Subversion Repositories Games.Chess Giants

Rev

Rev 30 | 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 engines
  340.       else if (wParam_loword == MENUID_HELP_ADDMODIFYENGINES)
  341.       {
  342.          swprintf_s (folder_path, WCHAR_SIZEOF (folder_path), L"%s\\engines", app_path);
  343.          ShellExecute (NULL, L"open", folder_path, NULL, NULL, SW_SHOWNORMAL); // fire up Windows Explorer
  344.       }
  345.  
  346.       // help menu, add/modify translations
  347.       else if (wParam_loword == MENUID_HELP_ADDMODIFYTRANSLATIONS)
  348.       {
  349.          swprintf_s (folder_path, WCHAR_SIZEOF (folder_path), L"%s\\data\\languages", app_path);
  350.          ShellExecute (NULL, L"open", folder_path, NULL, NULL, SW_SHOWNORMAL); // fire up Windows Explorer
  351.       }
  352.  
  353.       // help menu, about
  354.       else if (wParam_loword == MENUID_HELP_ABOUT)
  355.          DialogBox_About (); // show the About dialog box
  356.  
  357.       // call the default window message processing function to keep things going
  358.       return (DefWindowProc (hWnd, message, wParam, lParam));
  359.    }
  360.  
  361.    /////////////////////////////////////////////////////
  362.    // ctrl key press or release (while not in animation)
  363.    else if ((message == WM_KEYDOWN) && (wParam == VK_CONTROL) && (animation_endtime + 1.0f < current_time))
  364.    {
  365.       ctrl_pressed = true; // remember the ctrl key is pressed
  366.  
  367.       // call the default window message processing function to keep things going
  368.       return (DefWindowProc (hWnd, message, wParam, lParam));
  369.    }
  370.    else if ((message == WM_KEYUP) && (wParam == VK_CONTROL) && (animation_endtime + 1.0f < current_time))
  371.    {
  372.       ctrl_pressed = false; // remember the ctrl key is released
  373.       rbutton_pushed = false; // remember button is released
  374.       the_scene.update = true; // update the 3D scene
  375.  
  376.       // call the default window message processing function to keep things going
  377.       return (DefWindowProc (hWnd, message, wParam, lParam));
  378.    }
  379.  
  380.    //////////////////
  381.    // MOUSE EVENTS //
  382.    //////////////////
  383.  
  384.    ////////////////////////////////////////////////////////////////////////////////////////////////
  385.    // left mouse button push
  386.    else if (message == WM_LBUTTONDOWN)
  387.    {
  388.       // are we in animation OR are mouse commands NOT allowed ?
  389.       if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
  390.          return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
  391.  
  392.       // is the ctrl key pressed (emulates a right click) ?
  393.       if (ctrl_pressed)
  394.       {
  395.          prevgui_x = GET_X_LPARAM (lParam); // remember mouse coordinates
  396.          prevgui_y = GET_Y_LPARAM (lParam);
  397.  
  398.          // if we click something, stop moving the table immediately
  399.  
  400.          // cycle through both players and change their view angles EXCEPT the opponent if he's human
  401.          for (viewer_index = 0; viewer_index < 2; viewer_index++)
  402.             if ((the_board.players[viewer_index].type == PLAYER_COMPUTER)
  403.                 || (the_board.players[viewer_index].type == PLAYER_INTERNET)
  404.                 || (viewer_index == current_viewer))
  405.             {
  406.                the_board.players[viewer_index].view_pitch = current_pitch;
  407.                the_board.players[viewer_index].view_yaw = current_yaw;
  408.             }
  409.  
  410.          rbutton_pushed = true; // remember button is clicked
  411.       }
  412.  
  413.       // call the default window message processing function to keep things going
  414.       return (DefWindowProc (hWnd, message, wParam, lParam));
  415.    }
  416.  
  417.    ////////////////////////////////////////////////////////////////////////////////////////////////
  418.    // left mouse button release
  419.    else if (message == WM_LBUTTONUP)
  420.    {
  421.       // are we in animation OR are mouse commands NOT allowed ?
  422.       if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
  423.          return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
  424.  
  425.       // is the ctrl key pressed (emulates a right click) ?
  426.       if (ctrl_pressed)
  427.       {
  428.          rbutton_pushed = false; // remember button is released
  429.          the_scene.update = true; // update the 3D scene
  430.  
  431.          // call the default window message processing function to keep things going
  432.          return (DefWindowProc (hWnd, message, wParam, lParam));
  433.       }
  434.  
  435.       prevgui_x = GET_X_LPARAM (lParam); // remember mouse coordinates
  436.       prevgui_y = GET_Y_LPARAM (lParam);
  437.  
  438.       // get mouse coordinates
  439.       gui_x = GET_X_LPARAM (lParam);
  440.       gui_y = GET_Y_LPARAM (lParam);
  441.  
  442.       // is the left arrow displayed AND is the mouse hovering it ?
