Subversion Repositories Games.Chess Giants

Rev

Rev 29 | Rev 59 | Go to most recent revision | Blame | Compare with Previous | Last modification | View Log | Download | RSS feed

  1. // window_main.cpp
  2.  
  3. #include "../common.h"
  4.  
  5.  
  6. // global variables used in this module only
  7. static wchar_t folder_path[MAX_PATH];
  8.  
  9.  
  10. // prototypes of local functions
  11. static bool Button_IsHovered (guibutton_t *button, int gui_x, int gui_y);
  12. static bool Button_UpdateHoverState (guibutton_t *button, int gui_x, int gui_y);
  13.  
  14.  
  15. LRESULT CALLBACK WindowProc_Main (HWND hWnd, unsigned int message, WPARAM wParam, LPARAM lParam)
  16. {
  17.    // this is the main message handler for the program
  18.  
  19.    static wchar_t fen_string[128];
  20.    static char selectable_parts[14] = "PRNBQK kqbnrp";
  21.    static int prevgui_x = 0;
  22.    static int prevgui_y = 0;
  23.    static bool ctrl_pressed = false;
  24.    static bool rbutton_pushed = false;
  25.  
  26.    unsigned short wParam_hiword;
  27.    unsigned short wParam_loword;
  28.    int prev_hovered_position[2];
  29.    player_t *current_player;
  30.    player_t *opposite_player;
  31.    player_t *local_player;
  32.    player_t *remote_player;
  33.    ccreply_t *entered_ccreply;
  34.    boardmove_t *current_move;
  35.    float board_x;
  36.    float board_y;
  37.    int gui_x;
  38.    int gui_y;
  39.    int line;
  40.    int column;
  41.    int index_line;
  42.    int index_column;
  43.    int part_index;
  44.    int part_color;
  45.    int viewer_index;
  46.  
  47.    // filter out the commonly used message values
  48.    wParam_hiword = HIWORD (wParam);
  49.    wParam_loword = LOWORD (wParam);
  50.  
  51.    ////////////////////////////////////////////////////////////////////////////////////////////////
  52.    // has the window just been fired up ?
  53.    if (message == WM_CREATE)
  54.    {
  55.       the_scene.gui.is_entering_text = false; // we are NOT entering text yet
  56.  
  57.       // call the default window message processing function to keep things going
  58.       return (DefWindowProc (hWnd, message, wParam, lParam));
  59.    }
  60.  
  61.    ////////////////////////////////////////////////////////////////////////////////////////////////
  62.    // else have we clicked on the close button ?
  63.    else if (message == WM_CLOSE)
  64.    {
  65.       if (the_board.game_state == STATE_PLAYING)
  66.          DialogBox_Quit (); // if a game has started, ask for confirmation
  67.       else
  68.          is_dialogbox_quit_validated = true; // if game hasn't started yet, quit without question
  69.  
  70.       return (0); // don't let Windows do the default processing on this message
  71.    }
  72.  
  73.    ////////////////////////////////////////////////////////////////////////////////////////////////
  74.    // else is the user closing its session OR the window is being destroyed ?
  75.    else if ((message == WM_QUERYENDSESSION) || (message == WM_ENDSESSION) || (message == WM_DESTROY))
  76.       terminate_everything = true; // suicide (for some reason, PostQuitMessage() is unreliable !?)
  77.  
  78.    /////////////////
  79.    // MENU EVENTS //
  80.    /////////////////
  81.  
  82.    ///////////////
  83.    // menu command
  84.    else if (message == WM_COMMAND)
  85.    {
  86.       // game menu, new game
  87.       if (wParam_loword == MENUID_GAME_NEWGAME)
  88.       {
  89.          if ((the_board.game_state == STATE_PLAYING) && (the_board.move_count > 1))
  90.             DialogBox_Resign (); // if a game is playing, ask to resign first
  91.          else
  92.             DialogBox_NewGame (); // game not started yet, show the new game dialog box
  93.       }
  94.  
  95.       // game menu, setup start position
  96.       else if (wParam_loword == MENUID_GAME_SETUPPOSITION)
  97.       {
  98.          if ((the_board.game_state == STATE_PLAYING) && (the_board.move_count > 1))
  99.             DialogBox_Resign (); // if a game is playing, ask to resign first
  100.          else
  101.          {
  102.             current_move = &the_board.moves[0]; // quick access to start move
  103.             memset (&current_move->slots, 0, sizeof (current_move->slots)); // erase all slots
  104.  
  105.             the_board.game_state = STATE_SETUPPOSITION; // game not started yet, enter board setup mode
  106.             the_board.reevaluate = true; // evaluate board again
  107.  
  108.             // display the "please choose start position" phrase in the middle of the screen
  109.             Scene_SetText (&the_scene.gui.central_text, 50.0f, 50.0f, -1, ALIGN_CENTER, ALIGN_CENTER, ALIGN_CENTER, centermsg_fontindex, RGBA_TO_RGBACOLOR (255, 255, 255, 191),
  110.                            999999.0f, true, LOCALIZE (L"SetupMode"));
  111.             the_scene.gui.partspick_selectedpart = ' '; // no selected part yet
  112.             the_scene.update = true; // and update the 3D scene
  113.          }
  114.       }
  115.  
  116.       // game menu, load game
  117.       else if (wParam_loword == MENUID_GAME_LOAD)
  118.          DialogBox_Load (); // fire up the load dialog box
  119.  
  120.       // game menu, save game
  121.       else if (wParam_loword == MENUID_GAME_SAVE)
  122.       {
  123.          if (save_pathname[0] != 0)
  124.             is_dialogbox_save_validated = true; // if the filename is known, save it directly
  125.          else
  126.             DialogBox_Save (); // else fire up the save dialog box
  127.       }
  128.  
  129.       // game menu, save as
  130.       else if (wParam_loword == MENUID_GAME_SAVEAS)
  131.          DialogBox_Save (); // fire up the save dialog box
  132.  
  133.       // game menu, save position as
  134.       else if (wParam_loword == MENUID_GAME_SAVEPOSITIONAS)
  135.          DialogBox_SavePosition (); // fire up the save position dialog box
  136.  
  137.       // game menu, resign
  138.       else if (wParam_loword == MENUID_GAME_RESIGN)
  139.          DialogBox_Resign (); // if a game has started, ask for confirmation
  140.  
  141.       // game menu, statistics (stats are only available in online mode)
  142.       else if (wParam_loword == MENUID_GAME_STATISTICS)
  143.       {
  144.          local_player = Player_FindByType (PLAYER_HUMAN);
  145.          if (local_player != NULL)
  146.             PlayerCard_FindOrCreate (local_player->name); // display player's own player card
  147.       }
  148.  
  149.       // game menu, options
  150.       else if (wParam_loword == MENUID_GAME_OPTIONS)
  151.          DialogBox_Options (); // fire up the options dialog box
  152.  
  153.       // game menu, quit
  154.       else if (wParam_loword == MENUID_GAME_QUIT)
  155.       {
  156.          if (the_board.game_state == STATE_PLAYING)
  157.             DialogBox_Quit (); // if a game has started, ask for confirmation
  158.          else
  159.             is_dialogbox_quit_validated = true; // if game hasn't started yet, quit without question
  160.       }
  161.  
