コード例 #1
0
ファイル: tTrailBoard.cpp プロジェクト: drkvogel/bb-quizzes
bool TTrailBoard::playGame( TForm *caller, int gameid )
{
	m_startTime = Now();

	game->m_returnDataHeader.partid= L"0";
	game->m_returnDataHeader.sessionid= L"0";
	game->m_returnDataHeader.sectionid= L"hm05";
	String startDate = m_startTime.FormatString("yyyy-mm-dd") + "T" + m_startTime.FormatString("hh:mm:ss");
	game->m_returnDataHeader.dateStarted=startDate; //L"2013-08-30T10:16:30:000";
	game->m_returnDataHeader.abandon= 0;
	game->m_returnDataHeader.introelapsed=0; //Intro elasped time
	game->m_returnDataHeader.totelapsed=0;
	game->m_returnDataHeader.practiceaelapsed=0;
	game->m_returnDataHeader.practiceaerrors=0;
	game->m_returnDataHeader.practicebelapsed=0;
	game->m_returnDataHeader.practiceberrors=0;
	game->m_returnDataHeader.partaelapsed=0;
	game->m_returnDataHeader.partaerrors=0;
	game->m_returnDataHeader.partbelapsed=0;
	game->m_returnDataHeader.partberrors=0;

	resetBoard();
	game->initGame();

	Show();
	panel_abandon->Visible = true;

	caller->Hide();
	if (results)
		delete results;

	game->run( );
	while ( game->isRunning() )	// WAIT FOR END SIGNAL
	{
		Application->ProcessMessages();
	}
	panel_abandon->Visible = false;
	game->m_returnDataHeader.totelapsed = MilliSecondsBetween(Now(),m_startTime);  //milliseconds elapsed since 1 January 1970

	std::stringstream timeString;
	timeString << game->getRunTime();
  /*
	if (!game->wasAbandoned())
		fm_tmessage->msgOk("Congratulations!\n\nYou completed the test in " + timeString.str() + " deci-seconds " + "\n\nWell done.","WHOOOT!", POPUP_COLOUR );
    */
	extractResults();
 /*	std::string resultString = results->serializeOut();

	if (SaveTextFileDialog->Execute())
	{
		int iFileHandle = FileCreate(SaveTextFileDialog->FileName);

		if (iFileHandle > 0)
			FileWrite(iFileHandle,(void*)AnsiString(resultString.c_str()).c_str(),resultString.length());
		FileClose(iFileHandle);
	}
*/	caller->Show();
	Hide();
	return( true );
}
コード例 #2
0
ファイル: GameMain.c プロジェクト: cfj2k5/Chess
void redo(Game* game) {
	int turn = 0;
	int maxTurn = 0; 
	char cmd[7];
	int rst = 0;
	int debug = 0;
	int in = 0;
	Piece* piece;
	clock_t start = 0;
	assert(game);
	maxTurn = game->turn-2;
	game->turn = 0;
	resetBoard(game);
	if (maxTurn <= 0) {
		printBoard(game);
		return;
	}
	for (turn = 1;turn <= maxTurn;turn++) {
		rst = getStepFromLog(game, turn, cmd);
		rst = movePieceNotation(game, cmd);
		if (cmd[4] > 'A' && cmd[4] < 'R') {
			piece = getPiece(game, cmd[2]-'a', cmd[3]-'1');
			piece->type = cmd[4];
		}
		game->turn = turn;
	}
	printBoard(game);
}
コード例 #3
0
ファイル: sudoku.c プロジェクト: texruska/Sudoku
void generateUniqueBoard(sudokuGrid *game) {
	int i, j;
	int positions[GRID_SIZE];
	int targetValue, position;
	
	//start by generating a random board
	resetBoard(game);
	generateRandomBoard(game);
	
	//populate and shuffle positions array - these are targets for cell removal
	j = 0;
	for (i = 0; i <= GRID_SIZE; i++) {
		positions[j] = i;
		j++;
	}
	shuffleArr(positions,GRID_SIZE);
	
	//clear cells until we no longer have a unique solution
	j = 0;
	while (j < (GRID_SIZE - GRID_SIZE/PRINCIPAL_NUM)) {
		if (solutionCount(game,2) > 1) {
			//restore the last cell that we removed to ensure that we still have a unique solution
			commitMove(game,position,targetValue);
		}
		
		targetValue = game->values[positions[j]];
		position = positions[j];
		