  443.       if ((the_scene.gui.larrow.state != 0) && Button_IsHovered (&the_scene.gui.larrow, gui_x, gui_y))
  444.          SendMessage (hWnd, WM_COMMAND, MENUID_CHESSBOARD_PREVIOUSMOVE, NULL); // send a "previous move" event
  445.  
  446.       // is the right arrow displayed AND is the mouse hovering it ?
  447.       if ((the_scene.gui.rarrow.state != 0) && Button_IsHovered (&the_scene.gui.rarrow, gui_x, gui_y))
  448.          SendMessage (hWnd, WM_COMMAND, MENUID_CHESSBOARD_NEXTMOVE, NULL); // send a "next move" event
  449.  
  450.       // is the chat button displayed AND is the mouse hovering it ?
  451.       if ((the_scene.gui.chatbutton.state != 0) && Button_IsHovered (&the_scene.gui.chatbutton, gui_x, gui_y))
  452.       {
  453.          opposite_player = Player_FindByType (PLAYER_INTERNET); // get a hand on the remote player
  454.  
  455.          // find or create the corresponding interlocutor structure and fire it up
  456.          if (opposite_player != NULL)
  457.             Interlocutor_FindOrCreate (opposite_player->name);
  458.       }
  459.  
  460.       // is the games button displayed AND is the mouse hovering it ?
  461.       if ((the_scene.gui.gamesbutton.state != 0) && Button_IsHovered (&the_scene.gui.gamesbutton, gui_x, gui_y))
  462.          Window_Sought (); // if so, display the sought games window
  463.  
  464.       // is the people button displayed AND is the mouse hovering it ?
  465.       if ((the_scene.gui.peoplebutton.state != 0) && Button_IsHovered (&the_scene.gui.peoplebutton, gui_x, gui_y))
  466.          Window_Opponents (); // if so, display the opponents window
  467.  
  468.       // is the parts selection line displayed AND is the mouse anywhere near it ?
  469.       if (the_scene.gui.is_partspick_displayed && Render_IsMouseInBox (gui_x, gui_y, 0.0f, 0.0f, 100.0f, 11.0f))
  470.       {
  471.          // for each selectable part, if the mouse is on it, mark it as selected
  472.          for (part_index = 0; part_index < 13; part_index++)
  473.             if (Render_IsMouseInBox (gui_x, gui_y, part_index * (100.0f / 13.0f), 0, 100.0f / 13.0f, 11.0f))
  474.             {
  475.                the_scene.gui.partspick_selectedpart = selectable_parts[part_index]; // mark it as selected
  476.                Audio_PlaySound (SOUNDTYPE_CLICK); // make a click sound
  477.                break; // no need to search further if one selection was found
  478.             }
  479.       }
  480.  
  481.       // get current player and see if we're online
  482.       current_player = Player_GetCurrent ();
  483.       remote_player = Player_FindByType (PLAYER_INTERNET);
  484.  
  485.       // if we are not allowed to select anything, don't even try
  486.       if ((current_player->type != PLAYER_HUMAN) || (the_board.viewed_move != the_board.move_count - 1)
  487.           || ((remote_player != NULL) && !remote_player->is_in_game))
  488.       {
  489.          the_scene.update = true; // update the 3D scene
  490.  
  491.          // call the default window message processing function to keep things going
  492.          return (DefWindowProc (hWnd, message, wParam, lParam));
  493.       }
  494.  
  495.       // it's a single click. The user clicked on a square.
  496.  
  497.       // figure out the coordinates on table
  498.       Render_MouseToFloor (gui_x, gui_y, &board_x, &board_y);
  499.  
  500.       // translate them to board coordinates
  501.       the_board.hovered_position[0] = (int) floor ((20.0f - board_y) / 5.0f);
  502.       the_board.hovered_position[1] = 7 - (int) floor ((20.0f - board_x) / 5.0f);
  503.       highlight_endtime = 0; // stop highlighting anything
  504.  
  505.       // if it's outside the table, end the job
  506.       if (!IS_VALID_POSITION (the_board.hovered_position))
  507.       {
  508.          the_scene.update = true; // update the 3D scene
  509.  
  510.          // call the default window message processing function to keep things going
  511.          return (DefWindowProc (hWnd, message, wParam, lParam));
  512.       }
  513.  
  514.       // we clicked a valid slot on the table
  515.  
  516.       current_move = &the_board.moves[the_board.viewed_move]; // quick access to current move
  517.  
  518.       ///////////////////////////////////
  519.       // are we in parts placement mode ?
  520.       if (the_board.game_state == STATE_SETUPPOSITION)
  521.       {
  522.          // quick access to line and column
  523.          line = the_board.hovered_position[0];
  524.          column = the_board.hovered_position[1];
  525.  
  526.          // figure out the color of the part we are placing
  527.          if (the_scene.gui.partspick_selectedpart == tolower (the_scene.gui.partspick_selectedpart))
  528.             part_color = COLOR_BLACK; // black color
  529.          else
  530.             part_color = COLOR_WHITE; // white color
  531.  
