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  1. // main.cpp
  2.  
  3. #define DEFINE_GLOBALS
  4. #include "common.h"
  5.  
  6.  
  7. // prototypes of locally used functions
  8. static void MainLoop_FindCurrentViewer (void);
  9. static void MainLoop_EvaluateGameState (void);
  10.  
  11.  
  12. int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance, char *lpCmdLine, int nCmdShow)
  13. {
  14.    // the entry point for any Windows program
  15.  
  16.    WNDCLASSEX wc;
  17.    MENUINFO menu_info;
  18.    MSG msg;
  19.    HBITMAP hSplashBmp;
  20.    BITMAP splash_bmp;
  21.    HDC hdc;
  22.    RECT rect;
  23.    PAINTSTRUCT ps;
  24.    HBITMAP hbmTmp;
  25.    HDC hdcMem;
  26.    HKEY hRegistryKey;
  27.    INPUT mousemove_input;
  28.    float previous_time;
  29.    float screensaverwatchdog_feedtime;
  30.    int frame_count;
  31.    int array_index;
  32.    char *endptr;
  33.    wchar_t app_pathname[MAX_PATH];
  34.    wchar_t font_pathname[MAX_PATH];
  35.    wchar_t temp_string[MAX_PATH];
  36.    DWORD ascii_buffersize;
  37.  
  38.    // does an InstallerPath registry key exist? if so, it means we've just been installed
  39.    ascii_buffersize = sizeof (temp_string);
  40.    if ((RegOpenKeyEx (HKEY_CURRENT_USER, L"SOFTWARE\\Chess Giants", 0, KEY_READ | KEY_SET_VALUE, &hRegistryKey) == 0)
  41.        && (RegQueryValueEx (hRegistryKey, L"InstallerPath", 0, NULL, (BYTE *) temp_string, &ascii_buffersize) == 0))
  42.    {
  43.       temp_string[ascii_buffersize / sizeof (wchar_t)] = 0; // terminate the string ourselves (strings in the registry MAY have no null terminator)
  44.  
  45.       // delete the installer
  46.       DeleteFile (temp_string);
  47.  
  48.       // delete the registry value and close the registry key
  49.       RegDeleteValue (hRegistryKey, L"InstallerPath");
  50.       RegCloseKey (hRegistryKey);
  51.    }
  52.  
  53.    // save application instance
  54.    hAppInstance = hInstance;
  55.  
  56.    // find module and path names, and *IMPORTANT*, set the current working directory there
  57.    GetModuleFileName (NULL, app_pathname, WCHAR_SIZEOF (app_pathname));
  58.    GetDirectoryPath (app_pathname, app_path);
  59.    SetCurrentDirectoryW (app_path);
  60.  
  61.    // initialize stuff
  62.    terminate_everything = false;
  63.    hMainWnd = NULL;
  64.    hChatterChannelsWnd = NULL;
  65.    hGamesWnd = NULL;
  66.    hMOTDWnd = NULL;
  67.    hOpponentsWnd = NULL;
  68.    hSoughtWnd = NULL;
  69.    is_paused = false; // clear pause status
  70. #ifdef NO_REGISTRATION
  71.    is_registered = true;
  72.    want_framerate = true; // display framerate in debug mode
  73. #else // !NO_REGISTRATION
  74.    is_registered = false;
  75.    want_framerate = false; // release mode, don't display framerate
  76. #endif // NO_REGISTRATION
  77.    is_dialogbox_displayed = false;
  78.    is_dialogbox_about_validated = false;
  79.    is_dialogbox_challenge_validated = false;
  80.    is_dialogbox_changeappearance_validated = false;
  81.    is_dialogbox_comment_validated = false;
  82.    is_dialogbox_endgame_validated = false;
  83.    is_dialogbox_gotomove_validated = false;
  84.    is_dialogbox_renamesides_validated = false;
  85.    is_dialogbox_load_validated = false;
  86.    is_dialogbox_message_validated = false;
  87.    is_dialogbox_newgame_validated = false;
  88.    is_dialogbox_options_validated = false;
  89.    is_dialogbox_pawnpromotion_validated = false;
  90.    is_dialogbox_playercard_validated = false;
  91.    is_dialogbox_playerinfoname_validated = false;
  92.    is_dialogbox_quit_validated = false;
  93.    is_dialogbox_resign_validated = false;
  94.    is_dialogbox_save_validated = false;
  95.    is_dialogbox_saveposition_validated = false;
  96.    is_dialogbox_sendchallenge_validated = false;
  97.    is_dialogbox_sendseek_validated = false;
  98.    is_dialogbox_takeback_validated = false;
  99.    is_window_chat_validated = false;
  100.    is_window_chatterchannels_validated = false;
  101.    is_window_games_validated = false;
  102.    is_window_motd_validated = false;
  103.    is_window_opponents_validated = false;
  104.    is_window_sought_validated = false;
  105.    save_pathname[0] = 0;
  106.    srand ((unsigned int) time (NULL)); // initialize PRNG
  107.    animation_endtime = 0.0f;
  108.    command_ignoretime = 0.0f;
  109.    highlight_endtime = 0.0f;
  110.    previous_time = 0.0f;
  111.    frame_count = 0;
  112.  
  113.    // load the texts and ensure we have at least one display language
  114.    LocalizedTexts_Init ();
  115.    if (language_count < 1)
  116.    {
  117.       MessageBox (NULL, L"Chess Giants was unable to load its data files.\nThe game cannot start.\n\nPlease reinstall this program to fix the problem.", L"Chess Giants", MB_ICONERROR | MB_OK);
  118.       return (-1); // bomb out on error
  119.    }
  120.  
  121.    // read configuration data
  122.    Config_Load ();
  123.  
  124.    // see if the program is registered
  125. #ifndef NO_REGISTRATION
  126.    is_registered = IsRegistrationCorrect (options.registration.user_email, options.registration.activation_code);
  127.  
