// main.cpp
#define DEFINE_GLOBALS
#include "common.h"
// handy macros
#define GUIBUTTON_ENABLE(button) { if ((button).state == 0) (button).state = 1; }
#define GUIBUTTON_DISABLE(button) { if ((button).state > 0) (button).state = 0; }
// prototypes of locally used functions
static void MainLoop_FindCurrentViewer (void);
static void MainLoop_EvaluateGameState (void);
int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance, char *lpCmdLine, int nCmdShow)
{
// the entry point for any Windows program
WNDCLASSEX wc;
MENUINFO menu_info;
MSG msg;
HBITMAP hSplashBmp;
BITMAP splash_bmp;
HDC hdc;
HMENU hMenu;
HMENU hDropDownMenu;
RECT rect;
PAINTSTRUCT ps;
HBITMAP hbmTmp;
HDC hdcMem;
float previous_time;
int frame_count;
int array_index;
bool is_success;
char *endptr;
wchar_t app_pathname[MAX_PATH];
wchar_t font_pathname[MAX_PATH];
wchar_t temp_string[100];
struct _stat fileinfo;
HACCEL hAccelerators;
ACCEL accelerators[] =
{
{FVIRTKEY | FCONTROL, L'O', MENUID_GAME_LOAD},
{FVIRTKEY | FCONTROL, L'S', MENUID_GAME_SAVE},
{FVIRTKEY | FCONTROL, L'Z', MENUID_CHESSBOARD_CANCELLASTMOVE},
{FVIRTKEY, VK_HOME, MENUID_CHESSBOARD_BEGINNINGOFGAME},
{FVIRTKEY, VK_LEFT, MENUID_CHESSBOARD_PREVIOUSMOVE},
{FVIRTKEY, VK_RIGHT, MENUID_CHESSBOARD_NEXTMOVE},
{FVIRTKEY, VK_END, MENUID_CHESSBOARD_CURRENTSTATEOFGAME},
{FVIRTKEY | FCONTROL, L'G', MENUID_CHESSBOARD_GOTOMOVE},
{FVIRTKEY, VK_F1, MENUID_HELP_HELP},
{FVIRTKEY, VK_F2, MENUID_GAME_NEWGAME},
{FVIRTKEY, VK_F3, MENUID_GAME_STATISTICS},
{FVIRTKEY, VK_F4, MENUID_GAME_OPTIONS},
{FVIRTKEY, VK_F5, MENUID_CHESSBOARD_TOPVIEW},
{FVIRTKEY, VK_F6, MENUID_CHESSBOARD_DEFAULTVIEW},
{FVIRTKEY, VK_F7, MENUID_CHESSBOARD_RESETVIEW},
{FVIRTKEY, VK_UP, MENUID_CHESSBOARD_ZOOMIN},
{FVIRTKEY, VK_DOWN, MENUID_CHESSBOARD_ZOOMOUT},
{FVIRTKEY | FCONTROL, VK_DOWN, MENUID_CHESSBOARD_DISPLAYWINDOWSDESKTOP},
{FVIRTKEY, VK_F8, MENUID_CHESSBOARD_CHANGEAPPEARANCE},
{FVIRTKEY, VK_F9, MENUID_INTERNET_SHOWONLINEPLAYERS},
{FVIRTKEY, VK_F10, MENUID_INTERNET_SHOWSOUGHTGAMES},
};
// save application instance
hAppInstance = hInstance;
// find module and path names, and *IMPORTANT*, set the current working directory there
GetModuleFileName (NULL, app_pathname, WCHAR_SIZEOF (app_pathname));
GetDirectoryPath (app_pathname, app_path);
SetCurrentDirectoryW (app_path);
// initialize stuff
is_registered = false;
terminate_everything = false;
hMainWnd = NULL;
hChatterChannelsWnd = NULL;
hGamesWnd = NULL;
hMOTDWnd = NULL;
hOpponentsWnd = NULL;
hSoughtWnd = NULL;
#ifdef NDEBUG
want_framerate = false; // release mode, don't display framerate
#else
want_framerate = true; // display framerate in debug mode
#endif // NDEBUG
is_dialogbox_about_validated = false;
is_dialogbox_challenge_validated = false;
is_dialogbox_changeappearance_validated = false;
is_dialogbox_comment_validated = false;
is_dialogbox_endgame_validated = false;
is_dialogbox_gotomove_validated = false;
is_dialogbox_load_validated = false;
is_dialogbox_message_validated = false;
is_dialogbox_newgame_validated = false;
is_dialogbox_options_validated = false;
is_dialogbox_pawnpromotion_validated = false;
is_dialogbox_playercard_validated = false;
is_dialogbox_playerinfoname_validated = false;
is_dialogbox_quit_validated = false;
is_dialogbox_resign_validated = false;
is_dialogbox_save_validated = false;
is_dialogbox_saveposition_validated = false;
is_dialogbox_sendchallenge_validated = false;
is_dialogbox_sendseek_validated = false;
is_dialogbox_takeback_validated = false;
is_window_chat_validated = false;
is_window_chatterchannels_validated = false;
is_window_games_validated = false;
is_window_motd_validated = false;
is_window_opponents_validated = false;
is_window_sought_validated = false;
save_pathname[0] = 0;
srand ((unsigned int) time (NULL)); // initialize PRNG
animation_endtime = 0.0f;
command_ignoretime = 0.0f;
sound_playtime = 0.0f;
highlight_endtime = 0.0f;
previous_time = 0.0f;