  532.          // are we erasing a king ? if so, replace it at its default location
  533.          if ((current_move->slots[line][column].part == PART_KING) && (current_move->slots[line][column].color == COLOR_BLACK)
  534.              && (the_scene.gui.partspick_selectedpart != 'k'))
  535.          {
  536.             // is it ALREADY the king's default location ? if so, give up
  537.             if ((line == 7) && (column == 4))
  538.             {
  539.                Audio_PlaySound (SOUNDTYPE_ILLEGALMOVE); // play the "illegal move" sound
  540.                return (DefWindowProc (hWnd, message, wParam, lParam)); // call the default window message proc
  541.             }
  542.  
  543.             Move_SetSlot (current_move, 7, 4, COLOR_BLACK, PART_KING); // replace black king
  544.          }
  545.          else if ((current_move->slots[line][column].part == PART_KING) && (current_move->slots[line][column].color == COLOR_WHITE)
  546.                   && (the_scene.gui.partspick_selectedpart != 'K'))
  547.          {
  548.             // is it ALREADY the king's default location ? if so, give up
  549.             if ((line == 0) && (column == 4))
  550.             {
  551.                Audio_PlaySound (SOUNDTYPE_ILLEGALMOVE); // play the "illegal move" sound
  552.                return (DefWindowProc (hWnd, message, wParam, lParam)); // call the default window message proc
  553.             }
  554.  
  555.             Move_SetSlot (current_move, 0, 4, COLOR_WHITE, PART_KING); // replace white king
  556.          }
  557.  
  558.          // place the selected part on the board
  559.          if (tolower (the_scene.gui.partspick_selectedpart) == 'p')
  560.             Move_SetSlot (current_move, line, column, part_color, PART_PAWN); // pawn
  561.          else if (tolower (the_scene.gui.partspick_selectedpart) == 'r')
  562.             Move_SetSlot (current_move, line, column, part_color, PART_ROOK); // rook
  563.          else if (tolower (the_scene.gui.partspick_selectedpart) == 'n')
  564.             Move_SetSlot (current_move, line, column, part_color, PART_KNIGHT); // knight
  565.          else if (tolower (the_scene.gui.partspick_selectedpart) == 'b')
  566.             Move_SetSlot (current_move, line, column, part_color, PART_BISHOP); // bishop
  567.          else if (tolower (the_scene.gui.partspick_selectedpart) == 'q')
  568.             Move_SetSlot (current_move, line, column, part_color, PART_QUEEN); // queen
  569.          else if (tolower (the_scene.gui.partspick_selectedpart) == 'k')
  570.          {
  571.             // parse the board for other kings of the same color and erase them
  572.             for (index_line = 0; index_line < 8; index_line++)
  573.                for (index_column = 0; index_column < 8; index_column++)
  574.                   if ((current_move->slots[index_line][index_column].color == part_color)
  575.                       && (current_move->slots[index_line][index_column].part == PART_KING))
  576.                      memset (&current_move->slots[index_line][index_column], 0, sizeof (boardslot_t)); // erase this slot
  577.  
  578.             Move_SetSlot (current_move, line, column, part_color, PART_KING); // king
  579.          }
  580.          else
  581.             Move_SetSlot (current_move, line, column, 0, PART_NONE); // no part
  582.  
  583.          // figure out which sound to play
  584.          if (the_scene.gui.partspick_selectedpart != ' ')
  585.             Audio_PlaySound (SOUNDTYPE_MOVE); // play a move sound when placing a part
  586.  
  587.          the_scene.update = true; // update the 3D scene
  588.  
  589.          // call the default window message processing function to keep things going
  590.          return (DefWindowProc (hWnd, message, wParam, lParam));
  591.       }
  592.       // end of parts placement mode
  593.       //////////////////////////////
  594.  
  595.       // does a selection NOT exist yet ?
  596.       if (!IS_VALID_POSITION (the_board.selected_position))
  597.       {
  598.          // is there a selectable part at this location ?
  599.          if ((current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].part != PART_NONE)
  600.             && (current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].color == Board_ColorToMove (&the_board)))
  601.          {
  602.             // mark the selected position as selected (and remember it)
  603.             the_board.selected_position[0] = the_board.hovered_position[0];
  604.             the_board.selected_position[1] = the_board.hovered_position[1];
  605.          }
  606.  
  607.          the_scene.update = true; // update the 3D scene
  608.  
  609.          // call the default window message processing function to keep things going
  610.          return (DefWindowProc (hWnd, message, wParam, lParam));
  611.       }
  612.  
  613.       // a selection exists already
  614.  
  615.       // is it the slot that was previously selected ? (i.e, user wants to "unselect" it)
  616.       if ((the_board.hovered_position[0] == the_board.selected_position[0]) && (the_board.hovered_position[1] == the_board.selected_position[1]))
  617.       {
  618.          // forget the selected position
  619.          the_board.selected_position[0] = -1;
  620.          the_board.selected_position[1] = -1;
  621.  
