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  1. // main.cpp
  2.  
  3. #define DEFINE_GLOBALS
  4. #include "common.h"
  5.  
  6.  
  7. // handy macros
  8. #define GUIBUTTON_ENABLE(button) { if ((button).state == 0) (button).state = 1; }
  9. #define GUIBUTTON_DISABLE(button) { if ((button).state > 0) (button).state = 0; }
  10.  
  11.  
  12. // prototypes of locally used functions
  13. static void MainLoop_FindCurrentViewer (void);
  14. static void MainLoop_EvaluateGameState (void);
  15.  
  16.  
  17. int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance, char *lpCmdLine, int nCmdShow)
  18. {
  19.    // the entry point for any Windows program
  20.  
  21.    WNDCLASSEX wc;
  22.    MENUINFO menu_info;
  23.    MSG msg;
  24.    HBITMAP hSplashBmp;
  25.    BITMAP splash_bmp;
  26.    HDC hdc;
  27.    HMENU hMenu;
  28.    HMENU hDropDownMenu;
  29.    RECT rect;
  30.    PAINTSTRUCT ps;
  31.    HBITMAP hbmTmp;
  32.    HDC hdcMem;
  33.    float previous_time;
  34.    int frame_count;
  35.    int array_index;
  36.    bool is_success;
  37.    char *endptr;
  38.    wchar_t app_pathname[MAX_PATH];
  39.    wchar_t font_pathname[MAX_PATH];
  40.    wchar_t window_title[100];
  41.    struct _stat fileinfo;
  42.    HACCEL hAccelerators;
  43.    ACCEL accelerators[] =
  44.    {
  45.       {FVIRTKEY | FCONTROL, L'O',     MENUID_GAME_LOAD},
  46.       {FVIRTKEY | FCONTROL, L'S',     MENUID_GAME_SAVE},
  47.       {FVIRTKEY | FCONTROL, L'Z',     MENUID_CHESSBOARD_CANCELLASTMOVE},
  48.       {FVIRTKEY,            VK_HOME,  MENUID_CHESSBOARD_BEGINNINGOFGAME},
  49.       {FVIRTKEY,            VK_LEFT,  MENUID_CHESSBOARD_PREVIOUSMOVE},
  50.       {FVIRTKEY,            VK_RIGHT, MENUID_CHESSBOARD_NEXTMOVE},
  51.       {FVIRTKEY,            VK_END,   MENUID_CHESSBOARD_CURRENTSTATEOFGAME},
  52.       {FVIRTKEY | FCONTROL, L'G',     MENUID_CHESSBOARD_GOTOMOVE},
  53.       {FVIRTKEY,            VK_F1,    MENUID_HELP_HELP},
  54.       {FVIRTKEY,            VK_F2,    MENUID_GAME_NEWGAME},
  55.       {FVIRTKEY,            VK_F3,    MENUID_GAME_STATISTICS},
  56.       {FVIRTKEY,            VK_F4,    MENUID_GAME_OPTIONS},
  57.       {FVIRTKEY,            VK_F5,    MENUID_CHESSBOARD_TOPVIEW},
  58.       {FVIRTKEY,            VK_F6,    MENUID_CHESSBOARD_DEFAULTVIEW},
  59.       {FVIRTKEY,            VK_F7,    MENUID_CHESSBOARD_RESETVIEW},
  60.       {FVIRTKEY,            VK_UP,    MENUID_CHESSBOARD_ZOOMIN},
  61.       {FVIRTKEY,            VK_DOWN,  MENUID_CHESSBOARD_ZOOMOUT},
  62.       {FVIRTKEY | FCONTROL, VK_DOWN,  MENUID_CHESSBOARD_DISPLAYWINDOWSDESKTOP},
  63.       {FVIRTKEY,            VK_F8,    MENUID_CHESSBOARD_CHANGEAPPEARANCE},
  64.       {FVIRTKEY,            VK_F9,    MENUID_INTERNET_SHOWONLINEPLAYERS},
  65.       {FVIRTKEY,            VK_F10,   MENUID_INTERNET_SHOWSOUGHTGAMES},
  66.    };
  67.  
  68.    // save application instance
  69.    hAppInstance = hInstance;
  70.  
  71.    // find module and path names, and *IMPORTANT*, set the current working directory there
  72.    GetModuleFileName (NULL, app_pathname, WCHAR_SIZEOF (app_pathname));
  73.    GetDirectoryPath (app_pathname, app_path);
  74.    SetCurrentDirectoryW (app_path);
  75.  
  76.    // initialize stuff
  77.    is_registered = false;
  78.    terminate_everything = false;
  79.    hMainWnd = NULL;
  80.    hChatterChannelsWnd = NULL;
  81.    hGamesWnd = NULL;
  82.    hMOTDWnd = NULL;
  83.    hOpponentsWnd = NULL;
  84.    hSoughtWnd = NULL;
  85. #ifdef NDEBUG
  86.    want_framerate = false; // release mode, don't display framerate
  87. #else
  88.    want_framerate = true; // display framerate in debug mode
  89. #endif // NDEBUG
  90.    is_dialogbox_about_validated = false;
  91.    is_dialogbox_challenge_validated = false;
  92.    is_dialogbox_changeappearance_validated = false;
  93.    is_dialogbox_comment_validated = false;
  94.    is_dialogbox_endgame_validated = false;
  95.    is_dialogbox_gotomove_validated = false;
  96.    is_dialogbox_load_validated = false;
  97.    is_dialogbox_message_validated = false;
  98.    is_dialogbox_newgame_validated = false;
  99.    is_dialogbox_options_validated = false;
  100.    is_dialogbox_pawnpromotion_validated = false;
  101.    is_dialogbox_playercard_validated = false;
  102.    is_dialogbox_playerinfoname_validated = false;
  103.    is_dialogbox_quit_validated = false;
  104.    is_dialogbox_resign_validated = false;
  105.    is_dialogbox_save_validated = false;
  106.    is_dialogbox_saveposition_validated = false;
  107.    is_dialogbox_sendchallenge_validated = false;
  108.    is_dialogbox_sendseek_validated = false;
  109.    is_dialogbox_takeback_validated = false;
  110.    is_window_chat_validated = false;
  111.    is_window_chatterchannels_validated = false;
  112.    is_window_games_validated = false;
  113.    is_window_motd_validated = false;
  114.    is_window_opponents_validated = false;
  115.    is_window_sought_validated = false;
  116.    save_pathname[0] = 0;
  117.    srand ((unsigned int) time (NULL)); // initialize PRNG
  118.    animation_endtime = 0.0f;
  119.    command_ignoretime = 0.0f;
  120.    sound_playtime = 0.0f;
  121.    highlight_endtime = 0.0f;
  122.    previous_time = 0.0f;
  123.    frame_count = 0;
  124.  
