
  199.    uint32_t server_ipaddr;
  200.    HANDLE icmp_descriptor;
  201.    int wait_count;
  202.    int try_count;
  203.  
  204.    // since this is a synchronous operation, it's a good idea to do this on this separate thread
  205.    ConvertTo7BitASCII (ascii_hostname, sizeof (ascii_hostname), options.network.server_address);
  206.    if ((hostinfo = gethostbyname (ascii_hostname)) != NULL)
  207.    {
  208.       // DO NOT CONNECT TO THE SERVER AND DISCONNECT IMMEDIATELY ELSE IT WILL RESULT IN AN IP BAN. Use an ICMP ping instead.
  209.       server_ipaddr = inet_addr (inet_ntoa (*(struct in_addr *) hostinfo->h_addr_list[0]));
  210.       icmp_descriptor = IcmpCreateFile ();
  211.       for (try_count = 0; try_count < 4; try_count++)
  212.       {
  213.          if ((icmp_descriptor != INVALID_HANDLE_VALUE)
  214.             && (IcmpSendEcho (icmp_descriptor, server_ipaddr, icmp_send_buffer, sizeof (icmp_send_buffer), NULL, icmp_recv_buffer, sizeof (icmp_recv_buffer), 5000) != 0)
  215.             && (((ICMP_ECHO_REPLY *) icmp_recv_buffer)->Status == 0))
  216.          {
  217.             for (wait_count = 0; wait_count < 100; wait_count++)
  218.             {
  219.                if (IsWindow (hThisDialogWnd))
  220.                {
  221.                   PostMessage (hThisDialogWnd, WM_USER, 0, 0); // on success, remember we could reach the chess server
  222.                   break;
  223.                }
  224.                Sleep (100);
  225.             }
  226.             break; // one reply is enough
  227.          }
  228.          Sleep (1000); // wait 1 second before retrying
  229.       }
  230.    }
  231.  
  232.    return; // _endthread() implied
  233. }
  234.