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  1. // scene.cpp
  2.  
  3. #include "common.h"
  4.  
  5.  
  6. // prototypes of local functions
  7. static void Scene_AddPart (scene_t *scene, int part_type, int part_color, float pos_x, float pos_y, float pos_z, float turn_yaw, float pitch);
  8. static void Scene_AddTile (scene_t *scene, int tile_type, float scale, float pos_x, float pos_y, float pos_z, float turn_yaw);
  9.  
  10.  
  11. // global variables used in this module only
  12. static wchar_t connected_comment[4096];
  13. static wchar_t filename[MAX_PATH];
  14. static float simpleshadow_sizes[] =
  15. {
  16.    0, // #define PART_NONE 0
  17.    2.5f, // #define PART_KING 1
  18.    2.45f, // #define PART_QUEEN 2
  19.    2.35f, // #define PART_BISHOP 3
  20.    2.25f, // #define PART_KNIGHT 4
  21.    2.15f, // #define PART_ROOK 5
  22.    2.0f, // #define PART_PAWN 6
  23. };
  24. static bool has_endsound_played = false;
  25.  
  26.  
  27. void Scene_Init (scene_t *scene, board_t *board)
  28. {
  29.    // this function initializes the scene objects array and inserts the chess table in it
  30.  
  31.    wchar_t format_string[4096];
  32.  
  33.    // allocate array for the board (3 objects) and zero it out
  34.    scene->objects = (sceneobject_t *) SAFE_malloc (3, sizeof (sceneobject_t), true);
  35.  
  36.    // insert the table edges, the table and the board
  37.    scene->objects[0].mesh_index = theme->trim_meshindex;
  38.    scene->objects[0].texture_index = theme->trim_texture;
  39.    scene->objects[0].scale = 1.0f;
  40.    scene->objects[1].mesh_index = theme->table_meshindex;
  41.    scene->objects[1].texture_index = theme->table_texture;
  42.    scene->objects[1].scale = 1.0f;
  43.    scene->objects[2].mesh_index = theme->board_meshindex;
  44.    scene->objects[2].texture_index = theme->board_texture;
  45.    scene->objects[2].scale = 1.0f;
  46.    scene->object_count = 3;
  47.  
  48.    // reset the camera position for a cool slide-in effect
  49.    current_pitch = CLOSEUP_VIEW_PITCH; // autorotate is enabled, prepare for slide-in effect
  50.    current_yaw = (Board_ColorToMove (board) == COLOR_WHITE ? 90.0f : -90.0f);
  51.    current_distance = CLOSEUP_VIEW_DISTANCE;
  52.    if (current_distance >= MIN_VIEW_DISTANCE)
  53.       current_distance = MIN_VIEW_DISTANCE - 1.0f; // consistency check for stupid programmers
  54.  
  55.    // look at the center of the table immediately
  56.    lookatpoint_x = 0;
  57.    lookatpoint_y = 0;
  58.  
  59.    // HACK to prevent the player to click and block the view angles while the slide-in is not finished
  60.    command_ignoretime = current_time + 2.0f; // allow 2 seconds
  61.  
  62.    // build the connected comment string (we use it as a global variable)
  63.    wcscpy_s (format_string, WCHAR_SIZEOF (format_string), LOCALIZE (L"YouAreConnectedToX"));
  64.    wcscat_s (format_string, WCHAR_SIZEOF (format_string), L"\n");
  65.    wcscat_s (format_string, WCHAR_SIZEOF (format_string), LOCALIZE (L"YouMayEitherDisplayThePlayersListOrTheSoughtGamesList"));
  66.    wcscat_s (format_string, WCHAR_SIZEOF (format_string), L"\n");
  67.    wcscat_s (format_string, WCHAR_SIZEOF (format_string), LOCALIZE (L"PleaseReferToTheInternetMenu"));
  68.    swprintf_s (connected_comment, WCHAR_SIZEOF (connected_comment), format_string, options.network.server_address);
  69.  
  70.    // completely reset the whole GUI structure so as to NULL out all pointers
  71.    memset (&scene->gui, 0, sizeof (scene->gui));
  72.  
  73.    // set the buttons and text locations
  74.    Scene_SetupButton (&scene->gui.llarrow,         0.3f,   0.5f,  2.0f,  4.0f, llarrow_spriteindex,        L"");
  75.    Scene_SetupButton (&scene->gui.larrow,          2.3f,   0.5f,  2.0f,  4.0f, larrow_spriteindex,         L"");
  76.    Scene_SetupButton (&scene->gui.rarrow,          4.3f,   0.5f,  2.0f,  4.0f, rarrow_spriteindex,         L"");
  77.    Scene_SetupButton (&scene->gui.rrarrow,         6.3f,   0.5f,  2.0f,  4.0f, rrarrow_spriteindex,        L"");
  78.    Scene_SetupButton (&scene->gui.newgamebutton,  20.0f,  65.0f, 20.0f, 26.0f, newgamebutton_spriteindex,  L"\n\n\n\n\n\n\n%s", LOCALIZE (L"NewGame"));
  79.    Scene_SetupButton (&scene->gui.opengamebutton, 60.0f,  65.0f, 20.0f, 26.0f, opengamebutton_spriteindex, L"\n\n\n\n\n\n\n%s", LOCALIZE (L"OpenGame"));
  80.    Scene_SetupButton (&scene->gui.chatbutton,      1.0f,  10.0f, 10.0f, 13.0f, chatbutton_spriteindex,     L"");
  81.    Scene_SetupButton (&scene->gui.gamesbutton,     1.0f,  35.0f, 10.0f, 13.0f, gamesbutton_spriteindex,    L"");
  82.    Scene_SetupButton (&scene->gui.peoplebutton,    1.0f,  60.0f, 10.0f, 13.0f, peoplebutton_spriteindex,   L"");
  83.  
  84.    Scene_SetupTextArea (&scene->gui.arrow_text,     4.3f,   5.0f,     0, ALIGN_CENTER, ALIGN_TOP,    ALIGN_CENTER, arrow_fontindex);
  85.    Scene_SetupTextArea (&scene->gui.comment_text,  50.0f,   0.5f, 80.0f, ALIGN_CENTER, ALIGN_TOP,    ALIGN_LEFT,   chat_fontindex);
  86.    Scene_SetupTextArea (&scene->gui.central_text,  50.0f,  40.0f,     0, ALIGN_CENTER, ALIGN_CENTER, ALIGN_CENTER, centermsg_fontindex);
  87.    Scene_SetupTextArea (&scene->gui.history_text, 100.0f,  50.0f,     0, ALIGN_RIGHT,  ALIGN_BOTTOM, ALIGN_LEFT,   chat_fontindex);
  88.    Scene_SetupTextArea (&scene->gui.clock_text,    99.0f,  66.6f,     0, ALIGN_RIGHT,  ALIGN_CENTER, ALIGN_RIGHT,  players_fontindex);
  89.    Scene_SetupTextArea (&scene->gui.turn_text,     99.0f, 100.0f,     0, ALIGN_RIGHT,  ALIGN_BOTTOM, ALIGN_RIGHT,  players_fontindex);
  90.  
  91.    // remember to update the scene
  92.    scene->update = true;
  93.  
  94.    return; // finished
  95. }
  96.  
  97.  
  98. void Scene_Shutdown (scene_t *scene)
  99. {
  100.    // this function frees the memory space allocated for the 3D scene and clears its pointers
  101.  
  102.    int cchistory_index;
  103.  
  104.    // free GUI mallocated buffers
  105.    SAFE_free ((void **) &scene->gui.arrow_text.buffer);
  106.    scene->gui.arrow_text.is_displayed = false;
  107.    SAFE_free ((void **) &scene->gui.comment_text.buffer);
  108.    scene->gui.comment_text.is_displayed = false;
  109.    SAFE_free ((void **) &scene->gui.history_text.buffer);
  110.    scene->gui.history_text.is_displayed = false;
  111.    SAFE_free ((void **) &scene->gui.clock_text.buffer);
  112.    scene->gui.clock_text.is_displayed = false;
  113.    SAFE_free ((void **) &scene->gui.turn_text.buffer);
  114.    scene->gui.turn_text.is_displayed = false;
  115.    SAFE_free ((void **) &scene->gui.central_text.buffer);
  116.    scene->gui.central_text.is_displayed = false;
  117.  
  118.    // for each entry in the CC history...
  119.    for (cchistory_index = 0; cchistory_index < scene->gui.cchistory_count; cchistory_index++)
  120.       SAFE_free ((void **) &scene->gui.cchistory[cchistory_index].text); // free its text buffer
  121.    SAFE_free ((void **) &scene->gui.cchistory); // free the GUI's CC history
  122.    scene->gui.cchistory_count = 0;
  123.  
  124.    SAFE_free ((void **) &scene->objects); // free the scene objects array
  125.    scene->object_count = 0;
  126.  
  127.    return; // finished
  128. }
  129.  
  130.  
  131. void Scene_Update (scene_t *scene, board_t *board)
  132. {
  133.    // this function updates the scene objects to display with what's currently on the board
  134.  
  135.    static bool rooksound_played = false; // hack to have two sounds when a king castles
  136.  
  137.    boardslot_t *boardslot;
  138.    boardmove_t *currentmove;
  139.    player_t *local_player;
  140.    player_t *network_player;
  141.    player_t *current_player;
  142.    player_t *opposite_player;
  143.    wchar_t *history_text; // mallocated
  144.    int historytext_size;
  145.    unsigned char takenpart_type;
  146.    int movement_direction;
  147.    int line;
  148.    int column;
  149.    int pos_index;
  150.    int part_index;
  151.    int move_index;
  152.    int length;
  153.    int threat_line;
  154.    int threat_column;
  155.    int minutes;
  156.    int seconds;
  157.    bool is_sliding;
  158.    float flaticons_yaw;
  159.    float source_x;
  160.    float source_y;
  161.    float target_x;
  162.    float target_y;
  163.    float current_x;
  164.    float current_y;
  165.    float current_z;
  166.    float current_p;
  167.    int movement_diffco;
  168.    int movement_diffli;
  169.    float movement_maxheight;
  170.    float movement_ratio;
  171.  