  125.    // read configuration data
  126.    Config_Load ();
  127.  
  128.    // see if the program is registered
  129.    is_registered = IsRegistrationCorrect (options.registration.user_email, options.registration.activation_code);
  130.  
  131.    // read texts in the right language, if such a translation exists
  132.    is_success = false;
  133.    GetLocaleInfo (LOCALE_SYSTEM_DEFAULT, LOCALE_SENGLANGUAGE, os_language, WCHAR_SIZEOF (os_language));
  134.    is_success = LocalizedTexts_Init (L"%s/data/languages/%s.ini", app_path, os_language);
  135.  
  136.    // fallback to English if language not found
  137.    if (!is_success)
  138.    {
  139.       wcscpy_s (os_language, WCHAR_SIZEOF (os_language), L"English");
  140.       is_success = LocalizedTexts_Init (L"%s/data/languages/%s.ini", app_path, os_language);
  141.    }
  142.  
  143.    // consistency check: don't go further if texts aren't available
  144.    if (!is_success)
  145.       return (-1); // bomb out on error
  146.  
  147.    // create the main menu line
  148.    hMenu = CreateMenu ();
  149.    hDropDownMenu = CreateMenu (); // create the first drop-down item
  150.    AppendMenu (hDropDownMenu, MF_STRING, MENUID_GAME_NEWGAME, LOCALIZE (L"Menu_GameNewGame"));
  151.    AppendMenu (hDropDownMenu, MF_STRING, MENUID_GAME_LOAD, LOCALIZE (L"Menu_GameLoadGame"));
  152.    AppendMenu (hDropDownMenu, MF_STRING, MENUID_GAME_SETUPPOSITION, LOCALIZE (L"Menu_GameSetupPosition"));
  153.    AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_GAME_SAVE, LOCALIZE (L"Menu_GameSaveGame")); // initially grayed
  154.    AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_GAME_SAVEAS, LOCALIZE (L"Menu_GameSaveGameAs")); // initially grayed
  155.    AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_GAME_SAVEPOSITIONAS, LOCALIZE (L"Menu_GameSavePositionAs")); // initially grayed
  156.    AppendMenu (hDropDownMenu, MF_STRING, MENUID_GAME_RESIGN, LOCALIZE (L"Menu_GameResign"));
  157.    AppendMenu (hDropDownMenu, MF_SEPARATOR, 0, NULL);
  158.    AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_GAME_STATISTICS, LOCALIZE (L"Menu_GameStatistics"));
  159.    AppendMenu (hDropDownMenu, MF_STRING, MENUID_GAME_OPTIONS, LOCALIZE (L"Menu_GameOptions"));
  160.    AppendMenu (hDropDownMenu, MF_SEPARATOR, 0, NULL);
  161.    AppendMenu (hDropDownMenu, MF_STRING, MENUID_GAME_QUIT, LOCALIZE (L"Menu_GameQuit"));
  162.    AppendMenu (hMenu, MF_POPUP, (UINT) hDropDownMenu, LOCALIZE (L"Menu_Game"));
  163.    DestroyMenu (hDropDownMenu);
  164.    hDropDownMenu = CreateMenu (); // create the second drop-down item
  165.    AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_CHESSBOARD_SUGGESTMOVE, LOCALIZE (L"Menu_ChessboardSuggestMove")); // initially grayed
  166.    AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_CHESSBOARD_CANCELLASTMOVE, LOCALIZE (L"Menu_ChessboardCancelLastMove")); // initially grayed
  167.    AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_CHESSBOARD_COMMENTMOVE, LOCALIZE (L"Menu_ChessboardCommentMove")); // initially grayed
  168.    AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_CHESSBOARD_GOTOMOVE, LOCALIZE (L"Menu_ChessboardGoToMove")); // initially grayed
  169.    AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_CHESSBOARD_SWAPSIDES, LOCALIZE (L"Menu_ChessboardSwapSides")); // initially grayed
  170.    AppendMenu (hDropDownMenu, MF_SEPARATOR, 0, NULL);
  171.    AppendMenu (hDropDownMenu, MF_STRING, MENUID_CHESSBOARD_TOPVIEW, LOCALIZE (L"Menu_ChessboardTopView"));
  172.    AppendMenu (hDropDownMenu, MF_STRING, MENUID_CHESSBOARD_DEFAULTVIEW, LOCALIZE (L"Menu_ChessboardDefaultView"));
  173.    AppendMenu (hDropDownMenu, MF_STRING, MENUID_CHESSBOARD_RESETVIEW, LOCALIZE (L"Menu_ChessboardResetView"));
  174.    AppendMenu (hDropDownMenu, MF_SEPARATOR, 0, NULL);
  175.    AppendMenu (hDropDownMenu, MF_STRING, MENUID_CHESSBOARD_CHANGEAPPEARANCE, LOCALIZE (L"Menu_ChessboardChangeAppearance"));
  176.    if (options.want_fullscreen)
  177.    {
  178.       AppendMenu (hDropDownMenu, MF_SEPARATOR, 0, NULL);
  179.       AppendMenu (hDropDownMenu, MF_STRING, MENUID_CHESSBOARD_DISPLAYWINDOWSDESKTOP, LOCALIZE (L"Menu_ChessboardDisplayWindowsDesktop"));
  180.    }
  181.    AppendMenu (hMenu, MF_POPUP, (UINT) hDropDownMenu, LOCALIZE (L"Menu_Chessboard"));
  182.    DestroyMenu (hDropDownMenu);
  183.    hDropDownMenu = CreateMenu (); // create the third drop-down item
  184.    AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_INTERNET_SHOWONLINEPLAYERS, LOCALIZE (L"Menu_InternetShowOnlinePlayers")); // initially grayed
