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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 = 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. }
  243.