  162.       // chessboard menu, suggest move
  163.       else if (wParam_loword == MENUID_CHESSBOARD_SUGGESTMOVE)
  164.          the_board.players[current_viewer].wants_hint = true; // remember this player wants a hint
  165.  
  166.       // chessboard menu, cancel last move
  167.       else if (wParam_loword == MENUID_CHESSBOARD_CANCELLASTMOVE)
  168.          the_board.players[current_viewer].wants_cancel = true; // remember this player wants to cancel his last move
  169.  
  170.       // chessboard menu, comment move
  171.       else if (wParam_loword == MENUID_CHESSBOARD_COMMENTMOVE)
  172.          DialogBox_Comment (); // fire up the comment dialog box
  173.  
  174.       // chessboard menu, go to move
  175.       else if (wParam_loword == MENUID_CHESSBOARD_GOTOMOVE)
  176.          DialogBox_GoToMove (); // fire up the go to move dialog box
  177.  
  178.       // chessboard menu, swap sides
  179.       else if (wParam_loword == MENUID_CHESSBOARD_SWAPSIDES)
  180.          the_board.want_playerswap = true; // remember board sides are to be swapped
  181.  
  182.       // chessboard menu, beginning of game
  183.       else if (wParam_loword == MENUID_CHESSBOARD_BEGINNINGOFGAME)
  184.       {
  185.          the_board.viewed_move = 0; // enter view mode and go to the beginning of the game
  186.          Audio_PlaySound (SOUNDTYPE_CLICK); // make a click sound
  187.          the_board.reevaluate = true; // evaluate board again
  188.       }
  189.  
  190.       // chessboard menu, previous move (only if arrow is enabled)
  191.       else if ((wParam_loword == MENUID_CHESSBOARD_PREVIOUSMOVE) && (the_scene.gui.larrow.state != 0))
  192.       {
  193.          the_board.viewed_move--; // enter view mode and go back one move
  194.          Audio_PlaySound (SOUNDTYPE_CLICK); // make a click sound
  195.          the_board.reevaluate = true; // evaluate board again
  196.       }
  197.  
  198.       // chessboard menu, next move (only if arrow is enabled)
  199.       else if ((wParam_loword == MENUID_CHESSBOARD_NEXTMOVE) && (the_scene.gui.rarrow.state != 0))
  200.       {
  201.          the_board.viewed_move++; // enter view mode and go forward one move
  202.          Audio_PlaySound (SOUNDTYPE_CLICK); // make a click sound
  203.          the_board.reevaluate = true; // evaluate board again
  204.       }
  205.  
  206.       // chessboard menu, current state of game
  207.       else if (wParam_loword == MENUID_CHESSBOARD_CURRENTSTATEOFGAME)
  208.       {
  209.          the_board.viewed_move = the_board.move_count - 1; // enter view mode and go to the current state of the game
  210.          Audio_PlaySound (SOUNDTYPE_CLICK); // make a click sound
  211.          the_board.reevaluate = true; // evaluate board again
  212.       }
  213.  
  214.       // chessboard menu, top view
  215.       else if (wParam_loword == MENUID_CHESSBOARD_TOPVIEW)
  216.       {
  217.          // cycle through both players and change their view angles EXCEPT the opponent if he's human
  218.          for (viewer_index = 0; viewer_index < 2; viewer_index++)
  219.             if ((the_board.players[viewer_index].type == PLAYER_COMPUTER)
  220.                 || (the_board.players[viewer_index].type == PLAYER_INTERNET)
  221.                 || (viewer_index == current_viewer))
  222.             {
  223.                the_board.players[viewer_index].view_pitch = 89.99f;
  224.                the_board.players[viewer_index].view_yaw = (current_viewer == COLOR_BLACK ? 90.0f : -90.0f);
  225.                the_board.players[viewer_index].view_distance = 58.0f;
  226.             }
  227.       }
  228.  
  229.       // chessboard menu, default view
  230.       else if (wParam_loword == MENUID_CHESSBOARD_DEFAULTVIEW)
  231.       {
  232.          // cycle through both players and change their view angles EXCEPT the opponent if he's human
  233.          for (viewer_index = 0; viewer_index < 2; viewer_index++)
  234.             if ((the_board.players[viewer_index].type == PLAYER_COMPUTER)
  235.                 || (the_board.players[viewer_index].type == PLAYER_INTERNET)
  236.                 || (viewer_index == current_viewer))
  237.             {
  238.                the_board.players[viewer_index].view_pitch = 55.0f;
  239.                the_board.players[viewer_index].view_yaw = (current_viewer == COLOR_BLACK ? 90.0f : -90.0f);
  240.                the_board.players[viewer_index].view_distance = 70.0f;
  241.             }
  242.       }
  243.  
  244.       // chessboard menu, reset view
  245.       else if (wParam_loword == MENUID_CHESSBOARD_RESETVIEW)
  246.       {
  247.          // cycle through both players and change their view angles EXCEPT the opponent if he's human
  248.          for (viewer_index = 0; viewer_index < 2; viewer_index++)
  249.             if ((the_board.players[viewer_index].type == PLAYER_COMPUTER)
  250.                 || (the_board.players[viewer_index].type == PLAYER_INTERNET)
  251.                 || (viewer_index == current_viewer))
  252.             {
  253.                the_board.players[viewer_index].view_pitch = the_board.players[current_viewer].custom_pitch;
  254.                the_board.players[viewer_index].view_yaw = the_board.players[current_viewer].custom_yaw;
  255.                the_board.players[viewer_index].view_distance = the_board.players[current_viewer].custom_distance;
  256.             }
  257.       }
  258.  
  259.       // chessboard menu, zoom in
  260.       else if (wParam_loword == MENUID_CHESSBOARD_ZOOMIN)
  261.       {
  262.          // scroll up & save this as the new custom distance
  263.          the_board.players[current_viewer].view_distance = max (48.0f, the_board.players[current_viewer].view_distance - 2.0f);
  264.          the_board.players[current_viewer].custom_distance = the_board.players[current_viewer].view_distance;
  265.          the_scene.update = true; // update the 3D scene
  266.       }
  267.  
  268.       // chessboard menu, zoom out
  269.       else if (wParam_loword == MENUID_CHESSBOARD_ZOOMOUT)
  270.       {
  271.          // scroll down & save this as the new custom distance
  272.          the_board.players[current_viewer].view_distance = min (100.0f, the_board.players[current_viewer].view_distance + 2.0f);
  273.          the_board.players[current_viewer].custom_distance = the_board.players[current_viewer].view_distance;
  274.          the_scene.update = true; // update the 3D scene
  275.       }
  276.  
  277.       // chessboard menu, change appearance
  278.       else if (wParam_loword == MENUID_CHESSBOARD_CHANGEAPPEARANCE)
  279.          DialogBox_ChangeAppearance ();
  280.  
  281.       // chessboard menu, display windows desktop
  282.       else if (wParam_loword == MENUID_CHESSBOARD_DISPLAYWINDOWSDESKTOP)
  283.          ShowWindow (hWnd, SW_MINIMIZE);
  284.  