  185.    AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_INTERNET_SHOWSOUGHTGAMES, LOCALIZE (L"Menu_InternetShowSoughtGames")); // initially grayed
  186.    AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_INTERNET_SEEKGAME, LOCALIZE (L"Menu_InternetSeekGame")); // initially grayed
  187.    AppendMenu (hDropDownMenu, MF_SEPARATOR, 0, NULL);
  188.    AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_INTERNET_CHATTERCHANNELS, LOCALIZE (L"Menu_InternetChatterChannels")); // initially grayed
  189.    AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_INTERNET_ENTERCHATTEXT, LOCALIZE (L"Menu_InternetEnterChatText")); // initially grayed
  190.    AppendMenu (hDropDownMenu, MF_SEPARATOR, 0, NULL);
  191.    AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_INTERNET_DISPLAYPLAYERCARD, LOCALIZE (L"Menu_InternetDisplayPlayerCard")); // initially grayed
  192.    AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_INTERNET_DISPLAYYOURCARD, LOCALIZE (L"Menu_InternetDisplayYourCard")); // initially grayed
  193.    AppendMenu (hDropDownMenu, MF_SEPARATOR, 0, NULL);
  194.    AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_INTERNET_MOTD, LOCALIZE (L"Menu_InternetDisplayMOTD")); // initially grayed
  195.    AppendMenu (hMenu, MF_POPUP, (UINT) hDropDownMenu, LOCALIZE (L"Menu_Internet"));
  196.    DestroyMenu (hDropDownMenu);
  197.    hDropDownMenu = CreateMenu (); // create the fourth drop-down item
  198.    AppendMenu (hDropDownMenu, MF_STRING, MENUID_HELP_HELP, LOCALIZE (L"Menu_HelpDisplayHelp"));
  199.    AppendMenu (hDropDownMenu, MF_STRING, MENUID_HELP_GETCHESSGAMES, LOCALIZE (L"Menu_HelpGetChessGames"));
  200.    AppendMenu (hDropDownMenu, MF_SEPARATOR, 0, NULL);
  201.    AppendMenu (hDropDownMenu, MF_STRING, MENUID_HELP_ADDMODIFYVISUALTHEMES, LOCALIZE (L"Menu_HelpAddModifyThemes"));
  202.    AppendMenu (hDropDownMenu, MF_STRING, MENUID_HELP_ADDMODIFYTRANSLATIONS, LOCALIZE (L"Menu_HelpAddModifyTranslations"));
  203.    AppendMenu (hDropDownMenu, MF_SEPARATOR, 0, NULL);
  204.    AppendMenu (hDropDownMenu, MF_STRING, MENUID_HELP_ABOUT, LOCALIZE (L"Menu_HelpAbout"));
  205.    AppendMenu (hMenu, MF_POPUP, (UINT) hDropDownMenu, LOCALIZE (L"Menu_Help"));
  206.    DestroyMenu (hDropDownMenu);
  207.  
  208.    // create the accelerators
  209.    hAccelerators = CreateAcceleratorTable (accelerators, sizeof (accelerators) / sizeof (ACCEL));
  210.  
  211.    // register the window class, create the window and show it
  212.    memset (&wc, 0, sizeof (wc));
  213.    wc.cbSize = sizeof (wc);
  214.    wc.style = CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS; // double-clicks support
  215.    wc.lpfnWndProc = WindowProc_Main;
  216.    wc.hInstance = hAppInstance;
  217.    wc.hIcon = LoadIcon (hAppInstance, (wchar_t *) ICON_MAIN);
  218.    wc.hCursor = LoadCursor (NULL, IDC_ARROW);
  219.    wc.lpszClassName = PROGRAM_NAME L" WndClass";
  220.    RegisterClassEx (&wc);
  221.    swprintf_s (window_title, WCHAR_SIZEOF (window_title), PROGRAM_NAME L"%s", (is_registered ? L"" : LOCALIZE (L"EvaluationMode")));
  222.    if (options.want_fullscreen)
  223.       hMainWnd = CreateWindowEx (0, wc.lpszClassName, window_title, WS_POPUPWINDOW,
  224.                                  0, 0, GetSystemMetrics (SM_CXSCREEN), GetSystemMetrics (SM_CYSCREEN),
  225.                                  NULL, hMenu, hAppInstance, NULL);
  226.    else
  227.    {
  228.       // in windowed mode, ensure window width and height aren't greater than screen size nor lower than a safe minimum
  229.       if (options.window_width > GetSystemMetrics (SM_CXMAXTRACK))
  230.          options.window_width = GetSystemMetrics (SM_CXMAXTRACK); // check this first in case screen size is reported incorrect
  231.       if (options.window_height > GetSystemMetrics (SM_CYMAXTRACK))
  232.          options.window_height = GetSystemMetrics (SM_CYMAXTRACK);
  233.       if (options.window_width < 640)
  234.          options.window_width = 640; // check this secondly in case screen size is reported incorrect
  235.       if (options.window_height < 480)
  236.          options.window_height = 480;
  237.  
  238.       hMainWnd = CreateWindowEx (0, wc.lpszClassName, window_title, WS_OVERLAPPEDWINDOW,
  239.                                  GetSystemMetrics (SM_CXSCREEN) / 2 - options.window_width / 2,
  240.                                  GetSystemMetrics (SM_CYSCREEN) / 2 - options.window_height / 2,
  241.                                  options.window_width,
  242.                                  options.window_height,
  243.                                  NULL, hMenu, hAppInstance, NULL);
  244.    }
  245.    ShowWindow (hMainWnd, nCmdShow);
  246.  
