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1 pmbaty 1
// player.cpp
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#include "common.h"
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void Player_Init (player_t *player, int color, int type)
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{
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   // helper function to initialize a player structure
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   unsigned long buffer_size;
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   // first reset the whole structure
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   memset (player, 0, sizeof (player_t));
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   // allocate space for send and receive buffers and reset them
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   player->sendbuffer_locked = false;
159 pmbaty 17
   player->sendbuffer_size = 10 * 1024 * 1024; // 10 Mb should be enough, right ?
1 pmbaty 18
   player->sendbuffer = (wchar_t *) SAFE_malloc (player->sendbuffer_size, sizeof (wchar_t), false);
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   player->sendbuffer[0] = 0;
159 pmbaty 20
   player->recvbuffer_size = 10 * 1024 * 1024; // 10 Mb should be enough, right ?
1 pmbaty 21
   player->ascii_recvbuffer = (char *) SAFE_malloc (player->recvbuffer_size, sizeof (char), false);
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   player->ascii_recvbuffer[0] = 0;
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   player->recvbuffer = (wchar_t *) SAFE_malloc (player->recvbuffer_size, sizeof (wchar_t), false);
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   player->recvbuffer[0] = 0;
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   // save player type and color
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   player->type = type;
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   player->color = color;
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171 pmbaty 30
   // reset their sleep time
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   player->sleep_time = 0;
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1 pmbaty 33
   // if internet or computer play, initialize the right interface
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   if (player->type == PLAYER_INTERNET)
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   {
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      // if we want online gaming, initialize the network
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      if (!PlayerNetwork_Init (player))
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         player->type = PLAYER_HUMAN; // if it fails, fallback to human opponent
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   }
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   if (player->type == PLAYER_COMPUTER)
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   {
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      // if we want the chess engine, initialize it
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      if (!PlayerEngine_Init (player))
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         player->type = PLAYER_HUMAN; // if it fails, fallback to human opponent
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   }
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   if (player->type == PLAYER_HUMAN)
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   {
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      // player is human, assume his name to be his Windows session name (until told otherwise)
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      buffer_size = WCHAR_SIZEOF (player->name);
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      GetUserName (player->name, &buffer_size);
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   }
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   // reset its view
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   Player_ResetView (player);
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   return; // finished
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}
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void Player_Shutdown (player_t *player)
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{
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   // helper function to release a player structure
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   // if the chess engine was started, shut it down
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   if (player->type == PLAYER_COMPUTER)
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      PlayerEngine_Shutdown (player);
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   // else if we were online, shutdown the network
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   else if (player->type == PLAYER_INTERNET)
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      PlayerNetwork_Shutdown (player);
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   // free the send and receive buffers
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   SAFE_free ((void **) &player->recvbuffer);
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   SAFE_free ((void **) &player->ascii_recvbuffer);
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   SAFE_free ((void **) &player->sendbuffer);
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   // and finally reset the whole structure
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   memset (player, 0, sizeof (player_t));
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80
   return; // finished
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}
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void Player_ResetView (player_t *player)
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{
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   // helper function to reset a player's current and custom view
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   // reset current view
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   player->view_pitch = 55.0f;
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   player->view_yaw = (player->color == COLOR_BLACK ? 90.0f : -90.0f);
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   player->view_distance = 70.0f;
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   // reset custom view too
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   player->custom_pitch = player->view_pitch;
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   player->custom_yaw = player->view_yaw;
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   player->custom_distance = player->view_distance;
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   return; // finished
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}
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bool Player_RotateTable (player_t *player, float frame_time)
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{
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   // this function is called every frame to rotate the chess table. There is some kind of
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   // filtering for the view. The function returns TRUE if the scene needs to be updated
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   // (that is, the table turned significantly).
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108
   float deviation_yaw;
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   float deviation_pitch;
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   float deviation_distance;
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   float turnspeed_yaw;
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   float turnspeed_pitch;
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   float turnspeed_distance;
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136 pmbaty 115
   // (do we NOT want autorotation AND has the game started) OR are we NOT playing yet OR are we still in animation ?