frame_count = 0;
// read configuration data
Config_Load ();
// see if the program is registered
is_registered = IsRegistrationCorrect (options.registration.user_email, options.registration.activation_code);
// read texts in the right language, if such a translation exists
is_success = false;
GetLocaleInfo (LOCALE_SYSTEM_DEFAULT, LOCALE_SENGLANGUAGE, os_language, WCHAR_SIZEOF (os_language));
is_success = LocalizedTexts_Init (L"%s/data/languages/%s.ini", app_path, os_language);
// fallback to English if language not found
if (!is_success)
{
wcscpy_s (os_language, WCHAR_SIZEOF (os_language), L"English");
is_success = LocalizedTexts_Init (L"%s/data/languages/%s.ini", app_path, os_language);
}
// consistency check: don't go further if texts aren't available
if (!is_success)
return (-1); // bomb out on error
// create the main menu line
hMenu = CreateMenu ();
hDropDownMenu = CreateMenu (); // create the first drop-down item
AppendMenu (hDropDownMenu, MF_STRING, MENUID_GAME_NEWGAME, LOCALIZE (L"Menu_GameNewGame"));
AppendMenu (hDropDownMenu, MF_STRING, MENUID_GAME_LOAD, LOCALIZE (L"Menu_GameLoadGame"));
AppendMenu (hDropDownMenu, MF_STRING, MENUID_GAME_SETUPPOSITION, LOCALIZE (L"Menu_GameSetupPosition"));
AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_GAME_SAVE, LOCALIZE (L"Menu_GameSaveGame")); // initially grayed
AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_GAME_SAVEAS, LOCALIZE (L"Menu_GameSaveGameAs")); // initially grayed
AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_GAME_SAVEPOSITIONAS, LOCALIZE (L"Menu_GameSavePositionAs")); // initially grayed
AppendMenu (hDropDownMenu, MF_STRING, MENUID_GAME_RESIGN, LOCALIZE (L"Menu_GameResign"));
AppendMenu (hDropDownMenu, MF_SEPARATOR, 0, NULL);
AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_GAME_STATISTICS, LOCALIZE (L"Menu_GameStatistics"));
AppendMenu (hDropDownMenu, MF_STRING, MENUID_GAME_OPTIONS, LOCALIZE (L"Menu_GameOptions"));
AppendMenu (hDropDownMenu, MF_SEPARATOR, 0, NULL);
AppendMenu (hDropDownMenu, MF_STRING, MENUID_GAME_QUIT, LOCALIZE (L"Menu_GameQuit"));
AppendMenu (hMenu, MF_POPUP, (UINT) hDropDownMenu, LOCALIZE (L"Menu_Game"));
DestroyMenu (hDropDownMenu);
hDropDownMenu = CreateMenu (); // create the second drop-down item
AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_CHESSBOARD_SUGGESTMOVE, LOCALIZE (L"Menu_ChessboardSuggestMove")); // initially grayed
AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_CHESSBOARD_CANCELLASTMOVE, LOCALIZE (L"Menu_ChessboardCancelLastMove")); // initially grayed
AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_CHESSBOARD_COMMENTMOVE, LOCALIZE (L"Menu_ChessboardCommentMove")); // initially grayed
AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_CHESSBOARD_GOTOMOVE, LOCALIZE (L"Menu_ChessboardGoToMove")); // initially grayed
AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_CHESSBOARD_SWAPSIDES, LOCALIZE (L"Menu_ChessboardSwapSides")); // initially grayed
AppendMenu (hDropDownMenu, MF_SEPARATOR, 0, NULL);
AppendMenu (hDropDownMenu, MF_STRING, MENUID_CHESSBOARD_TOPVIEW, LOCALIZE (L"Menu_ChessboardTopView"));
AppendMenu (hDropDownMenu, MF_STRING, MENUID_CHESSBOARD_DEFAULTVIEW, LOCALIZE (L"Menu_ChessboardDefaultView"));
AppendMenu (hDropDownMenu, MF_STRING, MENUID_CHESSBOARD_RESETVIEW, LOCALIZE (L"Menu_ChessboardResetView"));
AppendMenu (hDropDownMenu, MF_SEPARATOR, 0, NULL);
AppendMenu (hDropDownMenu, MF_STRING, MENUID_CHESSBOARD_CHANGEAPPEARANCE, LOCALIZE (L"Menu_ChessboardChangeAppearance"));
if (options.want_fullscreen)
{
AppendMenu (hDropDownMenu, MF_SEPARATOR, 0, NULL);
AppendMenu (hDropDownMenu, MF_STRING, MENUID_CHESSBOARD_DISPLAYWINDOWSDESKTOP, LOCALIZE (L"Menu_ChessboardDisplayWindowsDesktop"));
}
AppendMenu (hMenu, MF_POPUP, (UINT) hDropDownMenu, LOCALIZE (L"Menu_Chessboard"));
DestroyMenu (hDropDownMenu);
hDropDownMenu = CreateMenu (); // create the third drop-down item
AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_INTERNET_SHOWONLINEPLAYERS, LOCALIZE (L"Menu_InternetShowOnlinePlayers")); // initially grayed
AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_INTERNET_SHOWSOUGHTGAMES, LOCALIZE (L"Menu_InternetShowSoughtGames")); // initially grayed
AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_INTERNET_SEEKGAME, LOCALIZE (L"Menu_InternetSeekGame")); // initially grayed
AppendMenu (hDropDownMenu, MF_SEPARATOR, 0, NULL);
AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_INTERNET_CHATTERCHANNELS, LOCALIZE (L"Menu_InternetChatterChannels")); // initially grayed
AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_INTERNET_ENTERCHATTEXT, LOCALIZE (L"Menu_InternetEnterChatText")); // initially grayed
AppendMenu (hDropDownMenu, MF_SEPARATOR, 0, NULL);
AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_INTERNET_DISPLAYPLAYERCARD, LOCALIZE (L"Menu_InternetDisplayPlayerCard")); // initially grayed
AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_INTERNET_DISPLAYYOURCARD, LOCALIZE (L"Menu_InternetDisplayYourCard")); // initially grayed
AppendMenu (hDropDownMenu, MF_SEPARATOR, 0, NULL);
AppendMenu (hDropDownMenu, MF_STRING | MF_GRAYED, MENUID_INTERNET_MOTD, LOCALIZE (L"Menu_InternetDisplayMOTD")); // initially grayed
AppendMenu (hMenu, MF_POPUP, (UINT) hDropDownMenu, LOCALIZE (L"Menu_Internet"));
DestroyMenu (hDropDownMenu);
hDropDownMenu = CreateMenu (); // create the fourth drop-down item
AppendMenu (hDropDownMenu, MF_STRING, MENUID_HELP_HELP, LOCALIZE (L"Menu_HelpDisplayHelp"));
AppendMenu (hDropDownMenu, MF_STRING, MENUID_HELP_GETCHESSGAMES, LOCALIZE (L"Menu_HelpGetChessGames"));
AppendMenu (hDropDownMenu, MF_SEPARATOR, 0, NULL);
AppendMenu (hDropDownMenu, MF_STRING, MENUID_HELP_ADDMODIFYVISUALTHEMES, LOCALIZE (L"Menu_HelpAddModifyThemes"));
AppendMenu (hDropDownMenu, MF_STRING, MENUID_HELP_ADDMODIFYENGINES, LOCALIZE (L"Menu_HelpAddModifyEngines"));
AppendMenu (hDropDownMenu, MF_STRING, MENUID_HELP_ADDMODIFYTRANSLATIONS, LOCALIZE (L"Menu_HelpAddModifyTranslations"));
AppendMenu (hDropDownMenu, MF_SEPARATOR, 0, NULL);
AppendMenu (hDropDownMenu, MF_STRING, MENUID_HELP_ABOUT, LOCALIZE (L"Menu_HelpAbout"));
AppendMenu (hMenu, MF_POPUP, (UINT) hDropDownMenu, LOCALIZE (L"Menu_Help"));
DestroyMenu (hDropDownMenu);
// create the accelerators
hAccelerators = CreateAcceleratorTable (accelerators, sizeof (accelerators) / sizeof (ACCEL));
// register the window class, create the window and show it
memset (&wc, 0, sizeof (wc));
wc.cbSize = sizeof (wc);
wc.style = CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS; // double-clicks support
wc.lpfnWndProc = WindowProc_Main;
wc.hInstance = hAppInstance;
wc.hIcon = LoadIcon (hAppInstance, (wchar_t *) ICON_MAIN);
wc.hCursor = LoadCursor (NULL, IDC_ARROW);
wc.lpszClassName = PROGRAM_NAME L" WndClass";
RegisterClassEx (&wc);
swprintf_s (temp_string, WCHAR_SIZEOF (temp_string), PROGRAM_NAME L"%s", (is_registered ? L"" : LOCALIZE (L"EvaluationMode"))); // build window title
if (options.want_fullscreen)
hMainWnd = CreateWindowEx (0, wc.lpszClassName, temp_string, WS_POPUPWINDOW, // temp_string holds window title
0, 0, GetSystemMetrics (SM_CXSCREEN), GetSystemMetrics (SM_CYSCREEN),
NULL, hMenu, hAppInstance, NULL);
else
{
// in windowed mode, ensure window width and height aren't greater than screen size nor lower than a safe minimum
if (options.window_width > GetSystemMetrics (SM_CXMAXTRACK))
options.window_width = GetSystemMetrics (SM_CXMAXTRACK); // check this first in case screen size is reported incorrect
if (options.window_height > GetSystemMetrics (SM_CYMAXTRACK))
options.window_height = GetSystemMetrics (SM_CYMAXTRACK);
if (options.window_width < 640)
options.window_width = 640; // check this secondly in case screen size is reported incorrect
if (options.window_height < 480)
options.window_height = 480;