  247.    // display the splash screen
  248.    memset ((void *) &splash_bmp, 0, sizeof (splash_bmp));
  249.    hSplashBmp = W32LoadImage (L"%s/data/splash.bmp", app_path); // load the splash bitmap
  250.    GetObject (hSplashBmp, sizeof (splash_bmp), (void *) &splash_bmp); // get a structure containing its size (among others)
  251.    hdcMem = CreateCompatibleDC (NULL); // create a device context compatible with the screen
  252.    hbmTmp = SelectBitmap (hdcMem, hSplashBmp); // select our bitmap to use in it
  253.    hdc = BeginPaint (hMainWnd, &ps); // begin painting on the main window
  254.    GetClientRect (hMainWnd, &rect);
  255.    StretchBlt (hdc, 0, 0, rect.right, rect.bottom, hdcMem, 0, 0, splash_bmp.bmWidth, splash_bmp.bmHeight, SRCCOPY); // bit blit the bitmap into it
  256.    EndPaint (hMainWnd, &ps); // end painting on the main window
  257.    SelectObject (hdcMem, hbmTmp); // restore the previous selection
  258.    DeleteDC (hdcMem); // and delete the handles to the device context
  259.    DeleteObject (hSplashBmp); // and to the bitmap that we used
  260.  
  261.    // make the menu modeless
  262.    memset (&menu_info, 0, sizeof (menu_info)); // prepare menu info structure
  263.    menu_info.cbSize = sizeof (MENUINFO);
  264.    menu_info.fMask = MIM_STYLE;
  265.    GetMenuInfo (GetMenu (hMainWnd), &menu_info); // get current style
  266.    menu_info.dwStyle |= MNS_MODELESS; // add the "modeless" flag
  267.    SetMenuInfo (GetMenu (hMainWnd), &menu_info); // and send it back
  268.  
  269.    // load status icons, bitmaps and texts
  270.    handlestatus[HANDLESTATUS_AVAILABLE].icon = W32LoadIcon (L"%s/data/icons/available.ico", app_path);
  271.    handlestatus[HANDLESTATUS_AVAILABLE].bitmap = W32LoadImage (L"%s/data/status/available.bmp", app_path);
  272.    handlestatus[HANDLESTATUS_AVAILABLE].text = LOCALIZE (L"Opponents_StatusAvailable");
  273.    handlestatus[HANDLESTATUS_INGAME].icon = W32LoadIcon (L"%s/data/icons/ingame.ico", app_path);
  274.    handlestatus[HANDLESTATUS_INGAME].bitmap = W32LoadImage (L"%s/data/status/ingame.bmp", app_path);
  275.    handlestatus[HANDLESTATUS_INGAME].text = LOCALIZE (L"Opponents_StatusInGame");
  276.    handlestatus[HANDLESTATUS_INSIMULATION].icon = W32LoadIcon (L"%s/data/icons/insimulation.ico", app_path);
  277.    handlestatus[HANDLESTATUS_INSIMULATION].bitmap = W32LoadImage (L"%s/data/status/insimulation.bmp", app_path);
  278.    handlestatus[HANDLESTATUS_INSIMULATION].text = LOCALIZE (L"Opponents_StatusInSimulation");
  279.    handlestatus[HANDLESTATUS_INTOURNAMENT].icon = W32LoadIcon (L"%s/data/icons/intournament.ico", app_path);
  280.    handlestatus[HANDLESTATUS_INTOURNAMENT].bitmap = W32LoadImage (L"%s/data/status/intournament.bmp", app_path);
  281.    handlestatus[HANDLESTATUS_INTOURNAMENT].text = LOCALIZE (L"Opponents_StatusInTournament");
  282.    handlestatus[HANDLESTATUS_EXAMININGAGAME].icon = W32LoadIcon (L"%s/data/icons/examiningagame.ico", app_path);
  283.    handlestatus[HANDLESTATUS_EXAMININGAGAME].bitmap = W32LoadImage (L"%s/data/status/examiningagame.bmp", app_path);
  284.    handlestatus[HANDLESTATUS_EXAMININGAGAME].text = LOCALIZE (L"Opponents_StatusExaminingAGame");
  285.    handlestatus[HANDLESTATUS_NOTOPENFORAMATCH].icon = W32LoadIcon (L"%s/data/icons/notopenforamatch.ico", app_path);
  286.    handlestatus[HANDLESTATUS_NOTOPENFORAMATCH].bitmap = W32LoadImage (L"%s/data/status/notopenforamatch.bmp", app_path);
  287.    handlestatus[HANDLESTATUS_NOTOPENFORAMATCH].text = LOCALIZE (L"Opponents_StatusNotOpenForAMatch");
  288.    handlestatus[HANDLESTATUS_INACTIVEORBUSY].icon = W32LoadIcon (L"%s/data/icons/inactiveorbusy.ico", app_path);
  289.    handlestatus[HANDLESTATUS_INACTIVEORBUSY].bitmap = W32LoadImage (L"%s/data/status/inactiveorbusy.bmp", app_path);
  290.    handlestatus[HANDLESTATUS_INACTIVEORBUSY].text = LOCALIZE (L"Opponents_StatusInactiveOrBusy");
  291.    handlestatus[HANDLESTATUS_OFFLINE].icon = W32LoadIcon (L"%s/data/icons/offline.ico", app_path);
  292.    handlestatus[HANDLESTATUS_OFFLINE].bitmap = W32LoadImage (L"%s/data/status/offline.bmp", app_path);
  293.    handlestatus[HANDLESTATUS_OFFLINE].text = LOCALIZE (L"Opponents_StatusOffline");
  294.  
  295.    // load the system fonts
  296.    hFontChat = CreateFont (17, 0, 0, 0, FW_DONTCARE, false, false, false, ANSI_CHARSET, OUT_DEFAULT_PRECIS,
  297.                            CLIP_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_SWISS, L"Comic Sans MS");
  298.  
  299.    // before any rendering is done, it's a good idea to know what time it is
  300.    current_time = ProcessTime ();
  301.  
  302.    // initialize renderer
  303.    if (!Render_Init ())
  304.       return (-1); // bomb out on error
  305.  