  285.       // internet menu, show online players
  286.       else if (wParam_loword == MENUID_INTERNET_SHOWONLINEPLAYERS)
  287.          Window_Opponents ();
  288.  
  289.       // internet menu, show sought games
  290.       else if (wParam_loword == MENUID_INTERNET_SHOWSOUGHTGAMES)
  291.          Window_Sought ();
  292.  
  293.       // internet menu, seek game
  294.       else if (wParam_loword == MENUID_INTERNET_SEEKGAME)
  295.          DialogBox_SendSeek ();
  296.  
  297.       // internet menu, chatter channels
  298.       else if (wParam_loword == MENUID_INTERNET_CHATTERCHANNELS)
  299.          Window_ChatterChannels ();
  300.  
  301.       // internet menu, enter chat text
  302.       else if (wParam_loword == MENUID_INTERNET_ENTERCHATTEXT)
  303.          PostMessage (hWnd, WM_CHAR, L' ', 0); // emulate a space bar hit
  304.  
  305.       // internet menu, display player card
  306.       else if (wParam_loword == MENUID_INTERNET_DISPLAYPLAYERCARD)
  307.          DialogBox_PlayerInfoName ();
  308.  
  309.       // internet menu, display your card
  310.       else if (wParam_loword == MENUID_INTERNET_DISPLAYYOURCARD)
  311.       {
  312.          local_player = Player_FindByType (PLAYER_HUMAN);
  313.          if (local_player != NULL)
  314.             PlayerCard_FindOrCreate (local_player->name); // display player's own player card
  315.       }
  316.  
  317.       // internet menu, MOTD
  318.       else if (wParam_loword == MENUID_INTERNET_MOTD)
  319.          Window_MOTD ();
  320.  
  321.       // help menu, help
  322.       else if (wParam_loword == MENUID_HELP_HELP)
  323.       {
  324.          swprintf_s (folder_path, WCHAR_SIZEOF (folder_path), L"%s\\Chess Giants (%s).html", app_path, os_language);
  325.          ShellExecute (NULL, L"open", folder_path, NULL, NULL, SW_MAXIMIZE); // fire up the help file
  326.       }
  327.  
  328.       // help menu, get chess games
  329.       else if (wParam_loword == MENUID_HELP_GETCHESSGAMES)
  330.          ShellExecute (NULL, L"open", L"http://www.chessgames.com", NULL, NULL, SW_MAXIMIZE); // fire up the browser
  331.  
  332.       // help menu, add/modify visual themes
  333.       else if (wParam_loword == MENUID_HELP_ADDMODIFYVISUALTHEMES)
  334.       {
  335.          swprintf_s (folder_path, WCHAR_SIZEOF (folder_path), L"%s\\themes", app_path);
  336.          ShellExecute (NULL, L"open", folder_path, NULL, NULL, SW_SHOWNORMAL); // fire up Windows Explorer
  337.       }
  338.  
  339.       // help menu, add/modify translations
  340.       else if (wParam_loword == MENUID_HELP_ADDMODIFYTRANSLATIONS)
  341.       {
  342.          swprintf_s (folder_path, WCHAR_SIZEOF (folder_path), L"%s\\data\\languages", app_path);
  343.          ShellExecute (NULL, L"open", folder_path, NULL, NULL, SW_SHOWNORMAL); // fire up Windows Explorer
  344.       }
  345.  
  346.       // help menu, about
  347.       else if (wParam_loword == MENUID_HELP_ABOUT)
  348.          DialogBox_About (); // show the About dialog box
  349.  
  350.       // call the default window message processing function to keep things going
  351.       return (DefWindowProc (hWnd, message, wParam, lParam));
  352.    }
  353.  
  354.    /////////////////////////////////////////////////////
  355.    // ctrl key press or release (while not in animation)
  356.    else if ((message == WM_KEYDOWN) && (wParam == VK_CONTROL) && (animation_endtime + 1.0f < current_time))
  357.    {
  358.       ctrl_pressed = true; // remember the ctrl key is pressed
  359.  
  360.       // call the default window message processing function to keep things going
  361.       return (DefWindowProc (hWnd, message, wParam, lParam));
  362.    }
  363.    else if ((message == WM_KEYUP) && (wParam == VK_CONTROL) && (animation_endtime + 1.0f < current_time))
  364.    {
  365.       ctrl_pressed = false; // remember the ctrl key is released
  366.       rbutton_pushed = false; // remember button is released
  367.       the_scene.update = true; // update the 3D scene
  368.  
  369.       // call the default window message processing function to keep things going
  370.       return (DefWindowProc (hWnd, message, wParam, lParam));
  371.    }
  372.  
  373.    //////////////////
  374.    // MOUSE EVENTS //
  375.    //////////////////
  376.  
  377.    ////////////////////////////////////////////////////////////////////////////////////////////////
  378.    // left mouse button push
  379.    else if (message == WM_LBUTTONDOWN)
  380.    {
  381.       // are we in animation OR are mouse commands NOT allowed ?
  382.       if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
  383.          return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
  384.  
  385.       // is the ctrl key pressed (emulates a right click) ?
  386.       if (ctrl_pressed)
  387.       {
  388.          prevgui_x = GET_X_LPARAM (lParam); // remember mouse coordinates
  389.          prevgui_y = GET_Y_LPARAM (lParam);
  390.  
  391.          // if we click something, stop moving the table immediately
  392.  
  393.          // cycle through both players and change their view angles EXCEPT the opponent if he's human
  394.          for (viewer_index = 0; viewer_index < 2; viewer_index++)
  395.             if ((the_board.players[viewer_index].type == PLAYER_COMPUTER)
  396.                 || (the_board.players[viewer_index].type == PLAYER_INTERNET)
  397.                 || (viewer_index == current_viewer))
  398.             {
  399.                the_board.players[viewer_index].view_pitch = current_pitch;
  400.                the_board.players[viewer_index].view_yaw = current_yaw;
  401.             }
  402.  
  403.          rbutton_pushed = true; // remember button is clicked
  404.       }
  405.  
  406.       // call the default window message processing function to keep things going
  407.       return (DefWindowProc (hWnd, message, wParam, lParam));
  408.    }
  409.  
  410.    ////////////////////////////////////////////////////////////////////////////////////////////////
  411.    // left mouse button release
  412.    else if (message == WM_LBUTTONUP)
  413.    {
  414.       // are we in animation OR are mouse commands NOT allowed ?
  415.       if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
  416.          return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
  417.  
  418.       // is the ctrl key pressed (emulates a right click) ?
  419.       if (ctrl_pressed)
  420.       {
  421.          rbutton_pushed = false; // remember button is released
  422.          the_scene.update = true; // update the 3D scene
  423.  
  424.          // call the default window message processing function to keep things going
  425.          return (DefWindowProc (hWnd, message, wParam, lParam));
  426.       }
  427.  
  428.       prevgui_x = GET_X_LPARAM (lParam); // remember mouse coordinates
  429.       prevgui_y = GET_Y_LPARAM (lParam);
  430.  
  431.       // get mouse coordinates
  432.       gui_x = GET_X_LPARAM (lParam);
  433.       gui_y = GET_Y_LPARAM (lParam);
  434.  