  128.    // is it not ? if so, try to read alternate registration data from the registry
  129.    if (!is_registered && (RegOpenKeyEx (HKEY_CURRENT_USER, L"SOFTWARE\\Chess Giants", 0, KEY_READ, &hRegistryKey) == 0))
  130.    {
  131.       ascii_buffersize = sizeof (options.registration.user_email); // in bytes
  132.       if (RegQueryValueEx (hRegistryKey, L"UserEmail", 0, NULL, (BYTE *) options.registration.user_email, &ascii_buffersize) == 0)
  133.          options.registration.user_email[ascii_buffersize / sizeof (wchar_t)] = 0; // terminate the string ourselves (strings in the registry MAY have no null terminator)
  134.       ascii_buffersize = sizeof (options.registration.activation_code); // in bytes
  135.       if (RegQueryValueEx (hRegistryKey, L"ActivationCode", 0, NULL, (BYTE *) &options.registration.activation_code, &ascii_buffersize) != 0)
  136.          options.registration.activation_code = 0; // if we can't read the activation code DWORD properly, reset it
  137.       RegCloseKey (hRegistryKey); // once we've read the data we were interested in, close the registry key
  138.  
  139.       // now check again if we're registered
  140.       is_registered = IsRegistrationCorrect (options.registration.user_email, options.registration.activation_code);
  141.    }
  142. #endif // !NO_REGISTRATION
  143.  
  144.    // if we're not registered, display a dialog box to invite the user to enter his donor email to unlock the program
  145.    //if (!is_registered)
  146.    //{
  147.    //   DialogBox_Registration ();
  148.    //}
  149.    //DialogBox_Registration ();
  150.    //return (0);
  151.  
  152.    // register the window class, create the window and show it
  153.    memset (&wc, 0, sizeof (wc));
  154.    wc.cbSize = sizeof (wc);
  155.    wc.style = CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS; // double-clicks support
  156.    wc.lpfnWndProc = WindowProc_Main;
  157.    wc.hInstance = hAppInstance;
  158.    wc.hIcon = LoadIcon (hAppInstance, (wchar_t *) ICON_MAIN);
  159.    wc.hCursor = LoadCursor (NULL, IDC_ARROW);
  160.    wc.lpszClassName = PROGRAM_NAME L" WndClass";
  161.    RegisterClassEx (&wc);
  162.    swprintf_s (temp_string, WCHAR_SIZEOF (temp_string), PROGRAM_NAME L"%s", (is_registered ? L"" : LOCALIZE (L"EvaluationMode"))); // build window title
  163.    if (options.want_fullscreen)
  164.       hMainWnd = CreateWindowEx (0, wc.lpszClassName, temp_string, WS_POPUPWINDOW, // temp_string holds window title
  165.                                  0, 0, GetSystemMetrics (SM_CXSCREEN), GetSystemMetrics (SM_CYSCREEN), NULL, NULL, hAppInstance, NULL);
  166.    else
  167.    {
  168.       // in windowed mode, ensure window width and height aren't greater than screen size nor lower than a safe minimum
  169.       if (options.window_width > GetSystemMetrics (SM_CXMAXTRACK))
  170.          options.window_width = GetSystemMetrics (SM_CXMAXTRACK); // check this first in case screen size is reported incorrect
  171.       if (options.window_height > GetSystemMetrics (SM_CYMAXTRACK))
  172.          options.window_height = GetSystemMetrics (SM_CYMAXTRACK);
  173.       if (options.window_width < 640)
  174.          options.window_width = 640; // check this secondly in case screen size is reported incorrect
  175.       if (options.window_height < 480)
  176.          options.window_height = 480;
  177.  
  178.       hMainWnd = CreateWindowEx (0, wc.lpszClassName, temp_string, WS_OVERLAPPEDWINDOW, // temp_string holds window title
  179.                                  GetSystemMetrics (SM_CXSCREEN) / 2 - options.window_width / 2,
  180.                                  GetSystemMetrics (SM_CYSCREEN) / 2 - options.window_height / 2,
  181.                                  options.window_width, options.window_height, NULL, NULL, hAppInstance, NULL);
  182.    }
  183.    ShowWindow (hMainWnd, (options.want_maximized ? SW_SHOWMAXIMIZED : nCmdShow)); // show it maximized if it was closed so
  184.  
  185.    // create the main menu line, and its accelerators
  186.    hMainMenu = NULL;
  187.    hMainAccelerators = NULL;
  188.    CreateOrUpdateApplicationMenu ();
  189.  
  190.    // display the splash screen (uglily first, using GDI functions)
  191.    memset ((void *) &splash_bmp, 0, sizeof (splash_bmp));
  192.    hSplashBmp = W32LoadImage (L"%s/data/splash.bmp", app_path); // load the splash bitmap
  193.    GetObject (hSplashBmp, sizeof (splash_bmp), (void *) &splash_bmp); // get a structure containing its size (among others)
  194.    hdcMem = CreateCompatibleDC (NULL); // create a device context compatible with the screen
  195.    hbmTmp = SelectBitmap (hdcMem, hSplashBmp); // select our bitmap to use in it
  196.    hdc = BeginPaint (hMainWnd, &ps); // begin painting on the main window
  197.    GetClientRect (hMainWnd, &rect);
  198.    StretchBlt (hdc, 0, 0, rect.right, rect.bottom, hdcMem, 0, 0, splash_bmp.bmWidth, splash_bmp.bmHeight, SRCCOPY); // bit blit the bitmap into it
  199.    EndPaint (hMainWnd, &ps); // end painting on the main window
  200.    SelectObject (hdcMem, hbmTmp); // restore the previous selection
  201.    DeleteDC (hdcMem); // and delete the handles to the device context
  202.    DeleteObject (hSplashBmp); // and to the bitmap that we used
  203.  
  204.    // make the menu modeless
  205.    memset (&menu_info, 0, sizeof (menu_info)); // prepare menu info structure
  206.    menu_info.cbSize = sizeof (MENUINFO);
  207.    menu_info.fMask = MIM_STYLE;
  208.    GetMenuInfo (GetMenu (hMainWnd), &menu_info); // get current style
  209.    menu_info.dwStyle |= MNS_MODELESS; // add the "modeless" flag
  210.    SetMenuInfo (GetMenu (hMainWnd), &menu_info); // and send it back
  211.  