hMainWnd = CreateWindowEx (0, wc.lpszClassName, temp_string, WS_OVERLAPPEDWINDOW, // temp_string holds window title
GetSystemMetrics (SM_CXSCREEN) / 2 - options.window_width / 2,
GetSystemMetrics (SM_CYSCREEN) / 2 - options.window_height / 2,
options.window_width,
options.window_height,
NULL, hMenu, hAppInstance, NULL);
}
ShowWindow (hMainWnd, nCmdShow);
// display the splash screen
memset ((void *) &splash_bmp, 0, sizeof (splash_bmp));
hSplashBmp = W32LoadImage (L"%s/data/splash.bmp", app_path); // load the splash bitmap
GetObject (hSplashBmp, sizeof (splash_bmp), (void *) &splash_bmp); // get a structure containing its size (among others)
hdcMem = CreateCompatibleDC (NULL); // create a device context compatible with the screen
hbmTmp = SelectBitmap (hdcMem, hSplashBmp); // select our bitmap to use in it
hdc = BeginPaint (hMainWnd, &ps); // begin painting on the main window
GetClientRect (hMainWnd, &rect);
StretchBlt (hdc, 0, 0, rect.right, rect.bottom, hdcMem, 0, 0, splash_bmp.bmWidth, splash_bmp.bmHeight, SRCCOPY); // bit blit the bitmap into it
EndPaint (hMainWnd, &ps); // end painting on the main window
SelectObject (hdcMem, hbmTmp); // restore the previous selection
DeleteDC (hdcMem); // and delete the handles to the device context
DeleteObject (hSplashBmp); // and to the bitmap that we used
// make the menu modeless
memset (&menu_info, 0, sizeof (menu_info)); // prepare menu info structure
menu_info.cbSize = sizeof (MENUINFO);
menu_info.fMask = MIM_STYLE;
GetMenuInfo (GetMenu (hMainWnd), &menu_info); // get current style
menu_info.dwStyle |= MNS_MODELESS; // add the "modeless" flag
SetMenuInfo (GetMenu (hMainWnd), &menu_info); // and send it back
// load status icons, bitmaps and texts
handlestatus[HANDLESTATUS_AVAILABLE].icon = W32LoadIcon (L"%s/data/icons/available.ico", app_path);
handlestatus[HANDLESTATUS_AVAILABLE].bitmap = W32LoadImage (L"%s/data/status/available.bmp", app_path);
handlestatus[HANDLESTATUS_AVAILABLE].text = LOCALIZE (L"Opponents_StatusAvailable");
handlestatus[HANDLESTATUS_INGAME].icon = W32LoadIcon (L"%s/data/icons/ingame.ico", app_path);
handlestatus[HANDLESTATUS_INGAME].bitmap = W32LoadImage (L"%s/data/status/ingame.bmp", app_path);
handlestatus[HANDLESTATUS_INGAME].text = LOCALIZE (L"Opponents_StatusInGame");
handlestatus[HANDLESTATUS_INSIMULATION].icon = W32LoadIcon (L"%s/data/icons/insimulation.ico", app_path);
handlestatus[HANDLESTATUS_INSIMULATION].bitmap = W32LoadImage (L"%s/data/status/insimulation.bmp", app_path);
handlestatus[HANDLESTATUS_INSIMULATION].text = LOCALIZE (L"Opponents_StatusInSimulation");
handlestatus[HANDLESTATUS_INTOURNAMENT].icon = W32LoadIcon (L"%s/data/icons/intournament.ico", app_path);
handlestatus[HANDLESTATUS_INTOURNAMENT].bitmap = W32LoadImage (L"%s/data/status/intournament.bmp", app_path);
handlestatus[HANDLESTATUS_INTOURNAMENT].text = LOCALIZE (L"Opponents_StatusInTournament");
handlestatus[HANDLESTATUS_EXAMININGAGAME].icon = W32LoadIcon (L"%s/data/icons/examiningagame.ico", app_path);
handlestatus[HANDLESTATUS_EXAMININGAGAME].bitmap = W32LoadImage (L"%s/data/status/examiningagame.bmp", app_path);
handlestatus[HANDLESTATUS_EXAMININGAGAME].text = LOCALIZE (L"Opponents_StatusExaminingAGame");
handlestatus[HANDLESTATUS_NOTOPENFORAMATCH].icon = W32LoadIcon (L"%s/data/icons/notopenforamatch.ico", app_path);
handlestatus[HANDLESTATUS_NOTOPENFORAMATCH].bitmap = W32LoadImage (L"%s/data/status/notopenforamatch.bmp", app_path);
handlestatus[HANDLESTATUS_NOTOPENFORAMATCH].text = LOCALIZE (L"Opponents_StatusNotOpenForAMatch");
handlestatus[HANDLESTATUS_INACTIVEORBUSY].icon = W32LoadIcon (L"%s/data/icons/inactiveorbusy.ico", app_path);
handlestatus[HANDLESTATUS_INACTIVEORBUSY].bitmap = W32LoadImage (L"%s/data/status/inactiveorbusy.bmp", app_path);
handlestatus[HANDLESTATUS_INACTIVEORBUSY].text = LOCALIZE (L"Opponents_StatusInactiveOrBusy");
handlestatus[HANDLESTATUS_OFFLINE].icon = W32LoadIcon (L"%s/data/icons/offline.ico", app_path);
