// player.cpp
 
 
 
#include "common.h"
 
 
 
 
 
void Player_Init (player_t *player, int color, int type)
 
{
 
   // helper function to initialize a player structure
 
 
 
   unsigned long buffer_size;
 
 
 
   // first reset the whole structure
 
   memset (player, 0, sizeof (player_t));
 
 
 
   // allocate space for send and receive buffers and reset them
 
   player->sendbuffer_locked = false;
 
   player->sendbuffer_size = 1048576;
 
   player->sendbuffer = (wchar_t *) SAFE_malloc (player->sendbuffer_size, sizeof (wchar_t), false);
 
   player->sendbuffer[0] = 0;
 
   player->recvbuffer_size = 1048576;
 
   player->ascii_recvbuffer = (char *) SAFE_malloc (player->recvbuffer_size, sizeof (char), false);
 
   player->ascii_recvbuffer[0] = 0;
 
   player->recvbuffer = (wchar_t *) SAFE_malloc (player->recvbuffer_size, sizeof (wchar_t), false);
 
   player->recvbuffer[0] = 0;
 
 
 
   // save player type and color
 
   player->type = type;
 
   player->color = color;
 
 
 
   // if internet or computer play, initialize the right interface
 
   if (player->type == PLAYER_INTERNET)
 
   {
 
      // if we want online gaming, initialize the network
 
      if (!PlayerNetwork_Init (player))
 
         player->type = PLAYER_HUMAN; // if it fails, fallback to human opponent
 
   }
 
   if (player->type == PLAYER_COMPUTER)
 
   {
 
      // if we want the chess engine, initialize it
 
      if (!PlayerEngine_Init (player))
 
         player->type = PLAYER_HUMAN; // if it fails, fallback to human opponent
 
   }
 
   if (player->type == PLAYER_HUMAN)
 
   {
 
      // player is human, assume his name to be his Windows session name (until told otherwise)
 
      buffer_size = WCHAR_SIZEOF (player->name);
 
      GetUserName (player->name, &buffer_size);
 
   }
 
 
 
   // reset its view
 
   Player_ResetView (player);
 
 
 
   return; // finished
 
}
 
 
 
 
 
void Player_Shutdown (player_t *player)
 
{
 
   // helper function to release a player structure
 
 
 
   // if the chess engine was started, shut it down
 
   if (player->type == PLAYER_COMPUTER)
 
      PlayerEngine_Shutdown (player);
 
 
 
   // else if we were online, shutdown the network
 
   else if (player->type == PLAYER_INTERNET)
 
      PlayerNetwork_Shutdown (player);
 
 
 
   // free the send and receive buffers
 
   SAFE_free ((void **) &player->recvbuffer);
 
   SAFE_free ((void **) &player->ascii_recvbuffer);
 
   SAFE_free ((void **) &player->sendbuffer);
 
 
 
   // and finally reset the whole structure
 
   memset (player, 0, sizeof (player_t));
 
 
 
   return; // finished
 
}
 
 
 
 
 
void Player_ResetView (player_t *player)
 
{
 
   // helper function to reset a player's current and custom view
 
 
 
   // reset current view
 
   player->view_pitch = 55.0f;
 
   player->view_yaw = (player->color == COLOR_BLACK ? 90.0f : -90.0f);
 
   player->view_distance = 70.0f;
 
 
 
   // reset custom view too
 
   player->custom_pitch = player->view_pitch;
 
   player->custom_yaw = player->view_yaw;
 
   player->custom_distance = player->view_distance;
 
 
 
   return; // finished
 
}
 
 
 
 
 
bool Player_RotateTable (player_t *player, float frame_time)
 
{
 
   // this function is called every frame to rotate the chess table. There is some kind of
 
   // filtering for the view. The function returns TRUE if the scene needs to be updated
 
   // (that is, the table turned significantly).
 
 
 
   float deviation_yaw;
 
   float deviation_pitch;
 
   float deviation_distance;
 
   float turnspeed_yaw;
 
   float turnspeed_pitch;
 
   float turnspeed_distance;
 
 
 
   // (do we NOT want autorotation AND has the game started) OR are we NOT playing yet OR are we still in animation ?
 
   if ((!options.want_autorotateon1vs1 && (the_board.move_count > 1))
 
       || (the_board.game_state < STATE_PLAYING)
 
       || (current_time < animation_endtime + 1.0f))
 
      return (false); // if so, don't rotate anything
 
 
 
   // compute what's left to turn yet
 
   deviation_yaw = WrapAngle (player->view_yaw - current_yaw);
 
   deviation_pitch = WrapAngle (player->view_pitch - current_pitch);
 
   deviation_distance = player->view_distance - current_distance;
 
 
 