		commitMove(game,position,BLANK_VALUE);
		j++;
	}
	
	//restore the last cell that we removed to ensure that we still have a unique solution
	commitMove(game,position,targetValue);
}
コード例 #4
0
ファイル: board.cpp プロジェクト: drkvogel/bb-quizzes
//---------------------------------------------------------------------------
bool Tfm_board::playGame( TForm *caller, LAYOUT *ly )
{
	current_layout = ly;
	current_layout->match = 0;
	current_layout->miss  = 0;
	current_layout->duration = 0;
	resetBoard();
	int	npairs = ( current_layout->rows * current_layout->cols ) / 2;
	if ( npairs > (int) game->pack.size() )
		{MESS::bug( "Insufficient cards in playGame pack for next level");
		abandon = true;
		return( false );
		}
	if ( ! game->initPairs( npairs, current_layout ) )
		{MESS::bug( "Error in playGame random allocation" );
		return( false );
		}
	Show();
	caller->Hide();
	game->run( timer_preview, ( npairs < 5 ) ? 3000 : 5000 );
	while ( game->isRunning() )	// WAIT FOR END SIGNAL
		{Application->ProcessMessages();
		}
	current_layout->duration = game->getRunTime();
	caller->Show();
 	Hide();
	return( true );
}
コード例 #5
0
void factoryReset() {
    UART_PRINT("[Blink] Factory reset\r\n");

    resetParseClient();
    resetConfig();
    resetNetwork();
    resetBoard();
}
コード例 #6
0
ファイル: boardwindow.cpp プロジェクト: Yamadads/checkers
void BoardWindow::revokeMoves()
{
    while (!moves.empty())
        moves.removeLast();
    updateLabel();
    resetBoard();
    loadBoard();
}
コード例 #7
0
ファイル: Board.cpp プロジェクト: Ryp/PSPgames
Board::Board(int x, int y)
{
  size_.x = x;
  size_.y = y;
  calculateBoardPos();
  allocBoard();
  resetBoard();
}
コード例 #8
0
ファイル: Board.cpp プロジェクト: Ryp/PSPgames
void Board::newBoard(int x, int y)
{
  deleteBoard();
  size_.x = x;
  size_.y = y;
  calculateBoardPos();
  allocBoard();
  resetBoard();
}
コード例 #9
0
ファイル: Problem213.c プロジェクト: thefunk/projecteuler
int main (int argc, char *argv[]) {
    double total[SIZE*SIZE] = {0};
    double current[SIZE*SIZE] = {0};
    resetBoard(total, SIZE);
    for (int i = 0; i < SIZE; i++) {
        for (int j = 0; j < SIZE; j++) {
            //printBoard("total", total, SIZE);
            resetBoard(current, SIZE);
            current[curIndex] = 1.0; // seed board with a flea.
            iterate(current, SIZE, NUM_ITERATIONS);
            //printBoard("current", current, SIZE);
            addToTotal(current, total, SIZE);
        }
    }
    //printBoard("total", total, SIZE);
    printf("Expected Number of Empty %lf\n", calculateExpectation(total, SIZE));
    return 0;
}
コード例 #10
0
ファイル: boardwindow.cpp プロジェクト: Yamadads/checkers
void BoardWindow::parseResponse()
{
    QString data = Socket::readData();
    QJsonDocument d = QJsonDocument::fromJson(data.toUtf8());
    QJsonObject json = d.object();
    if (json.contains("request"))
    {
        std::string request_type = json["request"].toString().toStdString();
        if (request_type == "message") {
            QDateTime timestamp;
            timestamp.setTime_t(json["timestamp"].toString().toInt());
            ui->chatTextEdit->append("[" + timestamp.toString("hh:mm") + "] " +
                    json["nick"].toString() + ": " + json["message"].toString());
        }
        else if (request_type == "board")
        {
            waiting = false;
            resetBoard();
            time = json["time"].toString();
            ui->turnsLabel->setText("Turn: " + json["current color"].toString());
            yourTurn = json["current color"].toString() == color ? true : false;

//            ui->chatTextEdit->append("Loading board");
            for (int i = 0; i < 8; i++)
                for (int j = 0; j < 8; j++)
                    board[i][j] = json["board"].toArray()[i].toArray()[j].toString()[0].toLatin1();
            loadBoard();
        }
        else if (request_type == "game_over")
        {
            ui->chatTextEdit->append("GAME OVER!");
            if (json["winner"] == color) {
                ui->chatTextEdit->append("Congratulatons, you won!");
            }
            else {
                ui->chatTextEdit->append("Unfortunately, you lost. Maybe next time?");
            }
        }
    }
    else if (json.contains("status"))
    {
        auto status = json["status"].toString();
        if (status != "ok")
        {
            if (status == "wrong move") {
                waiting = false;
                revokeMoves();
            }
            ui->chatTextEdit->append("Error: " + status);
        }
    }
}
コード例 #11
0
ファイル: chessgame.cpp プロジェクト: nriesterer/cutechess
void ChessGame::generateOpening()
{
	if (m_book[Chess::Side::White] == 0 || m_book[Chess::Side::Black] == 0)
		return;
	resetBoard();