handlestatus[HANDLESTATUS_OFFLINE].bitmap = W32LoadImage (L"%s/data/status/offline.bmp", app_path);
handlestatus[HANDLESTATUS_OFFLINE].text = LOCALIZE (L"Opponents_StatusOffline");
// load the system fonts
hFontChat = CreateFont (17, 0, 0, 0, FW_DONTCARE, false, false, false, ANSI_CHARSET, OUT_DEFAULT_PRECIS,
CLIP_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_SWISS, L"Comic Sans MS");
// before any rendering is done, it's a good idea to know what time it is
current_time = ProcessTime ();
// initialize renderer
if (!Render_Init ())
return (-1); // bomb out on error
// load sprites
larrow_spriteindex = Render_LoadSprite (L"%s/data/sprites/arrow-left.*", app_path);
rarrow_spriteindex = Render_LoadSprite (L"%s/data/sprites/arrow-right.*", app_path);
chatbutton_spriteindex = Render_LoadSprite (L"%s/data/sprites/chat.*", app_path);
gamesbutton_spriteindex = Render_LoadSprite (L"%s/data/sprites/games.*", app_path);
peoplebutton_spriteindex = Render_LoadSprite (L"%s/data/sprites/people.*", app_path);
sepia_spriteindex = Render_LoadSprite (L"%s/data/sprites/sepia.*", app_path);
for (array_index = 0; array_index < 12; array_index++)
spinner_spriteindex[array_index] = Render_LoadSprite (L"%s/data/sprites/spinner-%d.png", app_path, array_index * 30); // spinning wheel
// add our custom fonts to the list of available fonts for the duration of the process
swprintf_s (font_pathname, WCHAR_SIZEOF (font_pathname), L"%s/data/fonts/papyrus.ttf", app_path);
AddFontResourceEx (font_pathname, FR_PRIVATE, 0);
// load rendered fonts
arrow_fontindex = Render_LoadFont (L"Papyrus", 24, false, false);
chat_fontindex = Render_LoadFont (L"Papyrus", 32, false, false);
players_fontindex = Render_LoadFont (L"Papyrus", 40, false, true);
centermsg_fontindex = Render_LoadFont (L"Papyrus", 54, false, true);
// load themes, initialize a new human vs. human game and setup the scene
if (!Themes_Init ())
return (-1); // bomb out on error
Board_Init (&the_board, PLAYER_HUMAN, PLAYER_HUMAN, FENSTARTUP_STANDARDCHESS);
Scene_Init (&the_scene, &the_board);
// has a filename been specifed on the command-line AND that file exists ?
if ((lpCmdLine != NULL) && (lpCmdLine[0] != 0))
{
while (*lpCmdLine == '"')
lpCmdLine++; // skip leading quotes
if ((endptr = strchr (lpCmdLine, '"')) != NULL)
*endptr = 0; // break the string at the first ending quote
// is it a file that exists ?
if (_stat (lpCmdLine, &fileinfo) == 0)
{
ConvertToWideChar (load_pathname, WCHAR_SIZEOF (load_pathname), lpCmdLine); // save pathname string
is_dialogbox_load_validated = true; // and act as if the user just validated a load dialog box
}
#ifndef NDEBUG
// else is it a registration info ? if so, parse it
else if ((strncmp (lpCmdLine, "/r=", 3) == 0) && ((endptr = strchr (&lpCmdLine[3], ',')) != NULL))
{
*endptr = 0; // break the string at the separator between user email and activation code
ConvertToWideChar (temp_string, WCHAR_SIZEOF (temp_string), &lpCmdLine[3]); // read user email
is_registered = IsRegistrationCorrect (temp_string, atoi (endptr + 1)); // and see whether we're registered or not
DialogBox_NewGame (); // still open the "new game" dialog box
}
#endif // !NDEBUG
else
DialogBox_NewGame (); // if specified filename doesn't exist, fallback to the "new game" dialog box
}
else
DialogBox_NewGame (); // when no filename is specified, display the new game dialog box
// enter the main loop
while (!terminate_everything)
{
// see what time it is
current_time = ProcessTime ();
// are we in demo mode and is it time to quit ?
if (!is_registered && (current_time > DEMO_TIMEOUT))
DestroyWindow (hMainWnd); // if so, send a quit message in order to break the loop
// grab the current window size
GetWindowRect (hMainWnd, &rect);
options.window_width = rect.right - rect.left;
options.window_height = rect.bottom - rect.top;
// are we in the middle of an animation or just after it ?
