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  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 = 10 * 1024 * 1024; // 10 Mb should be enough, right ?
  18.    player->sendbuffer = (wchar_t *) SAFE_malloc (player->sendbuffer_size, sizeof (wchar_t), false);
  19.    player->sendbuffer[0] = 0;
  20.    player->recvbuffer_size = 10 * 1024 * 1024; // 10 Mb should be enough, right ?
  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.    // reset their sleep time
  31.    player->sleep_time = 0;
  32.  
  33.    // if internet or computer play, initialize the right interface
  34.    if (player->type == PLAYER_INTERNET)
  35.    {
  36.       // if we want online gaming, initialize the network
  37.       if (!PlayerNetwork_Init (player))
  38.          player->type = PLAYER_HUMAN; // if it fails, fallback to human opponent
  39.    }
  40.    if (player->type == PLAYER_COMPUTER)
  41.    {
  42.       // if we want the chess engine, initialize it
  43.       if (!PlayerEngine_Init (player))
  44.          player->type = PLAYER_HUMAN; // if it fails, fallback to human opponent
  45.    }
  46.    if (player->type == PLAYER_HUMAN)
  47.    {
  48.       // player is human, assume his name to be his Windows session name (until told otherwise)
  49.       buffer_size = WCHAR_SIZEOF (player->name);
  50.       GetUserName (player->name, &buffer_size);
  51.    }
  52.  
  53.    // reset its view
  54.    Player_ResetView (player);
  55.  
  56.    return; // finished
  57. }
  58.  
  59.  
  60. void Player_Shutdown (player_t *player)
  61. {
  62.    // helper function to release a player structure
  63.  
  64.    // if the chess engine was started, shut it down
  65.    if (player->type == PLAYER_COMPUTER)
  66.       PlayerEngine_Shutdown (player);
  67.  
  68.    // else if we were online, shutdown the network
  69.    else if (player->type == PLAYER_INTERNET)
  70.       PlayerNetwork_Shutdown (player);
  71.  
  72.    // free the send and receive buffers
  73.    SAFE_free ((void **) &player->recvbuffer);
  74.    SAFE_free ((void **) &player->ascii_recvbuffer);
  75.    SAFE_free ((void **) &player->sendbuffer);
  76.  
  77.    // and finally reset the whole structure
  78.    memset (player, 0, sizeof (player_t));
  79.  
  80.    return; // finished
  81. }
  82.  
  83.  
  84. void Player_ResetView (player_t *player)
  85. {
  86.    // helper function to reset a player's current and custom view
  87.  
  88.    // reset current view
  89.    player->view_pitch = 55.0f;
  90.    player->view_yaw = (player->color == COLOR_BLACK ? 90.0f : -90.0f);
  91.    player->view_distance = 70.0f;
  92.  
  93.    // reset custom view too
  94.    player->custom_pitch = player->view_pitch;
  95.    player->custom_yaw = player->view_yaw;
  96.    player->custom_distance = player->view_distance;
  97.  
  98.    return; // finished
  99. }
  100.  
  101.  
  102. bool Player_RotateTable (player_t *player, float frame_time)
  103. {
  104.    // this function is called every frame to rotate the chess table. There is some kind of
  105.    // filtering for the view. The function returns TRUE if the scene needs to be updated
  106.    // (that is, the table turned significantly).
  107.  
  108.    float deviation_yaw;
  109.    float deviation_pitch;
  110.    float deviation_distance;
  111.    float turnspeed_yaw;
  112.    float turnspeed_pitch;
  113.    float turnspeed_distance;
  114.  
  115.    // (do we NOT want autorotation AND has the game started) OR are we NOT playing yet OR are we still in animation ?
  116.    if ((!options.want_autorotateon1vs1 && (the_board.move_count > 1))
  117.        || (the_board.game_state < STATE_PLAYING)
  118.        || (current_time < animation_endtime + 1.0f))
  119.       return (false); // if so, don't rotate anything
  120.  
  121.    // compute what's left to turn yet
  122.    deviation_yaw = WrapAngle (player->view_yaw - current_yaw);
  123.    deviation_pitch = WrapAngle (player->view_pitch - current_pitch);
  124.    deviation_distance = player->view_distance - current_distance;
  125.  
  126.    // compute the new turn speed
  127.    turnspeed_yaw = ((float) options.rotate_speed * deviation_yaw) * min (frame_time, 0.01f);
  128.    turnspeed_pitch = ((float) options.rotate_speed * deviation_pitch) * min (frame_time, 0.01f);
  129.    turnspeed_distance = ((float) options.rotate_speed * deviation_distance) * min (frame_time, 0.01f);
  130.  
  131.    // HACK: FIXME: if we're leaving closeup mode, reevaluate the board
  132.    if ((current_distance == CLOSEUP_VIEW_DISTANCE) && (turnspeed_distance != 0))
  133.       the_board.reevaluate = true; // FIXME FIXME ugly yuk
  134.  