  435.       // is the left arrow displayed AND is the mouse hovering it ?
  436.       if ((the_scene.gui.larrow.state != 0) && Button_IsHovered (&the_scene.gui.larrow, gui_x, gui_y))
  437.          SendMessage (hWnd, WM_COMMAND, MENUID_CHESSBOARD_PREVIOUSMOVE, NULL); // send a "previous move" event
  438.  
  439.       // is the right arrow displayed AND is the mouse hovering it ?
  440.       if ((the_scene.gui.rarrow.state != 0) && Button_IsHovered (&the_scene.gui.rarrow, gui_x, gui_y))
  441.          SendMessage (hWnd, WM_COMMAND, MENUID_CHESSBOARD_NEXTMOVE, NULL); // send a "next move" event
  442.  
  443.       // is the chat button displayed AND is the mouse hovering it ?
  444.       if ((the_scene.gui.chatbutton.state != 0) && Button_IsHovered (&the_scene.gui.chatbutton, gui_x, gui_y))
  445.       {
  446.          opposite_player = Player_FindByType (PLAYER_INTERNET); // get a hand on the remote player
  447.  
  448.          // find or create the corresponding interlocutor structure and fire it up
  449.          if (opposite_player != NULL)
  450.             Interlocutor_FindOrCreate (opposite_player->name);
  451.       }
  452.  
  453.       // is the games button displayed AND is the mouse hovering it ?
  454.       if ((the_scene.gui.gamesbutton.state != 0) && Button_IsHovered (&the_scene.gui.gamesbutton, gui_x, gui_y))
  455.          Window_Sought (); // if so, display the sought games window
  456.  
  457.       // is the people button displayed AND is the mouse hovering it ?
  458.       if ((the_scene.gui.peoplebutton.state != 0) && Button_IsHovered (&the_scene.gui.peoplebutton, gui_x, gui_y))
  459.          Window_Opponents (); // if so, display the opponents window
  460.  
  461.       // is the parts selection line displayed AND is the mouse anywhere near it ?
  462.       if (the_scene.gui.is_partspick_displayed && Render_IsMouseInBox (gui_x, gui_y, 0.0f, 0.0f, 100.0f, 11.0f))
  463.       {
  464.          // for each selectable part, if the mouse is on it, mark it as selected
  465.          for (part_index = 0; part_index < 13; part_index++)
  466.             if (Render_IsMouseInBox (gui_x, gui_y, part_index * (100.0f / 13.0f), 0, 100.0f / 13.0f, 11.0f))
  467.             {
  468.                the_scene.gui.partspick_selectedpart = selectable_parts[part_index]; // mark it as selected
  469.                Audio_PlaySound (SOUNDTYPE_CLICK); // make a click sound
  470.                break; // no need to search further if one selection was found
  471.             }
  472.       }
  473.  
  474.       // get current player and see if we're online
  475.       current_player = Player_GetCurrent ();
  476.       remote_player = Player_FindByType (PLAYER_INTERNET);
  477.  
  478.       // if we are not allowed to select anything, don't even try
  479.       if ((current_player->type != PLAYER_HUMAN) || (the_board.viewed_move != the_board.move_count - 1)
  480.           || ((remote_player != NULL) && !remote_player->is_in_game))
  481.       {
  482.          the_scene.update = true; // update the 3D scene
  483.  
  484.          // call the default window message processing function to keep things going
  485.          return (DefWindowProc (hWnd, message, wParam, lParam));
  486.       }
  487.  
  488.       // it's a single click. The user clicked on a square.
  489.  
  490.       // figure out the coordinates on table
  491.       Render_MouseToFloor (gui_x, gui_y, &board_x, &board_y);
  492.  
  493.       // translate them to board coordinates
  494.       the_board.hovered_position[0] = (int) floor ((20.0f - board_y) / 5.0f);
  495.       the_board.hovered_position[1] = 7 - (int) floor ((20.0f - board_x) / 5.0f);
  496.       highlight_endtime = 0; // stop highlighting anything
  497.  
  498.       // if it's outside the table, end the job
  499.       if (!IS_VALID_POSITION (the_board.hovered_position))
  500.       {
  501.          the_scene.update = true; // update the 3D scene
  502.  
  503.          // call the default window message processing function to keep things going
  504.          return (DefWindowProc (hWnd, message, wParam, lParam));
  505.       }
  506.  
  507.       // we clicked a valid slot on the table
  508.  
  509.       current_move = &the_board.moves[the_board.viewed_move]; // quick access to current move
  510.  
  511.       ///////////////////////////////////
  512.       // are we in parts placement mode ?
  513.       if (the_board.game_state == STATE_SETUPPOSITION)
  514.       {
  515.          // quick access to line and column
  516.          line = the_board.hovered_position[0];
  517.          column = the_board.hovered_position[1];
  518.  
  519.          // figure out the color of the part we are placing
  520.          if (the_scene.gui.partspick_selectedpart == tolower (the_scene.gui.partspick_selectedpart))
  521.             part_color = COLOR_BLACK; // black color
  522.          else
  523.             part_color = COLOR_WHITE; // white color
  524.  
  525.          // are we erasing a king ? if so, replace it at its default location
  526.          if ((current_move->slots[line][column].part == PART_KING) && (current_move->slots[line][column].color == COLOR_BLACK)
  527.              && (the_scene.gui.partspick_selectedpart != 'k'))
  528.          {
  529.             // is it ALREADY the king's default location ? if so, give up
  530.             if ((line == 7) && (column == 4))
  531.             {
  532.                Audio_PlaySound (SOUNDTYPE_ILLEGALMOVE); // play the "illegal move" sound
  533.                return (DefWindowProc (hWnd, message, wParam, lParam)); // call the default window message proc
  534.             }
  535.  
  536.             Move_SetSlot (current_move, 7, 4, COLOR_BLACK, PART_KING); // replace black king
  537.          }
  538.          else if ((current_move->slots[line][column].part == PART_KING) && (current_move->slots[line][column].color == COLOR_WHITE)
  539.                   && (the_scene.gui.partspick_selectedpart != 'K'))
  540.          {
  541.             // is it ALREADY the king's default location ? if so, give up
  542.             if ((line == 0) && (column == 4))
  543.             {
  544.                Audio_PlaySound (SOUNDTYPE_ILLEGALMOVE); // play the "illegal move" sound
  545.                return (DefWindowProc (hWnd, message, wParam, lParam)); // call the default window message proc
  546.             }
  547.  
  548.             Move_SetSlot (current_move, 0, 4, COLOR_WHITE, PART_KING); // replace white king
  549.          }
  550.  