	// First play moves that are already in the opening
	foreach (const Chess::Move& move, m_moves)
	{
		Q_ASSERT(m_board->isLegalMove(move));

		m_board->makeMove(move);
		if (!m_board->result().isNone())
			return;
	}
コード例 #12
0
void multiPlayer()
{
 
 do
 {
  system("CLS");
  gameName();
  draw();
  setMove(getMove());
  checkWin();
  checkBoard();
  }while(gameFinished!=true);
  printBoard();
  system("PAUSE");
  resetBoard();
}
コード例 #13
0
ファイル: GameMain.c プロジェクト: cfj2k5/Chess
void replay(Game* game) {
	int turn = 0;
	int maxTurn = game->turn;
	char cmd[7];
	int rst = 0;
	int debug = 0;
	int in = 0;
	Piece* piece;
	clock_t start = 0;
	assert(game);
	game->turn = 0;
	resetBoard(game);
	if (maxTurn <= 1) {
		printBoard(game);
		return;
	}
	for (turn = 1;turn <= maxTurn;turn++) {
		rst = getStepFromLog(game, turn, cmd);
		rst = movePieceNotation(game, cmd);
		/* rst = directMoveNotation(game, cmd);*/
		if (cmd[4] > 'A' && cmd[4] < 'R') {
			piece = getPiece(game, cmd[2]-'a', cmd[3]-'1');
			piece->type = cmd[4];
		}
		game->turn = turn;
		if (debug) {
			printf("%s : valid = %d \n", cmd, rst);
		}
		printBoard(game);
		if (rst <0) {
			printf("Position is outside the chessboard? \n");
			printf("The log may be incorrect. \n");
			system("PAUSE");
		}
		/*
		printf("press x to stop \n");
		start = clock();
		while ((clock() - start)/CLOCKS_PER_SEC < 1) {
			if (kbhit())
				in = getch();
			if (in == 'x') {
				break;
			}
		}
		*/
	}
}
コード例 #14
0
void singlePlayer()
{

 do
 {
  system("CLS");
  gameName();
  draw();
  if(player==1)
  {setRmove(getRmove());}
  else
  {setMove(getMove());}
  checkWin();
  checkBoard();
  }while(gameFinished!=true);
  printBoard();
  system("PAUSE");
  resetBoard();
}
コード例 #15
0
ファイル: Problem213.c プロジェクト: thefunk/projecteuler
void iterate(double *board, int size, int times) {
    static double workBoard[SIZE*SIZE] = {0};
    double *curBoard = board;
    double *nextBoard = workBoard;
    
    for (int k = 0; k < times; k++) {
        resetBoard(nextBoard, size);
        for (int i = 0; i < size; i++) {
            for (int j = 0; j < size; j++) {
                if (i != 0) {
                    double a = curBoard[(i-1)*size + j] * prob(i-1, j);
                    double b = nextBoard[curIndex];
                    nextBoard[curIndex] += a;//1.0 - (1.0 - a)*(1.0 - b);
                }
                if (i != size-1) {
                    double a = curBoard[(i+1)*size + j] * prob(i+1, j);
                    double b = nextBoard[curIndex];
                    nextBoard[curIndex] += a;//1.0 - (1.0 - a)*(1.0 - b);
                }
                if (j != 0) {
                    double a = curBoard[i*size + j-1] * prob(i, j-1);
                    double b = nextBoard[curIndex];
                    nextBoard[curIndex] += a;//1.0 - (1.0 - a)*(1.0 - b);
                }
                if (j != size-1) {
                    double a = curBoard[i*size + j+1] * prob(i, j+1);
                    double b = nextBoard[curIndex];
                    nextBoard[curIndex] += a;//1.0 - (1.0 - a)*(1.0 - b);
                }
                
            }
        }
        double *tmp = curBoard;
        curBoard = nextBoard;
        nextBoard = tmp;
    }
    
    if (curBoard != board)
        for (int i = 0; i < size; i++)
            for (int j = 0; j < size; j++)
                board[curIndex] = curBoard[curIndex];
        
}
コード例 #16
0
ファイル: chessgame.cpp プロジェクト: nriesterer/cutechess
void ChessGame::setMoves(const PgnGame& pgn)
{
	Q_ASSERT(pgn.variant() == m_board->variant());

	setStartingFen(pgn.startingFenString());
	resetBoard();
	m_moves.clear();

	foreach (const PgnGame::MoveData& md, pgn.moves())
	{
		Chess::Move move(m_board->moveFromGenericMove(md.move));
		Q_ASSERT(m_board->isLegalMove(move));

		m_board->makeMove(move);
		if (!m_board->result().isNone())
			return;

		m_moves.append(move);
	}
}
コード例 #17
0
ファイル: chessgame.cpp プロジェクト: joergoster/cutechess
bool ChessGame::setMoves(const PgnGame& pgn)
{
	setStartingFen(pgn.startingFenString());
	if (!resetBoard())
		return false;
	m_scores.clear();
	m_moves.clear();

	foreach (const PgnGame::MoveData& md, pgn.moves())
	{
		Chess::Move move(m_board->moveFromGenericMove(md.move));
		if (!m_board->isLegalMove(move))
			return false;

		m_board->makeMove(move);
		if (!m_board->result().isNone())
			return true;

		m_moves.append(move);
	}

	return true;
}
コード例 #18
0
ファイル: main.c プロジェクト: czachary/hardestGameEver
int main()
{
	REG_DISPCTL = MODE3 | BG2_ENABLE;