  172.    // get the current player (we'll need it), its opponent and see if we're online
  173.    current_player = Player_GetCurrent ();
  174.    opposite_player = Player_GetOpposite ();
  175.    network_player = Player_FindByType (PLAYER_INTERNET);
  176.  
  177.    // determine display yaw (for flat icons) according to camera angle
  178.    if ((current_yaw > 45.0f) && (current_yaw <= 135.0f))
  179.       flaticons_yaw = 180.0f;
  180.    else if ((current_yaw > -45.0f) && (current_yaw <= 45.0f))
  181.       flaticons_yaw = 90.0f;
  182.    else if ((current_yaw > -135.0f) && (current_yaw <= -45.0f))
  183.       flaticons_yaw = 0.0f;
  184.    else
  185.       flaticons_yaw = -90.0f;
  186.  
  187.    // get the current move
  188.    currentmove = &board->moves[board->viewed_move]; // quick access to current move
  189.  
  190.    // fetch the background sprite from the theme
  191.    if (want_custombackground)
  192.       scene->background_spriteindex = custombg.sprite_index; // use the custom background if specified
  193.    else
  194.       scene->background_spriteindex = theme->bg.sprite_index; // else use the theme's supplied background
  195.  
  196.    // shrink the scene objects array to leave just the board (3 objects)
  197.    scene->objects = (sceneobject_t *) SAFE_realloc (scene->objects, scene->object_count, 3, sizeof (sceneobject_t), false);
  198.    scene->object_count = 3;
  199.  
  200.    // update the board theme
  201.    scene->objects[0].mesh_index = theme->trim_meshindex;
  202.    scene->objects[0].texture_index = theme->trim_texture;
  203.    scene->objects[0].material_index = theme->trim_material;
  204.    scene->objects[0].scale = 1.0f;
  205.    scene->objects[1].mesh_index = theme->table_meshindex;
  206.    scene->objects[1].texture_index = theme->table_texture;
  207.    scene->objects[1].material_index = theme->table_material;
  208.    scene->objects[1].scale = 1.0f;
  209.    scene->objects[2].mesh_index = theme->board_meshindex;
  210.    scene->objects[2].texture_index = theme->board_texture;
  211.    scene->objects[2].material_index = theme->board_material;
  212.    scene->objects[2].scale = 1.0f;
  213.  
  214.    // draw the grid numbers if we want them
  215.    if (want_grid)
  216.       Scene_AddTile (scene, theme->grid_texture, 30.0f, 0.0f, 0.0f, 0.01f, 0.0f);
  217.  
  218.    ////////////////////////////////////////////////////////////////////////////////////////////////
  219.    // recompute the slot textures (only in play mode when we render the real board)
  220.  
  221.    // erase all the slot flags
  222.    for (line = 0; line < 8; line++)
  223.       for (column = 0; column < 8; column++)
  224.          currentmove->slots[line][column].flags = FLAG_NONE; // because we will recompute them
  225.  
  226.    // cycle through all the grid again and see if either king is in check
  227.    for (line = 0; line < 8; line++)
  228.       for (column = 0; column < 8; column++)
  229.       {
  230.          boardslot = &currentmove->slots[line][column]; // quick access to grid slot
  231.  
  232.          if (boardslot->part != PART_KING)
  233.             continue; // if this slot is not a king, skip it
  234.  
  235.          // is this king currently threatened ?
  236.          if (Move_IsKingThreatenedAtLocation (currentmove, boardslot->color, line, column, &threat_line, &threat_column))
  237.          {
  238.             currentmove->slots[line][column].flags |= FLAG_CHECK; // mark it as threatened
  239.             currentmove->slots[threat_line][threat_column].flags |= FLAG_THREAT; // and who threatens it
  240.          }
  241.       }
  242.  
  243.    // are we in play mode ? i.e, are we rendering the last move ?
  244.    if (board->viewed_move == board->move_count - 1)
  245.    {
  246.       // mark the selected position as selected
  247.       if (IS_VALID_POSITION (board->selected_position))
  248.          currentmove->slots[board->selected_position[0]][board->selected_position[1]].flags |= FLAG_SELECTED;
  249.  
  250.       // now cycle through all the grid again and see if some slots need to be coloured
  251.       for (line = 0; line < 8; line++)
  252.          for (column = 0; column < 8; column++)
  253.          {
  254.             boardslot = &currentmove->slots[line][column]; // quick access to grid slot
  255.  
  256.             if (!(boardslot->flags & FLAG_SELECTED))
  257.                continue; // if this slot is not selected, skip it
  258.  
  259.             //////////////////////////////////////////////////////////////////////////////////////////
  260.             ////////////////////////////////////////// PAWN //////////////////////////////////////////
  261.             //////////////////////////////////////////////////////////////////////////////////////////
  262.             // is it a pawn ?
  263.             if (boardslot->part == PART_PAWN)
  264.             {
  265.                // figure out movement direction
  266.                if (boardslot->color == COLOR_WHITE)
  267.                   movement_direction = 1;
  268.                else
  269.                   movement_direction = -1;
  270.  
  271.                // if pawn has still room to move forward, it can
  272.                if ((((line < 7) && (movement_direction == 1)) || ((line > 0) && (movement_direction == -1)))
  273.                    && (currentmove->slots[line + movement_direction][column].part == PART_NONE))
  274.                {
  275.                   currentmove->slots[line + movement_direction][column].flags |= FLAG_POSSIBLEMOVE;
  276.  
  277.                   // if pawn is still in its initial slot, it can move twice forward
  278.                   if ((((line == 1) && (movement_direction == 1)) || ((line == 6) && (movement_direction == -1)))
  279.                       && (currentmove->slots[line + movement_direction * 2][column].part == PART_NONE))
  280.                      currentmove->slots[line + movement_direction * 2][column].flags |= FLAG_POSSIBLEMOVE;
  281.                }
  282.  
  283.                // see if pawn can take a piece on its left
  284.                if ((column > 0) && (currentmove->slots[line + movement_direction][column - 1].part != PART_NONE)
  285.                    && (currentmove->slots[line + movement_direction][column - 1].color != currentmove->slots[line][column].color))
  286.                   currentmove->slots[line + movement_direction][column - 1].flags |= FLAG_TAKEABLE;
  287.  
  288.                // see if pawn can take a piece on its right
  289.                if ((column < 7) && (currentmove->slots[line + movement_direction][column + 1].part != PART_NONE)
  290.                    && (currentmove->slots[line + movement_direction][column + 1].color != currentmove->slots[line][column].color))
  291.                   currentmove->slots[line + movement_direction][column + 1].flags |= FLAG_TAKEABLE;
  292.  
  293.                // if previous move was a pawn rush, see if pawn can take "en passant"
  294.                if ((currentmove->part == PART_PAWN)
  295.                      && (currentmove->target[1] == currentmove->source[1]) // pawn moved in column
  296.                      && (abs (currentmove->target[0] - currentmove->source[0]) == 2) // pawn rushed
  297.                      && (currentmove->target[0] == line) // pawn is in line with us
  298.                      && (abs (currentmove->target[1] - column) == 1)) // pawn is next to us
  299.                   currentmove->slots[line + movement_direction][currentmove->target[1]].flags |= FLAG_TAKEABLE;
  300.             }
  301.  
  302.             //////////////////////////////////////////////////////////////////////////////////////////
  303.             ////////////////////////////////////////// ROOK //////////////////////////////////////////
  304.             //////////////////////////////////////////////////////////////////////////////////////////
  305.             // else is it a rook ?
  306.             else if (boardslot->part == PART_ROOK)
  307.             {
  308.                // see how far rook can move upwards
  309.                for (pos_index = line + 1; pos_index < 8; pos_index++)
  310.                {
  311.                   if (currentmove->slots[pos_index][column].part != PART_NONE)
  312.                   {
  313.                      if (currentmove->slots[pos_index][column].color != currentmove->slots[line][column].color)
  314.                         currentmove->slots[pos_index][column].flags |= FLAG_TAKEABLE;
  315.                      break;
  316.                   }
  317.                   currentmove->slots[pos_index][column].flags |= FLAG_POSSIBLEMOVE;
  318.                }
  319.  
  320.                // see how far rook can move downwards
  321.                for (pos_index = line - 1; pos_index >= 0; pos_index--)
  322.                {
  323.                   if (currentmove->slots[pos_index][column].part != PART_NONE)
  324.                   {
  325.                      if (currentmove->slots[pos_index][column].color != currentmove->slots[line][column].color)
  326.                         currentmove->slots[pos_index][column].flags |= FLAG_TAKEABLE;
  327.                      break;
  328.                   }
  329.                   currentmove->slots[pos_index][column].flags |= FLAG_POSSIBLEMOVE;
  330.                }
  331.  
  332.                // see how far rook can move left
  333.                for (pos_index = column - 1; pos_index >= 0; pos_index--)
  334.                {
  335.                   if (currentmove->slots[line][pos_index].part != PART_NONE)
  336.                   {
  337.                      if (currentmove->slots[line][pos_index].color != currentmove->slots[line][column].color)
  338.                         currentmove->slots[line][pos_index].flags |= FLAG_TAKEABLE;
  339.                      break;
  340.                   }
  341.                   currentmove->slots[line][pos_index].flags |= FLAG_POSSIBLEMOVE;
  342.                }
  343.  