  622.          the_scene.update = true; // update the 3D scene
  623.  
  624.          // call the default window message processing function to keep things going
  625.          return (DefWindowProc (hWnd, message, wParam, lParam));
  626.       }
  627.  
  628.       // else is it another part of the same color ? (i.e, user wants to change the part he selected)
  629.       else if ((current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].part != PART_NONE)
  630.                && (current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].color == Board_ColorToMove (&the_board)))
  631.       {
  632.          // mark the selected position as selected (and remember it)
  633.          the_board.selected_position[0] = the_board.hovered_position[0];
  634.          the_board.selected_position[1] = the_board.hovered_position[1];
  635.  
  636.          the_scene.update = true; // update the 3D scene
  637.  
  638.          // call the default window message processing function to keep things going
  639.          return (DefWindowProc (hWnd, message, wParam, lParam));
  640.       }
  641.  
  642.       // else is it a possible move ?
  643.       else if ((current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].flags & FLAG_POSSIBLEMOVE)
  644.                || (current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].flags & FLAG_TAKEABLE))
  645.       {
  646.          // are we in check after the move ? (FIXME: call EP version of this func for en passant moves)
  647.          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)))
  648.          {
  649.             Audio_PlaySound (SOUNDTYPE_ILLEGALMOVE); // play the "illegal move" sound
  650.  
  651.             the_scene.update = true; // update the 3D scene
  652.  
  653.             // call the default window message processing function to keep things going
  654.             return (DefWindowProc (hWnd, message, wParam, lParam));
  655.          }
  656.  
  657.          ////////////////////
  658.          // movement is valid
  659.  
  660.          // do it
  661.          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);
  662.          current_move = &the_board.moves[the_board.move_count - 1]; // update current move pointer
  663.  
  664.          // are we in internet mode ?
  665.          if (remote_player != NULL)
  666.             the_board.reevaluate = false; // if so, don't reevaluate the board yet, let the server do it
  667.  
  668.          // was it a pawn being promoted ? if so, display the dialog box and wait for the reply
  669.          if ((current_move->slots[the_board.hovered_position[0]][the_board.hovered_position[1]].part == PART_PAWN)
  670.              && ((the_board.hovered_position[0] == 0) || (the_board.hovered_position[0] == 7)))
  671.             DialogBox_PawnPromotion (); // display the pawn promotion dialog box
  672.  
  673.          // else it was a normal move
  674.          else
  675.          {
  676.             Board_SetSelectedAndHovered (&the_board, -1, -1, -1, -1); // forget the hovered and selected positions
  677.             the_board.has_playerchanged = true; // and switch players
  678.          }
  679.  
  680.          the_scene.update = true; // update the 3D scene
  681.          animation_endtime = current_time + ANIMATION_DURATION; // play animation now
  682.          sound_playtime = current_time + ANIMATION_DURATION - 0.1f; // play sound near the end of animation
  683.  
  684.          // call the default window message processing function to keep things going
  685.          return (DefWindowProc (hWnd, message, wParam, lParam));
  686.       }
  687.  
  688.       // else it's another location
  689.  
  690.       Audio_PlaySound (SOUNDTYPE_ILLEGALMOVE); // play the "illegal move" sound
  691.  
  692.       the_scene.update = true; // update the 3D scene
  693.  
  694.       // call the default window message processing function to keep things going
  695.       return (DefWindowProc (hWnd, message, wParam, lParam));
  696.    }
  697.  
  698.    ////////////////////////////////////////////////////////////////////////////////////////////////
  699.    // right mouse button push
  700.    else if (message == WM_RBUTTONDOWN)
  701.    {
  702.       // are we in animation OR are mouse commands NOT allowed ?
  703.       if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
  704.          return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
  705.  
  706.       prevgui_x = GET_X_LPARAM (lParam); // remember mouse coordinates
  707.       prevgui_y = GET_Y_LPARAM (lParam);
  708.  
  709.       // if we click something, stop moving the table immediately
  710.  
  711.       // cycle through both players and change their view angles EXCEPT the opponent if he's human
  712.       for (viewer_index = 0; viewer_index < 2; viewer_index++)
  713.          if ((the_board.players[viewer_index].type == PLAYER_COMPUTER)
  714.                || (the_board.players[viewer_index].type == PLAYER_INTERNET)
  715.                || (viewer_index == current_viewer))
  716.          {
  717.             the_board.players[viewer_index].view_pitch = current_pitch;
  718.             the_board.players[viewer_index].view_yaw = current_yaw;
  719.          }
  720.  
  721.       rbutton_pushed = true; // remember button is clicked
  722.  
  723.       // call the default window message processing function to keep things going
  724.       return (DefWindowProc (hWnd, message, wParam, lParam));
  725.    }
  726.  
  727.    ////////////////////////////////////////////////////////////////////////////////////////////////
  728.    // right mouse button release
  729.    else if (message == WM_RBUTTONUP)
  730.    {
  731.       // are we in animation OR are mouse commands NOT allowed ?