  135.    // move the aim cursor
  136.    current_yaw = WrapAngle (current_yaw + turnspeed_yaw);
  137.    current_pitch = WrapAngle (current_pitch + turnspeed_pitch);
  138.    current_distance = current_distance + turnspeed_distance;
  139.  
  140.    // return whether the table moved significantly or not
  141.    return ((fabsf (turnspeed_yaw) > 0.01f) || (fabsf (turnspeed_pitch) > 0.01f) || (fabsf (turnspeed_distance) > 0.1f));
  142. }
  143.  
  144.  
  145. bool Player_Think (player_t *player)
  146. {
  147.    // this function makes the players think (in case they are not human)
  148.  
  149.    player_t *current_player;
  150.    player_t *opposite_player;
  151.    bool do_update;
  152.  
  153.    if (player->sleep_time > current_time)
  154.       return (false); // if this player should NOT think yet, then just don't
  155.  
  156.    do_update = false; // don't update scene until told otherwise
  157.  
  158.    // get current and opposite players
  159.    current_player = Player_GetCurrent ();
  160.    opposite_player = Player_GetOpposite ();
  161.  
  162.    // if we're in online gaming mode, listen to the network
  163.    if (player->type == PLAYER_INTERNET)
  164.       do_update |= PlayerNetwork_Think (player); // and see if we need to update the scene
  165.  
  166.    // else if we're running a chess engine, listen to it
  167.    else if (player->type == PLAYER_COMPUTER)
  168.       do_update |= PlayerEngine_Think (player); // and see if we need to update the scene
  169.  
  170.    // else player is human
  171.    else
  172.    {
  173.       // is it NOT our turn AND does our opponent want to cancel a move ?
  174.       if ((player != current_player) && current_player->wants_cancel)
  175.       {
  176.          current_player->wants_cancel = false; // don't ask twice (remember now before we switch players)
  177.  
  178.          // rewind game 1 move back
  179.          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);
  180.          the_board.move_count = max (1, the_board.move_count - 1); // figure out how many moves we have now
  181.          the_board.viewed_move = the_board.move_count - 1; // take us back to the last move
  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)
  183.          do_update = true; // update the 3D scene
  184.       }
  185.    }
  186.  
  187.    return (do_update); // finished, return whether we update the scene or not
  188. }
  189.  
  190.  
  191. bool Player_SendBuffer_Add (player_t *player, int milliseconds_max, const wchar_t *fmt, ...)
  192. {
  193.    // helper function to append a data string to the send buffer. Returns FALSE in case buffer is inaccessible.
  194.  
  195.    va_list argptr;
  196.    int length;
  197.    int count;
  198.  
  199.    // as long as the buffer is locked...
  200.    count = 0;
  201.    while (player->sendbuffer_locked && (count < milliseconds_max))
  202.    {
  203.       Sleep (10); // wait 10 milliseconds
  204.       count += 10; // remember we've waited 10 milliseconds more
  205.    }
  206.  
  207.    // is send buffer STILL locked ?
  208.    if (player->sendbuffer_locked)
  209.       return (false); // buffer is inaccessible, return FALSE
  210.  
  211.    player->sendbuffer_locked = true; // lock the buffer
  212.    length = wcslen (player->sendbuffer); // get current buffer length
  213.  
  214.    // concatenate all the arguments in one string at the end of the buffer
  215.    va_start (argptr, fmt);
  216.    vswprintf_s (&player->sendbuffer[length], player->sendbuffer_size - length, fmt, argptr);
  217.    va_end (argptr);
  218.  
  219.    player->sendbuffer_locked = false; // unlock it
  220.  
  221.    return (true); // done
  222. }
  223.  
  224.  
  225. player_t *Player_FindByType (int player_type)
  226. {
  227.    // wrapper that returns a pointer to the first player representing the wanted type on a board
  228.  
  229.    // figure out which player is of the type we want and return it
  230.    if (the_board.players[COLOR_WHITE].type == player_type)
  231.       return (&the_board.players[COLOR_WHITE]); // it's the white player
  232.    else if (the_board.players[COLOR_BLACK].type == player_type)
  233.       return (&the_board.players[COLOR_BLACK]); // it's the black player
  234.  
  235.    return (NULL); // can't find any player of the given type on this board
  236. }
  237.  
  238.  
  239. player_t *Player_GetCurrent (void)
  240. {
  241.    // helper function that returns the current player
  242.  
  243.    // return the current player
  244.    return (&the_board.players[Board_ColorToMove (&the_board)]);
  245. }
  246.  
  247.  
  248. player_t *Player_GetOpposite (void)
  249. {
  250.    // helper function that returns the opposite player
  251.  
  252.    // return the opposite player
  253.    return (&the_board.players[1 - Board_ColorToMove (&the_board)]);
  254. }
  255.