	//Draw Start Screen
	drawImage3(0, 0, TITLESCREEN_WIDTH, TITLESCREEN_HEIGHT, titleScreen);

	//var to keep track of current position in game
	int inGame = 0;
	int inTitle = 1;

	while(1)
	{

		//START GAME
		if(inTitle == 1 && KEY_DOWN_NOW(BUTTON_START)) {
			inGame = 1;
			inTitle = 0;
			int bgcolor = GRAY;
			DMA[3].src = &bgcolor;
			DMA[3].dst = videoBuffer;
			DMA[3].cnt = 38400 | DMA_SOURCE_FIXED | DMA_DESTINATION_INCREMENT | DMA_ON;

			drawLevel1Board();
			refillLives();
			resetBoard();
		}

		//JUMP BACK TO TITLE SCREEN
		if(KEY_DOWN_NOW(BUTTON_SELECT)) {
			inGame = 0;
			inTitle = 1;
			drawImage3(0, 0, TITLESCREEN_WIDTH, TITLESCREEN_HEIGHT, titleScreen);
		}

		//GAME PLAY
		if(inGame == 1) {
			if(KEY_DOWN_NOW(BUTTON_RIGHT)) {
				moveRight();
			} else if(KEY_DOWN_NOW(BUTTON_LEFT)) {
				moveLeft();
			} else if(KEY_DOWN_NOW(BUTTON_UP)) {
				moveUp();
			} else if(KEY_DOWN_NOW(BUTTON_DOWN)) {
				moveDown();
			}

			waitForVblank();
			clearOld();
			drawCurr();

			//test if reach end of level
			if(isWin() == 1) {
				drawImage3(0, 0, YOUWIN_WIDTH, YOUWIN_HEIGHT, youwin);
				inGame = 0;
				inTitle = 0;
			}

			//test for Collisions with Enemies
			if(isCollide() > 0) {
				if(currLives() > 0) {
					resetBoard();
				} else {
					//out of lives = game over
					inGame = 0;
					inTitle = 0;
					drawImage3(0, 0, GAMEOVER_WIDTH, GAMEOVER_HEIGHT, gameover);
				}
			}

		}
	}
	return 0;

}
コード例 #19
0
    pair<double,double> CoCheckersExperiment::playGame(
        shared_ptr<NEAT::GeneticIndividual> ind1,
        shared_ptr<NEAT::GeneticIndividual> ind2
    )
    {
        //You get 1 point just for entering the game, wahooo!
        pair<double,double> rewards(1.0,1.0);

#if DEBUG_GAME_ANNOUNCER
        cout << "Playing game\n";
#endif

        populateSubstrate(ind1,0);
        populateSubstrate(ind2,1);

        uchar b[8][8];

        //cout << "Playing games with HyperNEAT as black\n";
        //for (handCodedType=0;handCodedType<5;handCodedType++)

        for (testCases=0;testCases<2;testCases++)
        {
            if (testCases==0)
            {
                individualBlack = ind1;
                individualWhite = ind2;
            }
            else //testCases==1
            {
                individualBlack = ind2;
                individualWhite = ind1;
            }

            resetBoard(b);

            int retval=-1;
            int rounds=0;

            for (rounds=0;rounds<CHECKERS_MAX_ROUNDS&&retval==-1;rounds++)
            {
                //cout << "Round: " << rounds << endl;
                moveToMake = CheckersMove();

                if (testCases==0)
                {
                    currentSubstrateIndex=0;
                }
                else //testCases==1
                {
                    currentSubstrateIndex=1;
                }

                //cout << "Black is thinking...\n";
                evaluatemax(b,CheckersNEATDatatype(INT_MAX/2),0,2);

#if CHECKERS_EXPERIMENT_DEBUG
                cout << "BLACK MAKING MOVE\n";

                printBoard(b);
#endif

                if (moveToMake.from.x==255)
                {
                    //black loses
                    cout << "BLACK LOSES!\n";
                    retval = WHITE;
                }
                else
                {
                    makeMove(moveToMake,b);
                    retval = getWinner(b,WHITE);
                }

#if CHECKERS_EXPERIMENT_LOG_EVALUATIONS
                memcpy(gameLog[rounds*2],b,sizeof(uchar)*8*8);
#endif

#if COCHECKERS_EXPERIMENT_DEBUG
                printBoard(b);
                CREATE_PAUSE("");
#endif

                if (retval==-1)
                {
                    //printBoard(b);

                    moveToMake = CheckersMove();
                    {
                        //progress_timer t;
                        if (testCases==0)
                        {
                            currentSubstrateIndex=1;
                        }
                        else //testCases==1
                        {
                            currentSubstrateIndex=0;
                        }

                        //cout << "White is thinking...\n";
                        evaluatemin(b,CheckersNEATDatatype(INT_MAX/2),0,3);
                        //cout << "SimpleCheckers time: ";
                    }