  732.       if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
  733.          return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
  734.  
  735.       rbutton_pushed = false; // remember button is released
  736.       the_scene.update = true; // update the 3D scene
  737.  
  738.       // call the default window message processing function to keep things going
  739.       return (DefWindowProc (hWnd, message, wParam, lParam));
  740.    }
  741.  
  742.    ////////////////////////////////////////////////////////////////////////////////////////////////
  743.    // left mouse button DOUBLE-click
  744.    else if (message == WM_LBUTTONDBLCLK)
  745.    {
  746.       // are we in animation OR are mouse commands NOT allowed ?
  747.       if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
  748.          return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
  749.  
  750.       // get mouse coordinates
  751.       gui_x = GET_X_LPARAM (lParam);
  752.       gui_y = GET_Y_LPARAM (lParam);
  753.  
  754.       // are we in game and did we click the move comments area ?
  755.       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))
  756.       {
  757.          DialogBox_Comment (); // fire up the comment dialog box
  758.          return (DefWindowProc (hWnd, message, wParam, lParam)); // call the default window message processing function to keep things going
  759.       }
  760.  
  761.       // call the default window message processing function to keep things going
  762.       return (DefWindowProc (hWnd, message, wParam, lParam));
  763.    }
  764.  
  765.    ////////////////////////////////////////////////////////////////////////////////////////////////
  766.    // mouse move (while not in animation)
  767.    else if (message == WM_MOUSEMOVE)
  768.    {
  769.       // are we in animation OR are mouse commands NOT allowed ?
  770.       if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
  771.          return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
  772.  
  773.       // get mouse coordinates
  774.       gui_x = GET_X_LPARAM (lParam);
  775.       gui_y = GET_Y_LPARAM (lParam);
  776.  
  777.       // handle button update status
  778.       the_scene.update |= Button_UpdateHoverState (&the_scene.gui.larrow, gui_x, gui_y);
  779.       the_scene.update |= Button_UpdateHoverState (&the_scene.gui.rarrow, gui_x, gui_y);
  780.       the_scene.update |= Button_UpdateHoverState (&the_scene.gui.chatbutton, gui_x, gui_y);
  781.       the_scene.update |= Button_UpdateHoverState (&the_scene.gui.gamesbutton, gui_x, gui_y);
  782.       the_scene.update |= Button_UpdateHoverState (&the_scene.gui.peoplebutton, gui_x, gui_y);
  783.  
  784.       // see if we're online
  785.       remote_player = Player_FindByType (PLAYER_INTERNET);
  786.  
  787.       // are we online AND do we NOT have the right to select anything ?
  788.       if ((remote_player != NULL) && !remote_player->is_in_game)
  789.          return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default window message processing function to keep things going
  790.  
  791.       // is the parts selection line displayed AND is the mouse anywhere in it ?
  792.       if (the_scene.gui.is_partspick_displayed && Render_IsMouseInBox (gui_x, gui_y, 0.0f, 0.0f, 100.0f, 11.0f))
  793.       {
  794.          // for each selectable part...
  795.          for (part_index = 0; part_index < 13; part_index++)
  796.          {
  797.             // is the mouse hovering it ?
  798.             if (Render_IsMouseInBox (gui_x, gui_y, part_index * (100.0f / 13.0f), 0, 100.0f / 13.0f, 11.0f))
  799.             {
  800.                // was it NOT hovered before ?
  801.                if (the_scene.gui.partspick_hoveredpart != selectable_parts[part_index])
  802.                {
  803.                   the_scene.gui.partspick_hoveredpart = selectable_parts[part_index]; // mark it as hovered
  804.                   the_scene.update = true; // update the scene
  805.                }
  806.             }
  807.  
  808.             // else was it hovered before ?
  809.             else if (the_scene.gui.partspick_hoveredpart == selectable_parts[part_index])
  810.             {
  811.                the_scene.gui.partspick_hoveredpart = 0; // clear the hovered part
  812.                the_scene.update = true; // update the scene
  813.             }
  814.          }
  815.       }
  816.       else
  817.          the_scene.gui.partspick_hoveredpart = 0; // clear the hovered part
  818.  
  819.       // get current and opposite players
  820.       current_player = Player_GetCurrent ();
  821.       opposite_player = Player_GetOpposite ();
  822.  
  823.       // if right button was clicked, compute new pitch and yaw
  824.       if (rbutton_pushed)
  825.       {
  826.          // cycle through both players and change their view angles EXCEPT the opponent if he's human
  827.          for (viewer_index = 0; viewer_index < 2; viewer_index++)
  828.             if ((the_board.players[viewer_index].type == PLAYER_COMPUTER)
  829.                 || (the_board.players[viewer_index].type == PLAYER_INTERNET)
  830.                 || (viewer_index == current_viewer))
  831.             {
  832.                the_board.players[viewer_index].view_pitch += (gui_y - prevgui_y) * 0.3f;
  833.                if (the_board.players[viewer_index].view_pitch < 10.0f)
  834.                   the_board.players[viewer_index].view_pitch = 10.0f; // wrap angles around so that they
  835.                if (the_board.players[viewer_index].view_pitch > 89.99f)
  836.                   the_board.players[viewer_index].view_pitch = 89.99f; // stay in the [10, 89.99] bounds
  837.  