  344.                // see how far rook can move right
  345.                for (pos_index = column + 1; pos_index < 8; pos_index++)
  346.                {
  347.                   if (currentmove->slots[line][pos_index].part != PART_NONE)
  348.                   {
  349.                      if (currentmove->slots[line][pos_index].color != currentmove->slots[line][column].color)
  350.                         currentmove->slots[line][pos_index].flags |= FLAG_TAKEABLE;
  351.                      break;
  352.                   }
  353.                   currentmove->slots[line][pos_index].flags |= FLAG_POSSIBLEMOVE;
  354.                }
  355.             }
  356.  
  357.             //////////////////////////////////////////////////////////////////////////////////////////
  358.             ///////////////////////////////////////// KNIGHT /////////////////////////////////////////
  359.             //////////////////////////////////////////////////////////////////////////////////////////
  360.             // else is it a knight ?
  361.             else if (boardslot->part == PART_KNIGHT)
  362.             {
  363.                // peek knight's NNW move
  364.                if ((column > 0) && (line < 6))
  365.                   if (currentmove->slots[line + 2][column - 1].part == PART_NONE)
  366.                      currentmove->slots[line + 2][column - 1].flags |= FLAG_POSSIBLEMOVE;
  367.                   else if (currentmove->slots[line + 2][column - 1].color != currentmove->slots[line][column].color)
  368.                      currentmove->slots[line + 2][column - 1].flags |= FLAG_TAKEABLE;
  369.  
  370.                // peek knight's NNE move
  371.                if ((column < 7) && (line < 6))
  372.                   if (currentmove->slots[line + 2][column + 1].part == PART_NONE)
  373.                      currentmove->slots[line + 2][column + 1].flags |= FLAG_POSSIBLEMOVE;
  374.                   else if (currentmove->slots[line + 2][column + 1].color != currentmove->slots[line][column].color)
  375.                      currentmove->slots[line + 2][column + 1].flags |= FLAG_TAKEABLE;
  376.  
  377.                // peek knight's ENE move
  378.                if ((column < 6) && (line < 7))
  379.                   if (currentmove->slots[line + 1][column + 2].part == PART_NONE)
  380.                      currentmove->slots[line + 1][column + 2].flags |= FLAG_POSSIBLEMOVE;
  381.                   else if (currentmove->slots[line + 1][column + 2].color != currentmove->slots[line][column].color)
  382.                      currentmove->slots[line + 1][column + 2].flags |= FLAG_TAKEABLE;
  383.  
  384.                // peek knight's ESE move
  385.                if ((column < 6) && (line > 0))
  386.                   if (currentmove->slots[line - 1][column + 2].part == PART_NONE)
  387.                      currentmove->slots[line - 1][column + 2].flags |= FLAG_POSSIBLEMOVE;
  388.                   else if (currentmove->slots[line - 1][column + 2].color != currentmove->slots[line][column].color)
  389.                      currentmove->slots[line - 1][column + 2].flags |= FLAG_TAKEABLE;
  390.  
  391.                // peek knight's SSW move
  392.                if ((column > 0) && (line > 1))
  393.                   if (currentmove->slots[line - 2][column - 1].part == PART_NONE)
  394.                      currentmove->slots[line - 2][column - 1].flags |= FLAG_POSSIBLEMOVE;
  395.                   else if (currentmove->slots[line - 2][column - 1].color != currentmove->slots[line][column].color)
  396.                      currentmove->slots[line - 2][column - 1].flags |= FLAG_TAKEABLE;
  397.  
  398.                // peek knight's SSE move
  399.                if ((column < 7) && (line > 1))
  400.                   if (currentmove->slots[line - 2][column + 1].part == PART_NONE)
  401.                      currentmove->slots[line - 2][column + 1].flags |= FLAG_POSSIBLEMOVE;
  402.                   else if (currentmove->slots[line - 2][column + 1].color != currentmove->slots[line][column].color)
  403.                      currentmove->slots[line - 2][column + 1].flags |= FLAG_TAKEABLE;
  404.  
  405.                // peek knight's WNW move
  406.                if ((column > 1) && (line < 7))
  407.                   if (currentmove->slots[line + 1][column - 2].part == PART_NONE)
  408.                      currentmove->slots[line + 1][column - 2].flags |= FLAG_POSSIBLEMOVE;
  409.                   else if (currentmove->slots[line + 1][column - 2].color != currentmove->slots[line][column].color)
  410.                      currentmove->slots[line + 1][column - 2].flags |= FLAG_TAKEABLE;
  411.  
  412.                // peek knight's WSW move
  413.                if ((column > 1) && (line > 0))
  414.                   if (currentmove->slots[line - 1][column - 2].part == PART_NONE)
  415.                      currentmove->slots[line - 1][column - 2].flags |= FLAG_POSSIBLEMOVE;
  416.                   else if (currentmove->slots[line - 1][column - 2].color != currentmove->slots[line][column].color)
  417.                      currentmove->slots[line - 1][column - 2].flags |= FLAG_TAKEABLE;
  418.             }
  419.  
  420.             //////////////////////////////////////////////////////////////////////////////////////////
  421.             ///////////////////////////////////////// BISHOP /////////////////////////////////////////
  422.             //////////////////////////////////////////////////////////////////////////////////////////
  423.             // else is it a bishop ?
  424.             else if (boardslot->part == PART_BISHOP)
  425.             {
  426.                // see how far bishop can move NE
  427.                for (pos_index = 1; pos_index < 8; pos_index++)
  428.                {
  429.                   if ((line + pos_index > 7) || (column + pos_index > 7))
  430.                      break;
  431.                   if (currentmove->slots[line + pos_index][column + pos_index].part != PART_NONE)
  432.                   {
  433.                      if (currentmove->slots[line + pos_index][column + pos_index].color != currentmove->slots[line][column].color)
  434.                         currentmove->slots[line + pos_index][column + pos_index].flags |= FLAG_TAKEABLE;
  435.                      break;
  436.                   }
  437.                   currentmove->slots[line + pos_index][column + pos_index].flags |= FLAG_POSSIBLEMOVE;
  438.                }
  439.  
  440.                // see how far bishop can move SE
  441.                for (pos_index = 1; pos_index < 8; pos_index++)
  442.                {
  443.                   if ((line - pos_index < 0) || (column + pos_index > 7))
  444.                      break;
  445.                   if (currentmove->slots[line - pos_index][column + pos_index].part != PART_NONE)
  446.                   {
  447.                      if (currentmove->slots[line - pos_index][column + pos_index].color != currentmove->slots[line][column].color)
  448.                         currentmove->slots[line - pos_index][column + pos_index].flags |= FLAG_TAKEABLE;
  449.                      break;
  450.                   }
  451.                   currentmove->slots[line - pos_index][column + pos_index].flags |= FLAG_POSSIBLEMOVE;
  452.                }
  453.  
  454.                // see how far bishop can move NW
  455.                for (pos_index = 1; pos_index < 8; pos_index++)
  456.                {
  457.                   if ((line + pos_index > 7) || (column - pos_index < 0))
  458.                      break;
  459.                   if (currentmove->slots[line + pos_index][column - pos_index].part != PART_NONE)
  460.                   {
  461.                      if (currentmove->slots[line + pos_index][column - pos_index].color != currentmove->slots[line][column].color)
  462.                         currentmove->slots[line + pos_index][column - pos_index].flags |= FLAG_TAKEABLE;
  463.                      break;
  464.                   }
  465.                   currentmove->slots[line + pos_index][column - pos_index].flags |= FLAG_POSSIBLEMOVE;
  466.                }
  467.  
  468.                // see how far bishop can move SW
  469.                for (pos_index = 1; pos_index < 8; pos_index++)
  470.                {
  471.                   if ((line - pos_index < 0) || (column - pos_index < 0))
  472.                      break;
  473.                   if (currentmove->slots[line - pos_index][column - pos_index].part != PART_NONE)
  474.                   {
  475.                      if (currentmove->slots[line - pos_index][column - pos_index].color != currentmove->slots[line][column].color)
  476.                         currentmove->slots[line - pos_index][column - pos_index].flags |= FLAG_TAKEABLE;
  477.                      break;
  478.                   }
  479.                   currentmove->slots[line - pos_index][column - pos_index].flags |= FLAG_POSSIBLEMOVE;
  480.                }
  481.             }
  482.  
  483.             //////////////////////////////////////////////////////////////////////////////////////////
  484.             ///////////////////////////////////////// QUEEN //////////////////////////////////////////
  485.             //////////////////////////////////////////////////////////////////////////////////////////
  486.             // else is it a queen ?
  487.             else if (boardslot->part == PART_QUEEN)
  488.             {
  489.                // see how far queen can move NE
  490.                for (pos_index = 1; pos_index < 8; pos_index++)
  491.                {
  492.                   if ((line + pos_index > 7) || (column + pos_index > 7))
  493.                      break;
  494.                   if (currentmove->slots[line + pos_index][column + pos_index].part != PART_NONE)
  495.                   {
  496.                      if (currentmove->slots[line + pos_index][column + pos_index].color != currentmove->slots[line][column].color)
  497.                         currentmove->slots[line + pos_index][column + pos_index].flags |= FLAG_TAKEABLE;
  498.                      break;
  499.                   }
  500.                   currentmove->slots[line + pos_index][column + pos_index].flags |= FLAG_POSSIBLEMOVE;
  501.                }
  502.  
  503.                // see how far queen can move SE
  504.                for (pos_index = 1; pos_index < 8; pos_index++)
  505.                {
  506.                   if ((line - pos_index < 0) || (column + pos_index > 7))
  507.                      break;
  508.                   if (currentmove->slots[line - pos_index][column + pos_index].part != PART_NONE)
  509.                   {
  510.                      if (currentmove->slots[line - pos_index][column + pos_index].color != currentmove->slots[line][column].color)
  511.                         currentmove->slots[line - pos_index][column + pos_index].flags |= FLAG_TAKEABLE;
  512.                      break;
  513.                   }
  514.                   currentmove->slots[line - pos_index][column + pos_index].flags |= FLAG_POSSIBLEMOVE;
  515.                }
  516.  