  306.    // load sprites
  307.    larrow_spriteindex = Render_LoadSprite (L"%s/data/sprites/arrow-left.*", app_path);
  308.    rarrow_spriteindex = Render_LoadSprite (L"%s/data/sprites/arrow-right.*", app_path);
  309.    chatbutton_spriteindex = Render_LoadSprite (L"%s/data/sprites/chat.*", app_path);
  310.    gamesbutton_spriteindex = Render_LoadSprite (L"%s/data/sprites/games.*", app_path);
  311.    peoplebutton_spriteindex = Render_LoadSprite (L"%s/data/sprites/people.*", app_path);
  312.    sepia_spriteindex = Render_LoadSprite (L"%s/data/sprites/sepia.*", app_path);
  313.    for (array_index = 0; array_index < 12; array_index++)
  314.       spinner_spriteindex[array_index] = Render_LoadSprite (L"%s/data/sprites/spinner-%d.png", app_path, array_index * 30); // spinning wheel
  315.  
  316.    // add our custom fonts to the list of available fonts for the duration of the process
  317.    swprintf_s (font_pathname, WCHAR_SIZEOF (font_pathname), L"%s/data/fonts/papyrus.ttf", app_path);
  318.    AddFontResourceEx (font_pathname, FR_PRIVATE, 0);
  319.    // load rendered fonts
  320.    arrow_fontindex = Render_LoadFont (L"Papyrus", 24, false, false);
  321.    chat_fontindex = Render_LoadFont (L"Papyrus", 32, false, false);
  322.    players_fontindex = Render_LoadFont (L"Papyrus", 40, false, true);
  323.    centermsg_fontindex = Render_LoadFont (L"Papyrus", 54, false, true);
  324.  
  325.    // load themes, initialize a new human vs. human game and setup the scene
  326.    if (!Themes_Init ())
  327.       return (-1); // bomb out on error
  328.    Board_Init (&the_board, PLAYER_HUMAN, PLAYER_HUMAN, FENSTARTUP_STANDARDCHESS);
  329.    Scene_Init (&the_scene, &the_board);
  330.  
  331.    // has a filename been specifed on the command-line AND that file exists ?
  332.    if ((lpCmdLine != NULL) && (lpCmdLine[0] != 0))
  333.    {
  334.       while (*lpCmdLine == '"')
  335.          lpCmdLine++; // skip leading quotes
  336.       if ((endptr = strchr (lpCmdLine, '"')) != NULL)
  337.          *endptr = 0; // break the string at the first ending quote
  338.       if (_stat (lpCmdLine, &fileinfo) == 0)
  339.       {
  340.          ConvertToWideChar (load_pathname, WCHAR_SIZEOF (load_pathname), lpCmdLine); // save pathname string
  341.          is_dialogbox_load_validated = true; // and act as if the user just validated a load dialog box
  342.       }
  343.       else
  344.          DialogBox_NewGame (); // if specified filename doesn't exist, fallback to the "new game" dialog box
  345.    }
  346.    else
  347.       DialogBox_NewGame (); // when no filename is specified, display the new game dialog box
  348.  
  349.    // enter the main loop
  350.    while (!terminate_everything)
  351.    {
  352.       // see what time it is
  353.       current_time = ProcessTime ();
  354.  
  355.       // are we in demo mode and is it time to quit ?
  356.       if (!is_registered && (current_time > DEMO_TIMEOUT))
  357.          DestroyWindow (hMainWnd); // if so, send a quit message in order to break the loop
  358.  
  359.       // grab the current window size
  360.       GetWindowRect (hMainWnd, &rect);
  361.       options.window_width = rect.right - rect.left;
  362.       options.window_height = rect.bottom - rect.top;
  363.  
  364.       // are we in the middle of an animation or just after it ?
  365.       if (current_time < animation_endtime + 0.5f)
  366.          the_scene.update = true; // always update during animations
  367.       else
  368.          the_scene.update |= Board_Think (&the_board); // make the board (i.e, both players) think
  369.  
  370.       MainLoop_FindCurrentViewer ();  // determine current viewer
  371.  
  372.       // see if we have a message waiting for any window in the current thread and dispatch it
  373.       while (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE))
  374.       {
  375.          // check for accelerator keystrokes from the main window
  376.          if ((msg.hwnd != hMainWnd) || !TranslateAccelerator (hMainWnd, hAccelerators, &msg))
  377.          {
  378.             TranslateMessage (&msg); // translate and dispatch all other messages
  379.             DispatchMessage (&msg);
  380.          }
  381.       }
  382.  
  383.       // handle dialog box and window return codes
  384.       if (is_dialogbox_about_validated) DialogBox_About_Validated ();
  385.       if (is_dialogbox_challenge_validated) DialogBox_Challenge_Validated ();
  386.       if (is_dialogbox_changeappearance_validated) DialogBox_ChangeAppearance_Validated ();
  387.       if (is_dialogbox_comment_validated) DialogBox_Comment_Validated ();
  388.       if (is_dialogbox_endgame_validated) DialogBox_EndGame_Validated ();
  389.       if (is_dialogbox_gotomove_validated) DialogBox_GoToMove_Validated ();
  390.       if (is_dialogbox_load_validated) DialogBox_Load_Validated ();
  391.       if (is_dialogbox_message_validated) DialogBox_Message_Validated ();
  392.       if (is_dialogbox_newgame_validated) DialogBox_NewGame_Validated ();
  393.       if (is_dialogbox_options_validated) DialogBox_Options_Validated ();
  394.       if (is_dialogbox_pawnpromotion_validated) DialogBox_PawnPromotion_Validated ();
  395.       if (is_dialogbox_playercard_validated) DialogBox_PlayerCard_Validated ();
  396.       if (is_dialogbox_playerinfoname_validated) DialogBox_PlayerInfoName_Validated ();
  397.       if (is_dialogbox_quit_validated) DialogBox_Quit_Validated ();
  398.       if (is_dialogbox_resign_validated) DialogBox_Resign_Validated ();
  399.       if (is_dialogbox_save_validated) DialogBox_Save_Validated ();
  400.       if (is_dialogbox_saveposition_validated) DialogBox_SavePosition_Validated ();
  401.       if (is_dialogbox_sendchallenge_validated) DialogBox_SendChallenge_Validated ();
  402.       if (is_dialogbox_sendseek_validated) DialogBox_SendSeek_Validated ();
  403.       if (is_dialogbox_takeback_validated) DialogBox_Takeback_Validated ();
  404.       if (is_window_chat_validated) Window_Chat_Validated ();
  405.       if (is_window_chatterchannels_validated) Window_ChatterChannels_Validated ();
  406.       if (is_window_games_validated) Window_Games_Validated ();
  407.       if (is_window_motd_validated) Window_MOTD_Validated ();
  408.       if (is_window_opponents_validated) Window_Opponents_Validated ();
  409.       if (is_window_sought_validated) Window_Sought_Validated ();
  410.  