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   if ((!options.want_autorotateon1vs1 && (the_board.move_count > 1))
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       || (the_board.game_state < STATE_PLAYING)
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       || (current_time < animation_endtime + 1.0f))
1 pmbaty 119
      return (false); // if so, don't rotate anything
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   // compute what's left to turn yet
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   deviation_yaw = WrapAngle (player->view_yaw - current_yaw);
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   deviation_pitch = WrapAngle (player->view_pitch - current_pitch);
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   deviation_distance = player->view_distance - current_distance;
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126
   // compute the new turn speed
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   turnspeed_yaw = ((float) options.rotate_speed * deviation_yaw) * min (frame_time, 0.01f);
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   turnspeed_pitch = ((float) options.rotate_speed * deviation_pitch) * min (frame_time, 0.01f);
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   turnspeed_distance = ((float) options.rotate_speed * deviation_distance) * min (frame_time, 0.01f);
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136 pmbaty 131
   // HACK: FIXME: if we're leaving closeup mode, reevaluate the board
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   if ((current_distance == CLOSEUP_VIEW_DISTANCE) && (turnspeed_distance != 0))
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      the_board.reevaluate = true; // FIXME FIXME ugly yuk
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1 pmbaty 135
   // move the aim cursor
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   current_yaw = WrapAngle (current_yaw + turnspeed_yaw);
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   current_pitch = WrapAngle (current_pitch + turnspeed_pitch);
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   current_distance = current_distance + turnspeed_distance;
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140
   // return whether the table moved significantly or not
81 pmbaty 141
   return ((fabsf (turnspeed_yaw) > 0.01f) || (fabsf (turnspeed_pitch) > 0.01f) || (fabsf (turnspeed_distance) > 0.1f));
1 pmbaty 142
}
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bool Player_Think (player_t *player)
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{
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   // this function makes the players think (in case they are not human)
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149
   player_t *current_player;
150
   player_t *opposite_player;
151
   bool do_update;
152
 
171 pmbaty 153
   if (player->sleep_time > current_time)
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      return (false); // if this player should NOT think yet, then just don't
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1 pmbaty 156
   do_update = false; // don't update scene until told otherwise
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158
   // get current and opposite players
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   current_player = Player_GetCurrent ();
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   opposite_player = Player_GetOpposite ();
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162
   // if we're in online gaming mode, listen to the network
163
   if (player->type == PLAYER_INTERNET)
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      do_update |= PlayerNetwork_Think (player); // and see if we need to update the scene
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   // else if we're running a chess engine, listen to it
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   else if (player->type == PLAYER_COMPUTER)
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      do_update |= PlayerEngine_Think (player); // and see if we need to update the scene
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   // else player is human
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   else
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   {
173
      // is it NOT our turn AND does our opponent want to cancel a move ?
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      if ((player != current_player) && current_player->wants_cancel)
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      {
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         current_player->wants_cancel = false; // don't ask twice (remember now before we switch players)
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         // rewind game 1 move back
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         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);
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         the_board.move_count = max (1, the_board.move_count - 1); // figure out how many moves we have now
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         the_board.viewed_move = the_board.move_count - 1; // take us back to the last move
136 pmbaty 182
         the_board.game_state = STATE_PLAYING; // remember the game is now playing (in case we wanted to cancel the closing move of a finished game, this opens the game again)
1 pmbaty 183
         do_update = true; // update the 3D scene
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      }
185
   }
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187
   return (do_update); // finished, return whether we update the scene or not
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}
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bool Player_SendBuffer_Add (player_t *player, int milliseconds_max, const wchar_t *fmt, ...)
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{
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   // helper function to append a data string to the send buffer. Returns FALSE in case buffer is inaccessible.
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195
   va_list argptr;
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   int length;
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   int count;
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199
   // as long as the buffer is locked...
200
   count = 0;
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   while (player->sendbuffer_locked && (count < milliseconds_max))
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   {
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      Sleep (10); // wait 10 milliseconds
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      count += 10; // remember we've waited 10 milliseconds more
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   }
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207
   // is send buffer STILL locked ?
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   if (player->sendbuffer_locked)
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      return (false); // buffer is inaccessible, return FALSE
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211
   player->sendbuffer_locked = true; // lock the buffer
212
   length = wcslen (player->sendbuffer); // get current buffer length
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   // concatenate all the arguments in one string at the end of the buffer
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   va_start (argptr, fmt);
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   vswprintf_s (&player->sendbuffer[length], player->sendbuffer_size - length, fmt, argptr);
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   va_end (argptr);
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219
   player->sendbuffer_locked = false; // unlock it
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221
   return (true); // done
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}
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player_t *Player_FindByType (int player_type)
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{
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   // wrapper that returns a pointer to the first player representing the wanted type on a board
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229
   // figure out which player is of the type we want and return it
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   if (the_board.players[COLOR_WHITE].type == player_type)
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      return (&the_board.players[COLOR_WHITE]); // it's the white player
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   else if (the_board.players[COLOR_BLACK].type == player_type)
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      return (&the_board.players[COLOR_BLACK]); // it's the black player
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235
   return (NULL); // can't find any player of the given type on this board
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}
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player_t *Player_GetCurrent (void)
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{
241
   // helper function that returns the current player
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243
   // return the current player
244
   return (&the_board.players[Board_ColorToMove (&the_board)]);
245
}
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player_t *Player_GetOpposite (void)
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{
250
   // helper function that returns the opposite player
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252
   // return the opposite player
253
   return (&the_board.players[1 - Board_ColorToMove (&the_board)]);
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}