  517.                // see how far queen can move NW
  518.                for (pos_index = 1; pos_index < 8; pos_index++)
  519.                {
  520.                   if ((line + pos_index > 7) || (column - pos_index < 0))
  521.                      break;
  522.                   if (currentmove->slots[line + pos_index][column - pos_index].part != PART_NONE)
  523.                   {
  524.                      if (currentmove->slots[line + pos_index][column - pos_index].color != currentmove->slots[line][column].color)
  525.                         currentmove->slots[line + pos_index][column - pos_index].flags |= FLAG_TAKEABLE;
  526.                      break;
  527.                   }
  528.                   currentmove->slots[line + pos_index][column - pos_index].flags |= FLAG_POSSIBLEMOVE;
  529.                }
  530.  
  531.                // see how far queen can move SW
  532.                for (pos_index = 1; pos_index < 8; pos_index++)
  533.                {
  534.                   if ((line - pos_index < 0) || (column - pos_index < 0))
  535.                      break;
  536.                   if (currentmove->slots[line - pos_index][column - pos_index].part != PART_NONE)
  537.                   {
  538.                      if (currentmove->slots[line - pos_index][column - pos_index].color != currentmove->slots[line][column].color)
  539.                         currentmove->slots[line - pos_index][column - pos_index].flags |= FLAG_TAKEABLE;
  540.                      break;
  541.                   }
  542.                   currentmove->slots[line - pos_index][column - pos_index].flags |= FLAG_POSSIBLEMOVE;
  543.                }
  544.  
  545.                // see how far queen can move upwards
  546.                for (pos_index = line + 1; pos_index < 8; pos_index++)
  547.                {
  548.                   if (currentmove->slots[pos_index][column].part != PART_NONE)
  549.                   {
  550.                      if (currentmove->slots[pos_index][column].color != currentmove->slots[line][column].color)
  551.                         currentmove->slots[pos_index][column].flags |= FLAG_TAKEABLE;
  552.                      break;
  553.                   }
  554.                   currentmove->slots[pos_index][column].flags |= FLAG_POSSIBLEMOVE;
  555.                }
  556.  
  557.                // see how far queen can move downwards
  558.                for (pos_index = line - 1; pos_index >= 0; pos_index--)
  559.                {
  560.                   if (currentmove->slots[pos_index][column].part != PART_NONE)
  561.                   {
  562.                      if (currentmove->slots[pos_index][column].color != currentmove->slots[line][column].color)
  563.                         currentmove->slots[pos_index][column].flags |= FLAG_TAKEABLE;
  564.                      break;
  565.                   }
  566.                   currentmove->slots[pos_index][column].flags |= FLAG_POSSIBLEMOVE;
  567.                }
  568.  
  569.                // see how far queen can move left
  570.                for (pos_index = column - 1; pos_index >= 0; pos_index--)
  571.                {
  572.                   if (currentmove->slots[line][pos_index].part != PART_NONE)
  573.                   {
  574.                      if (currentmove->slots[line][pos_index].color != currentmove->slots[line][column].color)
  575.                         currentmove->slots[line][pos_index].flags |= FLAG_TAKEABLE;
  576.                      break;
  577.                   }
  578.                   currentmove->slots[line][pos_index].flags |= FLAG_POSSIBLEMOVE;
  579.                }
  580.  
  581.                // see how far queen can move right
  582.                for (pos_index = column + 1; pos_index < 8; pos_index++)
  583.                {
  584.                   if (currentmove->slots[line][pos_index].part != PART_NONE)
  585.                   {
  586.                      if (currentmove->slots[line][pos_index].color != currentmove->slots[line][column].color)
  587.                         currentmove->slots[line][pos_index].flags |= FLAG_TAKEABLE;
  588.                      break;
  589.                   }
  590.                   currentmove->slots[line][pos_index].flags |= FLAG_POSSIBLEMOVE;
  591.                }
  592.             }
  593.  
  594.             //////////////////////////////////////////////////////////////////////////////////////////
  595.             ////////////////////////////////////////// KING //////////////////////////////////////////
  596.             //////////////////////////////////////////////////////////////////////////////////////////
  597.             // else is it a king ?
  598.             else if (boardslot->part == PART_KING)
  599.             {
  600.                // see if king can move NE
  601.                if ((line < 7) && (column < 7))
  602.                {
  603.                   if (currentmove->slots[line + 1][column + 1].part == PART_NONE)
  604.                      currentmove->slots[line + 1][column + 1].flags |= FLAG_POSSIBLEMOVE;
  605.                   else if (currentmove->slots[line + 1][column + 1].color != currentmove->slots[line][column].color)
  606.                      currentmove->slots[line + 1][column + 1].flags |= FLAG_TAKEABLE;
  607.                }
  608.  
  609.                // see if king can move SE
  610.                if ((line > 0) && (column < 7))
  611.                {
  612.                   if (currentmove->slots[line - 1][column + 1].part == PART_NONE)
  613.                      currentmove->slots[line - 1][column + 1].flags |= FLAG_POSSIBLEMOVE;
  614.                   else if (currentmove->slots[line - 1][column + 1].color != currentmove->slots[line][column].color)
  615.                      currentmove->slots[line - 1][column + 1].flags |= FLAG_TAKEABLE;
  616.                }
  617.  
  618.                // see if king can move NW
  619.                if ((line < 7) && (column > 0))
  620.                {
  621.                   if (currentmove->slots[line + 1][column - 1].part == PART_NONE)
  622.                      currentmove->slots[line + 1][column - 1].flags |= FLAG_POSSIBLEMOVE;
  623.                   else if (currentmove->slots[line + 1][column - 1].color != currentmove->slots[line][column].color)
  624.                      currentmove->slots[line + 1][column - 1].flags |= FLAG_TAKEABLE;
  625.                }
  626.  
  627.                // see if king can move SW
  628.                if ((line > 0) && (column > 0))
  629.                {
  630.                   if (currentmove->slots[line - 1][column - 1].part == PART_NONE)
  631.                      currentmove->slots[line - 1][column - 1].flags |= FLAG_POSSIBLEMOVE;
  632.                   else if (currentmove->slots[line - 1][column - 1].color != currentmove->slots[line][column].color)
  633.                      currentmove->slots[line - 1][column - 1].flags |= FLAG_TAKEABLE;
  634.                }
  635.  
  636.                // see if king can move upwards
  637.                if (line < 7)
  638.                {
  639.                   if (currentmove->slots[line + 1][column].part == PART_NONE)
  640.                      currentmove->slots[line + 1][column].flags |= FLAG_POSSIBLEMOVE;
  641.                   else if (currentmove->slots[line + 1][column].color != currentmove->slots[line][column].color)
  642.                      currentmove->slots[line + 1][column].flags |= FLAG_TAKEABLE;
  643.                }
  644.  
  645.                // see if king can move downwards
  646.                if (line > 0)
  647.                {
  648.                   if (currentmove->slots[line - 1][column].part == PART_NONE)
  649.                      currentmove->slots[line - 1][column].flags |= FLAG_POSSIBLEMOVE;
  650.                   else if (currentmove->slots[line - 1][column].color != currentmove->slots[line][column].color)
  651.                      currentmove->slots[line - 1][column].flags |= FLAG_TAKEABLE;
  652.                }
  653.  
  654.                // see if king can move right
  655.                if (column < 7)
  656.                {
  657.                   if (currentmove->slots[line][column + 1].part == PART_NONE)
  658.                      currentmove->slots[line][column + 1].flags |= FLAG_POSSIBLEMOVE;
  659.                   else if (currentmove->slots[line][column + 1].color != currentmove->slots[line][column].color)
  660.                      currentmove->slots[line][column + 1].flags |= FLAG_TAKEABLE;
  661.                }
  662.  
  663.                // see if king can move left
  664.                if (column > 0)
  665.                {
  666.                   if (currentmove->slots[line][column - 1].part == PART_NONE)
  667.                      currentmove->slots[line][column - 1].flags |= FLAG_POSSIBLEMOVE;
  668.                   else if (currentmove->slots[line][column - 1].color != currentmove->slots[line][column].color)
  669.                      currentmove->slots[line][column - 1].flags |= FLAG_TAKEABLE;
  670.                }
  671.  
  672.                // can king castle bishopside ?
  673.                if (currentmove->sides[boardslot->color].shortcastle_allowed // no parts have moved yet
  674.                    && (currentmove->slots[line][5].part == PART_NONE) // no other part...
  675.                    && (currentmove->slots[line][6].part == PART_NONE) // ...in the way
  676.                    && !Move_IsCheck (currentmove, boardslot->color) // king not currently in check
  677.                    && !Move_IsKingThreatenedAtLocation (currentmove, boardslot->color, line, 5, &threat_line, &threat_column)) // king's way safe
  678.                   currentmove->slots[line][column + 2].flags |= FLAG_POSSIBLEMOVE; // allow castling bishopside
  679.  
  680.                // can king castle queenside ?
  681.                if (currentmove->sides[boardslot->color].longcastle_allowed // no parts have moved yet
  682.                    && (currentmove->slots[line][3].part == PART_NONE) // no other part...
  683.                    && (currentmove->slots[line][2].part == PART_NONE) // ...is...
  684.                    && (currentmove->slots[line][1].part == PART_NONE) // ...in the way
  685.                    && !Move_IsCheck (currentmove, boardslot->color) // king not currently in check
  686.                    && !Move_IsKingThreatenedAtLocation (currentmove, boardslot->color, line, 3, &threat_line, &threat_column)) // king's way safe
  687.                   currentmove->slots[line][column - 2].flags |= FLAG_POSSIBLEMOVE; // allow castling queenside
  688.             }
  689.          }
  690.    } // end if (play mode)
  691.  
  692.    ////////////////////////////////////////////////////////////////////////////////////////////////
  693.    // now place the parts that are off-board (taken parts)
  694.  
