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