  838.                the_board.players[viewer_index].view_yaw += (gui_x - prevgui_x) * 0.3f;
  839.                the_board.players[viewer_index].view_yaw = WrapAngle (the_board.players[viewer_index].view_yaw);
  840.  
  841.                // save these as the new custom angles
  842.                the_board.players[viewer_index].custom_pitch = the_board.players[viewer_index].view_pitch;
  843.                the_board.players[viewer_index].custom_yaw = the_board.players[viewer_index].view_yaw;
  844.  
  845.                // when moving the table around, jump to ideal angles immediately
  846.                current_pitch = the_board.players[viewer_index].view_pitch;
  847.                current_yaw = the_board.players[viewer_index].view_yaw;
  848.             }
  849.  
  850.          the_scene.update = true; // button was clicked, update the 3D scene
  851.       }
  852.  
  853.       // else it's just the mouse wandering around ; have we the right to select something ?
  854.       else if ((the_board.viewed_move == the_board.move_count - 1) && (current_player->type == PLAYER_HUMAN) && (highlight_endtime < current_time))
  855.       {
  856.          // save the old positions
  857.          prev_hovered_position[0] = the_board.hovered_position[0];
  858.          prev_hovered_position[1] = the_board.hovered_position[1];
  859.  
  860.          // figure out the coordinates on table
  861.          Render_MouseToFloor (gui_x, gui_y, &board_x, &board_y);
  862.  
  863.          // translate them to board coordinates
  864.          the_board.hovered_position[0] = (int) floor ((20.0f - board_y) / 5.0f);
  865.          the_board.hovered_position[1] = 7 - (int) floor ((20.0f - board_x) / 5.0f);
  866.  
  867.          // do they differ from last time ?
  868.          if ((the_board.hovered_position[0] != prev_hovered_position[0]) || (the_board.hovered_position[1] != prev_hovered_position[1]))
  869.             the_scene.update = true; // if so, update scene
  870.       }
  871.  
  872.       // has the user the right to leave a command AND is there no comment yet ?
  873.       if ((the_board.game_state >= STATE_PLAYING) && (the_board.viewed_move > 0)
  874.           && ((the_board.moves[the_board.viewed_move].comment == NULL) || (the_board.moves[the_board.viewed_move].comment[0] == 0)))
  875.       {
  876.          // is the mouse above the comments zone ? if so, display a dimmed hint text
  877.          if (Render_IsMouseInBox (gui_x, gui_y, 30.0f, 0.0f, 40.0f, 10.0f))
  878.          {
  879.             if (!the_scene.gui.comment_text.is_displayed)
  880.             {
  881.                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"));
  882.                the_scene.update = true; // and update the scene
  883.             }
  884.          }
  885.          else
  886.          {
  887.             if (the_scene.gui.comment_text.is_displayed)
  888.             {
  889.                the_scene.gui.comment_text.is_displayed = false; // if not, erase the hint text
  890.                the_scene.update = true; // and update the scene
  891.             }
  892.          }
  893.       }
  894.  
  895.       // remember these coordinates for next time
  896.       prevgui_x = gui_x;
  897.       prevgui_y = gui_y;
  898.  
  899.       // call the default window message processing function to keep things going
  900.       return (DefWindowProc (hWnd, message, wParam, lParam));
  901.    }
  902.  
  903.    ////////////////////////////////////////////////////////////////////////////////////////////////
  904.    // mouse scroll
  905.    else if (message == WM_MOUSEWHEEL)
  906.    {
  907.       // are we in animation OR are mouse commands NOT allowed ?
  908.       if ((animation_endtime + 1.0f >= current_time) || (command_ignoretime >= current_time))
  909.          return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default message proc to keep things going
  910.  
  911.       // see if we're online
  912.       remote_player = Player_FindByType (PLAYER_INTERNET);
  913.  
  914.       // are we online AND do we NOT have the right to select anything ?
  915.       if ((remote_player != NULL) && !remote_player->is_in_game)
  916.          return (DefWindowProc (hWnd, message, wParam, lParam)); // if so, call the default window message processing function to keep things going
  917.  
  918.       // scroll up / scroll down ?
  919.       if (GET_WHEEL_DELTA_WPARAM (wParam) > 0)
  920.          the_board.players[current_viewer].view_distance = max (48.0f, the_board.players[current_viewer].view_distance - 2.0f);
  921.       else if (GET_WHEEL_DELTA_WPARAM (wParam) < 0)
  922.          the_board.players[current_viewer].view_distance = min (100.0f, the_board.players[current_viewer].view_distance + 2.0f);
  923.  