   // compute the new turn speed
 
   turnspeed_yaw = ((float) options.rotate_speed * deviation_yaw) * min (frame_time, 0.01f);
 
   turnspeed_pitch = ((float) options.rotate_speed * deviation_pitch) * min (frame_time, 0.01f);
 
   turnspeed_distance = ((float) options.rotate_speed * deviation_distance) * min (frame_time, 0.01f);
 
 
 
   // HACK: FIXME: if we're leaving closeup mode, reevaluate the board
 
   if ((current_distance == CLOSEUP_VIEW_DISTANCE) && (turnspeed_distance != 0))
 
      the_board.reevaluate = true; // FIXME FIXME ugly yuk
 
 
 
   // move the aim cursor
 
   current_yaw = WrapAngle (current_yaw + turnspeed_yaw);
 
   current_pitch = WrapAngle (current_pitch + turnspeed_pitch);
 
   current_distance = current_distance + turnspeed_distance;
 
 
 
   // return whether the table moved significantly or not
 
   return ((fabsf (turnspeed_yaw) > 0.01f) || (fabsf (turnspeed_pitch) > 0.01f) || (fabsf (turnspeed_distance) > 0.1f));
 
}
 
 
 
 
 
bool Player_Think (player_t *player)
 
{
 
   // this function makes the players think (in case they are not human)
 
 
 
   player_t *current_player;
 
   player_t *opposite_player;
 
   bool do_update;
 
 
 
   do_update = false; // don't update scene until told otherwise
 
 
 
   // get current and opposite players
 
   current_player = Player_GetCurrent ();
 
   opposite_player = Player_GetOpposite ();
 
 
 
   // if we're in online gaming mode, listen to the network
 
   if (player->type == PLAYER_INTERNET)
 
      do_update |= PlayerNetwork_Think (player); // and see if we need to update the scene
 
 
 
   // else if we're running a chess engine, listen to it
 
   else if (player->type == PLAYER_COMPUTER)
 
      do_update |= PlayerEngine_Think (player); // and see if we need to update the scene
 
 
 
   // else player is human
 
   else
 
   {
 
      // is it NOT our turn AND does our opponent want to cancel a move ?
 
      if ((player != current_player) && current_player->wants_cancel)
 
      {
 
         current_player->wants_cancel = false; // don't ask twice (remember now before we switch players)
 
 
 
         // rewind game 1 move back
 
         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);
 
         the_board.move_count = max (1, the_board.move_count - 1); // figure out how many moves we have now
 
         the_board.viewed_move = the_board.move_count - 1; // take us back to the last move
 
         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)
 
         do_update = true; // update the 3D scene
 
      }
 
   }
 
 
 
   return (do_update); // finished, return whether we update the scene or not
 
}
 
 
 
 
 
bool Player_SendBuffer_Add (player_t *player, int milliseconds_max, const wchar_t *fmt, ...)
 
{
 
   // helper function to append a data string to the send buffer. Returns FALSE in case buffer is inaccessible.
 
 
 
   va_list argptr;
 
   int length;
 
   int count;
 
 
 
   // as long as the buffer is locked...
 
   count = 0;
 
   while (player->sendbuffer_locked && (count < milliseconds_max))
 
   {
 
      Sleep (10); // wait 10 milliseconds
 
      count += 10; // remember we've waited 10 milliseconds more
 
   }
 
 
 
   // is send buffer STILL locked ?
 
   if (player->sendbuffer_locked)
 
      return (false); // buffer is inaccessible, return FALSE
 
 
 
   player->sendbuffer_locked = true; // lock the buffer
 
   length = wcslen (player->sendbuffer); // get current buffer length
 
 
 
   // concatenate all the arguments in one string at the end of the buffer
 
   va_start (argptr, fmt);
 
   vswprintf_s (&player->sendbuffer[length], player->sendbuffer_size - length, fmt, argptr);
 
   va_end (argptr);
 
 
 
   player->sendbuffer_locked = false; // unlock it
 
 
 
   return (true); // done
 
}
 
 
 
 
 
player_t *Player_FindByType (int player_type)
 
{
 
   // wrapper that returns a pointer to the first player representing the wanted type on a board
 
 
 
   // figure out which player is of the type we want and return it
 
   if (the_board.players[COLOR_WHITE].type == player_type)
 
      return (&the_board.players[COLOR_WHITE]); // it's the white player
 
   else if (the_board.players[COLOR_BLACK].type == player_type)
 
      return (&the_board.players[COLOR_BLACK]); // it's the black player
 
 
 
   return (NULL); // can't find any player of the given type on this board
 
}
 
 
 
 
 
player_t *Player_GetCurrent (void)
 
{
 
   // helper function that returns the current player
 
 
 
   // return the current player
 
   return (&the_board.players[Board_ColorToMove (&the_board)]);
 
}
 
 
 
 
 
player_t *Player_GetOpposite (void)
 
{
 
   // helper function that returns the opposite player
 
 
 
   // return the opposite player
 
   return (&the_board.players[1 - Board_ColorToMove (&the_board)]);
 
}