  695.    // but only if we want them displayed
  696.    if (options.want_takenparts)
  697.    {
  698.       // draw the white player's taken parts, place the part off the board (watch out for the hack...)
  699.       for (part_index = 0; part_index < currentmove->sides[COLOR_WHITE].takenpart_count; part_index++)
  700.       {
  701.          takenpart_type = currentmove->sides[COLOR_WHITE].takenparts[part_index];
  702.  
  703.          // do we want the 3D models or the flat icons ?
  704.          // we do when EITHER we don't want flat icons OR the current player is looking downstraight
  705.          if (!want_flaticons || (current_pitch < MAX_PITCH_FOR_FLAT_ICONS))
  706.             Scene_AddPart (scene, takenpart_type, COLOR_BLACK, (part_index < MAX_STACKABLE_PARTS ? 23.2f : 26.8f),
  707.                            (part_index % MAX_STACKABLE_PARTS == 0 ? 23.2f : scene->objects[scene->object_count - 1].y - (scene->objects[scene->object_count - 1].simpleshadow_size + simpleshadow_sizes[takenpart_type]) * 0.75f),
  708.                            0.04f, (takenpart_type == PART_PAWN ? -90.0f : 100.0f), 0.0f); // rotate pawns 90°
  709.          else
  710.             Scene_AddTile (scene, theme->flattextures[COLOR_BLACK][takenpart_type], 1.25f, (part_index < MAX_STACKABLE_PARTS ? 23.2f : 26.8f),
  711.                            20.0f - (part_index < MAX_STACKABLE_PARTS ? part_index : (part_index - MAX_STACKABLE_PARTS)) * 2.5f, 0.07f, flaticons_yaw);
  712.       }
  713.  
  714.       // now draw the black player's taken parts, place the part off the board (watch out for the hack...)
  715.       for (part_index = 0; part_index < currentmove->sides[COLOR_BLACK].takenpart_count; part_index++)
  716.       {
  717.          takenpart_type = currentmove->sides[COLOR_BLACK].takenparts[part_index];
  718.  
  719.          // do we want the 3D models or the flat icons ?
  720.          // we do when EITHER we don't want flat icons OR the current player is looking downstraight
  721.          if (!want_flaticons || (current_pitch < MAX_PITCH_FOR_FLAT_ICONS))
  722.             Scene_AddPart (scene, takenpart_type, COLOR_WHITE, (part_index < MAX_STACKABLE_PARTS ? -23.2f : -26.8f),
  723.                            (part_index % MAX_STACKABLE_PARTS == 0 ? -23.2f : scene->objects[scene->object_count - 1].y + (scene->objects[scene->object_count - 1].simpleshadow_size + simpleshadow_sizes[takenpart_type]) * 0.75f),
  724.                            0.04f, (takenpart_type == PART_PAWN ? -90.0f : 100.0f), 0.0f); // rotate pawns 90°
  725.          else
  726.             Scene_AddTile (scene, theme->flattextures[COLOR_WHITE][takenpart_type], 1.25f, (part_index < MAX_STACKABLE_PARTS ? -23.2f : -26.8f),
  727.                            -20.0f + (part_index < MAX_STACKABLE_PARTS ? part_index : (part_index - MAX_STACKABLE_PARTS)) * 2.5f, 0.07f, flaticons_yaw);
  728.       }
  729.    }
  730.  
  731.    ////////////////////////////////////////////////////////////////////////////////////////////////
  732.    // now draw the textured slots
  733.  
  734.    // cycle through all the board slots...
  735.    for (line = 0; line < 8; line++)
  736.       for (column = 0; column < 8; column++)
  737.       {
  738.          if (currentmove->slots[line][column].flags == FLAG_NONE)
  739.             continue; // skip everything that doesn't need to be drawn
  740.  
  741.          // draw the texture we want. Only one texture is allowed, so PRIORITY MATTERS.
  742.          if (currentmove->slots[line][column].flags & FLAG_SELECTED)
  743.             Scene_AddTile (scene, theme->selected_textureindex, 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.02f, 0.0f);
  744.          else if (options.want_threats && currentmove->slots[line][column].flags & FLAG_CHECK)
  745.             Scene_AddTile (scene, theme->check_textureindex, 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.02f, 0.0f);
  746.          else if (options.want_possiblemoves && currentmove->slots[line][column].flags & FLAG_POSSIBLEMOVE)
  747.             Scene_AddTile (scene, theme->possiblemove_textureindex, 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.02f, 0.0f);
  748.          else if (options.want_possiblemoves && currentmove->slots[line][column].flags & FLAG_TAKEABLE)
  749.             Scene_AddTile (scene, theme->takeable_textureindex, 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.02f, 0.0f);
  750.          else if (options.want_threats && currentmove->slots[line][column].flags & FLAG_THREAT)
  751.             Scene_AddTile (scene, theme->threat_textureindex, 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.02f, 0.0f);
  752.       }
  753.  
  754.    // is it time to draw the hovered slot and last move textures on the board slots ?
  755.    if (animation_endtime < current_time)
  756.    {
  757.       // add the hovered slot tile (only when it should not be hidden because of highlighting)
  758.       if (!is_paused && IS_VALID_POSITION (board->hovered_position)
  759.           && ((highlight_endtime < current_time) || ((int) ((highlight_endtime - current_time) * 20.0f) % 2 == 1)))
  760.          Scene_AddTile (scene, theme->hovered_textureindex, 3.1f,
  761.                         17.5f - (7 - board->hovered_position[1]) * 5.0f,
  762.                         17.5f - board->hovered_position[0] * 5.0f,
  763.                         0.03f, 0.0f); // hovered tile
  764.  
  765.       // and the previous move source and target
  766.       if (options.want_lastmove && (board->move_count > 1) && (board->viewed_move > 0)
  767.           && IS_VALID_POSITION (board->moves[board->viewed_move].source)
  768.           && IS_VALID_POSITION (board->moves[board->viewed_move].target))
  769.       {
  770.          Scene_AddTile (scene, theme->lastmovesource_textureindex, 2.5f,
  771.                         17.5f - (7 - board->moves[board->viewed_move].source[1]) * 5.0f,
  772.                         17.5f - board->moves[board->viewed_move].source[0] * 5.0f,
  773.                         0.04f, 0.0f); // previous move source
  774.          Scene_AddTile (scene, theme->lastmovetarget_textureindex, 2.5f,
  775.                         17.5f - (7 - board->moves[board->viewed_move].target[1]) * 5.0f,
  776.                         17.5f - board->moves[board->viewed_move].target[0] * 5.0f,
  777.                         0.04f, 0.0f); // previous move target
  778.       }
  779.    }
  780.  
  781.    ////////////////////////////////////////////////////////////////////////////////////////////////
  782.    // now draw the 3D parts that are still in play
  783.  
  784.    // cycle through all the grid and place all static parts
  785.    for (line = 0; line < 8; line++)
  786.    {
  787.       for (column = 0; column < 8; column++)
  788.       {
  789.          boardslot = &currentmove->slots[line][column]; // quick access to grid slot
  790.  
  791.          // is there nothing on this grid slot ?
  792.          if (boardslot->part == PART_NONE)
  793.             continue; // then don't draw anything on it
  794.  
  795.          // is this part not animated ? i.e.:
  796.          // has no movement happened yet
  797.          // OR does the movement NOT land on this slot
  798.          //    AND is it NOT the tower concerned by a castle ?
  799.          if ((board->viewed_move == 0)
  800.              || (((line != currentmove->target[0]) || (column != currentmove->target[1]))
  801.                  && ((towupper (currentmove->pgntext[0]) != L'O')
  802.                      || (line != (currentmove->color == COLOR_WHITE ? 0 : 7)) || (column != (currentmove->target[1] == 2 ? 3 : 5)))))
  803.          {
  804.             // do we want the 3D models or the flat icons ?
  805.             // we do when EITHER we don't want flat icons OR the player playing the current move is looking downstraight
  806.             if (!want_flaticons || (current_pitch < MAX_PITCH_FOR_FLAT_ICONS))
  807.                Scene_AddPart (scene, boardslot->part, boardslot->color, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f, 0.0f, 0.0f);
  808.             else
  809.                Scene_AddTile (scene, theme->flattextures[boardslot->color][boardslot->part], 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.05f, flaticons_yaw);
  810.          }
  811.       } // end for (column = 0; column < 8; column++)
  812.    } // end for (line = 0; line < 8; line++)
  813.  
  814.    // now do another pass and draw the part(s) that are currently moving
  815.    for (line = 0; line < 8; line++)
  816.    {
  817.       for (column = 0; column < 8; column++)
  818.       {
  819.          boardslot = &currentmove->slots[line][column]; // quick access to grid slot
  820.  
  821.          // is there nothing on this grid slot ?
  822.          if (boardslot->part == PART_NONE)
  823.             continue; // then don't draw anything on it
  824.  
  825.          // has a movement happened yet AND does it land on this slot ?
  826.          if ((board->viewed_move > 0)
  827.              && (line == currentmove->target[0]) && (column == currentmove->target[1]))
  828.          {
  829.             // should this part slide ? parts moving orthogonally slide instead of jumping AND only if the distance is 1 square
  830.             is_sliding = options.want_slidinganimations
  831.                          && ((currentmove->source[0] == currentmove->target[0]) || (currentmove->source[1] == currentmove->target[1]))
  832.                          && (abs (currentmove->target[0] - currentmove->source[0]) < 2)
  833.                          && (abs (currentmove->target[1] - currentmove->source[1]) < 2);
  834.  
  835.             // do we want animations AND is it still time to play the animation ?
  836.             if (options.want_animations && (animation_endtime > current_time))
  837.             {
  838.                // get the source and target X and Y positions
  839.                source_x = 17.5f - (7 - currentmove->source[1]) * 5.0f;
  840.                source_y = 17.5f - currentmove->source[0] * 5.0f;
  841.                target_x = 17.5f - (7 - currentmove->target[1]) * 5.0f;
  842.                target_y = 17.5f - currentmove->target[0] * 5.0f;
  843.  