  212.    // load status icons, bitmaps and texts
  213.    handlestatus[HANDLESTATUS_AVAILABLE].icon = W32LoadIcon (L"%s/data/icons/available.ico", app_path);
  214.    handlestatus[HANDLESTATUS_AVAILABLE].bitmap = W32LoadImage (L"%s/data/status/available.bmp", app_path);
  215.    handlestatus[HANDLESTATUS_AVAILABLE].text = LOCALIZE (L"Opponents_StatusAvailable");
  216.    handlestatus[HANDLESTATUS_INGAME].icon = W32LoadIcon (L"%s/data/icons/ingame.ico", app_path);
  217.    handlestatus[HANDLESTATUS_INGAME].bitmap = W32LoadImage (L"%s/data/status/ingame.bmp", app_path);
  218.    handlestatus[HANDLESTATUS_INGAME].text = LOCALIZE (L"Opponents_StatusInGame");
  219.    handlestatus[HANDLESTATUS_INSIMULATION].icon = W32LoadIcon (L"%s/data/icons/insimulation.ico", app_path);
  220.    handlestatus[HANDLESTATUS_INSIMULATION].bitmap = W32LoadImage (L"%s/data/status/insimulation.bmp", app_path);
  221.    handlestatus[HANDLESTATUS_INSIMULATION].text = LOCALIZE (L"Opponents_StatusInSimulation");
  222.    handlestatus[HANDLESTATUS_INTOURNAMENT].icon = W32LoadIcon (L"%s/data/icons/intournament.ico", app_path);
  223.    handlestatus[HANDLESTATUS_INTOURNAMENT].bitmap = W32LoadImage (L"%s/data/status/intournament.bmp", app_path);
  224.    handlestatus[HANDLESTATUS_INTOURNAMENT].text = LOCALIZE (L"Opponents_StatusInTournament");
  225.    handlestatus[HANDLESTATUS_EXAMININGAGAME].icon = W32LoadIcon (L"%s/data/icons/examiningagame.ico", app_path);
  226.    handlestatus[HANDLESTATUS_EXAMININGAGAME].bitmap = W32LoadImage (L"%s/data/status/examiningagame.bmp", app_path);
  227.    handlestatus[HANDLESTATUS_EXAMININGAGAME].text = LOCALIZE (L"Opponents_StatusExaminingAGame");
  228.    handlestatus[HANDLESTATUS_NOTOPENFORAMATCH].icon = W32LoadIcon (L"%s/data/icons/notopenforamatch.ico", app_path);
  229.    handlestatus[HANDLESTATUS_NOTOPENFORAMATCH].bitmap = W32LoadImage (L"%s/data/status/notopenforamatch.bmp", app_path);
  230.    handlestatus[HANDLESTATUS_NOTOPENFORAMATCH].text = LOCALIZE (L"Opponents_StatusNotOpenForAMatch");
  231.    handlestatus[HANDLESTATUS_INACTIVEORBUSY].icon = W32LoadIcon (L"%s/data/icons/inactiveorbusy.ico", app_path);
  232.    handlestatus[HANDLESTATUS_INACTIVEORBUSY].bitmap = W32LoadImage (L"%s/data/status/inactiveorbusy.bmp", app_path);
  233.    handlestatus[HANDLESTATUS_INACTIVEORBUSY].text = LOCALIZE (L"Opponents_StatusInactiveOrBusy");
  234.    handlestatus[HANDLESTATUS_OFFLINE].icon = W32LoadIcon (L"%s/data/icons/offline.ico", app_path);
  235.    handlestatus[HANDLESTATUS_OFFLINE].bitmap = W32LoadImage (L"%s/data/status/offline.bmp", app_path);
  236.    handlestatus[HANDLESTATUS_OFFLINE].text = LOCALIZE (L"Opponents_StatusOffline");
  237.  
  238.    // load the system fonts
  239.    hFontChat = CreateFont (17, 0, 0, 0, FW_DONTCARE, false, false, false, ANSI_CHARSET, OUT_DEFAULT_PRECIS,
  240.                            CLIP_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_SWISS, L"Comic Sans MS");
  241.  
  242.    // before any rendering is done, it's a good idea to know what time it is
  243.    current_time = ProcessTime ();
  244.    stoppage_time = 0;
  245.    screensaverwatchdog_feedtime = current_time + 50.0f; // feed screensaver watchdog every 50 seconds
  246.  
  247.    // initialize audio and renderer, and display a cleaner version of the splash screen this time :)
  248.    if (!Audio_Init () || !Render_Init (L"%s/data/splash.bmp", app_path))
  249.       return (-1); // bomb out on error
  250.  
  251.    // load sprites
  252.    llarrow_spriteindex = Render_LoadSprite (L"%s/data/sprites/arrow-leftmost.png", app_path);
  253.    larrow_spriteindex = Render_LoadSprite (L"%s/data/sprites/arrow-left.png", app_path);
  254.    rarrow_spriteindex = Render_LoadSprite (L"%s/data/sprites/arrow-right.png", app_path);
  255.    rrarrow_spriteindex = Render_LoadSprite (L"%s/data/sprites/arrow-rightmost.png", app_path);
  256.    newgamebutton_spriteindex = Render_LoadSprite (L"%s/data/sprites/newgame.png", app_path);
  257.    opengamebutton_spriteindex = Render_LoadSprite (L"%s/data/sprites/opengame.png", app_path);
  258.    chatbutton_spriteindex = Render_LoadSprite (L"%s/data/sprites/chat.png", app_path);
  259.    gamesbutton_spriteindex = Render_LoadSprite (L"%s/data/sprites/games.png", app_path);
  260.    peoplebutton_spriteindex = Render_LoadSprite (L"%s/data/sprites/people.png", app_path);
  261.    sepia_spriteindex = Render_LoadSprite (L"%s/data/sprites/sepia.png", app_path);
  262.    for (array_index = 0; array_index < 12; array_index++)
  263.       spinner_spriteindex[array_index] = Render_LoadSprite (L"%s/data/sprites/spinner-%d.png", app_path, array_index * 30); // spinning wheel
  264.  
  265.    // add our custom fonts to the list of available fonts for the duration of the process
  266.    swprintf_s (font_pathname, WCHAR_SIZEOF (font_pathname), L"%s/data/fonts/papyrus.ttf", app_path);
  267.    AddFontResourceEx (font_pathname, FR_PRIVATE, 0);
  268.    // load rendered fonts
  269.    arrow_fontindex = Render_LoadFont (L"Papyrus", 24, false, false);
  270.    chat_fontindex = Render_LoadFont (L"Papyrus", 32, false, false);
  271.    players_fontindex = Render_LoadFont (L"Papyrus", 40, false, true);
  272.    centermsg_fontindex = Render_LoadFont (L"Papyrus", 54, false, true);
  273.  
