- // 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; 
-    RECT rect; 
-    PAINTSTRUCT ps; 
-    HBITMAP hbmTmp; 
-    HDC hdcMem; 
-    INPUT mousemove_input; 
-    float previous_time; 
-    float screensaverwatchdog_feedtime; 
-    int frame_count; 
-    int array_index; 
-    char *endptr; 
-    wchar_t app_pathname[MAX_PATH]; 
-    wchar_t font_pathname[MAX_PATH]; 
-    wchar_t temp_string[100]; 
-    struct _stat fileinfo; 
-   
-    // 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; 
-    is_paused = false; // clear pause status 
- #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_renamesides_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; 
-   
-    // load the texts and ensure we have at least one display language 
-    LocalizedTexts_Init (); 
-    if (language_count < 1) 
-    { 
-       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); 
-       return (-1); // bomb out on error 
-    } 
-   
-    // read configuration data 
-    Config_Load (); 
-   
-    // see if the program is registered 
-    is_registered = IsRegistrationCorrect (options.registration.user_email, options.registration.activation_code); 
-   
-    // uncomment the two lines below to test the registration code 
-    //DialogBox_Registration (); 
-    //return (0); 
-   
-    // 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, NULL, 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, NULL, hAppInstance, NULL); 
-    } 
-    ShowWindow (hMainWnd, nCmdShow); 
-   
-    // create the main menu line, and its accelerators 
-    hMainMenu = NULL; 
-    hMainAccelerators = NULL; 
-    CreateOrUpdateApplicationMenu (); 
-   
-    // 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 (); 
-    stoppage_time = 0; 
-    screensaverwatchdog_feedtime = current_time + 50.0f; // feed screensaver watchdog every 50 seconds 
-   
-    // 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 (); 
-       if (is_paused) 
-          stoppage_time += (current_time - previous_time); // if we're paused, increase stoppage time 
-   
-       // is it time to feed the screensaver watchdog ? (to prevent it from starting) 
-       if (screensaverwatchdog_feedtime < current_time) 
-       { 
-          mousemove_input.type = INPUT_MOUSE; 
-          memset (&mousemove_input.mi, 0, sizeof (mousemove_input.mi)); // blank out struct = no move at all :) 
-          mousemove_input.mi.dwFlags = MOUSEEVENTF_MOVE; 
-          SendInput (1, &mousemove_input, sizeof (mousemove_input)); // send a fake mouse move input event 
-   
-          screensaverwatchdog_feedtime = current_time + 50.0f; // feed screensaver watchdog again in 50 seconds 
-       } 
-   
-       // 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, hMainAccelerators, &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_renamesides_validated) DialogBox_RenameSides_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 (hMainAccelerators) 
-       DestroyAcceleratorTable (hMainAccelerators); 
-    hMainAccelerators = NULL; 
-   
-    // destroy the application menu object 
-    if (IsMenu (hMainMenu)) 
-       DestroyMenu (hMainMenu); 
-    hMainMenu = 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 (is_paused ? L"Paused" : 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); 
-   
-       // 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); 
-   
-       // disable the "cancel last move", "comment move" and "go to move" menu options 
-       EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_CANCELLASTMOVE, MF_GRAYED); 
-       EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_COMMENTMOVE, MF_GRAYED); 
-       EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_GOTOMOVE, MF_GRAYED); 
-   
-       is_paused = false; // clear pause status (we can only pause a game when it's been started) 
-   
-       // 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); 
-   
-    // no matter whether the game started or not, enable players renaming only if we are NOT in internet mode 
-    EnableMenuItem (GetMenu (hMainWnd), MENUID_CHESSBOARD_RENAMESIDES, (network_player == NULL ? MF_ENABLED : 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_PAUSE, MF_DISABLED); // disallow pause 
-       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_PAUSE, (the_board.move_count > 1 ? MF_ENABLED : MF_GRAYED)); // allow pause if the game has started 
-       EnableMenuItem (GetMenu (hMainWnd), MENUID_GAME_RESIGN, (the_board.move_count > 1 ? MF_ENABLED : MF_GRAYED)); // allow resigning if the game has started 
-       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 
- } 
-