Subversion Repositories Games.Chess Giants

Rev

Rev 81 | Go to most recent revision | Details | Last modification | View Log | RSS feed

Rev Author Line No. Line
1 pmbaty 1
// player.cpp
2
 
3
#include "common.h"
4
 
5
 
6
void Player_Init (player_t *player, int color, int type)
7
{
8
   // helper function to initialize a player structure
9
 
10
   unsigned long buffer_size;
11
 
12
   // first reset the whole structure
13
   memset (player, 0, sizeof (player_t));
14
 
15
   // allocate space for send and receive buffers and reset them
16
   player->sendbuffer_locked = false;
17
   player->sendbuffer_size = 1048576;
18
   player->sendbuffer = (wchar_t *) SAFE_malloc (player->sendbuffer_size, sizeof (wchar_t), false);
19
   player->sendbuffer[0] = 0;
20
   player->recvbuffer_size = 1048576;
21
   player->ascii_recvbuffer = (char *) SAFE_malloc (player->recvbuffer_size, sizeof (char), false);
22
   player->ascii_recvbuffer[0] = 0;
23
   player->recvbuffer = (wchar_t *) SAFE_malloc (player->recvbuffer_size, sizeof (wchar_t), false);
24
   player->recvbuffer[0] = 0;
25
 
26
   // save player type and color
27
   player->type = type;
28
   player->color = color;
29
 
30
   // if internet or computer play, initialize the right interface
31
   if (player->type == PLAYER_INTERNET)
32
   {
33
      // if we want online gaming, initialize the network
34
      if (!PlayerNetwork_Init (player))
35
         player->type = PLAYER_HUMAN; // if it fails, fallback to human opponent
36
   }
37
   if (player->type == PLAYER_COMPUTER)
38
   {
39
      // if we want the chess engine, initialize it
40
      if (!PlayerEngine_Init (player))
41
         player->type = PLAYER_HUMAN; // if it fails, fallback to human opponent
42
   }
43
   if (player->type == PLAYER_HUMAN)
44
   {
45
      // player is human, assume his name to be his Windows session name (until told otherwise)
46
      buffer_size = WCHAR_SIZEOF (player->name);
47
      GetUserName (player->name, &buffer_size);
48
   }
49
 
50
   // reset its view
51
   Player_ResetView (player);
52
 
53
   return; // finished
54
}
55
 
56
 
57
void Player_Shutdown (player_t *player)
58
{
59
   // helper function to release a player structure
60
 
61
   // if the chess engine was started, shut it down
62
   if (player->type == PLAYER_COMPUTER)
63
      PlayerEngine_Shutdown (player);
64
 
65
   // else if we were online, shutdown the network
66
   else if (player->type == PLAYER_INTERNET)
67
      PlayerNetwork_Shutdown (player);
68
 
69
   // free the send and receive buffers
70
   SAFE_free ((void **) &player->recvbuffer);
71
   SAFE_free ((void **) &player->ascii_recvbuffer);
72
   SAFE_free ((void **) &player->sendbuffer);
73
 
74
   // and finally reset the whole structure
75
   memset (player, 0, sizeof (player_t));
76
 
77
   return; // finished
78
}
79
 
80
 
81
void Player_ResetView (player_t *player)
82
{
83
   // helper function to reset a player's current and custom view
84
 
85
   // reset current view
86
   player->view_pitch = 55.0f;
87
   player->view_yaw = (player->color == COLOR_BLACK ? 90.0f : -90.0f);
88
   player->view_distance = 70.0f;
89
 
90
   // reset custom view too
91
   player->custom_pitch = player->view_pitch;
92
   player->custom_yaw = player->view_yaw;
93
   player->custom_distance = player->view_distance;
94
 
95
   return; // finished
96
}
97
 
98
 
99
bool Player_RotateTable (player_t *player, float frame_time)
100
{
101
   // this function is called every frame to rotate the chess table. There is some kind of
102
   // filtering for the view. The function returns TRUE if the scene needs to be updated
103
   // (that is, the table turned significantly).
104
 
105
   float deviation_yaw;
106
   float deviation_pitch;
107
   float deviation_distance;
108
   float turnspeed_yaw;
109
   float turnspeed_pitch;
110
   float turnspeed_distance;
111
 
112
   // do we NOT want autorotation OR are we NOT playing yet OR are we still in animation ?
113
   if (!options.want_autorotateon1vs1 || (the_board.game_state < STATE_PLAYING) || (current_time < animation_endtime + 1.0f))
114
      return (false); // if so, don't rotate anything
115
 
116
   // compute what's left to turn yet
117
   deviation_yaw = WrapAngle (player->view_yaw - current_yaw);
118
   deviation_pitch = WrapAngle (player->view_pitch - current_pitch);
119
   deviation_distance = player->view_distance - current_distance;
120
 