  274.    // load themes, initialize a new human vs. human game and setup the scene
  275.    if (!Themes_Init ())
  276.       return (-1); // bomb out on error
  277.    Board_Init (&the_board, PLAYER_HUMAN, PLAYER_HUMAN, L"standard", FENSTARTUP_STANDARDCHESS);
  278.    Scene_Init (&the_scene, &the_board);
  279.  
  280.    // has a filename been specifed on the command-line AND that file exists ?
  281.    if ((lpCmdLine != NULL) && (lpCmdLine[0] != 0))
  282.    {
  283.       while (*lpCmdLine == '"')
  284.          lpCmdLine++; // skip leading quotes
  285.       if ((endptr = strchr (lpCmdLine, '"')) != NULL)
  286.          *endptr = 0; // break the string at the first ending quote
  287.  
  288.       // is it a file that exists ? (don't use stat() which is broken on WinXP)
  289.       if (_access (lpCmdLine, 0) == 0)
  290.       {
  291.          ConvertToWideChar (load_pathname, WCHAR_SIZEOF (load_pathname), lpCmdLine); // save pathname string
  292.          is_dialogbox_load_validated = true; // and act as if the user just validated a load dialog box
  293.       }
  294. #ifndef NO_REGISTRATION
  295.       // else is it a registration info ? if so, parse it
  296.       else if ((strncmp (lpCmdLine, "/r=", 3) == 0) && ((endptr = strchr (&lpCmdLine[3], ',')) != NULL))
  297.       {
  298.          *endptr = 0; // break the string at the separator between user email and activation code
  299.          ConvertToWideChar (temp_string, WCHAR_SIZEOF (temp_string), &lpCmdLine[3]); // read user email
  300.          is_registered = IsRegistrationCorrect (temp_string, atoi (endptr + 1)); // and see whether we're registered or not
  301.       }
  302. #endif // !NO_REGISTRATION
  303.    }
  304.  
  305.    // TODO: this + offline statistics
  306.  
  307.    // enter the main loop
  308.    while (!terminate_everything)
  309.    {
  310.       // see what time it is
  311.       current_time = ProcessTime ();
  312.       if (is_paused)
  313.          stoppage_time += (current_time - previous_time); // if we're paused, increase stoppage time
  314.  
  315.       // is it time to feed the screensaver watchdog ? (to prevent it from starting)
  316.       if (screensaverwatchdog_feedtime < current_time)
  317.       {
  318.          mousemove_input.type = INPUT_MOUSE;
  319.          memset (&mousemove_input.mi, 0, sizeof (mousemove_input.mi)); // blank out struct = no move at all :)
  320.          mousemove_input.mi.dwFlags = MOUSEEVENTF_MOVE;
  321.          SendInput (1, &mousemove_input, sizeof (mousemove_input)); // send a fake mouse move input event
  322.  
  323.          screensaverwatchdog_feedtime = current_time + 50.0f; // feed screensaver watchdog again in 50 seconds
  324.       }
  325.  
  326.       // are we in demo mode and is it time to quit ?
  327.       if (!is_registered && (current_time > DEMO_TIMEOUT))
  328.          DestroyWindow (hMainWnd); // if so, send a quit message in order to break the loop
  329.  
  330.       // are we in the middle of an animation or just after it ?
  331.       if (current_time < animation_endtime + 0.5f)
  332.          the_scene.update = true; // always update during animations
  333.       else
  334.          the_scene.update |= Board_Think (&the_board); // make the board (i.e, both players) think
  335.  
  336.       MainLoop_FindCurrentViewer ();  // determine current viewer
  337.  
  338.       // see if we have a message waiting for any window in the current thread and dispatch it
  339.       while (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE))
  340.       {
  341.          // check for accelerator keystrokes from the main window
  342.          if ((msg.hwnd != hMainWnd) || !TranslateAccelerator (hMainWnd, hMainAccelerators, &msg))
  343.          {
  344.             TranslateMessage (&msg); // translate and dispatch all other messages
  345.             DispatchMessage (&msg);
  346.          }
  347.       }
  348.  
  349.       // handle dialog box and window return codes
  350.       if (is_dialogbox_about_validated) DialogBox_About_Validated ();
  351.       if (is_dialogbox_challenge_validated) DialogBox_Challenge_Validated ();
  352.       if (is_dialogbox_changeappearance_validated) DialogBox_ChangeAppearance_Validated ();
  353.       if (is_dialogbox_comment_validated) DialogBox_Comment_Validated ();
  354.       if (is_dialogbox_endgame_validated) DialogBox_EndGame_Validated ();
  355.       if (is_dialogbox_gotomove_validated) DialogBox_GoToMove_Validated ();
  356.       if (is_dialogbox_renamesides_validated) DialogBox_RenameSides_Validated ();
  357.       if (is_dialogbox_load_validated) DialogBox_Load_Validated ();
  358.       if (is_dialogbox_message_validated) DialogBox_Message_Validated ();
  359.       if (is_dialogbox_newgame_validated) DialogBox_NewGame_Validated ();
  360.       if (is_dialogbox_options_validated) DialogBox_Options_Validated ();
  361.       if (is_dialogbox_pawnpromotion_validated) DialogBox_PawnPromotion_Validated ();
  362.       if (is_dialogbox_playercard_validated) DialogBox_PlayerCard_Validated ();
  363.       if (is_dialogbox_playerinfoname_validated) DialogBox_PlayerInfoName_Validated ();
  364.       if (is_dialogbox_quit_validated) DialogBox_Quit_Validated ();
  365.       if (is_dialogbox_resign_validated) DialogBox_Resign_Validated ();
  366.       if (is_dialogbox_save_validated) DialogBox_Save_Validated ();
  367.       if (is_dialogbox_saveposition_validated) DialogBox_SavePosition_Validated ();
  368.       if (is_dialogbox_sendchallenge_validated) DialogBox_SendChallenge_Validated ();
  369.       if (is_dialogbox_sendseek_validated) DialogBox_SendSeek_Validated ();
  370.       if (is_dialogbox_takeback_validated) DialogBox_Takeback_Validated ();
  371.       if (is_window_chat_validated) Window_Chat_Validated ();
  372.       if (is_window_chatterchannels_validated) Window_ChatterChannels_Validated ();
  373.       if (is_window_games_validated) Window_Games_Validated ();
  374.       if (is_window_motd_validated) Window_MOTD_Validated ();
  375.       if (is_window_opponents_validated) Window_Opponents_Validated ();
  376.       if (is_window_sought_validated) Window_Sought_Validated ();
  377.  