  844.                // compute the movement completion ratio between 0 and 1
  845.                movement_ratio = 1.0f - (animation_endtime - current_time) / ANIMATION_DURATION;
  846.  
  847.                // compute the current X an Y based on movement timing
  848.                current_x = source_x + (target_x - source_x) * movement_ratio;
  849.                current_y = source_y + (target_y - source_y) * movement_ratio;
  850.  
  851.                // do we want the 3D models or the flat icons ?
  852.                // we do when EITHER we don't want flat icons OR the player playing the current move is looking downstraight
  853.                if (!want_flaticons || (current_pitch < MAX_PITCH_FOR_FLAT_ICONS))
  854.                {
  855.                   // should this part be sliding or jumping ?
  856.                   if (is_sliding)
  857.                   {
  858.                      current_z = 0.04f; // just slide
  859.                      current_p = 0.0f; // and stay vertical
  860.                   }
  861.                   else
  862.                   {
  863.                      // height is a sine positive, max height is proportional to travelled distance
  864.                      movement_diffco = abs(currentmove->target[1] - currentmove->source[1]);
  865.                      movement_diffli = abs(currentmove->target[0] - currentmove->source[0]);
  866.                      movement_maxheight = 0.5f + (float)movement_diffco + (float)movement_diffli;
  867.                      if (currentmove->part == PART_KNIGHT)
  868.                         movement_maxheight *= 2.0f; // knights jump high
  869.                      else if ((currentmove->part == PART_KING) && (movement_diffco == 2))
  870.                         movement_maxheight *= 5.0f; // kings jump VERY high when castling too
  871.                      else if (movement_maxheight > 5.0f)
  872.                         movement_maxheight = 5.0f; // all other parts just hover above the ground
  873.                      current_z = 0.04f + (float)sin(MATH_PI * movement_ratio) * movement_maxheight; // part height
  874.                      current_p = (boardslot->color == COLOR_BLACK ? -1 : 1) * min(current_z * 3.0f, 10.0f); // part inclination
  875.                   }
  876.  
  877.                   // make this part move realistically
  878.                   Scene_AddPart (scene, boardslot->part, boardslot->color, current_x, current_y, current_z, 0.0f, current_p);
  879.                }
  880.                else
  881.                   Scene_AddTile (scene, theme->flattextures[boardslot->color][boardslot->part], 2.5f, current_x, current_y, 0.07f, flaticons_yaw);
  882.             }
  883.             else
  884.             {
  885.                // do we want the 3D models or the flat icons ?
  886.                // we do when EITHER we don't want flat icons OR the current player is looking downstraight
  887.                if (!want_flaticons || (current_pitch < MAX_PITCH_FOR_FLAT_ICONS))
  888.                   Scene_AddPart (scene, boardslot->part, boardslot->color, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f, 0.0f, 0.0f);
  889.                else
  890.                   Scene_AddTile (scene, theme->flattextures[boardslot->color][boardslot->part], 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.05f, flaticons_yaw);
  891.             }
  892.  
  893.             // is it time to play a "start of animation" sound ?
  894.             if (current_time + ANIMATION_DURATION == animation_endtime)
  895.             {
  896.                has_endsound_played = false; // an animation just started, remember the ending sound hasn't played yet
  897.                if (is_sliding)
  898.                   Audio_PlaySound (SOUNDTYPE_SLIDE, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f); // play the sliding move sound
  899.             }
  900.  
  901.             // is it time to play an "end of animation" sound ?
  902.             else if ((animation_endtime - 0.1f < current_time) && !has_endsound_played)
  903.             {
  904.                if (!is_sliding)
  905.                   Audio_PlaySound (SOUNDTYPE_MOVE, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f); // play the normal move sound (unless the part was sliding)
  906.  
  907.                if (currentmove->has_captured)
  908.                   Audio_PlaySound (SOUNDTYPE_PIECETAKEN, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f); // on capture, play the capture sound
  909.  
  910.                // is the current player in checkmate, in check, in stalemate or is it a capture ? (to play the right sound)
  911.                // read as: was the last move an opponent's move AND did it put us to check ?
  912.                if (currentmove->is_check)
  913.                {
  914.                   // is it a checkmate or a normal check ? (checkmate == check + stalemate)
  915.                   if (currentmove->is_stalemate)
  916.                      Audio_PlaySound (board->players[currentmove->color].type == PLAYER_HUMAN ? SOUNDTYPE_VICTORY : SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f); // if so, play endgame sound at the center of the board
  917.                   else
  918.                      Audio_PlaySound (SOUNDTYPE_CHECK, 0.0f, 0.0f, 0.04f); // else play the check sound at the center of the board
  919.                }
  920.                else if (currentmove->is_stalemate)
  921.                   Audio_PlaySound (SOUNDTYPE_DEFEAT, 0.0f, 0.0f, 0.04f); // on stalemate, play defeat sound at the center of the board
  922.  
  923.                has_endsound_played = true; // remember the "end of animation" sound has been played (this will be reset at the beginning of the next animation)
  924.             }
  925.          }
  926.  
  927.          // else has a movement happened yet AND is this movement a castle AND is this the concerned tower ?
  928.          else if ((board->viewed_move > 0)
  929.                   && (towupper (currentmove->pgntext[0]) == L'O') // either O-O-O or O-O
  930.                   && (line == (currentmove->color == COLOR_WHITE ? 0 : 7)) && (column == (currentmove->target[1] == 2 ? 3 : 5)))
  931.          {
  932.             // do we want animations AND is it still time to play the animation ? (castling rooks move faster)
  933.             if (options.want_animations && (animation_endtime - (0.5f * ANIMATION_DURATION) > current_time))
  934.             {
  935.                // get the source and target X and Y positions
  936.                source_x = 17.5f - (7 - (currentmove->target[1] == 2 ? 0 : 7)) * 5.0f; // if king moves left, then rook starts on column a, else it starts on column h
  937.                source_y = 17.5f - line * 5.0f;
  938.                target_x = 17.5f - (7 - column) * 5.0f;
  939.                target_y = 17.5f - line * 5.0f;
  940.  
  941.                // compute the movement completion ratio between 0 and 1 (castling rooks move faster)
  942.                movement_ratio = min (1.0f, 1.0f - (animation_endtime - (0.5f * ANIMATION_DURATION) - current_time) / (0.5f * ANIMATION_DURATION));
  943.  
  944.                // compute the current X an Y based on movement timing
  945.                current_x = source_x + (target_x - source_x) * movement_ratio;
  946.                current_y = source_y + (target_y - source_y) * movement_ratio;
  947.  
  948.                // height is a sine positive, max height is proportional to travelled distance
  949.                movement_maxheight = 1.0f; // castling rook will barely hover above the ground
  950.                current_z = 0.04f + (float) sin (MATH_PI * movement_ratio) * movement_maxheight;
  951.  
  952.                // make this part move realistically - do we want the 3D models or the flat icons ?
  953.                // we do when EITHER we don't want flat icons OR the player playing the current move is looking downstraight
  954.                if (!want_flaticons || (current_pitch < MAX_PITCH_FOR_FLAT_ICONS))
  955.                   Scene_AddPart (scene, boardslot->part, boardslot->color, current_x, current_y, current_z, 0.0f, (boardslot->color == COLOR_BLACK ? -1 : 1) * min (current_z * 3.0f, 10.0f));
  956.                else
  957.                   Scene_AddTile (scene, theme->flattextures[boardslot->color][boardslot->part], 2.5f, current_x, current_y, 0.09f, flaticons_yaw);
  958.  
  959.                if (movement_ratio < 0.9f)
  960.                   rooksound_played = false; // if the rook is still moving, reset the "sound played" flag
  961.                else if (!rooksound_played)
  962.                {
  963.                   Audio_PlaySound (SOUNDTYPE_MOVE, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f); // when the rook has landed, play a move sound
  964.                   rooksound_played = true; // remember this is no longer to be done
  965.                }
  966.             }
  967.             else
  968.             {
  969.                // do we want the 3D models or the flat icons ?
  970.                // we do when EITHER we don't want flat icons OR the current player is looking downstraight
  971.                if (!want_flaticons || (current_pitch < MAX_PITCH_FOR_FLAT_ICONS))
  972.                   Scene_AddPart (scene, boardslot->part, boardslot->color, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.04f, 0.0f, 0.0f);
  973.                else
  974.                   Scene_AddTile (scene, theme->flattextures[boardslot->color][boardslot->part], 2.5f, 17.5f - (7 - column) * 5.0f, 17.5f - line * 5.0f, 0.05f, flaticons_yaw);
  975.             }
  976.          }
  977.       } // end for (column = 0; column < 8; column++)
  978.    } // end for (line = 0; line < 8; line++)
  979.  
  980.    ////////////////////////////////////////////////////////////////////////////////////
  981.    // now draw the sepia overlay if we're in history view mode or if the game is paused
  982.  
  983.    if (options.want_sepiafilter && (is_paused || ((board->move_count > 1) && (board->viewed_move != board->move_count - 1))))
  984.       scene->overlay_spriteindex = sepia_spriteindex; // use the sepia filter
  985.    else
  986.       scene->overlay_spriteindex = -1; // else use natural colors
  987.  
  988.    ////////////////////////////////////////////////////////////////////////////////////////////////
  989.    // now draw the move comment text
  990.  