  924.       // save this as the new custom distance
  925.       the_board.players[current_viewer].custom_distance = the_board.players[current_viewer].view_distance;
  926.  
  927.       // when moving the table around, jump to ideal angles immediately
  928.       current_distance = the_board.players[current_viewer].view_distance;
  929.  
  930.       the_scene.update = true; // update the 3D scene
  931.  
  932.       // call the default window message processing function to keep things going
  933.       return (DefWindowProc (hWnd, message, wParam, lParam));
  934.    }
  935.  
  936.    ////////////////////////////////////////////////////////////////////////////////////////////////
  937.    // keyboard release
  938.    else if (message == WM_CHAR)
  939.    {
  940.       // are we in position setup mode ?
  941.       if (the_board.game_state == STATE_SETUPPOSITION)
  942.       {
  943.          // is it the enter key ? if so, exit setup mode and start playing
  944.          if (wParam == L'\r')
  945.          {
  946.             current_move = &the_board.moves[the_board.viewed_move]; // quick access to current move
  947.  
  948.             // (in)validate the castling positions
  949.             if ((current_move->slots[0][0].color == COLOR_WHITE) && (current_move->slots[0][0].part == PART_ROOK)
  950.                 && (current_move->slots[0][4].color == COLOR_WHITE) && (current_move->slots[0][4].part == PART_KING))
  951.                current_move->sides[COLOR_WHITE].longcastle_allowed = true; // white castling queenside allowed
  952.             else
  953.                current_move->sides[COLOR_WHITE].longcastle_allowed = false; // white castling queenside no longer possible
  954.             if ((current_move->slots[0][7].color == COLOR_WHITE) && (current_move->slots[0][7].part == PART_ROOK)
  955.                 && (current_move->slots[0][4].color == COLOR_WHITE) && (current_move->slots[0][4].part == PART_KING))
  956.                current_move->sides[COLOR_WHITE].shortcastle_allowed = true; // white castling kingside allowed
  957.             else
  958.                current_move->sides[COLOR_WHITE].shortcastle_allowed = false; // white castling kingside no longer possible
  959.             if ((current_move->slots[7][0].color == COLOR_BLACK) && (current_move->slots[7][0].part == PART_ROOK)
  960.                 && (current_move->slots[7][4].color == COLOR_BLACK) && (current_move->slots[7][4].part == PART_KING))
  961.                current_move->sides[COLOR_BLACK].longcastle_allowed = true; // white castling queenside allowed
  962.             else
  963.                current_move->sides[COLOR_BLACK].longcastle_allowed = false; // white castling queenside no longer possible
  964.             if ((current_move->slots[7][7].color == COLOR_BLACK) && (current_move->slots[7][7].part == PART_ROOK)
  965.                 && (current_move->slots[7][4].color == COLOR_BLACK) && (current_move->slots[7][4].part == PART_KING))
  966.                current_move->sides[COLOR_BLACK].shortcastle_allowed = true; // white castling kingside allowed
  967.             else
  968.                current_move->sides[COLOR_BLACK].shortcastle_allowed = false; // white castling kingside no longer possible
  969.  
  970.             current_move->color = COLOR_BLACK; // so that game starts with white
  971.  
  972.             // validate this board in Forsyth-Edwards Notation and reset it
  973.             Move_DescribeInFEN (current_move);
  974.             wcscpy_s (fen_string, WCHAR_SIZEOF (fen_string), current_move->fen_string); // have a copy of fen string
  975.             Board_Reset (&the_board, fen_string);
  976.  
  977.             the_board.game_state = STATE_PLAYING; // start the game now
  978.             the_board.reevaluate = true; // evaluate board again
  979.  
  980.             the_scene.gui.central_text.disappear_time = current_time + 1.0f; // fade out help text now (FIXME: ugly)
  981.             the_scene.update = true; // update the 3D scene
  982.  
  983.             // call the default window message processing function to keep things going
  984.             return (DefWindowProc (hWnd, message, wParam, lParam));
  985.          }
  986.       }
  987.  
  988.       // else are we in internet mode ?
  989.       else if (Player_FindByType (PLAYER_INTERNET) != NULL)
  990.       {
  991.          entered_ccreply = &the_scene.gui.entered_ccreply; // quick access to entered ccreply
  992.          local_player = Player_FindByType (PLAYER_HUMAN); // quick access to local player
  993.          if (local_player == NULL)
  994.             return (DefWindowProc (hWnd, message, wParam, lParam)); // theoretically impossible condition, but better be sure
  995.          if (selected_chatterchannel == NULL)
  996.             return (DefWindowProc (hWnd, message, wParam, lParam)); // theoretically impossible condition, but better be sure
  997.  
  998.          // are we NOT entering text yet ?
  999.          if (!the_scene.gui.is_entering_text)
  1000.          {
  1001.             // is it the space bar ?
  1002.             if (wParam == L' ')
  1003.             {
  1004.                the_scene.gui.is_entering_text = true; // remember we are entering text
  1005.  