  411.       MainLoop_EvaluateGameState (); // evaluate game state
  412.  
  413.       // is the table rotating ?
  414.       if (Player_RotateTable (&the_board.players[current_viewer], current_time - previous_time))
  415.          the_scene.update = true; // if so, update the scene
  416.  
  417.       // are we highlighting something ?
  418.       if (highlight_endtime > current_time)
  419.          the_scene.update = true; // if so, update the scene
  420.  
  421.       // else if we WERE just highlighting something, clear the hovered positions
  422.       else if (highlight_endtime + 0.1f > current_time)
  423.       {
  424.          the_board.hovered_position[0] = -1;
  425.          the_board.hovered_position[1] = -1;
  426.          the_scene.update = true; // and update the scene
  427.       }
  428.  
  429.       // if we want the game clock, update scene every second
  430.       if (options.want_clock && ((int) current_time != (int) previous_time))
  431.          the_scene.update = true;
  432.  
  433.       // if there's something in the central text buffer, update scene too
  434.       if (the_scene.gui.central_text.is_displayed)
  435.          the_scene.update = true;
  436.  
  437.       // if we have a spinning wheel, update scene too
  438.       if (the_scene.gui.want_spinwheel)
  439.          the_scene.update = true;
  440.  
  441.       // do we NOT need to update the scene ?
  442.       if (!the_scene.update)
  443.       {
  444.          // cycle through all themes and see if one of them needs to be loaded
  445.          for (array_index = 0; array_index < theme_count; array_index++)
  446.             if (!themes[array_index].is_loaded)
  447.             {
  448.                Theme_Load (&themes[array_index], false); // load a bit more of this theme
  449.                break; // and stop looping (see you next pass)
  450.             }
  451.       }
  452.  
  453.       // do we need to update the scene ?
  454.       if (the_scene.update || want_framerate)
  455.       {
  456.          Scene_Update (&the_scene, &the_board); // evaluate which parts need to be placed
  457.          Render_RenderFrame (&the_scene); // render a game frame
  458.  
  459.          the_scene.update = false; // scene no longer needs to be updated now
  460.       }
  461.  
  462.       Audio_Think (); // ensure audio is playing
  463.  
  464.       previous_time = current_time; // save previous time
  465.       if (frame_count == 100)
  466.       {
  467.          frame_count = 0; // reset frame count every 100 frames
  468.          Sleep (1); // once every 100 frames, wait a millisecond
  469.       }
  470.       else
  471.          Sleep (0); // else just allow context switching
  472.       frame_count++; // increase the frame count
  473.    }
  474.  
  475.    /////////////////////////////////////////////////////////////////////////
  476.    // at this point, we exited the main loop and we are returning to Windows
  477.  
  478.    // release scene, game, themes and shutdown Direct3D
  479.    Scene_Shutdown (&the_scene);
  480.    Board_Shutdown (&the_board);
  481.    Themes_Shutdown ();
  482.    Render_Shutdown ();
  483.  
  484.    // delete the font resources
  485.    DeleteObject (hFontChat);
  486.  
  487.    // delete the bitmap and icon ressources
  488.    for (array_index = 1; array_index < sizeof (handlestatus) / sizeof (handlestatus[0]); array_index++)
  489.    {
  490.       DeleteObject (handlestatus[array_index].bitmap);
  491.       DestroyIcon (handlestatus[array_index].icon);
  492.    }
  493.  
  494.    // unregister window class
  495.    UnregisterClass (wc.lpszClassName, hAppInstance);
  496.  
  497.    // destroy the accelerators table
  498.    if (hAccelerators)
  499.       DestroyAcceleratorTable (hAccelerators);
  500.    hAccelerators = NULL;
  501.  
  502.    // destroy the game menu
  503.    if (IsMenu (hMenu))
  504.       DestroyMenu (hMenu);
  505.    hMenu = NULL;
  506.  
  507.    // are we not registered yet ?
  508.    if (!is_registered)
  509.       DialogBox_Registration ();
  510.  
  511.    // save configuration data
  512.    Config_Save ();
  513.  
  514.    // unload localized texts
  515.    LocalizedTexts_Shutdown ();
  516.  
  517.    return (0); // and return to Windows.
  518. }
  519.  
  520.  
  521. static void MainLoop_FindCurrentViewer (void)
  522. {
  523.    // helper function that tells who is the current viewer
  524.  
  525.    if ((the_board.players[COLOR_WHITE].type == PLAYER_HUMAN) && (the_board.players[COLOR_BLACK].type == PLAYER_HUMAN))
  526.       current_viewer = Board_ColorToMove (&the_board); // if both players are human, track them both
  527.    else if (the_board.players[COLOR_WHITE].type == PLAYER_HUMAN)
  528.       current_viewer = COLOR_WHITE; // else if only the white is human, track the white
  529.    else if (the_board.players[COLOR_BLACK].type == PLAYER_HUMAN)
  530.       current_viewer = COLOR_BLACK; // else if it's the black, track the black
  531.    else
  532.       current_viewer = COLOR_WHITE; // else no human in game, track just the white
  533.  
  534.    return; // finished, current viewer is known
  535. }
  536.  
  537.  
  538. static void MainLoop_EvaluateGameState (void)
  539. {
  540.    // function to evaluate the game state in the main loop when a part has just moved
  541.  