  378.       MainLoop_EvaluateGameState (); // evaluate game state
  379.  
  380.       // is the table rotating ?
  381.       if (Player_RotateTable (&the_board.players[current_viewer], current_time - previous_time))
  382.          the_scene.update = true; // if so, update the scene
  383.  
  384.       // are we highlighting something ?
  385.       if (highlight_endtime > current_time)
  386.          the_scene.update = true; // if so, update the scene
  387.  
  388.       // else if we WERE just highlighting something, clear the hovered positions
  389.       else if (highlight_endtime + 0.1f > current_time)
  390.       {
  391.          the_board.hovered_position[0] = -1;
  392.          the_board.hovered_position[1] = -1;
  393.          the_scene.update = true; // and update the scene
  394.       }
  395.  
  396.       // if we want the game clock, update scene every second
  397.       if (options.want_clock && ((int) current_time != (int) previous_time))
  398.          the_scene.update = true;
  399.  
  400.       // if there's something in the central text buffer, update scene too
  401.       if (the_scene.gui.central_text.is_displayed)
  402.          the_scene.update = true;
  403.  
  404.       // if we have a spinning wheel, update scene too
  405.       if (the_scene.gui.want_spinwheel)
  406.          the_scene.update = true;
  407.  
  408.       // is our theme not loaded yet ?
  409.       if (!theme->is_loaded)
  410.          Theme_LoadABitMore (theme); // load a bit more of it
  411.  
  412.       // else do we NOT need to update the scene ?
  413.       else if (!the_scene.update)
  414.       {
  415.          // cycle through all themes and see if one of them needs to be loaded
  416.          for (array_index = 0; array_index < theme_count; array_index++)
  417.             if (!themes[array_index].is_loaded)
  418.             {
  419.                Theme_LoadABitMore (&themes[array_index]); // load a bit more of this theme
  420.                break; // and stop looping (see you next pass)
  421.             }
  422.       }
  423.  
  424.       // either we need to update the scene, or we want to do it continuously
  425.       else
  426.       {
  427.          Scene_Update (&the_scene, &the_board); // evaluate which parts need to be placed
  428.          Render_RenderFrame (&the_scene); // render a game frame
  429.  
  430.          the_scene.update = false; // scene no longer needs to be updated now
  431.       }
  432.  
  433.       Audio_Think (); // ensure audio is playing
  434.  
  435.       previous_time = current_time; // save previous time
  436.       if (frame_count == 100)
  437.       {
  438.          frame_count = 0; // reset frame count every 100 frames
  439.          Sleep (1); // once every 100 frames, wait a millisecond
  440.       }
  441.       else
  442.          Sleep (0); // else just allow context switching
  443.       frame_count++; // increase the frame count
  444.    }
  445.  
  446.    /////////////////////////////////////////////////////////////////////////
  447.    // at this point, we exited the main loop and we are returning to Windows
  448.  
  449.    // release scene, game, themes and shutdown renderer and audio
  450.    Scene_Shutdown (&the_scene);
  451.    Board_Shutdown (&the_board);
  452.    Themes_Shutdown ();
  453.    Render_Shutdown ();
  454.    Audio_Shutdown ();
  455.  
  456.    // delete the font resources
  457.    DeleteObject (hFontChat);
  458.  
  459.    // delete the bitmap and icon ressources
  460.    for (array_index = 1; array_index < sizeof (handlestatus) / sizeof (handlestatus[0]); array_index++)
  461.    {
  462.       DeleteObject (handlestatus[array_index].bitmap);
  463.       DestroyIcon (handlestatus[array_index].icon);
  464.    }
  465.  
  466.    // unregister window class
  467.    UnregisterClass (wc.lpszClassName, hAppInstance);
  468.  
  469.    // destroy the accelerators table
  470.    if (hMainAccelerators)
  471.       DestroyAcceleratorTable (hMainAccelerators);
  472.    hMainAccelerators = NULL;
  473.  
  474.    // destroy the application menu object
  475.    if (IsMenu (hMainMenu))
  476.       DestroyMenu (hMainMenu);
  477.    hMainMenu = NULL;
  478.  
  479.    // are we not registered yet ?
  480. #ifndef NO_REGISTRATION
  481.    if (!is_registered)
  482.       DialogBox_Registration ();
  483. #endif // !NO_REGISTRATION
  484.  
  485.    // save configuration data
  486.    Config_Save ();
  487.  
  488.    // unload localized texts
  489.    LocalizedTexts_Shutdown ();
  490.  
  491.    ExitProcess (0); // it looks like this is needed to terminate reluctant Chess Giants instances...
  492.    return (0); // and return to Windows.
  493. }
  494.  
  495.  
  496. static void MainLoop_FindCurrentViewer (void)
  497. {
  498.    // helper function that tells who is the current viewer
  499.  
  500.    if ((the_board.players[COLOR_WHITE].type == PLAYER_HUMAN) && (the_board.players[COLOR_BLACK].type == PLAYER_HUMAN))
  501.       current_viewer = Board_ColorToMove (&the_board); // if both players are human, track them both
  502.    else if (the_board.players[COLOR_WHITE].type == PLAYER_HUMAN)
  503.       current_viewer = COLOR_WHITE; // else if only the white is human, track the white
  504.    else if (the_board.players[COLOR_BLACK].type == PLAYER_HUMAN)
  505.       current_viewer = COLOR_BLACK; // else if it's the black, track the black
  506.    else
  507.       current_viewer = COLOR_WHITE; // else no human in game, track just the white
  508.  
  509.    return; // finished, current viewer is known
  510. }
  511.  
  512.  
  513. static void MainLoop_EvaluateGameState (void)
  514. {
  515.    // function to evaluate the game state in the main loop when a part has just moved
  516.  
  517.    static wchar_t window_title[256];
  518.  
  519.    player_t *current_player;
  520.    player_t *opposite_player;
  521.    player_t *network_player;
  522.    boardmove_t *last_move;
  523.    int enabled_value;
  524.    int move_index;
  525.  
  526.    // get current and opposite players, and see if we're online
  527.    current_player = Player_GetCurrent ();
  528.    opposite_player = Player_GetOpposite ();
  529.    network_player = Player_FindByType (PLAYER_INTERNET);
  530.  