if (current_time < animation_endtime + 0.5f)
the_scene.update = true; // always update during animations
else
the_scene.update |= Board_Think (&the_board); // make the board (i.e, both players) think
MainLoop_FindCurrentViewer (); // determine current viewer
// see if we have a message waiting for any window in the current thread and dispatch it
while (PeekMessage (&msg, NULL, 0, 0, PM_REMOVE))
{
// check for accelerator keystrokes from the main window
if ((msg.hwnd != hMainWnd) || !TranslateAccelerator (hMainWnd, hAccelerators, &msg))
{
TranslateMessage (&msg); // translate and dispatch all other messages
DispatchMessage (&msg);
}
}
// handle dialog box and window return codes
if (is_dialogbox_about_validated) DialogBox_About_Validated ();
if (is_dialogbox_challenge_validated) DialogBox_Challenge_Validated ();
if (is_dialogbox_changeappearance_validated) DialogBox_ChangeAppearance_Validated ();
if (is_dialogbox_comment_validated) DialogBox_Comment_Validated ();
if (is_dialogbox_endgame_validated) DialogBox_EndGame_Validated ();
if (is_dialogbox_gotomove_validated) DialogBox_GoToMove_Validated ();
if (is_dialogbox_load_validated) DialogBox_Load_Validated ();
if (is_dialogbox_message_validated) DialogBox_Message_Validated ();
if (is_dialogbox_newgame_validated) DialogBox_NewGame_Validated ();
if (is_dialogbox_options_validated) DialogBox_Options_Validated ();
if (is_dialogbox_pawnpromotion_validated) DialogBox_PawnPromotion_Validated ();
if (is_dialogbox_playercard_validated) DialogBox_PlayerCard_Validated ();
if (is_dialogbox_playerinfoname_validated) DialogBox_PlayerInfoName_Validated ();
if (is_dialogbox_quit_validated) DialogBox_Quit_Validated ();
if (is_dialogbox_resign_validated) DialogBox_Resign_Validated ();
if (is_dialogbox_save_validated) DialogBox_Save_Validated ();
if (is_dialogbox_saveposition_validated) DialogBox_SavePosition_Validated ();
if (is_dialogbox_sendchallenge_validated) DialogBox_SendChallenge_Validated ();
if (is_dialogbox_sendseek_validated) DialogBox_SendSeek_Validated ();
if (is_dialogbox_takeback_validated) DialogBox_Takeback_Validated ();
if (is_window_chat_validated) Window_Chat_Validated ();
if (is_window_chatterchannels_validated) Window_ChatterChannels_Validated ();
if (is_window_games_validated) Window_Games_Validated ();
if (is_window_motd_validated) Window_MOTD_Validated ();
if (is_window_opponents_validated) Window_Opponents_Validated ();
if (is_window_sought_validated) Window_Sought_Validated ();
MainLoop_EvaluateGameState (); // evaluate game state
// is the table rotating ?
if (Player_RotateTable (&the_board.players[current_viewer], current_time - previous_time))
the_scene.update = true; // if so, update the scene
// are we highlighting something ?
if (highlight_endtime > current_time)
the_scene.update = true; // if so, update the scene
// else if we WERE just highlighting something, clear the hovered positions
else if (highlight_endtime + 0.1f > current_time)
{
the_board.hovered_position[0] = -1;
the_board.hovered_position[1] = -1;
the_scene.update = true; // and update the scene
}
// if we want the game clock, update scene every second
if (options.want_clock && ((int) current_time != (int) previous_time))
the_scene.update = true;
// if there's something in the central text buffer, update scene too
if (the_scene.gui.central_text.is_displayed)
the_scene.update = true;
// if we have a spinning wheel, update scene too
if (the_scene.gui.want_spinwheel)
the_scene.update = true;
// do we NOT need to update the scene ?
if (!the_scene.update)
{
// cycle through all themes and see if one of them needs to be loaded
for (array_index = 0; array_index < theme_count; array_index++)
if (!themes[array_index].is_loaded)
{
Theme_Load (&themes[array_index], false); // load a bit more of this theme
break; // and stop looping (see you next pass)
}
}
// do we need to update the scene ?
if (the_scene.update || want_framerate)
{
Scene_Update (&the_scene, &the_board); // evaluate which parts need to be placed
Render_RenderFrame (&the_scene); // render a game frame
the_scene.update = false; // scene no longer needs to be updated now
}
Audio_Think (); // ensure audio is playing
previous_time = current_time; // save previous time
if (frame_count == 100)
{
frame_count = 0; // reset frame count every 100 frames
Sleep (1); // once every 100 frames, wait a millisecond
}
else
Sleep (0); // else just allow context switching
frame_count++; // increase the frame count
}
/////////////////////////////////////////////////////////////////////////
// at this point, we exited the main loop and we are returning to Windows
// release scene, game, themes and shutdown Direct3D
Scene_Shutdown (&the_scene);
Board_Shutdown (&the_board);
Themes_Shutdown ();
Render_Shutdown ();
// delete the font resources
DeleteObject (hFontChat);
// delete the bitmap and icon ressources
for (array_index = 1; array_index < sizeof (handlestatus) / sizeof (handlestatus[0]); array_index++)
{
DeleteObject (handlestatus[array_index].bitmap);
DestroyIcon (handlestatus[array_index].icon);
}
// unregister window class
UnregisterClass (wc.lpszClassName, hAppInstance);
// destroy the accelerators table
if (hAccelerators)
DestroyAcceleratorTable (hAccelerators);
hAccelerators = NULL;
// destroy the game menu
if (IsMenu (hMenu))
DestroyMenu (hMenu);
hMenu = NULL;
// are we not registered yet ?
if (!is_registered)
DialogBox_Registration ();
// save configuration data
Config_Save ();
// unload localized texts
LocalizedTexts_Shutdown ();
return (0); // and return to Windows.