  542.    wchar_t window_title[256];
  543.    player_t *current_player;
  544.    player_t *opposite_player;
  545.    player_t *network_player;
  546.    boardmove_t *last_move;
  547.    int enabled_value;
  548.    int move_index;
  549.  
  550.    if (!the_board.reevaluate)
  551.       return; // if the board doesn't need to be reevaluated, don't do anything
  552.  
  553.    // get current and opposite players
  554.    current_player = Player_GetCurrent ();
  555.    opposite_player = Player_GetOpposite ();
  556.  
  557.    // see if we're online
  558.    network_player = Player_FindByType (PLAYER_INTERNET);
  559.  
  560.    // has the game started ?
  561.    if (the_board.move_count > 1)
  562.    {
  563.       // game has started, enable the "save" and "save as" menu options
  564.       EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVE, MF_ENABLED);
  565.       EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEAS, MF_ENABLED);
  566.       EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEPOSITIONAS, MF_ENABLED);
  567.  
  568.       // enable the "go to move" menu option
  569.       EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_GOTOMOVE, MF_ENABLED);
  570.  
  571.       // are we watching the last move ?
  572.       if (the_board.viewed_move == the_board.move_count - 1)
  573.       {
  574.          // get a quick acccess to the last move
  575.          last_move = &the_board.moves[the_board.move_count - 1];
  576.  
  577.          // if the current player is a human AND its opponent is a computer, allow him to ask us for a hint
  578.          if ((current_player->type == PLAYER_HUMAN) && (opposite_player->type == PLAYER_COMPUTER))
  579.             EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_SUGGESTMOVE, MF_ENABLED);
  580.          else
  581.             EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_SUGGESTMOVE, MF_GRAYED);
  582.  
  583.          // (if the current player is a human
  584.          //  AND (its opponent is another human AND there's at least one move played)
  585.          //       OR (its opponent is a computer AND there are at least two moves played)
  586.          //       OR (its opponent is a remote player AND we're in game AND there are at least two moves played))
  587.          // 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
  588.          if (((current_player->type == PLAYER_HUMAN)
  589.               && ((opposite_player->type == PLAYER_HUMAN)
  590.                   || ((opposite_player->type == PLAYER_COMPUTER) && (the_board.move_count > 2))
  591.                   || ((opposite_player->type == PLAYER_INTERNET) && (opposite_player->is_in_game) && (the_board.move_count > 2))))
  592.              || ((current_player->type == PLAYER_INTERNET) && (current_player->is_in_game) && (the_board.move_count > 2)))
  593.             EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_CANCELLASTMOVE, MF_ENABLED);
  594.          else
  595.             EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_CANCELLASTMOVE, MF_GRAYED);
  596.  
  597.          // is the current player in check ? (to play the right sound)
  598.          // read as: was the last move an opponent's move AND did it put us to check ?
  599.          if (last_move->is_check)
  600.          {
  601.             // is it a checkmate ? (checkmate == check + stalemate)
  602.             if (last_move->is_stalemate)
  603.             {
  604.                // display the game over dialog box
  605.                the_board.game_state = (Board_ColorToMove (&the_board) == COLOR_WHITE ? STATE_BLACKWIN_CHECKMATE : STATE_WHITEWIN_CHECKMATE);
  606.                DialogBox_EndGame ();
  607.             }
  608.          }
  609.          else
  610.          {
  611.             // is it a stalemate ?
  612.             if (last_move->is_stalemate)
  613.             {
  614.                // display the game over dialog box
  615.                the_board.game_state = STATE_DRAW_STALEMATE;
  616.                DialogBox_EndGame ();
  617.             }
  618.          }
  619.  
  620.          // have there 50 moves been played each side (i.e, 100 plies) AND is the current player human ?
  621.          if ((the_board.move_count > 100) && (current_player->type == PLAYER_HUMAN))
  622.          {
  623.             // go backwards and see when is the latest move that took an opponent's piece OR the latest pawn move
  624.             for (move_index = the_board.move_count - 1; move_index >= 0; move_index--)
  625.                if (the_board.moves[move_index].has_captured || (the_board.moves[move_index].part == PART_PAWN))
  626.                   break; // stop as soon as we find one
  627.  
  628.             // can the fifty moves draw rule be claimed AND does the current player claims it ?
  629.             if (move_index + 1 + 100 < the_board.move_count)
  630.             {
  631.                // yes. Propose it to the side that's on move
  632. // TODO: non-modal MessageBox (copy dialog_newgame.cpp and use return values)
  633.             }
  634.          }
  635.  
  636.          if (the_scene.gui.larrow.state == 0)
  637.             the_scene.gui.larrow.state = 1; // enable "back" arrow if it isn't displayed yet
  638.          if (the_scene.gui.rarrow.state != 0)
  639.             the_scene.gui.rarrow.state = 0; // disable "forward" arrow if it's already displayed
  640.  
  641.          if (the_board.game_state == STATE_PLAYING)
  642.             Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
  643.                            RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"Current"));
  644.          else if ((the_board.game_state == STATE_BLACKWIN_CHECKMATE) || (the_board.game_state == STATE_WHITEWIN_CHECKMATE))
  645.             Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
  646.                            RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"EndGame_CheckMate"));
  647.          else if ((the_board.game_state == STATE_WHITEWIN_RESIGNORFORFEIT) || (the_board.game_state == STATE_BLACKWIN_RESIGNORFORFEIT))
  648.             Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
  649.                            RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"EndGame_Resign"));
  650.          else if (the_board.game_state == STATE_DRAW_STALEMATE)
  651.             Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
  652.                            RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"EndGame_StaleMate"));
  653.          else if (the_board.game_state == STATE_DRAW_AGREEMENT)
  654.             Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
  655.                            RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"EndGame_Agreement"));
  656.          else if (the_board.game_state == STATE_DRAW_OTHER)
  657.             Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
  658.                            RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"EndGame_DrawOther"));
  659.  
  660.          // enable the "comment on this move" menu option
  661.          EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_COMMENTMOVE, MF_ENABLED);
  662.       }
  663.  
  664.       // else are we watching another move, but not the beginning of the game ?