121
   // compute the new turn speed
122
   turnspeed_yaw = ((float) options.rotate_speed * deviation_yaw) * min (frame_time, 0.01f);
123
   turnspeed_pitch = ((float) options.rotate_speed * deviation_pitch) * min (frame_time, 0.01f);
124
   turnspeed_distance = ((float) options.rotate_speed * deviation_distance) * min (frame_time, 0.01f);
125
 
126
   // move the aim cursor
127
   current_yaw = WrapAngle (current_yaw + turnspeed_yaw);
128
   current_pitch = WrapAngle (current_pitch + turnspeed_pitch);
129
   current_distance = current_distance + turnspeed_distance;
130
 
131
   // return whether the table moved significantly or not
132
   return ((abs (turnspeed_yaw) > 0.01f) || (abs (turnspeed_pitch) > 0.01f) || (abs (turnspeed_distance) > 0.1f));
133
}
134
 
135
 
136
bool Player_Think (player_t *player)
137
{
138
   // this function makes the players think (in case they are not human)
139
 
140
   player_t *current_player;
141
   player_t *opposite_player;
142
   bool do_update;
143
 
144
   do_update = false; // don't update scene until told otherwise
145
 
146
   // get current and opposite players
147
   current_player = Player_GetCurrent ();
148
   opposite_player = Player_GetOpposite ();
149
 
150
   // if we're in online gaming mode, listen to the network
151
   if (player->type == PLAYER_INTERNET)
152
      do_update |= PlayerNetwork_Think (player); // and see if we need to update the scene
153
 
154
   // else if we're running a chess engine, listen to it
155
   else if (player->type == PLAYER_COMPUTER)
156
      do_update |= PlayerEngine_Think (player); // and see if we need to update the scene
157
 
158
   // else player is human
159
   else
160
   {
161
      // is it NOT our turn AND does our opponent want to cancel a move ?
162
      if ((player != current_player) && current_player->wants_cancel)
163
      {
164
         current_player->wants_cancel = false; // don't ask twice (remember now before we switch players)
165
 
166
         // rewind game 1 move back
167
         the_board.moves = (boardmove_t *) SAFE_realloc (the_board.moves, the_board.move_count, max (1, the_board.move_count - 1), sizeof (boardmove_t), false);
168
         the_board.move_count = max (1, the_board.move_count - 1); // figure out how many moves we have now
169
         the_board.viewed_move = the_board.move_count - 1; // take us back to the last move
170
 
171
         do_update = true; // update the 3D scene
172
      }
173
   }
174
 
175
   return (do_update); // finished, return whether we update the scene or not
176
}
177
 
178
 
179
bool Player_SendBuffer_Add (player_t *player, int milliseconds_max, const wchar_t *fmt, ...)
180
{
181
   // helper function to append a data string to the send buffer. Returns FALSE in case buffer is inaccessible.
182
 
183
   va_list argptr;
184
   int length;
185
   int count;
186
 
187
   // as long as the buffer is locked...
188
   count = 0;
189
   while (player->sendbuffer_locked && (count < milliseconds_max))
190
   {
191
      Sleep (10); // wait 10 milliseconds
192
      count += 10; // remember we've waited 10 milliseconds more
193
   }
194
 
195
   // is send buffer STILL locked ?
196
   if (player->sendbuffer_locked)
197
      return (false); // buffer is inaccessible, return FALSE
198
 
199
   player->sendbuffer_locked = true; // lock the buffer
200
   length = wcslen (player->sendbuffer); // get current buffer length
201
 
202
   // concatenate all the arguments in one string at the end of the buffer
203
   va_start (argptr, fmt);
204
   vswprintf_s (&player->sendbuffer[length], player->sendbuffer_size - length, fmt, argptr);
205
   va_end (argptr);
206
 
207
   player->sendbuffer_locked = false; // unlock it
208
 
209
   return (true); // done
210
}
211
 
212
 
213
player_t *Player_FindByType (int player_type)
214
{
215
   // wrapper that returns a pointer to the first player representing the wanted type on a board
216
 
217
   // figure out which player is of the type we want and return it
218
   if (the_board.players[COLOR_WHITE].type == player_type)
219
      return (&the_board.players[COLOR_WHITE]); // it's the white player
220
   else if (the_board.players[COLOR_BLACK].type == player_type)
221
      return (&the_board.players[COLOR_BLACK]); // it's the black player
222
 
223
   return (NULL); // can't find any player of the given type on this board
224
}
225
 
226
 
227
player_t *Player_GetCurrent (void)
228
{
229
   // helper function that returns the current player
230
 
231
   // return the current player
232
   return (&the_board.players[Board_ColorToMove (&the_board)]);
233
}
234
 
235
 
236
player_t *Player_GetOpposite (void)
237
{
238
   // helper function that returns the opposite player
239
 
240
   // return the opposite player
241
   return (&the_board.players[1 - Board_ColorToMove (&the_board)]);
242
}