  551.          // place the selected part on the board
  552.          if (tolower (the_scene.gui.partspick_selectedpart) == 'p')
  553.             Move_SetSlot (current_move, line, column, part_color, PART_PAWN); // pawn
  554.          else if (tolower (the_scene.gui.partspick_selectedpart) == 'r')
  555.             Move_SetSlot (current_move, line, column, part_color, PART_ROOK); // rook
  556.          else if (tolower (the_scene.gui.partspick_selectedpart) == 'n')
  557.             Move_SetSlot (current_move, line, column, part_color, PART_KNIGHT); // knight
  558.          else if (tolower (the_scene.gui.partspick_selectedpart) == 'b')
  559.             Move_SetSlot (current_move, line, column, part_color, PART_BISHOP); // bishop
  560.          else if (tolower (the_scene.gui.partspick_selectedpart) == 'q')
  561.             Move_SetSlot (current_move, line, column, part_color, PART_QUEEN); // queen
  562.          else if (tolower (the_scene.gui.partspick_selectedpart) == 'k')
  563.          {
  564.             // parse the board for other kings of the same color and erase them
  565.             for (index_line = 0; index_line < 8; index_line++)
  566.                for (index_column = 0; index_column < 8; index_column++)
  567.                   if ((current_move->slots[index_line][index_column].color == part_color)
  568.                       && (current_move->slots[index_line][index_column].part == PART_KING))
  569.                      memset (&current_move->slots[index_line][index_column], 0, sizeof (boardslot_t)); // erase this slot
  570.  
  571.             Move_SetSlot (current_move, line, column, part_color, PART_KING); // king
  572.          }
  573.          else
  574.             Move_SetSlot (current_move, line, column, 0, PART_NONE); // no part
  575.  
  576.          // figure out which sound to play
  577.          if (the_scene.gui.partspick_selectedpart != ' ')
  578.             Audio_PlaySound (SOUNDTYPE_MOVE); // play a move sound when placing a part
  579.  
  580.          the_scene.update = true; // update the 3D scene
  581.  
  582.          // call the default window message processing function to keep things going
  583.          return (DefWindowProc (hWnd, message, wParam, lParam));
  584.       }
  585.       // end of parts placement mode
  586.       //////////////////////////////
  587.  
  588.       // does a selection NOT exist yet ?
  589.       if (!IS_VALID_POSITION (the_board.selected_position))
  590.       {
  591.          // is there a selectable part at this location ?
  592.          if ((current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].part != PART_NONE)
  593.             && (current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].color == Board_ColorToMove (&the_board)))
  594.          {
  595.             // mark the selected position as selected (and remember it)
  596.             the_board.selected_position[0] = the_board.hovered_position[0];
  597.             the_board.selected_position[1] = the_board.hovered_position[1];
  598.          }
  599.  
  600.          the_scene.update = true; // update the 3D scene
  601.  
  602.          // call the default window message processing function to keep things going
  603.          return (DefWindowProc (hWnd, message, wParam, lParam));
  604.       }
  605.  
  606.       // a selection exists already
  607.  
  608.       // is it the slot that was previously selected ? (i.e, user wants to "unselect" it)
  609.       if ((the_board.hovered_position[0] == the_board.selected_position[0]) && (the_board.hovered_position[1] == the_board.selected_position[1]))
  610.       {
  611.          // forget the selected position
  612.          the_board.selected_position[0] = -1;
  613.          the_board.selected_position[1] = -1;
  614.  
  615.          the_scene.update = true; // update the 3D scene
  616.  
  617.          // call the default window message processing function to keep things going
  618.          return (DefWindowProc (hWnd, message, wParam, lParam));
  619.       }
  620.  
  621.       // else is it another part of the same color ? (i.e, user wants to change the part he selected)
  622.       else if ((current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].part != PART_NONE)
  623.                && (current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].color == Board_ColorToMove (&the_board)))
  624.       {
  625.          // mark the selected position as selected (and remember it)
  626.          the_board.selected_position[0] = the_board.hovered_position[0];
  627.          the_board.selected_position[1] = the_board.hovered_position[1];
  628.  
  629.          the_scene.update = true; // update the 3D scene
  630.  
  631.          // call the default window message processing function to keep things going
  632.          return (DefWindowProc (hWnd, message, wParam, lParam));
  633.       }
  634.  
  635.       // else is it a possible move ?
  636.       else if ((current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].flags & FLAG_POSSIBLEMOVE)
  637.                || (current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].flags & FLAG_TAKEABLE))
  638.       {
  639.          // are we in check after the move ? (FIXME: call EP version of this func for en passant moves)
  640.          if (Move_IsColorInCheckAfterTestMove (current_move, the_board.selected_position[0], the_board.selected_position[1], the_board.hovered_position[0], the_board.hovered_position[1], Board_ColorToMove (&the_board)))
  641.          {
  642.             Audio_PlaySound (SOUNDTYPE_ILLEGALMOVE); // play the "illegal move" sound
  643.  
  644.             the_scene.update = true; // update the 3D scene
  645.  
  646.             // call the default window message processing function to keep things going
  647.             return (DefWindowProc (hWnd, message, wParam, lParam));
  648.          }
  649.  
  650.          ////////////////////
  651.          // movement is valid
  652.  
  653.          // do it
  654.          Board_AppendMove (&the_board, the_board.selected_position[0], the_board.selected_position[1], the_board.hovered_position[0], the_board.hovered_position[1], PART_NONE, NULL);
  655.          current_move = &the_board.moves[the_board.move_count - 1]; // update current move pointer
  656.  
  657.          // are we in internet mode ?
  658.          if (remote_player != NULL)
  659.             the_board.reevaluate = false; // if so, don't reevaluate the board yet, let the server do it
  660.  
  661.          // was it a pawn being promoted ? if so, display the dialog box and wait for the reply
  662.          if ((current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].part == PART_PAWN)
  663.              && ((the_board.hovered_position[0] == 0) || (the_board.hovered_position[0] == 7)))
  664.             DialogBox_PawnPromotion (); // display the pawn promotion dialog box
  665.  
  666.          // else it was a normal move
  667.          else
  668.          {
  669.             Board_SetSelectedAndHovered (&the_board, -1, -1, -1, -1); // forget the hovered and selected positions
  670.             the_board.has_playerchanged = true; // and switch players
  671.          }
  672.  
  673.          the_scene.update = true; // update the 3D scene
  674.          animation_endtime = current_time + ANIMATION_DURATION; // play animation now
  675.          sound_playtime = current_time + ANIMATION_DURATION - 0.1f; // play sound near the end of animation
  676.  
  677.          // call the default window message processing function to keep things going
  678.          return (DefWindowProc (hWnd, message, wParam, lParam));
  679.       }
  680.  
  681.       // else it's another location
  682.  
  683.       Audio_PlaySound (SOUNDTYPE_ILLEGALMOVE); // play the "illegal move" sound
  684.  
  685.       the_scene.update = true; // update the 3D scene
  686.  
  687.       // call the default window message processing function to keep things going
  688.       return (DefWindowProc (hWnd, message, wParam, lParam));
  689.    }
  690.  
  691.    ////////////////////////////////////////////////////////////////////////////////////////////////
  692.    // right mouse button push
  693.    else if (message == WM_RBUTTONDOWN)
  694.    {
  695.       // are we in animation OR are mouse commands NOT allowed ?
  696.       if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
  697.          return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
  698.  
  699.       prevgui_x = GET_X_LPARAM (lParam); // remember mouse coordinates
  700.       prevgui_y = GET_Y_LPARAM (lParam);
  701.  
  702.       // if we click something, stop moving the table immediately
  703.  