  531.    // if no dialog box is in focus AND the view distance and pitch is lower than the minimum, enable the "new game" and "open game" buttons
  532.    if (!is_dialogbox_displayed && (network_player == NULL) && (current_distance == CLOSEUP_VIEW_DISTANCE) && (current_pitch == CLOSEUP_VIEW_PITCH))
  533.    {
  534.       GUIBUTTON_ENABLE (the_scene.gui.newgamebutton);
  535.       GUIBUTTON_ENABLE (the_scene.gui.opengamebutton);
  536.    }
  537.    else
  538.    {
  539.       GUIBUTTON_DISABLE (the_scene.gui.newgamebutton);
  540.       GUIBUTTON_DISABLE (the_scene.gui.opengamebutton);
  541.    }
  542.  
  543.    if (!the_board.reevaluate)
  544.       return; // if the board doesn't need to be reevaluated, don't do anything
  545.  
  546.    // has the game started ?
  547.    if (the_board.move_count > 1)
  548.    {
  549.       // game has started, enable the "save" and "save as" menu options
  550.       EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVE, MF_ENABLED);
  551.       EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEAS, MF_ENABLED);
  552.       EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEPOSITIONAS, MF_ENABLED);
  553.  
  554.       // disable the start position setup mode
  555.       EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SETUPPOSITION, MF_GRAYED);
  556.  
  557.       // enable the "go to move" menu option
  558.       EnableMenuItem (GetMenu (hMainWnd), MENUID_MOVE_GOTOMOVE, MF_ENABLED);
  559.  
  560.       // are we watching the last move ?
  561.       if (the_board.viewed_move == the_board.move_count - 1)
  562.       {
  563.          // get a quick acccess to the last move
  564.          last_move = &the_board.moves[the_board.move_count - 1];
  565.  
  566.          // if the current player is a human AND its opponent is a computer, allow him to ask us for a hint
  567.          if ((current_player->type == PLAYER_HUMAN) && (opposite_player->type == PLAYER_COMPUTER))
  568.             EnableMenuItem (GetMenu (hMainWnd), MENUID_MOVE_SUGGESTMOVE, MF_ENABLED);
  569.          else
  570.             EnableMenuItem (GetMenu (hMainWnd), MENUID_MOVE_SUGGESTMOVE, MF_GRAYED);
  571.  
  572.          // (if the current player is a human
  573.          //  AND (its opponent is another human AND there's at least one move played)
  574.          //       OR (its opponent is a computer AND there are at least two moves played)
  575.          //       OR (its opponent is a remote player AND we're in game AND there are at least two moves played))
  576.          // OR the current player is a remote player AND we're in game AND there are at least two moves played), allow him to cancel move
  577.          if (((current_player->type == PLAYER_HUMAN)
  578.               && ((opposite_player->type == PLAYER_HUMAN)
  579.                   || ((opposite_player->type == PLAYER_COMPUTER) && (the_board.move_count > 2))
  580.                   || ((opposite_player->type == PLAYER_INTERNET) && (opposite_player->is_in_game) && (the_board.move_count > 2))))
  581.              || ((current_player->type == PLAYER_INTERNET) && (current_player->is_in_game) && (the_board.move_count > 2)))
  582.             EnableMenuItem (GetMenu (hMainWnd), MENUID_MOVE_CANCELLASTMOVE, MF_ENABLED);
  583.          else
  584.             EnableMenuItem (GetMenu (hMainWnd), MENUID_MOVE_CANCELLASTMOVE, MF_GRAYED);
  585.  
  586.          // is the current player in check ? (to play the right sound)
  587.          // read as: was the last move an opponent's move AND did it put us to check ?
  588.          if (last_move->is_check)
  589.          {
  590.             // is it a checkmate ? (checkmate == check + stalemate)
  591.             if (last_move->is_stalemate)
  592.             {
  593.                // display the game over dialog box
  594.                the_board.game_state = (Board_ColorToMove (&the_board) == COLOR_WHITE ? STATE_BLACKWIN_CHECKMATE : STATE_WHITEWIN_CHECKMATE);
  595.                DialogBox_EndGame ();
  596.             }
  597.          }
  598.          else
  599.          {
  600.             // is it a stalemate ?
  601.             if (last_move->is_stalemate)
  602.             {
  603.                // display the game over dialog box
  604.                the_board.game_state = STATE_DRAW_STALEMATE;
  605.                DialogBox_EndGame ();
  606.             }
  607.          }
  608.  
  609.          // have there 50 moves been played each side (i.e, 100 plies) AND is the current player human ?
  610.          if ((the_board.move_count > 100) && (current_player->type == PLAYER_HUMAN))
  611.          {
  612.             // go backwards and see when is the latest move that took an opponent's piece OR the latest pawn move
  613.             for (move_index = the_board.move_count - 1; move_index >= 0; move_index--)
  614.                if (the_board.moves[move_index].has_captured || (the_board.moves[move_index].part == PART_PAWN))
  615.                   break; // stop as soon as we find one
  616.  
  617.             // can the fifty moves draw rule be claimed AND does the current player claims it ?
  618.             if (move_index + 1 + 100 < the_board.move_count)
  619.             {
  620.                // yes. Propose it to the side that's on move
  621. // TODO: non-modal MessageBox (copy dialog_newgame.cpp and use return values)
  622.             }
  623.          }
  624.  
  625.          GUIBUTTON_ENABLE (the_scene.gui.llarrow); // enable "jump to beginning" arrow if it isn't displayed yet
  626.          GUIBUTTON_ENABLE (the_scene.gui.larrow); // enable "back" arrow if it isn't displayed yet
  627.          GUIBUTTON_DISABLE (the_scene.gui.rarrow); // disable "forward" arrow if it's already displayed
  628.          GUIBUTTON_DISABLE (the_scene.gui.rrarrow); // disable "jump to end" arrow if it's already displayed
  629.  