#if COCHECKERS_EXPERIMENT_DEBUG
                    cout << "WHITE MAKING MOVE\n";

                    printBoard(b);
#endif

                    if (moveToMake.from.x==255)
                    {
                        //white loses
                        cout << "WHITE LOSES BECAUSE THERE'S NO MOVES LEFT!\n";
                        retval = BLACK;
#if COCHECKERS_EXPERIMENT_DEBUG
                        printBoard(b);
                        CREATE_PAUSE("");
#endif
                    }
                    else
                    {
                        makeMove(moveToMake,b);
                        retval = getWinner(b,BLACK);
                    }

#if COCHECKERS_EXPERIMENT_DEBUG
                    printBoard(b);
                    CREATE_PAUSE("");
#endif
                }

#if CHECKERS_EXPERIMENT_LOG_EVALUATIONS
                memcpy(gameLog[rounds*2+1],b,sizeof(uchar)*8*8);
#endif
            }

            if (retval==BLACK)
            {
#if DEBUG_GAME_ANNOUNCER
                cout << "BLACK WON!\n";
#endif
                if (ind1==individualBlack)
                {
                    rewards.first += 800;
                    rewards.first += (CHECKERS_MAX_ROUNDS-rounds);
                }
                else
                {
                    rewards.second += 800;
                    rewards.second += (CHECKERS_MAX_ROUNDS-rounds);
                }

            }
            else if (retval==-1) //draw
            {
#if DEBUG_GAME_ANNOUNCER
                cout << "WE TIED!\n";
#endif
                //rewards.first += 200;
                //rewards.second += 200;
            }
            else //White wins
            {
#if DEBUG_GAME_ANNOUNCER
                cout << "WHITE WON\n";
#endif
                if (ind1==individualWhite)
                {
                    rewards.first += 800;
                    rewards.first += (CHECKERS_MAX_ROUNDS-rounds);
                }
                else
                {
                    rewards.second += 800;
                    rewards.second += (CHECKERS_MAX_ROUNDS-rounds);
                }
            }

            int whiteMen,blackMen,whiteKings,blackKings;

            //countPieces(gi.board,whiteMen,blackMen,whiteKings,blackKings);
            countPieces(b,whiteMen,blackMen,whiteKings,blackKings);

            if (ind1==individualWhite)
            {
                rewards.first += (2 * (whiteMen) );
                rewards.first += (3 * (whiteKings) );

                rewards.second += (2 * (blackMen) );
                rewards.second += (3 * (blackKings) );
            }
            else
            {
                rewards.first += (2 * (blackMen) );
                rewards.first += (3 * (blackKings) );

                rewards.second += (2 * (whiteMen) );
                rewards.second += (3 * (whiteKings) );
            }
        }

#if DEBUG_GAME_ANNOUNCER
        cout << "Fitness earned: " << rewards.first << " & " << rewards.second << endl;
        CREATE_PAUSE("");
#endif

        return rewards;
    }
コード例 #20
0
ファイル: board.cpp プロジェクト: peniqliotuv/chess
int parseFen(char* fen, board& b){
  int row = ROW_8;
  int file = FILE_A;
  int piece = 0; // number of pieces
  int count = 0; // number of empty squares
  int sq64 = 0;
  int sq120 = 0;
  resetBoard(b);

  while (row >= ROW_1){
    count = 1;
    switch (*fen) {
        case 'p': piece = bP; break;
        case 'r': piece = bR; break;
        case 'n': piece = bN; break;
        case 'b': piece = bB; break;
        case 'k': piece = bK; break;
        case 'q': piece = bQ; break;
        case 'P': piece = wP; break;
        case 'R': piece = wR; break;
        case 'N': piece = wN; break;
        case 'B': piece = wB; break;
        case 'K': piece = wK; break;
        case 'Q': piece = wQ; break;

        case '1':
        case '2':
        case '3':
        case '4':
        case '5':
        case '6':
        case '7':
        case '8':
            piece = EMPTY;
            count = *fen - '0';
            break;

        case '/':
        case ' ':
            row--;
            file = FILE_A;
            fen++;
            continue;

        default:
            std::cout << "FEN ERROR" << std::endl;
            return -1;
      }

    for (int i=0; i<count; ++i){
        sq64 = row*8 + file;
        sq120 = SQ64[sq64];
        if (piece != EMPTY){
          b.pieces[sq120] = piece;
        }
        file++;
    }
    fen++;
  }

  if (*fen == 'w'){
    b.side = WHITE;
  }
  else if (*fen == 'b'){
    b.side = BLACK;
  }
  fen += 2;
  for (int i=0; i<4; ++i){
    if (*fen == ' '){
      break;
    }
    switch (*fen){
      case 'K': b.castlePermission |= whiteKingCastle; break;
      case 'Q': b.castlePermission |= whiteQueenCastle; break;
      case 'k': b.castlePermission |= blackKingCastle; break;
      case 'q': b.castlePermission |= blackQueenCastle; break;
      default: break;
    }
    fen++;
  }
  fen++;