  704.       // cycle through both players and change their view angles EXCEPT the opponent if he's human
  705.       for (viewer_index = 0; viewer_index < 2; viewer_index++)
  706.          if ((the_board.players[viewer_index].type == PLAYER_COMPUTER)
  707.                || (the_board.players[viewer_index].type == PLAYER_INTERNET)
  708.                || (viewer_index == current_viewer))
  709.          {
  710.             the_board.players[viewer_index].view_pitch = current_pitch;
  711.             the_board.players[viewer_index].view_yaw = current_yaw;
  712.          }
  713.  
  714.       rbutton_pushed = true; // remember button is clicked
  715.  
  716.       // call the default window message processing function to keep things going
  717.       return (DefWindowProc (hWnd, message, wParam, lParam));
  718.    }
  719.  
  720.    ////////////////////////////////////////////////////////////////////////////////////////////////
  721.    // right mouse button release
  722.    else if (message == WM_RBUTTONUP)
  723.    {
  724.       // are we in animation OR are mouse commands NOT allowed ?
  725.       if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
  726.          return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
  727.  
  728.       rbutton_pushed = false; // remember button is released
  729.       the_scene.update = true; // update the 3D scene
  730.  
  731.       // call the default window message processing function to keep things going
  732.       return (DefWindowProc (hWnd, message, wParam, lParam));
  733.    }
  734.  
  735.    ////////////////////////////////////////////////////////////////////////////////////////////////
  736.    // left mouse button DOUBLE-click
  737.    else if (message == WM_LBUTTONDBLCLK)
  738.    {
  739.       // are we in animation OR are mouse commands NOT allowed ?
  740.       if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
  741.          return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
  742.  
  743.       // get mouse coordinates
  744.       gui_x = GET_X_LPARAM (lParam);
  745.       gui_y = GET_Y_LPARAM (lParam);
  746.  
  747.       // are we in game and did we click the move comments area ?
  748.       if ((the_board.game_state >= STATE_PLAYING) && (the_board.viewed_move > 0) && Render_IsMouseInBox (gui_x, gui_y, 10.0f, 0.0f, 80.0f, 10.0f))
  749.       {
  750.          DialogBox_Comment (); // fire up the comment dialog box
  751.          return (DefWindowProc (hWnd, message, wParam, lParam)); // call the default window message processing function to keep things going
  752.       }
  753.  
  754.       // call the default window message processing function to keep things going
  755.       return (DefWindowProc (hWnd, message, wParam, lParam));
  756.    }
  757.  
  758.    ////////////////////////////////////////////////////////////////////////////////////////////////
  759.    // mouse move (while not in animation)
  760.    else if (message == WM_MOUSEMOVE)
  761.    {
  762.       // are we in animation OR are mouse commands NOT allowed ?
  763.       if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
  764.          return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
  765.  
  766.       // get mouse coordinates
  767.       gui_x = GET_X_LPARAM (lParam);
  768.       gui_y = GET_Y_LPARAM (lParam);
  769.  
  770.       // handle button update status
  771.       the_scene.update |= Button_UpdateHoverState (&the_scene.gui.larrow, gui_x, gui_y);
  772.       the_scene.update |= Button_UpdateHoverState (&the_scene.gui.rarrow, gui_x, gui_y);
  773.       the_scene.update |= Button_UpdateHoverState (&the_scene.gui.chatbutton, gui_x, gui_y);
  774.       the_scene.update |= Button_UpdateHoverState (&the_scene.gui.gamesbutton, gui_x, gui_y);
  775.       the_scene.update |= Button_UpdateHoverState (&the_scene.gui.peoplebutton, gui_x, gui_y);
  776.  
  777.       // see if we're online
  778.       remote_player = Player_FindByType (PLAYER_INTERNET);
  779.  
  780.       // are we online AND do we NOT have the right to select anything ?
  781.       if ((remote_player != NULL) && !remote_player->is_in_game)
  782.          return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default window message processing function to keep things going
  783.  
  784.       // is the parts selection line displayed AND is the mouse anywhere in it ?
  785.       if (the_scene.gui.is_partspick_displayed && Render_IsMouseInBox (gui_x, gui_y, 0.0f, 0.0f, 100.0f, 11.0f))
  786.       {
  787.          // for each selectable part...
  788.          for (part_index = 0; part_index < 13; part_index++)
  789.          {
  790.             // is the mouse hovering it ?
  791.             if (Render_IsMouseInBox (gui_x, gui_y, part_index * (100.0f / 13.0f), 0, 100.0f / 13.0f, 11.0f))
  792.             {
  793.                // was it NOT hovered before ?
  794.                if (the_scene.gui.partspick_hoveredpart != selectable_parts[part_index])
  795.                {
  796.                   the_scene.gui.partspick_hoveredpart = selectable_parts[part_index]; // mark it as hovered
  797.                   the_scene.update = true; // update the scene
  798.                }
  799.             }
  800.  
  801.             // else was it hovered before ?
  802.             else if (the_scene.gui.partspick_hoveredpart == selectable_parts[part_index])
  803.             {
  804.                the_scene.gui.partspick_hoveredpart = 0; // clear the hovered part
  805.                the_scene.update = true; // update the scene
  806.             }
  807.          }
  808.       }
  809.       else
  810.          the_scene.gui.partspick_hoveredpart = 0; // clear the hovered part
  811.  
  812.       // get current and opposite players
  813.       current_player = Player_GetCurrent ();
  814.       opposite_player = Player_GetOpposite ();
  815.  
  816.       // if right button was clicked, compute new pitch and yaw
  817.       if (rbutton_pushed)
  818.       {
  819.          // cycle through both players and change their view angles EXCEPT the opponent if he's human
  820.          for (viewer_index = 0; viewer_index < 2; viewer_index++)
  821.             if ((the_board.players[viewer_index].type == PLAYER_COMPUTER)
  822.                 || (the_board.players[viewer_index].type == PLAYER_INTERNET)
  823.                 || (viewer_index == current_viewer))
  824.             {
  825.                the_board.players[viewer_index].view_pitch += (gui_y - prevgui_y) * 0.3f;
  826.                if (the_board.players[viewer_index].view_pitch < 10.0f)
  827.                   the_board.players[viewer_index].view_pitch = 10.0f; // wrap angles around so that they
  828.                if (the_board.players[viewer_index].view_pitch > 89.99f)
  829.                   the_board.players[viewer_index].view_pitch = 89.99f; // stay in the [10, 89.99] bounds
  830.  
  831.                the_board.players[viewer_index].view_yaw += (gui_x - prevgui_x) * 0.3f;
  832.                the_board.players[viewer_index].view_yaw = WrapAngle (the_board.players[viewer_index].view_yaw);
  833.  
  834.                // save these as the new custom angles
  835.                the_board.players[viewer_index].custom_pitch = the_board.players[viewer_index].view_pitch;
  836.                the_board.players[viewer_index].custom_yaw = the_board.players[viewer_index].view_yaw;
  837.  
  838.                // when moving the table around, jump to ideal angles immediately
  839.                current_pitch = the_board.players[viewer_index].view_pitch;
  840.                current_yaw = the_board.players[viewer_index].view_yaw;
  841.             }
  842.  