  991.    // does the move we are viewing have a comment ? if so, copy it, else leave it clear. Also if we're online, display a help text
  992.    if ((currentmove->comment != NULL) && (currentmove->comment[0] != 0))
  993.       Scene_UpdateText (&scene->gui.comment_text, RGBA_TO_RGBACOLOR (255, 255, 255, 191), DURATION_INFINITE, false, currentmove->comment);
  994.    else if ((network_player != NULL) && network_player->is_logged_in && !network_player->is_in_game)
  995.       Scene_UpdateText (&scene->gui.comment_text, RGBA_TO_RGBACOLOR (255, 255, 255, 191), DURATION_INFINITE, false, connected_comment);
  996.    else if (RGBACOLOR_ALPHA (scene->gui.comment_text.color) >= 128) // HACK: don't clear if a dimmed hint text is already here
  997.       scene->gui.comment_text.is_displayed = false; // else clear comment text
  998.  
  999.    ////////////////////////////////////////////////////////////////////////////////////////////////
  1000.    // now draw the game clock
  1001.  
  1002.    // do we want to print the game clock ?
  1003.    if (options.want_clock && (board->move_count > 1) && (board->game_state == STATE_PLAYING))
  1004.    {
  1005.       network_player = Player_FindByType (PLAYER_INTERNET); // quick access to network player
  1006.  
  1007.       // are we in Internet play ? if so, count time down, else count it up
  1008.       if ((network_player != NULL) && network_player->is_in_game)
  1009.          seconds = Player_GetCurrent ()->remaining_seconds - (int) (current_time - board->lastmove_time); // total seconds first
  1010.       else
  1011.          seconds = (int) (current_time - stoppage_time - board->lastmove_time); // total seconds first, take pauses in account
  1012.  
  1013.       minutes = seconds / 60; // minutes
  1014.       seconds -= 60 * minutes; // remaining seconds
  1015.  
  1016.       Scene_UpdateText (&scene->gui.clock_text, RGBACOLOR_SETALPHA (options.clock_color, 0x7f), DURATION_INFINITE, false, L"%02d:%02d  ", minutes, seconds); // note: last space is alt+255
  1017.    }
  1018.    else
  1019.       scene->gui.clock_text.is_displayed = false;
  1020.  
  1021.    ////////////////////////////////////////////////////////////////////////////////////////////////
  1022.    // now draw the turn text
  1023.  
  1024.    // do we want to print the player's turn AND has the game not ended yet ? if so, copy it, else leave it clear
  1025.    if (options.want_turn && (board->game_state == STATE_PLAYING))
  1026.    {
  1027.       if (Board_ColorToMove (board) == COLOR_BLACK)
  1028.       {
  1029.          if (scene->gui.turn_text.color != 0x000000C0)
  1030.             Scene_UpdateText (&scene->gui.turn_text, 0x000000C0, DURATION_INFINITE, true, LOCALIZE (L"BlackMoves"));
  1031.       }
  1032.       else
  1033.       {
  1034.          if (scene->gui.turn_text.color != 0xFFFFFF80)
  1035.             Scene_UpdateText (&scene->gui.turn_text, 0xFFFFFF80, DURATION_INFINITE, true, LOCALIZE (L"WhiteMoves"));
  1036.       }
  1037.    }
  1038.    else
  1039.       scene->gui.turn_text.is_displayed = false;
  1040.  
  1041.    ////////////////////////////////////////////////////////////////////////////////////////////////
  1042.    // now draw the game history text
  1043.  
  1044.    // do we want to display the game history ? if so, display the game history text in PGN
  1045.    if (options.want_history && (board->move_count > 1))
  1046.    {
  1047.       // allocate an arbitrary length history text string buffer (assume each move can't be longer than 15 characters)
  1048.       historytext_size = 15 * (1 + board->viewed_move);
  1049.       history_text = (wchar_t *) SAFE_malloc (historytext_size, sizeof (wchar_t), false);
  1050.       history_text[0] = 0; // and reset it
  1051.  
  1052.       // now for each move we want to display...
  1053.       for (move_index = 1; move_index <= board->viewed_move; move_index++)
  1054.       {
  1055.          length = wcslen (history_text); // get current text length
  1056.  
  1057.          // every move pair, append move pair number
  1058.          if (move_index % 2 == 1)
  1059.             swprintf_s (&history_text[length], historytext_size - length, L"%d.   ", 1 + move_index / 2);
  1060.  
  1061.          // append move text
  1062.          wcscat_s (history_text, historytext_size, board->moves[move_index].pgntext);
  1063.          wcscat_s (history_text, historytext_size, L"   ");
  1064.  
  1065.          // every odd move, drop a newline
  1066.          if (move_index % 2 == 0)
  1067.             wcscat_s (history_text, historytext_size, L"\n");
  1068.       }
  1069.  
  1070.       // add 50% alpha to game history color and transmit it to 3D engine
  1071.       Scene_UpdateText (&scene->gui.history_text, RGBACOLOR_SETALPHA (options.history_color, 0x7f), DURATION_INFINITE, false, history_text);
  1072.       SAFE_free ((void **) &history_text);
  1073.    }
  1074.    else
  1075.       scene->gui.history_text.is_displayed = false; // if we don't need to display the game history, free the buffer
  1076.  
  1077.    ////////////////////////////////////////////////////////////////////////////////////////////////
  1078.    // now draw the chat area
  1079.  
  1080.    // is a valid chatter channel selected ?
  1081.    if ((selected_chatterchannel != NULL) && (chatterchannel_count > 0) && ((local_player = Player_FindByType (PLAYER_HUMAN)) != NULL))
  1082.    {
  1083.       // set the chatter's name
  1084.       wcscpy_s (scene->gui.entered_ccreply.nickname, WCHAR_SIZEOF (scene->gui.entered_ccreply.nickname), local_player->name);
  1085.  
  1086.       // correct or update the channel name and color
  1087.       if (selected_chatterchannel->theme[0] != 0)
  1088.          wcscpy_s (scene->gui.entered_ccreply.channelname, WCHAR_SIZEOF (scene->gui.entered_ccreply.channelname), selected_chatterchannel->theme);
  1089.       else
  1090.          swprintf_s (scene->gui.entered_ccreply.channelname, WCHAR_SIZEOF (scene->gui.entered_ccreply.channelname), L"%s %d", LOCALIZE (L"ChatterChannels_ColumnChannelNumber"), selected_chatterchannel->id);
  1091.       scene->gui.entered_ccreply.color = RGBACOLOR_FULLALPHA (selected_chatterchannel->color); // full bright for entering text
  1092.    }
  1093.  
  1094.    // display parts pick line in position setup mode only
  1095.    scene->gui.is_partspick_displayed = (board->game_state == STATE_SETUPPOSITION ? true : false);
  1096.  
  1097.    //////////////////////////
  1098.    // error and notifications
  1099.  
  1100.    // is the current player a computer AND are we playing a game right now
  1101.    // AND has the computer been thinking for more than 5 seconds AND is there no "thinking" text yet ?
  1102.    if ((board->players[Board_ColorToMove (board)].type == PLAYER_COMPUTER) && (board->game_state == STATE_PLAYING)
  1103.        && (board->lastmove_time + 5.0f < current_time) && !scene->gui.central_text.is_displayed)
  1104.    {
  1105.       Scene_UpdateText (&scene->gui.central_text, RGBA_TO_RGBACOLOR (255, 255, 255, 191), DURATION_INFINITE, true, LOCALIZE (L"Thinking")); // if so, display the "thinking" phrase in the middle of the screen
  1106.       scene->gui.want_spinwheel = true; // start spinning wheel
  1107.    }
  1108.  
  1109.    // is there a network player AND is our socket gone AWOL ?
  1110.    else if ((network_player != NULL) && (network_player->our_socket == INVALID_SOCKET))
  1111.    {
  1112.       // is there nothing in the center of the screen yet ?
  1113.       if (!scene->gui.central_text.is_displayed)
  1114.          Scene_UpdateText (&scene->gui.central_text, RGBA_TO_RGBACOLOR (255, 255, 255, 191), DURATION_INFINITE, true, L"\n\n\n\n\n%s", LOCALIZE (L"Error_ConnectionToChessServerLost")); // display "error" in the middle of the screen
  1115.       scene->overlay_spriteindex = sepia_spriteindex; // display sepia filter if no connection
  1116.    }
  1117.  
  1118.    // is the game paused ?
  1119.    if (is_paused)
  1120.       Scene_UpdateText (&scene->gui.central_text, RGBA_TO_RGBACOLOR (255, 255, 255, 255), 1.0f, false, L"\n\n\n\n\n%s", LOCALIZE (L"Paused")); // if so, display the "paused" phrase in the middle of the screen
  1121.  
  1122.    return; // finished, scene is updated
  1123. }
  1124.  
  1125.  
  1126. void Scene_AddCCReply (scene_t *scene, wchar_t *nickname, wchar_t *channelname, unsigned long color_rgbx, wchar_t *fmt, ...)
  1127. {
  1128.    // helper function to add a CC reply on display
  1129.  
  1130.    static wchar_t message[4096];
  1131.    ccreply_t re;
  1132.    va_list argptr;
  1133.  
  1134.    // concatenate all the arguments in one string
  1135.    va_start (argptr, fmt);
  1136.    _vsnwprintf_s (message, WCHAR_SIZEOF (message), _TRUNCATE, fmt, argptr);
  1137.    va_end (argptr);
  1138.  
  1139.    // now put the text in place
  1140.    memset (&re, 0, sizeof (re)); // reset the structure we're about to fill
  1141.  
  1142.    wcscpy_s (re.nickname, WCHAR_SIZEOF (re.nickname), nickname); // copy nickname
  1143.    wcscpy_s (re.channelname, WCHAR_SIZEOF (re.channelname), channelname); // copy channel name
  1144.  
  1145.    re.text_length = wcslen (message); // get text length
  1146.    re.text = (wchar_t *) SAFE_malloc (re.text_length + 1, sizeof (wchar_t), false); // allocate text space (include null terminator)
  1147.    wcscpy_s (re.text, re.text_length + 1, message); // get the text
  1148.  
  1149.    re.color = RGBACOLOR_SETALPHA (color_rgbx, 0xC0); // copy reply color and force a slightly transparent alpha
  1150.    re.arrival_time = current_time; // save CC reply arrival time
  1151.  