}
static void MainLoop_FindCurrentViewer (void)
{
// helper function that tells who is the current viewer
if ((the_board.players[COLOR_WHITE].type == PLAYER_HUMAN) && (the_board.players[COLOR_BLACK].type == PLAYER_HUMAN))
current_viewer = Board_ColorToMove (&the_board); // if both players are human, track them both
else if (the_board.players[COLOR_WHITE].type == PLAYER_HUMAN)
current_viewer = COLOR_WHITE; // else if only the white is human, track the white
else if (the_board.players[COLOR_BLACK].type == PLAYER_HUMAN)
current_viewer = COLOR_BLACK; // else if it's the black, track the black
else
current_viewer = COLOR_WHITE; // else no human in game, track just the white
return; // finished, current viewer is known
}
static void MainLoop_EvaluateGameState (void)
{
// function to evaluate the game state in the main loop when a part has just moved
static wchar_t window_title[256];
player_t *current_player;
player_t *opposite_player;
player_t *network_player;
boardmove_t *last_move;
int enabled_value;
int move_index;
if (!the_board.reevaluate)
return; // if the board doesn't need to be reevaluated, don't do anything
// get current and opposite players
current_player = Player_GetCurrent ();
opposite_player = Player_GetOpposite ();
// see if we're online
network_player = Player_FindByType (PLAYER_INTERNET);
// has the game started ?
if (the_board.move_count > 1)
{
// game has started, enable the "save" and "save as" menu options
EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVE, MF_ENABLED);
EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEAS, MF_ENABLED);
EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEPOSITIONAS, MF_ENABLED);
// enable the "go to move" menu option
EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_GOTOMOVE, MF_ENABLED);
// are we watching the last move ?
if (the_board.viewed_move == the_board.move_count - 1)
{
// get a quick acccess to the last move
last_move = &the_board.moves[the_board.move_count - 1];
// if the current player is a human AND its opponent is a computer, allow him to ask us for a hint
if ((current_player->type == PLAYER_HUMAN) && (opposite_player->type == PLAYER_COMPUTER))
EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_SUGGESTMOVE, MF_ENABLED);
else
EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_SUGGESTMOVE, MF_GRAYED);
// (if the current player is a human
// AND (its opponent is another human AND there's at least one move played)
// OR (its opponent is a computer AND there are at least two moves played)
// OR (its opponent is a remote player AND we're in game AND there are at least two moves played))
// 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
if (((current_player->type == PLAYER_HUMAN)
&& ((opposite_player->type == PLAYER_HUMAN)
|| ((opposite_player->type == PLAYER_COMPUTER) && (the_board.move_count > 2))
|| ((opposite_player->type == PLAYER_INTERNET) && (opposite_player->is_in_game) && (the_board.move_count > 2))))
|| ((current_player->type == PLAYER_INTERNET) && (current_player->is_in_game) && (the_board.move_count > 2)))
EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_CANCELLASTMOVE, MF_ENABLED);
else
EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_CANCELLASTMOVE, MF_GRAYED);
// is the current player in check ? (to play the right sound)
// read as: was the last move an opponent's move AND did it put us to check ?
if (last_move->is_check)
{
// is it a checkmate ? (checkmate == check + stalemate)
if (last_move->is_stalemate)
{
// display the game over dialog box
the_board.game_state = (Board_ColorToMove (&the_board) == COLOR_WHITE ? STATE_BLACKWIN_CHECKMATE : STATE_WHITEWIN_CHECKMATE);
DialogBox_EndGame ();
}
}
else
{
// is it a stalemate ?
if (last_move->is_stalemate)
{
// display the game over dialog box
the_board.game_state = STATE_DRAW_STALEMATE;
DialogBox_EndGame ();
}
}
// have there 50 moves been played each side (i.e, 100 plies) AND is the current player human ?
if ((the_board.move_count > 100) && (current_player->type == PLAYER_HUMAN))
{
// go backwards and see when is the latest move that took an opponent's piece OR the latest pawn move
for (move_index = the_board.move_count - 1; move_index >= 0; move_index--)
if (the_board.moves[move_index].has_captured || (the_board.moves[move_index].part == PART_PAWN))
break; // stop as soon as we find one
// can the fifty moves draw rule be claimed AND does the current player claims it ?
if (move_index + 1 + 100 < the_board.move_count)
{
// yes. Propose it to the side that's on move
// TODO: non-modal MessageBox (copy dialog_newgame.cpp and use return values)
}
}
if (the_scene.gui.larrow.state == 0)
the_scene.gui.larrow.state = 1; // enable "back" arrow if it isn't displayed yet
if (the_scene.gui.rarrow.state != 0)
the_scene.gui.rarrow.state = 0; // disable "forward" arrow if it's already displayed
if (the_board.game_state == STATE_PLAYING)
Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"Current"));
else if ((the_board.game_state == STATE_BLACKWIN_CHECKMATE) || (the_board.game_state == STATE_WHITEWIN_CHECKMATE))
Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"EndGame_CheckMate"));
else if ((the_board.game_state == STATE_WHITEWIN_RESIGNORFORFEIT) || (the_board.game_state == STATE_BLACKWIN_RESIGNORFORFEIT))
Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"EndGame_Resign"));
else if (the_board.game_state == STATE_DRAW_STALEMATE)
Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"EndGame_StaleMate"));
else if (the_board.game_state == STATE_DRAW_AGREEMENT)
Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"EndGame_Agreement"));
else if (the_board.game_state == STATE_DRAW_OTHER)
Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"EndGame_DrawOther"));
// enable the "comment on this move" menu option
EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_COMMENTMOVE, MF_ENABLED);
}
// else are we watching another move, but not the beginning of the game ?