  843.          the_scene.update = true; // button was clicked, update the 3D scene
  844.       }
  845.  
  846.       // else it's just the mouse wandering around ; have we the right to select something ?
  847.       else if ((the_board.viewed_move == the_board.move_count - 1) && (current_player->type == PLAYER_HUMAN) && (highlight_endtime < current_time))
  848.       {
  849.          // save the old positions
  850.          prev_hovered_position[0] = the_board.hovered_position[0];
  851.          prev_hovered_position[1] = the_board.hovered_position[1];
  852.  
  853.          // figure out the coordinates on table
  854.          Render_MouseToFloor (gui_x, gui_y, &board_x, &board_y);
  855.  
  856.          // translate them to board coordinates
  857.          the_board.hovered_position[0] = (int) floor ((20.0f - board_y) / 5.0f);
  858.          the_board.hovered_position[1] = 7 - (int) floor ((20.0f - board_x) / 5.0f);
  859.  
  860.          // do they differ from last time ?
  861.          if ((the_board.hovered_position[0] != prev_hovered_position[0]) || (the_board.hovered_position[1] != prev_hovered_position[1]))
  862.             the_scene.update = true; // if so, update scene
  863.       }
  864.  
  865.       // has the user the right to leave a command AND is there no comment yet ?
  866.       if ((the_board.game_state >= STATE_PLAYING) && (the_board.viewed_move > 0)
  867.           && ((the_board.moves[the_board.viewed_move].comment == NULL) || (the_board.moves[the_board.viewed_move].comment[0] == 0)))
  868.       {
  869.          // is the mouse above the comments zone ? if so, display a dimmed hint text
  870.          if (Render_IsMouseInBox (gui_x, gui_y, 30.0f, 0.0f, 40.0f, 10.0f))
  871.          {
  872.             if (!the_scene.gui.comment_text.is_displayed)
  873.             {
  874.                Scene_SetText (&the_scene.gui.comment_text, 50.0f, 5.0f, 40.0f, ALIGN_CENTER, ALIGN_CENTER, ALIGN_LEFT, chat_fontindex, RGBA_TO_RGBACOLOR (255, 255, 255, 127), 999999.0f, false, LOCALIZE (L"DoubleClickToEnterComment"));
  875.                the_scene.update = true; // and update the scene
  876.             }
  877.          }
  878.          else
  879.          {
  880.             if (the_scene.gui.comment_text.is_displayed)
  881.             {
  882.                the_scene.gui.comment_text.is_displayed = false; // if not, erase the hint text
  883.                the_scene.update = true; // and update the scene
  884.             }
  885.          }
  886.       }
  887.  
  888.       // remember these coordinates for next time
  889.       prevgui_x = gui_x;
  890.       prevgui_y = gui_y;
  891.  
  892.       // call the default window message processing function to keep things going
  893.       return (DefWindowProc (hWnd, message, wParam, lParam));
  894.    }
  895.  
  896.    ////////////////////////////////////////////////////////////////////////////////////////////////
  897.    // mouse scroll
  898.    else if (message == WM_MOUSEWHEEL)
  899.    {
  900.       // are we in animation OR are mouse commands NOT allowed ?
  901.       if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
  902.          return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
  903.  
  904.       // see if we're online
  905.       remote_player = Player_FindByType (PLAYER_INTERNET);
  906.  
  907.       // are we online AND do we NOT have the right to select anything ?
  908.       if ((remote_player != NULL) && !remote_player->is_in_game)
  909.          return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default window message processing function to keep things going
  910.  
  911.       // scroll up / scroll down ?
  912.       if (GET_WHEEL_DELTA_WPARAM (wParam) > 0)
  913.          the_board.players[current_viewer].view_distance = max (48.0f, the_board.players[current_viewer].view_distance - 2.0f);
  914.       else if (GET_WHEEL_DELTA_WPARAM (wParam) < 0)
  915.          the_board.players[current_viewer].view_distance = min (100.0f, the_board.players[current_viewer].view_distance + 2.0f);
  916.  
  917.       // save this as the new custom distance
  918.       the_board.players[current_viewer].custom_distance = the_board.players[current_viewer].view_distance;
  919.  
  920.       // when moving the table around, jump to ideal angles immediately
  921.       current_distance = the_board.players[current_viewer].view_distance;
  922.  
  923.       the_scene.update = true; // update the 3D scene
  924.  
  925.       // call the default window message processing function to keep things going
  926.       return (DefWindowProc (hWnd, message, wParam, lParam));
  927.    }
  928.  
  929.    ////////////////////////////////////////////////////////////////////////////////////////////////
  930.    // keyboard release
  931.    else if (message == WM_CHAR)
  932.    {
  933.       // are we in position setup mode ?
  934.       if (the_board.game_state == STATE_SETUPPOSITION)
  935.       {
  936.          // is it the enter key ? if so, exit setup mode and start playing
  937.          if (wParam == L'\r')
  938.          {
  939.             current_move = &the_board.moves[the_board.viewed_move]; // quick access to current move
  940.  
  941.             // (in)validate the castling positions
  942.             if ((current_move->slots[0][0].color == COLOR_WHITE) && (current_move->slots[0][0].part == PART_ROOK)
  943.                 && (current_move->slots[0][4].color == COLOR_WHITE) && (current_move->slots[0][4].part == PART_KING))
  944.                current_move->sides[COLOR_WHITE].longcastle_allowed = true; // white castling queenside allowed
  945.             else
  946.                current_move->sides[COLOR_WHITE].longcastle_allowed = false; // white castling queenside no longer possible
  947.             if ((current_move->slots[0][7].color == COLOR_WHITE) && (current_move->slots[0][7].part == PART_ROOK)
  948.                 && (current_move->slots[0][4].color == COLOR_WHITE) && (current_move->slots[0][4].part == PART_KING))
  949.                current_move->sides[COLOR_WHITE].shortcastle_allowed = true; // white castling kingside allowed
  950.             else
  951.                current_move->sides[COLOR_WHITE].shortcastle_allowed = false; // white castling kingside no longer possible
  952.             if ((current_move->slots[7][0].color == COLOR_BLACK) && (current_move->slots[7][0].part == PART_ROOK)
  953.                 && (current_move->slots[7][4].color == COLOR_BLACK) && (current_move->slots[7][4].part == PART_KING))
  954.                current_move->sides[COLOR_BLACK].longcastle_allowed = true; // white castling queenside allowed
  955.             else
  956.                current_move->sides[COLOR_BLACK].longcastle_allowed = false; // white castling queenside no longer possible
  957.             if ((current_move->slots[7][7].color == COLOR_BLACK) && (current_move->slots[7][7].part == PART_ROOK)
  958.                 && (current_move->slots[7][4].color == COLOR_BLACK) && (current_move->slots[7][4].part == PART_KING))
  959.                current_move->sides[COLOR_BLACK].shortcastle_allowed = true; // white castling kingside allowed
  960.             else
  961.                current_move->sides[COLOR_BLACK].shortcastle_allowed = false; // white castling kingside no longer possible
  962.  
  963.             current_move->color = COLOR_BLACK; // so that game starts with white
  964.  