  if (b.castlePermission < 0 || b.castlePermission > 15){
    throw castlePermBounds();
  }

  if (*fen != '-'){
    file = fen[0] - 'a';
    row = fen[1] - '1';
    b.enPassent = toSquareNumber(file, row);
  }
  b.posKey = generatePosKey(b);
  updateMateriaList(b);
  return 0;
}
コード例 #21
0
ファイル: pacman.c プロジェクト: cjbara/PacMan
int main()
{
  memcpy(board2,board,sizeof(int)*rows*columns);
  int height=800,width=800;				//height and width of screen
  gfx_open(width,height,"Pacman");
  gfx_clear_color(0,0,0);
  gfx_clear();
 
  int boardHeight=radius*rows,boardWidth=radius*columns;//Height of the board
  int xtopleft=width/2-boardWidth/2;			//x coord of top left corner of board
  int ytopleft=height/2-boardHeight*9/16; 		//y coord of top left corner of board
  char movement;  
  int i,lives=3;//start with 3 lives
  int win=0;
  int active=0;	//this changes depending on number of dots left
  int initialDots=dotsNumber();
  int remainingDots=dotsNumber();
  int score=0;
  int loop[4]={0,0,0,0};
  int frightenLoop[4]={0};
  int newScore[3]={0,0,0};//values [0]:new score to display(when ghost is killed),[1]:xvalue,[2]:yvalue
  Location pacman;
  Location ghosts[4];// enumerated to blinky, pinky, inky, clyde;
/*There are four states: 0: Chase, 1: Scatter, 2: Frighten, 3: Dead, and 4: Housed */
  int state[4]={scatter,scatter,scatter,scatter};

while(1){ 
 titleScreen(height,width,ghosts,&pacman,state);
 score=0;
 lives=3;
 win=0;
 for(i=0;i<=3;i++) loop[i]=0;	//reset the game
 resetBoard();
 gfx_wait();
/* This is the gameplay loop, will repeat every time a life is lost */
 while(lives>0){
  gfx_clear();
/* Initialize pacman's location */
  pacman.x=pacman.prevX=7;
  pacman.y=pacman.prevY=12;
  pacman.orientation=right;
/* Initialize ghost's locations */
  for(i=blinky;i<=clyde;i++){state[i]=scatter;}
  
  ghosts[blinky].x=7; 
  ghosts[blinky].prevX=8;
  ghosts[blinky].y=ghosts[blinky].prevY=6;
  ghosts[blinky].orientation=left;

  ghosts[pinky].x=7;
  ghosts[pinky].prevX=7;
  ghosts[pinky].y=7;
  ghosts[pinky].prevY=8;
  ghosts[pinky].orientation=up;
  
  ghosts[inky].x=ghosts[inky].prevX=6;
  ghosts[inky].y=7;
  ghosts[inky].prevY=8;
  ghosts[inky].orientation=right;

  ghosts[clyde].x=ghosts[clyde].prevX=8;
  ghosts[clyde].y=7;
  ghosts[clyde].prevY=8;
  ghosts[clyde].orientation=left; 
 
/* These two statements draw pacman and the board to begin the program */
  drawBoard(xtopleft,ytopleft,boardHeight,boardWidth,height,width,lives,2,score);
  drawPacman(xtopleft+radius*pacman.x+radius/2,ytopleft+radius*pacman.y+radius/2,pacman.orientation,0);
  for(i=blinky;i<=clyde;i++){
    drawGhost(xtopleft+radius*ghosts[i].x+radius/2,ytopleft+radius*ghosts[i].y+radius/2,i,ghosts[i].orientation,state,frightenLoop[i]);
  }

/* This loop is the gameplay after all initialization */
  while(1){
    /*if(gfx_event_waiting()){prevMovement=movement;*/ movement=gfx_wait();//}
    
  /* This block updates pacman position, checks for death
   * then updates ghosts' positions, then checks for death again */
    movePacman(&pacman,ghosts,movement,xtopleft,ytopleft,boardHeight,boardWidth,active,state,&score,frightenLoop);
    if(checkDeath(&pacman,ghosts,xtopleft,ytopleft,boardHeight,boardWidth,height,width,lives,state,&score,newScore,frightenLoop,loop[0])){	//pacman's death?
	for(i=0;i<=3;i++) loop[i]=0;	//reset the game
	lives--;			//decrease the lives
	printf("LIVES: %i\n",lives);
	break;
    }
    targetGhosts(ghosts,&pacman,xtopleft,ytopleft,boardHeight,boardWidth,active,state);
    if(checkDeath(&pacman,ghosts,xtopleft,ytopleft,boardHeight,boardWidth,height,width,lives,state,&score,newScore,frightenLoop,loop[0])){	//pacman's death?
	for(i=0;i<=3;i++) loop[i]=0;	//reset the game
	lives--;			//decrease the lives
	printf("LIVES: %i\n",lives);
	break;
    }
    ghostState(loop,state,frightenLoop);
    active=activeGhosts(ghosts,loop);