else if (the_board.viewed_move > 0)
{
if (the_scene.gui.larrow.state == 0)
the_scene.gui.larrow.state = 1; // enable "back" arrow if it isn't displayed yet
if (the_scene.gui.rarrow.state == 0)
the_scene.gui.rarrow.state = 1; // enable "forward" arrow if it isn't displayed yet
Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, 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")));
// enable the "save position as" and "comment on this move" menu options
EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEPOSITIONAS, MF_ENABLED);
EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_COMMENTMOVE, MF_ENABLED);
}
// else we must be watching the beginning of the game (no move yet)
else
{
if (the_scene.gui.larrow.state != 0)
the_scene.gui.larrow.state = 0; // disable "back" arrow if it's already displayed
if (the_scene.gui.rarrow.state == 0)
the_scene.gui.rarrow.state = 1; // enable "forward" arrow if it isn't displayed yet
Scene_SetText (&the_scene.gui.arrow_text, 3.3f, 5.0f, -1, ALIGN_CENTER, ALIGN_TOP, ALIGN_CENTER, arrow_fontindex,
RGBACOLOR_SETALPHA (options.clock_color, 0x7f), 999999.0f, false, LOCALIZE (L"Beginning"));
// disable the "save position as" and "comment on this move" menu options
EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEPOSITIONAS, MF_GRAYED);
EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_COMMENTMOVE, MF_GRAYED);
}
}
else
{
// game has not started, disable the "save", "save as" and "save position as" menu options
EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVE, MF_GRAYED);
EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEAS, MF_GRAYED);
EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SAVEPOSITIONAS, MF_GRAYED);
// also disable the "suggest move", "cancel last move", "comment move" and "go to move" menu options
EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_SUGGESTMOVE, MF_GRAYED);
EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_CANCELLASTMOVE, MF_GRAYED);
EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_COMMENTMOVE, MF_GRAYED);
EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_GOTOMOVE, MF_GRAYED);
// and disable the two arrows and the arrow text
the_scene.gui.larrow.state = 0;
the_scene.gui.rarrow.state = 0;
the_scene.gui.arrow_text.is_displayed = false;
}
// 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
if ((current_player->type == PLAYER_HUMAN) && (opposite_player->type == PLAYER_COMPUTER))
EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_SWAPSIDES, MF_ENABLED);
else
EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_SWAPSIDES, MF_GRAYED);
// update window title
if ((the_board.players[COLOR_WHITE].name[0] != 0) && (the_board.players[COLOR_BLACK].name[0] != 0))
{
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")));
SetWindowText (hMainWnd, window_title); // update window title
}
else if (the_board.players[COLOR_WHITE].name[0] != 0)
{
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")));
SetWindowText (hMainWnd, window_title); // update window title
}
// are we in internet mode AND are we logged in ?
if ((network_player != NULL) && network_player->is_logged_in)
{
// are we currently playing a game ?
if (network_player->is_in_game)
{
GUIBUTTON_ENABLE (the_scene.gui.chatbutton); // enable chat button if it's not enabled yet
GUIBUTTON_DISABLE (the_scene.gui.gamesbutton); // disable games button if it was enabled
GUIBUTTON_DISABLE (the_scene.gui.peoplebutton); // disable people button if it was enabled
EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_RESIGN, MF_ENABLED); // allow resigning
}
else
{
GUIBUTTON_DISABLE (the_scene.gui.chatbutton); // disable chat button if it was enabled
GUIBUTTON_ENABLE (the_scene.gui.gamesbutton); // enable games button if it's not enabled yet
GUIBUTTON_ENABLE (the_scene.gui.peoplebutton); // enable people button if it's not enabled yet
EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_RESIGN, MF_GRAYED); // disable ability to resign
}
EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_STATISTICS, MF_ENABLED); // enable stats
enabled_value = MF_ENABLED; // remember to enable the internet-related menu items
}
// else it's a local or vs. computer game
else
{
GUIBUTTON_DISABLE (the_scene.gui.chatbutton); // disable chat button if it was enabled
GUIBUTTON_DISABLE (the_scene.gui.gamesbutton); // disable games button if it was enabled
GUIBUTTON_DISABLE (the_scene.gui.peoplebutton); // disable people button if it was enabled
EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_RESIGN, MF_ENABLED); // allow resigning
EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_STATISTICS, MF_GRAYED); // disable stats
enabled_value = MF_GRAYED; // remember to disable the internet-related menu items
}
EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_SETUPPOSITION, !enabled_value); // note the inversion
EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_SHOWONLINEPLAYERS, enabled_value);
EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_SHOWSOUGHTGAMES, enabled_value);
EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_SEEKGAME, enabled_value);
if (!options.network.want_publicchat)
{
EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_CHATTERCHANNELS, MF_GRAYED); // always grayed if we don't want public chat
EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_ENTERCHATTEXT, MF_GRAYED);
}
else
{
EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_CHATTERCHANNELS, enabled_value); // else enabled only in internet mode
EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_ENTERCHATTEXT, enabled_value);
}
EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_DISPLAYPLAYERCARD, enabled_value);
EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_DISPLAYYOURCARD, enabled_value);
EnableMenuItem (GetMenu (hMainWnd), MENUID_INTERNET_MOTD, enabled_value);
the_board.reevaluate = false; // board evaluation has been done
return; // finished, new board state is known
}