  630.          if (the_board.game_state == STATE_PLAYING)
  631.             Scene_UpdateText (&the_scene.gui.arrow_text, RGBACOLOR_SETALPHA (options.clock_color, 0x7f), DURATION_INFINITE, false, LOCALIZE (is_paused ? L"Paused" : L"Current"));
  632.          else if ((the_board.game_state == STATE_BLACKWIN_CHECKMATE) || (the_board.game_state == STATE_WHITEWIN_CHECKMATE))
  633.             Scene_UpdateText (&the_scene.gui.arrow_text, RGBACOLOR_SETALPHA (options.clock_color, 0x7f), DURATION_INFINITE, false, L"%s\n%s", LOCALIZE (L"EndGame_CheckMate"), LOCALIZE (L"EndGame_Title"));
  634.          else if ((the_board.game_state == STATE_WHITEWIN_RESIGNORFORFEIT) || (the_board.game_state == STATE_BLACKWIN_RESIGNORFORFEIT))
  635.             Scene_UpdateText (&the_scene.gui.arrow_text, RGBACOLOR_SETALPHA (options.clock_color, 0x7f), DURATION_INFINITE, false, L"%s\n%s", LOCALIZE (L"EndGame_Resign"), LOCALIZE (L"EndGame_Title"));
  636.          else if (the_board.game_state == STATE_DRAW_STALEMATE)
  637.             Scene_UpdateText (&the_scene.gui.arrow_text, RGBACOLOR_SETALPHA (options.clock_color, 0x7f), DURATION_INFINITE, false, L"%s\n%s", LOCALIZE (L"EndGame_StaleMate"), LOCALIZE (L"EndGame_Title"));
  638.          else if (the_board.game_state == STATE_DRAW_AGREEMENT)
  639.             Scene_UpdateText (&the_scene.gui.arrow_text, RGBACOLOR_SETALPHA (options.clock_color, 0x7f), DURATION_INFINITE, false, L"%s\n%s", LOCALIZE (L"EndGame_Agreement"), LOCALIZE (L"EndGame_Title"));
  640.          else if (the_board.game_state == STATE_DRAW_OTHER)
  641.             Scene_UpdateText (&the_scene.gui.arrow_text, RGBACOLOR_SETALPHA (options.clock_color, 0x7f), DURATION_INFINITE, false, L"%s\n%s", LOCALIZE (L"EndGame_DrawOther"), LOCALIZE (L"EndGame_Title"));
  642.  
  643.          // enable the "comment on this move" menu option
  644.          EnableMenuItem (GetMenu (hMainWnd), MENUID_MOVE_COMMENTMOVE, MF_ENABLED);
  645.       }
  646.  
  647.       // else are we watching another move, but not the beginning of the game ?
  648.       else if (the_board.viewed_move > 0)
  649.       {
  650.          GUIBUTTON_ENABLE (the_scene.gui.llarrow); // enable "jump to beginning" arrow if it isn't displayed yet
  651.          GUIBUTTON_ENABLE (the_scene.gui.larrow); // enable "back" arrow if it isn't displayed yet
  652.          GUIBUTTON_ENABLE (the_scene.gui.rarrow); // enable "forward" arrow if it isn't displayed yet
  653.          GUIBUTTON_ENABLE (the_scene.gui.rrarrow); // enable "jump to end" arrow if it isn't displayed yet
  654.          Scene_UpdateText (&the_scene.gui.arrow_text, RGBACOLOR_SETALPHA (options.clock_color, 0x7f), DURATION_INFINITE, false, L"%s %d\n%s", LOCALIZE (L"Move"), (the_board.viewed_move + 1) / 2, (the_board.viewed_move % 2 ? LOCALIZE (L"Games_White"): LOCALIZE (L"Games_Black")));
  655.  
  656.          // hints are not usable when watching the game history
  657.          EnableMenuItem (GetMenu (hMainWnd), MENUID_MOVE_SUGGESTMOVE, MF_GRAYED);
  658.  
  659.          // enable the "save position as" and "comment on this move" menu options
  660.          EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEPOSITIONAS, MF_ENABLED);
  661.          EnableMenuItem (GetMenu (hMainWnd), MENUID_MOVE_COMMENTMOVE, MF_ENABLED);
  662.       }
  663.  
  664.       // else we must be watching the beginning of the game (no move yet)
  665.       else
  666.       {
  667.          GUIBUTTON_DISABLE (the_scene.gui.llarrow); // disable "jump to beginning" arrow if it's already displayed
  668.          GUIBUTTON_DISABLE (the_scene.gui.larrow); // disable "back" arrow if it's already displayed
  669.          GUIBUTTON_ENABLE (the_scene.gui.rarrow); // enable "forward" arrow if it isn't displayed yet
  670.          GUIBUTTON_ENABLE (the_scene.gui.rrarrow); // enable "jump to end" arrow if it isn't displayed yet
  671.          Scene_UpdateText (&the_scene.gui.arrow_text, RGBACOLOR_SETALPHA (options.clock_color, 0x7f), DURATION_INFINITE, false, LOCALIZE (L"Beginning"));
  672.  
  673.          // hints are not usable when watching the game history
  674.          EnableMenuItem (GetMenu (hMainWnd), MENUID_MOVE_SUGGESTMOVE, MF_GRAYED);
  675.  
  676.          // disable the "save position as" and "comment on this move" menu options
  677.          EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEPOSITIONAS, MF_GRAYED);
  678.          EnableMenuItem (GetMenu (hMainWnd), MENUID_MOVE_COMMENTMOVE, MF_GRAYED);
  679.       }
  680.    }
  681.    else
  682.    {
  683.       // game has not started, disable the "save", "save as" and "save position as" menu options
  684.       EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVE, MF_GRAYED);
  685.       EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEAS, MF_GRAYED);
  686.       EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEPOSITIONAS, MF_GRAYED);
  687.  
  688.       // if we are NOT on Internet play AND no longer in closeup mode, enable the start position setup mode
  689.       EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SETUPPOSITION, ((network_player == NULL) && (current_distance != CLOSEUP_VIEW_DISTANCE) && (current_pitch != CLOSEUP_VIEW_PITCH) ? MF_ENABLED : MF_GRAYED));
  690.  
  691.       // if the current player is a human AND its opponent is a computer, allow him to ask us for a hint
  692.       if ((current_player->type == PLAYER_HUMAN) && (opposite_player->type == PLAYER_COMPUTER))
  693.          EnableMenuItem (GetMenu (hMainWnd), MENUID_MOVE_SUGGESTMOVE, MF_ENABLED);
  694.       else
  695.          EnableMenuItem (GetMenu (hMainWnd), MENUID_MOVE_SUGGESTMOVE, MF_GRAYED);
  696.  