  1006.                // reset the entered text buffer
  1007.                entered_ccreply->text = (wchar_t *) SAFE_malloc (1, sizeof (wchar_t), false);
  1008.                entered_ccreply->text[0] = 0; // only the null terminator will fit
  1009.                entered_ccreply->text_length = 0; // and set its length to zero
  1010.             }
  1011.          }
  1012.  
  1013.          // else we are currently in text entering mode
  1014.          else
  1015.          {
  1016.             // is the typed character a printable character ?
  1017.             if (iswprint (wParam))
  1018.             {
  1019.                // if so, reallocate space in the typed buffer (include null terminator)
  1020.                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);
  1021.                swprintf_s (&entered_ccreply->text[entered_ccreply->text_length], 1 + 1, L"%c", wParam); // append character
  1022.                entered_ccreply->text_length++; // buffer holds now one character more
  1023.             }
  1024.  
  1025.             // else is the typed character a backspace AND is there text to erase ?
  1026.             else if ((wParam == 0x08) && (entered_ccreply->text_length > 0))
  1027.             {
  1028.                // if so, reallocate space in the typed buffer (include null terminator)
  1029.                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);
  1030.                entered_ccreply->text[entered_ccreply->text_length - 1] = 0; // backspace, delete one character
  1031.                entered_ccreply->text_length--; // buffer holds now one character less
  1032.             }
  1033.  
  1034.             // else is the typed character the escape key ?
  1035.             else if (wParam == 0x1b)
  1036.             {
  1037.                SAFE_free ((void **) &entered_ccreply->text); // reset the entered text buffer
  1038.                entered_ccreply->text_length = 0; // and set its length to zero
  1039.                the_scene.gui.is_entering_text = false; // and exit from the text entering mode
  1040.             }
  1041.  
  1042.             // else is the typed character the enter key ?
  1043.             else if (wParam == 0x0d)
  1044.                the_scene.gui.is_entering_text = false; // enter, exit from the text entering mode (this will validate our reply)
  1045.  
  1046.             // else it's an illegal character
  1047.             else
  1048.                Audio_PlaySound (SOUNDTYPE_ILLEGALMOVE); // illegal character, beep the illegal move sound
  1049.          }
  1050.  
  1051.          the_scene.update = true; // update the 3D scene
  1052.  
  1053.          // call the default window message processing function to keep things going
  1054.          return (DefWindowProc (hWnd, message, wParam, lParam));
  1055.       }
  1056.    }
  1057.  
  1058.    ////////////////////////////////////////////////////////////////////////////////////////////////
  1059.    // mouse move outside the window
  1060.    else if (message == WM_NCMOUSEMOVE)
  1061.    {
  1062.       rbutton_pushed = false; // remember right button is released
  1063.  
  1064.       // call the default window message processing function to keep things going
  1065.       return (DefWindowProc (hWnd, message, wParam, lParam));
  1066.    }
  1067.  
  1068.    ////////////////////////////////////////////////////////////////////////////////////////////////
  1069.    // window repaint
  1070.    else if (message == WM_PAINT)
  1071.    {
  1072.       the_scene.update = true; // update the 3D scene
  1073.  
  1074.       // call the default window message processing function to keep things going
  1075.       return (DefWindowProc (hWnd, message, wParam, lParam));
  1076.    }
  1077.  
  1078.    // call the default window message processing function to keep things going
  1079.    return (DefWindowProc (hWnd, message, wParam, lParam));
  1080. }
  1081.  
  1082.  
  1083. static bool Button_IsHovered (guibutton_t *button, int gui_x, int gui_y)
  1084. {
  1085.    // handy wrapper that returns whether a particular GUI button is hovered when the mouse is at the given coordinates
  1086.  
  1087.    return (Render_IsMouseInBox (gui_x, gui_y, button->left, button->top, button->width, button->height));
  1088. }
  1089.  
  1090.  
  1091. static bool Button_UpdateHoverState (guibutton_t *button, int gui_x, int gui_y)
  1092. {
  1093.    // this function updates the hover state of a GUI button, and returns TRUE if the
  1094.    // scene needs to be updated, FALSE otherwise.
  1095.  
  1096.    // is the button displayed ?
  1097.    if (button->state != 0)
  1098.    {
  1099.       // is the mouse hovering it ?
  1100.       if (Render_IsMouseInBox (gui_x, gui_y, button->left, button->top, button->width, button->height))
  1101.       {
  1102.          // was it NOT hovered before ?
  1103.          if (button->state != 2)
  1104.          {
  1105.             button->state = 2; // mark it as hovered
  1106.             return (true); // return TRUE so as to update the scene
  1107.          }
  1108.       }
  1109.  
  1110.       // else was it hovered before ?
  1111.       else if (button->state == 2)
  1112.       {
  1113.          button->state = 1; // else mark it as not hovered
  1114.          return (true); // return TRUE so as to update the scene
  1115.       }
  1116.    }
  1117.  
  1118.    return (false); // no need to update the scene
  1119. }
  1120.