/* The next function animates the motion of all of the objects (pacman and ghosts */
    animateMotion(xtopleft,ytopleft,boardHeight,boardWidth,&pacman,ghosts,height,width,lives,state,score,newScore,frightenLoop,loop[0]);

/* The case to exit the loop is winning, when there are no dots left */
    if(dotsNumber()==0){	//The player got all the dots, they won the game
	win=1;
	break;
    }
  }
  if(lives<=0){ 
	gfx_clear();
	printf("\n\nGAME OVER\n\n");	
  	drawBoard(xtopleft,ytopleft,boardHeight,boardWidth,height,width,lives,0,score);
	if(tolower(gfx_wait())=='n'){ return 0; }//This will start the entire game over including the title screen
	else break;}
  else if(win){ printf("\n\nWINNER!\n\n");	
	drawBoard(xtopleft,ytopleft,boardHeight,boardWidth,height,width,lives,win,score);
	if(tolower(gfx_wait())=='n'){ return 0; }//This will end the game 
	else break;}
  }
 }
}
コード例 #22
0
ファイル: Input.c プロジェクト: hsperr/Chengine
void checkForInput(Game* game){
    char input[100];
    while(1){
        if(fgets(input,100,stdin)){
            printf("#XBoardSentCommand %s",input);
            if(strncmp(input,"xboard",6)==0){
                //output newline
                printf("\n");
                
            }else if(strncmp(input,"accepted",8)==0){
                //ignore
            }else if(strncmp(input,"rejected",8)==0){
                printf("Error accepting %s please fix that\n",input);
                exit(-1);
            }else if(strncmp(input,"protover",8)==0){
                printf("feature playother=0\n");
                printf("feature sigterm=0\n");
                printf("feature sigint=0\n");
                printf("feature analyze=0\n");
                printf("feature colors=0\n");
                printf("feature myname=\"Chengine\"\n");
                printf("feature reuse=0\n");
                printf("feature ping=1\n");
                printf("feature san=0\n");
                printf("feature debug=1\n");
                printf("feature time=1\n");
                printf("feature variants=\"normal\"\n");
                printf("feature done=1\n");
                //comes immidiately after xboard command if version 2 or above
                //else new command might follow from old version
                //set xboard version to N from "protover N" string
                //reply with feature string answers are "accepted" "rejected"
            }else if(strncmp(input,"fen",3)==0){
                readFENString(&game->board, &input[4]);
                //reset board white to move engine is black, reset clocks
                //do not ponder even if pondering is on
            }else if(strncmp(input,"new",3)==0){
                resetBoard(&game->board);
                
                game->Player[WHITE].depth=200;
                game->Player[WHITE].timelimit=30000;
                game->Player[WHITE].isAi=0;
                game->Player[WHITE].useOpeningTable=1;
                
                game->Player[BLACK].depth=200;
                game->Player[BLACK].timelimit=30000;
                game->Player[BLACK].isAi=1;
                game->Player[BLACK].useOpeningTable=1;
                //reset board white to move engine is black, reset clocks
                //do not ponder even if pondering is on
            }else if(strncmp(input,"variant",6)==0){
                