  697.       // disable the "cancel last move", "comment move" and "go to move" menu options
  698.       EnableMenuItem (GetMenu (hMainWnd), MENUID_MOVE_CANCELLASTMOVE, MF_GRAYED);
  699.       EnableMenuItem (GetMenu (hMainWnd), MENUID_MOVE_COMMENTMOVE, MF_GRAYED);
  700.       EnableMenuItem (GetMenu (hMainWnd), MENUID_MOVE_GOTOMOVE, MF_GRAYED);
  701.  
  702.       is_paused = false; // clear pause status (we can only pause a game when it's been started)
  703.  
  704.       // and disable the navigation arrows and the arrow text
  705.       GUIBUTTON_DISABLE (the_scene.gui.llarrow);
  706.       GUIBUTTON_DISABLE (the_scene.gui.larrow);
  707.       GUIBUTTON_DISABLE (the_scene.gui.rarrow);
  708.       GUIBUTTON_DISABLE (the_scene.gui.rrarrow);
  709.       the_scene.gui.arrow_text.is_displayed = false;
  710.    }
  711.  
  712.    // no matter whether the game started or not, if the current player is a human AND its opponent is a computer, allow him to swap sides
  713.    if ((current_player->type == PLAYER_HUMAN) && (opposite_player->type == PLAYER_COMPUTER))
  714.       EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_SWAPSIDES, MF_ENABLED);
  715.    else
  716.       EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_SWAPSIDES, MF_GRAYED);
  717.  
  718.    // no matter whether the game started or not, enable players renaming only if we are NOT in internet mode
  719.    EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_RENAMESIDES, (network_player == NULL ? MF_ENABLED : MF_GRAYED));
  720.  
  721.    // update window title
  722.    if ((the_board.players[COLOR_WHITE].name[0] != 0) && (the_board.players[COLOR_BLACK].name[0] != 0))
  723.    {
  724.       swprintf_s (window_title, WCHAR_SIZEOF (window_title), L"%s %s %s - " PROGRAM_NAME L"%s", the_board.players[COLOR_WHITE].name, LOCALIZE (L"Versus"), the_board.players[COLOR_BLACK].name, (is_registered ? L"" : LOCALIZE (L"EvaluationMode")));
  725.       SetWindowText (hMainWnd, window_title); // update window title
  726.    }
  727.    else if (the_board.players[COLOR_WHITE].name[0] != 0)
  728.    {
  729.       swprintf_s (window_title, WCHAR_SIZEOF (window_title), L"%s - " PROGRAM_NAME L"%s", the_board.players[COLOR_WHITE].name, (is_registered ? L"" : LOCALIZE (L"EvaluationMode")));
  730.       SetWindowText (hMainWnd, window_title); // update window title
  731.    }
  732.  
  733.    // are we in internet mode AND are we logged in ?
  734.    if ((network_player != NULL) && network_player->is_logged_in)
  735.    {
  736.       // are we currently playing a game ?
  737.       if (network_player->is_in_game)
  738.       {
  739.          GUIBUTTON_ENABLE (the_scene.gui.chatbutton); // enable chat button if it's not enabled yet
  740.          GUIBUTTON_DISABLE (the_scene.gui.gamesbutton); // disable games button if it was enabled
  741.          GUIBUTTON_DISABLE (the_scene.gui.peoplebutton); // disable people button if it was enabled
  742.          EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_RESIGN, ((the_board.game_state == STATE_PLAYING) && (the_board.move_count > 1) ? MF_ENABLED : MF_GRAYED)); // allow resigning if the game has started AND it's not terminated)
  743.       }
  744.       else
  745.       {
  746.          GUIBUTTON_DISABLE (the_scene.gui.chatbutton); // disable chat button if it was enabled
  747.          GUIBUTTON_ENABLE (the_scene.gui.gamesbutton); // enable games button if it's not enabled yet
  748.          GUIBUTTON_ENABLE (the_scene.gui.peoplebutton); // enable people button if it's not enabled yet
  749.          EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_RESIGN, MF_GRAYED); // disable ability to resign
  750.       }
  751.       EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_PAUSE, MF_DISABLED); // disallow pause
  752.       EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_STATISTICS, MF_ENABLED); // enable stats
  753.  
  754.       enabled_value = MF_ENABLED; // remember to enable the internet-related menu items
  755.    }
  756.    // else it's a local or vs. computer game
  757.    else
  758.    {
  759.       GUIBUTTON_DISABLE (the_scene.gui.chatbutton); // disable chat button if it was enabled
  760.       GUIBUTTON_DISABLE (the_scene.gui.gamesbutton); // disable games button if it was enabled
  761.       GUIBUTTON_DISABLE (the_scene.gui.peoplebutton); // disable people button if it was enabled
  762.       EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_PAUSE, ((the_board.game_state == STATE_PLAYING) && (the_board.move_count > 1) ? MF_ENABLED : MF_GRAYED)); // allow pause if the game has started
  763.       EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_RESIGN, ((the_board.game_state == STATE_PLAYING) && (the_board.move_count > 1) ? MF_ENABLED : MF_GRAYED)); // allow resigning if the game has started AND it's not terminated)
  764.       EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_STATISTICS, MF_GRAYED); // disable stats
  765.  
  766.       enabled_value = MF_GRAYED; // remember to disable the internet-related menu items
  767.    }
  768.  
  769.    EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_SHOWONLINEPLAYERS, enabled_value);
  770.    EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_SHOWSOUGHTGAMES, enabled_value);
  771.    EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_SEEKGAME, enabled_value);
  772.    if (!options.network.want_publicchat)
  773.    {
  774.       EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_CHATTERCHANNELS, MF_GRAYED); // always grayed if we don't want public chat
  775.       EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_ENTERCHATTEXT, MF_GRAYED);
  776.    }
  777.    else
  778.    {
  779.       EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_CHATTERCHANNELS, enabled_value); // else enabled only in internet mode
  780.       EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_ENTERCHATTEXT, enabled_value);
  781.    }
  782.    EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_DISPLAYPLAYERCARD, enabled_value);
  783.    EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_DISPLAYYOURCARD, enabled_value);
  784.    EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_MOTD, enabled_value);
  785.  
  786.    the_board.reevaluate = false; // board evaluation has been done
  787.    return; // finished, new board state is known
  788. }
  789.