  1152.    // reallocate CC history array to hold now one reply more
  1153.    scene->gui.cchistory = (ccreply_t *) SAFE_realloc (scene->gui.cchistory, scene->gui.cchistory_count, scene->gui.cchistory_count + 1, sizeof (ccreply_t), false);
  1154.    memcpy (&scene->gui.cchistory[scene->gui.cchistory_count], &re, sizeof (ccreply_t));
  1155.    scene->gui.cchistory_count++; // CC history holds now one reply more
  1156.  
  1157.    return; // finished, announcement text is set
  1158. }
  1159.  
  1160.  
  1161. void Scene_AddAnnouncement (scene_t *scene, wchar_t *fmt, ...)
  1162. {
  1163.    // helper function to set the announcement (red) text on display
  1164.  
  1165.    static wchar_t message[4096];
  1166.    ccreply_t re;
  1167.    va_list argptr;
  1168.  
  1169.    // concatenate all the arguments in one string
  1170.    va_start (argptr, fmt);
  1171.    _vsnwprintf_s (message, WCHAR_SIZEOF (message), _TRUNCATE, fmt, argptr);
  1172.    va_end (argptr);
  1173.  
  1174.    // now put the text in place
  1175.    memset (&re, 0, sizeof (re)); // reset the structure we're about to fill
  1176.  
  1177.    re.text_length = wcslen (message); // get text length
  1178.    re.text = (wchar_t *) SAFE_malloc (re.text_length + 1, sizeof (wchar_t), false); // allocate text space (include null terminator)
  1179.    wcscpy_s (re.text, re.text_length + 1, message); // get the text
  1180.  
  1181.    wcscpy_s (re.channelname, WCHAR_SIZEOF (re.channelname), LOCALIZE (L"ImportantMessage"));
  1182.    re.color = RGBA_TO_RGBACOLOR (192, 0, 0, 0xE0); // fair red, a bit more opaque than normal messages
  1183.    re.arrival_time = current_time; // save announcement arrival time
  1184.  
  1185.    // reallocate CC history array to hold now one reply more
  1186.    scene->gui.cchistory = (ccreply_t *) SAFE_realloc (scene->gui.cchistory, scene->gui.cchistory_count, scene->gui.cchistory_count + 1, sizeof (ccreply_t), false);
  1187.    memcpy (&scene->gui.cchistory[scene->gui.cchistory_count], &re, sizeof (ccreply_t));
  1188.    scene->gui.cchistory_count++; // CC history holds now one reply more
  1189.  
  1190.    return; // finished, announcement text is set
  1191. }
  1192.  
  1193.  
  1194. void Scene_SetupButton (guibutton_t *button, float left_percent, float top_percent, float width_percent, float height_percent, int sprite_index, wchar_t *fmt, ...)
  1195. {
  1196.    // helper function to set up a GUI button. WARNING: -1 and NULL in parameter values means "no change"!
  1197.  
  1198.    va_list argptr;
  1199.  
  1200.    if (left_percent != -1)   button->left = left_percent;
  1201.    if (top_percent != -1)    button->top = top_percent;
  1202.    if (width_percent != -1)  button->width = width_percent;
  1203.    if (height_percent != -1) button->height = height_percent;
  1204.    if (sprite_index != -1)   button->sprite_index = sprite_index;
  1205.  
  1206.    // concatenate all the arguments in one string
  1207.    if (fmt != NULL)
  1208.    {
  1209.       va_start (argptr, fmt);
  1210.       _vsnwprintf_s (button->text, WCHAR_SIZEOF (button->text), _TRUNCATE, fmt, argptr);
  1211.       va_end (argptr);
  1212.    }
  1213.    else if (fmt[0] == 0)
  1214.       button->text[0] = 0; // (unless no text is specified for this button)
  1215.  
  1216.    return; // finished, button is set
  1217. }
  1218.  
  1219.  
  1220. void Scene_SetupTextArea (guitext_t *text, float xpos_percent, float ypos_percent, float maxwidth_percent, int horizontal_align, int vertical_align, int text_align, int font_index)
  1221. {
  1222.    // helper function to set some text on display. WARNING: -1 in parameter values means "no change"!
  1223.  
  1224.    if (xpos_percent != -1)     text->xpos_percent = xpos_percent; // save text's X position, in percents from left to right
  1225.    if (ypos_percent != -1)     text->ypos_percent = ypos_percent; // save text's Y position, in percents from top to bottom
  1226.    if (maxwidth_percent != -1) text->maxwidth_percent = maxwidth_percent; // save text's max width before word wrapping
  1227.    if (horizontal_align != -1) text->horizontal_align = horizontal_align; // save text's horizontal alignment regarding the X position
  1228.    if (vertical_align != -1)   text->vertical_align = vertical_align; // save text's vertical alignment regarding the Y position
  1229.    if (text_align != -1)       text->text_align = text_align; // save text's horizontal alignment inside the bounding rectangle
  1230.    if (font_index != -1)       text->font_index = font_index; // save the index of the font with which to display this text
  1231.  
  1232.    return; // finished, text area is setup
  1233. }
  1234.  
  1235.  
  1236. void Scene_UpdateText (guitext_t *text, unsigned long color_rgba, float duration, bool want_fade, wchar_t *fmt, ...)
  1237. {
  1238.    // helper function to update some text on display
  1239.  
  1240.    static wchar_t message[4096];
  1241.    va_list argptr;
  1242.    int length;
  1243.  
  1244.    text->color = color_rgba; // text's color, in RGBA
  1245.  
  1246.    // concatenate all the arguments in one string
  1247.    if (fmt != NULL)
  1248.    {
  1249.       va_start (argptr, fmt);
  1250.       _vsnwprintf_s (message, WCHAR_SIZEOF (message), _TRUNCATE, fmt, argptr);
  1251.       va_end (argptr);
  1252.    }
  1253.  
  1254.    // now put the text in place
  1255.    length = wcslen (message) + 1; // include null terminator
  1256.    text->buffer = (wchar_t *) SAFE_realloc (text->buffer, text->buffer_size, length, sizeof (wchar_t), false);
  1257.    wcscpy_s (text->buffer, length, message); // copy message text
  1258.    text->buffer_size = length; // and save buffer length
  1259.  
  1260.    text->appear_time = current_time; // save text arrival time
  1261.    text->disappear_time = current_time + duration; // make it last duration seconds
  1262.    text->want_fade = want_fade; // remember if text needs to be faded in and out
  1263.  
  1264.    // mark this text for display
  1265.    text->is_displayed = true;
  1266.  
  1267.    return; // finished, text is updated
  1268. }
  1269.  
  1270.  
  1271. static void Scene_AddPart (scene_t *scene, int part_type, int part_color, float pos_x, float pos_y, float pos_z, float turn_yaw, float pitch)
  1272. {
  1273.    // helper function to add a specified part of the specified color to the rendered scene
  1274.  
  1275.    sceneobject_t *object;
  1276.    partcolor_t *partcolor;
  1277.  
  1278.    // reallocate space to hold one object more and blank it out
  1279.    scene->objects = (sceneobject_t *) SAFE_realloc (scene->objects, scene->object_count, scene->object_count + 1, sizeof (sceneobject_t), true);
  1280.  
  1281.    object = &scene->objects[scene->object_count]; // quick access to object
  1282.  
  1283.    object->mesh_index = theme->part_meshes[part_type]; // retrieve object mesh
  1284.    object->simpleshadow_size = simpleshadow_sizes[part_type]; // retrieve simple shadow size according to part type
  1285.    object->scale = 1.0f; // scale at 1 so far
  1286.  
  1287.    // set object texture and material
  1288.    partcolor = &theme->part_colors[part_color]; // quick access to part color struct
  1289.    object->texture_index = partcolor->texture;
  1290.    object->material_index = partcolor->material;
  1291.  
  1292.    // figure out object position on board
  1293.    object->x = pos_x;
  1294.    object->y = pos_y;
  1295.    object->z = pos_z;
  1296.  
  1297.    // turn a color's all parts' yaw 180 degrees so as both sides face each other
  1298.    if (part_color == COLOR_WHITE)
  1299.       object->yaw = 180.0f;
  1300.    else
  1301.       object->yaw = 0.0f;
  1302.  
  1303.    // and add the final turn pitch and yaw
  1304.    object->pitch = pitch;
  1305.    object->yaw = WrapAngle (object->yaw + turn_yaw);
  1306.  
  1307.    scene->object_count++; // array holds now one object more
  1308.    return; // finished
  1309. }
  1310.  
  1311.  
  1312. static void Scene_AddTile (scene_t *scene, int texture_index, float scale, float pos_x, float pos_y, float pos_z, float turn_yaw)
  1313. {
  1314.    // helper function to add a specified part of the specified color to the rendered scene
  1315.  
  1316.    sceneobject_t *object;
  1317.  
  1318.    // reallocate space to hold one object more and blank it out
  1319.    scene->objects = (sceneobject_t *) SAFE_realloc (scene->objects, scene->object_count, scene->object_count + 1, sizeof (sceneobject_t), true);
  1320.  
  1321.    object = &scene->objects[scene->object_count]; // quick access to object
  1322.  
  1323.    // save object data
  1324.    object->mesh_index = -1; // objects that have -1 as mesh index are tiles
  1325.    object->texture_index = texture_index;
  1326.    object->material_index = -1; // objects will use the default material
  1327.  
  1328.    // figure out object position on board
  1329.    object->x = pos_x;
  1330.    object->y = pos_y;
  1331.    object->z = pos_z;
  1332.    object->scale = scale;
  1333.  
  1334.    // turn tile as requested
  1335.    object->yaw = turn_yaw;
  1336.  
  1337.    scene->object_count++; // array holds now one object more
  1338.  
  1339.    return; // finished
  1340. }
  1341.