            }else if(strncmp(input,"quit",4)==0){
                //exit chess engine
                game->isRunning=0;
                return;
            }else if(strncmp(input,"random",6)==0){
                //can use it to add small random to eval function to vary play
            }else if(strncmp(input,"force",5)==0){
                //engine plays neither color, stop clocks, 
                //engine just checks that moves coming are legal and proper color is moving
                game->Player[BLACK].isAi=0;
                game->Player[WHITE].isAi=0;
            }else if(strncmp(input,"go",2)==0){
                game->Player[game->board.colorToPlay].isAi=1;
                game->Player[game->board.colorToPlay ^ 1].isAi=0;
                return;
                //leave force mode, set engine to play color that is on move
                //start thinking and clock
            }else if(strncmp(input,"white",5)==0){
                //leave force mode and let engine play other color
                //begin pondering if enabled
               /* game->board.colorToPlay=WHITE;
                Properties player=game->Player[WHITE];
                game->Player[WHITE]=game->Player[BLACK];
                game->Player[BLACK]=player;
                game->Player[BLACK].isAi=1;*/
            }else if(strncmp(input,"black",5)==0){
                //leave force mode and let engine play other color
                //begin pondering if enabled
/*                game->board.colorToPlay=BLACK;
                Properties player=game->Player[WHITE];
                game->Player[WHITE]=game->Player[BLACK];
                game->Player[BLACK]=player;
                game->Player[WHITE].isAi=1;
                //state->isPlayerAi[WHITE]=true;
                //state->isPlayerAi[BLACK]=false;*/
            }else if(strncmp(input,"playother",9)==0){
                //leave force mode and let engine play other color
                //begin pondering if enabled
                //game->Player[game->board.colorToPlay==WHITE?BLACK:WHITE].isAi=1;
/*                Properties player=game->Player[WHITE];
                game->Player[WHITE]=game->Player[BLACK];
                game->Player[BLACK]=player;*/
            }else if(strncmp(input,"level",5)==0){
                // set time controls level MPS BASE INC
            }else if(strncmp(input,"st",2)==0){
                // set time controls st TIME
                game->Player[WHITE].timelimit=(int)(input[3]-'0');
                game->Player[BLACK].timelimit=(int)(input[3]-'0');
            }else if(strncmp(input,"sd",2)==0){
                game->Player[WHITE].depth=(int)(input[3]-'0');
                game->Player[BLACK].depth=(int)(input[3]-'0');
            }else if(strncmp(input,"nps",3)==0){
                /*The engine should not use wall-clock time to make its timing decisions, but an own internal time measure based on the number of nodes it has searched (and will report as "thinking output", see section 10), converted to seconds through dividing by the given NODE_RATE. Example: after receiving the commands "st 8" and "nps 10000", the engine should never use more that 80,000 nodes in the search for any move. In this mode, the engine should report user CPU time used (in its thinking output), rather than wall-clock time. This even holds if NODE_RATE is given as 0, but in that case it should also use the user CPU time for its timing decisions. The effect of an "nps" command should persist until the next "new" command.*/
                printf("Error (unkown command): nps\n");
            }else if(strncmp(input,"time",4)==0){
                // set a clock that belongs to the engine, even if color changes in 1/1000 sec
                if(game->Player[WHITE].isAi==1){
                    game->Player[WHITE].timelimit=atoi(&input[5]);
                }else{
                    game->Player[BLACK].timelimit=atoi(&input[5]);
                }
            }else if(strncmp(input,"otim",2)==0){
                // set clock that belongs to the opponent, even is color changes
                if(game->Player[WHITE].isAi==1){
                    game->Player[BLACK].timelimit=atoi(&input[5]);
                }else{
                    game->Player[WHITE].timelimit=atoi(&input[5]);
                }
            }else if(strncmp(input,"usermove",8)==0){
                // xboard version2 feature can enable form
                // usermove MOVE
                //e2e4  <-- normal move
                //e7e8q <--- pawn promotion
                //e1g1, e1c1, e8g8, e8c8 <-- castling
            }else if(strncmp(input,"pins",4)==0){
                
                
            }else if(strncmp(input,"?",1)==0){
                // force move if thinking, else ignore
            }else if(strncmp(input,"ping",4)==0){
                // reply to ping N with pong N only when all other commands finished
                printf("pong %d",(int)(input[5]-'0'));
            }else if(strncmp(input,"draw",4)==0){
                // opponent offers a draw
                //accept with "offer draw"
            }else if(strncmp(input,"edit",4)==0){
                //xboard wants to edit board
                //will send edit (enter edit mode) then c,pa4,+ or . meaning change color initially white, pawn a4 current color, # clear board, .leave edit mode then something like 
            }else if(strncmp(input,"hint",4)==0){
                //user wants a hint"
            }else if(strncmp(input,"undo",4)==0){
                // undo move, engine switches color
                undoLastMove(&game->board);
                
            }else if(strncmp(input,"remove",6)==0){
                // 2x undo
            }else if(strncmp(input,"hard",4)==0){
                // enable pondering
            }else if(strncmp(input,"easy",4)==0){
                // disable pondering
            }else if(strncmp(input,"post",4)==0){
                // turn on thinking output
            }else if(strncmp(input,"nopost",6)==0){
                // turn off thinking output
            }else if(strncmp(input,"analyze",6)==0){
                // enter analyze mode
            }else if(strncmp(input,"print",5)==0){
                printBoardE(&game->board);
            }else if(strncmp(input,"name",4)==0){
                // name X inform engine of opponent name
            }else if(strncmp(input,"divide",6)==0){
                divide(&game->board, (int)(input[7]-'0'));
            }else{
                //try if is a move input e.g.
                //a2a3
                if(input[0]>='a'&&input[0]<='h'){
                    if(input[1]>='1'&&input[1]<='8'){
                        if(input[2]>='a'&&input[2]<='h'){
                            if(input[3]>='1'&&input[3]<='8'){
                                Move move={-5};
                                move.from=(int)(input[0]-'a')+0x10*(7-(int)(input[1]-'1'));
                                move.to=(int)(input[2]-'a')+0x10*(7-(int)(input[3]-'1'));
                                if(input[4]=='q')
                                    move.promote=queen;
                                else if(input[4]=='r')
                                    move.promote=rook;
                                else if(input[4]=='b')
                                    move.promote=bishop;
                                else if(input[4]=='n')
                                    move.promote=knight;
                                
                                if(isLegal(&game->board,&move)){
                                    doMove(&game->board, &move);
                                    printBoardE(&game->board);
                                    return;
                                }else{
                                    printf("Illegal Move\n");
                                }
                            }   
                        }   
                    } 
                }
            }
            
            for(int i=0;i<100;i++)
                input[i]=' ';
        }
    }
}