  665.       else if (the_board.viewed_move > 0)
  666.       {
  667.          if (the_scene.gui.larrow.state == 0)
  668.             the_scene.gui.larrow.state = 1; // enable "back" arrow if it isn't displayed yet
  669.          if (the_scene.gui.rarrow.state == 0)
  670.             the_scene.gui.rarrow.state = 1; // enable "forward" arrow if it isn't displayed yet
  671.          Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
  672.                         RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false,
  673.                         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")));
  674.  
  675.          // enable the "save position as" and "comment on this move" menu options
  676.          EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEPOSITIONAS, MF_ENABLED);
  677.          EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_COMMENTMOVE, MF_ENABLED);
  678.       }
  679.  
  680.       // else we must be watching the beginning of the game (no move yet)
  681.       else
  682.       {
  683.          if (the_scene.gui.larrow.state != 0)
  684.             the_scene.gui.larrow.state = 0; // disable "back" arrow if it's already displayed
  685.          if (the_scene.gui.rarrow.state == 0)
  686.             the_scene.gui.rarrow.state = 1; // enable "forward" arrow if it isn't displayed yet
  687.          Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
  688.                         RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"Beginning"));
  689.  
  690.          // disable the "save position as" and "comment on this move" menu options
  691.          EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEPOSITIONAS, MF_GRAYED);
  692.          EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_COMMENTMOVE, MF_GRAYED);
  693.       }
  694.    }
  695.    else
  696.    {
  697.       // game has not started, disable the "save", "save as" and "save position as" menu options
  698.       EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVE, MF_GRAYED);
  699.       EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEAS, MF_GRAYED);
  700.       EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEPOSITIONAS, MF_GRAYED);
  701.  
  702.       // also disable the "suggest move", "cancel last move", "comment move" and "go to move" menu options
  703.       EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_SUGGESTMOVE, MF_GRAYED);
  704.       EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_CANCELLASTMOVE, MF_GRAYED);
  705.       EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_COMMENTMOVE, MF_GRAYED);
  706.       EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_GOTOMOVE, MF_GRAYED);
  707.  
  708.       // and disable the two arrows and the arrow text
  709.       the_scene.gui.larrow.state = 0;
  710.       the_scene.gui.rarrow.state = 0;
  711.       the_scene.gui.arrow_text.is_displayed = false;
  712.    }
  713.  
  714.    // 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
  715.    if ((current_player->type == PLAYER_HUMAN) && (opposite_player->type == PLAYER_COMPUTER))
  716.       EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_SWAPSIDES, MF_ENABLED);
  717.    else
  718.       EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_SWAPSIDES, MF_GRAYED);
  719.  
  720.    // update window title
  721.    if ((the_board.players[COLOR_WHITE].name[0] != 0) && (the_board.players[COLOR_BLACK].name[0] != 0))
  722.    {
  723.       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")));
  724.       SetWindowText (hMainWnd, window_title); // update window title
  725.    }
  726.    else if (the_board.players[COLOR_WHITE].name[0] != 0)
  727.    {
  728.       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")));
  729.       SetWindowText (hMainWnd, window_title); // update window title
  730.    }
  731.  
  732.    // are we in internet mode AND are we logged in ?
  733.    if ((network_player != NULL) && network_player->is_logged_in)
  734.    {
  735.       // are we currently playing a game ?
  736.       if (network_player->is_in_game)
  737.       {
  738.          GUIBUTTON_ENABLE (the_scene.gui.chatbutton); // enable chat button if it's not enabled yet
  739.          GUIBUTTON_DISABLE (the_scene.gui.gamesbutton); // disable games button if it was enabled
  740.          GUIBUTTON_DISABLE (the_scene.gui.peoplebutton); // disable people button if it was enabled
  741.          EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_RESIGN, MF_ENABLED); // allow resigning
  742.       }
  743.       else
  744.       {
  745.          GUIBUTTON_DISABLE (the_scene.gui.chatbutton); // disable chat button if it was enabled
  746.          GUIBUTTON_ENABLE (the_scene.gui.gamesbutton); // enable games button if it's not enabled yet
  747.          GUIBUTTON_ENABLE (the_scene.gui.peoplebutton); // enable people button if it's not enabled yet
  748.          EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_RESIGN, MF_GRAYED); // disable ability to resign
  749.       }
  750.       EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_STATISTICS, MF_ENABLED); // enable stats
  751.  
  752.       enabled_value = MF_ENABLED; // remember to enable the internet-related menu items
  753.    }
  754.    // else it's a local or vs. computer game
  755.    else
  756.    {
  757.       GUIBUTTON_DISABLE (the_scene.gui.chatbutton); // disable chat button if it was enabled
  758.       GUIBUTTON_DISABLE (the_scene.gui.gamesbutton); // disable games button if it was enabled
  759.       GUIBUTTON_DISABLE (the_scene.gui.peoplebutton); // disable people button if it was enabled
  760.       EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_RESIGN, MF_ENABLED); // allow resigning
  761.       EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_STATISTICS, MF_GRAYED); // disable stats
  762.  
  763.       enabled_value = MF_GRAYED; // remember to disable the internet-related menu items
  764.    }
  765.  
  766.    EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SETUPPOSITION, !enabled_value); // note the inversion
  767.    EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_SHOWONLINEPLAYERS, enabled_value);
  768.    EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_SHOWSOUGHTGAMES, enabled_value);
  769.    EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_SEEKGAME, enabled_value);
  770.    if (!options.network.want_publicchat)
  771.    {
  772.       EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_CHATTERCHANNELS, MF_GRAYED); // always grayed if we don't want public chat
  773.       EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_ENTERCHATTEXT, MF_GRAYED);
  774.    }
  775.    else
  776.    {
  777.       EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_CHATTERCHANNELS, enabled_value); // else enabled only in internet mode
  778.       EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_ENTERCHATTEXT, enabled_value);
  779.    }
  780.    EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_DISPLAYPLAYERCARD, enabled_value);
  781.    EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_DISPLAYYOURCARD, enabled_value);
  782.    EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_MOTD, enabled_value);
  783.  
  784.    the_board.reevaluate = false; // board evaluation has been done
  785.    return; // finished, new board state is known
  786. }
  787.