  965.             // validate this board in Forsyth-Edwards Notation and reset it
  966.             Move_DescribeInFEN (current_move);
  967.             wcscpy_s (fen_string, WCHAR_SIZEOF (fen_string), current_move->fen_string); // have a copy of fen string
  968.             Board_Reset (&the_board, fen_string);
  969.  
  970.             the_board.game_state = STATE_PLAYING; // start the game now
  971.             the_board.reevaluate = true; // evaluate board again
  972.  
  973.             the_scene.gui.central_text.disappear_time = current_time + 1.0f; // fade out help text now (FIXME: ugly)
  974.             the_scene.update = true; // update the 3D scene
  975.  
  976.             // call the default window message processing function to keep things going
  977.             return (DefWindowProc (hWnd, message, wParam, lParam));
  978.          }
  979.       }
  980.  
  981.       // else are we in internet mode ?
  982.       else if (Player_FindByType (PLAYER_INTERNET) != NULL)
  983.       {
  984.          entered_ccreply = &the_scene.gui.entered_ccreply; // quick access to entered ccreply
  985.          local_player = Player_FindByType (PLAYER_HUMAN); // quick access to local player
  986.          if (local_player == NULL)
  987.             return (DefWindowProc (hWnd, message, wParam, lParam)); // theoretically impossible condition, but better be sure
  988.          if (selected_chatterchannel == NULL)
  989.             return (DefWindowProc (hWnd, message, wParam, lParam)); // theoretically impossible condition, but better be sure
  990.  
  991.          // are we NOT entering text yet ?
  992.          if (!the_scene.gui.is_entering_text)
  993.          {
  994.             // is it the space bar ?
  995.             if (wParam == L' ')
  996.             {
  997.                the_scene.gui.is_entering_text = true; // remember we are entering text
  998.  
  999.                // reset the entered text buffer
  1000.                entered_ccreply->text = (wchar_t *) SAFE_malloc (1, sizeof (wchar_t), false);
  1001.                entered_ccreply->text[0] = 0; // only the null terminator will fit
  1002.                entered_ccreply->text_length = 0; // and set its length to zero
  1003.             }
  1004.          }
  1005.  
  1006.          // else we are currently in text entering mode
  1007.          else
  1008.          {
  1009.             // is the typed character a printable character ?
  1010.             if (iswprint (wParam))
  1011.             {
  1012.                // if so, reallocate space in the typed buffer (include null terminator)
  1013.                entered_ccreply->text = (wchar_t *) SAFE_realloc (entered_ccreply->text, entered_ccreply->text_length + 1, entered_ccreply->text_length + 1 + 1, sizeof (wchar_t), false);
  1014.                swprintf_s (&entered_ccreply->text[entered_ccreply->text_length], 1 + 1, L"%c", wParam); // append character
  1015.                entered_ccreply->text_length++; // buffer holds now one character more
  1016.             }
  1017.  
  1018.             // else is the typed character a backspace AND is there text to erase ?
  1019.             else if ((wParam == 0x08) && (entered_ccreply->text_length > 0))
  1020.             {
  1021.                // if so, reallocate space in the typed buffer (include null terminator)
  1022.                entered_ccreply->text = (wchar_t *) SAFE_realloc (entered_ccreply->text, entered_ccreply->text_length + 1, entered_ccreply->text_length + 1 - 1, sizeof (wchar_t), false);
  1023.                entered_ccreply->text[entered_ccreply->text_length - 1] = 0; // backspace, delete one character
  1024.                entered_ccreply->text_length--; // buffer holds now one character less
  1025.             }
  1026.  
  1027.             // else is the typed character the escape key ?
  1028.             else if (wParam == 0x1b)
  1029.             {
  1030.                SAFE_free ((void **) &entered_ccreply->text); // reset the entered text buffer
  1031.                entered_ccreply->text_length = 0; // and set its length to zero
  1032.                the_scene.gui.is_entering_text = false; // and exit from the text entering mode
  1033.             }
  1034.  
  1035.             // else is the typed character the enter key ?
  1036.             else if (wParam == 0x0d)
  1037.                the_scene.gui.is_entering_text = false; // enter, exit from the text entering mode (this will validate our reply)
  1038.  
  1039.             // else it's an illegal character
  1040.             else
  1041.                Audio_PlaySound (SOUNDTYPE_ILLEGALMOVE); // illegal character, beep the illegal move sound
  1042.          }
  1043.  
  1044.          the_scene.update = true; // update the 3D scene
  1045.  
  1046.          // call the default window message processing function to keep things going
  1047.          return (DefWindowProc (hWnd, message, wParam, lParam));
  1048.       }
  1049.    }
  1050.  
  1051.    ////////////////////////////////////////////////////////////////////////////////////////////////
  1052.    // mouse move outside the window
  1053.    else if (message == WM_NCMOUSEMOVE)
  1054.    {
  1055.       rbutton_pushed = false; // remember right button is released
  1056.  
  1057.       // call the default window message processing function to keep things going
  1058.       return (DefWindowProc (hWnd, message, wParam, lParam));
  1059.    }
  1060.  
  1061.    ////////////////////////////////////////////////////////////////////////////////////////////////
  1062.    // window repaint
  1063.    else if (message == WM_PAINT)
  1064.    {
  1065.       the_scene.update = true; // update the 3D scene
  1066.  
  1067.       // call the default window message processing function to keep things going
  1068.       return (DefWindowProc (hWnd, message, wParam, lParam));
  1069.    }
  1070.  
  1071.    // call the default window message processing function to keep things going
  1072.    return (DefWindowProc (hWnd, message, wParam, lParam));
  1073. }
  1074.  
  1075.  
  1076. static bool Button_IsHovered (guibutton_t *button, int gui_x, int gui_y)
  1077. {
  1078.    // handy wrapper that returns whether a particular GUI button is hovered when the mouse is at the given coordinates
  1079.  
  1080.    return (Render_IsMouseInBox (gui_x, gui_y, button->left, button->top, button->width, button->height));
  1081. }
  1082.  
  1083.  
  1084. static bool Button_UpdateHoverState (guibutton_t *button, int gui_x, int gui_y)
  1085. {
  1086.    // this function updates the hover state of a GUI button, and returns TRUE if the
  1087.    // scene needs to be updated, FALSE otherwise.
  1088.  
  1089.    // is the button displayed ?
  1090.    if (button->state != 0)
  1091.    {
  1092.       // is the mouse hovering it ?
  1093.       if (Render_IsMouseInBox (gui_x, gui_y, button->left, button->top, button->width, button->height))
  1094.       {
  1095.          // was it NOT hovered before ?
  1096.          if (button->state != 2)
  1097.          {
  1098.             button->state = 2; // mark it as hovered
  1099.             return (true); // return TRUE so as to update the scene
  1100.          }
  1101.       }
  1102.  
  1103.       // else was it hovered before ?
  1104.       else if (button->state == 2)
  1105.       {
  1106.          button->state = 1; // else mark it as not hovered
  1107.          return (true); // return TRUE so as to update the scene
  1108.       }
  1109.    }
  1110.  
  1111.    return (false); // no need to update the scene
  1112. }
  1113.