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Game.cpp
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Game.cpp
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/*
* File: Game.cpp
* Author: Flip4it chess
*
* Created on March 11, 2010, 7:34 PM
*/
#include "Game.h"
#include <stdio.h>
#include "stuff.h"
#include<stdlib.h>
#include "Xboard.h"
#include <string.h>
#include "Tools.h"
#include "Mind.h"
#include "Book.h"
extern Xboard xboard;
extern Mind mind;
//DEBUG
FILE* debug_file;
Game::Game() {
currentBoard.InitializePieces();
movesDone=0;
lateGame=false;
}
Game::~Game() {
}
void Game::initialize(){
}
//obtine tabla ChessBoard curenta;
ChessBoard Game::getCurrentBoard(){
return currentBoard;
}
//seteaza tabla ChessBoard curenta;
void Game::setCurrentBoard(ChessBoard newCurrentBoard){
currentBoard=newCurrentBoard;
}
//seteaza culoarea curenta a engine-ului
void Game::setGameColor(COLOR culoare){
colorEngine=culoare;
}
//seteaza timerii curenti ai jocului
void Game::setGameTimers(int new_time,int new_otime){
time=new_time;
otime=new_otime;
}
//Functia de resetare a jocului. Se reinitializeaza tabla;
void Game::gameReset(){
currentBoard.InitializePieces();
}
void Game::play(){
char *buf=0;
Book newBook;
//Obtinem prima mutare, daca exista. Daca e randul meu la mutare, buf=null
buf=xboard.getFirstMove();
//daca a mutat oponentul, actualizez tabla
if(buf!=NULL)
{
currentBoard.updateBoard(buf,1-colorEngine);
}
//DEBUG: Deschidem fisierele de debug, cate unul pentru fiecare player
if(colorEngine==BLACK)
debug_file=fopen("FlipDebugFile_BLACK.txt","w");
else
debug_file=fopen("FlipDebugFile_WHITE.txt","w");
setbuf(debug_file,NULL);
if(colorEngine==BLACK)
fprintf(debug_file,"Flip4itEngine is playing BLACK\n");
else
fprintf(debug_file,"Flip4itEngine is playing WHITE\n");
//DESCHIDERI
while(1)
{
//Obtinem mutarea urmatoare
buf=newBook.getNextMove(currentBoard,colorEngine);
//Daca buf=0, inseamna ca nu mai avem deschideri si iesim;
if(buf==0)
break;
movesDone++;
//actualizez tabla interna
currentBoard.updateBoard(buf,colorEngine);
//trimit mutarea la XBoard
xboard.sendMoveToXboard(buf);
free(buf);
fprintf(debug_file,"Obtinem mutarea adversarului...\n");
//Obtin mutarea adversarului
buf=xboard.getMoveFromXboard();
//Actualizez tabla curenta, dupa mutarea adversarului
currentBoard.updateBoard(buf,1-colorEngine);
fprintf(debug_file,"Mutare adversar:%s\n",buf);
currentBoard.printBoard();
free(buf);
}
fprintf(debug_file,"Exiting OPENINGS Area!\n\n");
while(1)
{
if(colorEngine==WHITE)
fprintf(debug_file,"Engine WHITE:\n");
else
fprintf(debug_file,"Engine BLACK:\n");
// if(currentBoard.isCheckmate(colorEngine,Tools::bitScan(currentBoard.board[colorEngine][KING])))
// {
// fprintf(debug_file,"Am primit sah mat!\n");
// xboard.resignEngineToXboard();
// xboard.getMoveFromXboard();
// }
//Obtine piesa ce trebuie mutata si pozitiile din/in care se face mutarea
// // doar daca e sah la rege se apeleaza mutari de evitare, daca nu rezultat NegaMax
// if(currentBoard.isCheck(colorEngine,Tools::bitScan(currentBoard.board[colorEngine][KING]))>0)
// {
// fprintf(debug_file,"Este sah la rege\n");
// piesa_de_mutat=mind.getKingsEscape(move_poz);
//
// if(piesa_de_mutat==NO_PIECE)
// xboard.resignEngineToXboard();
// buf=currentBoard.getSANofMove(colorEngine,move_poz[0],move_poz[1],piesa_de_mutat);
// }
// else
//Obtinem urmatoarea mutare din functia mind.
buf=mind.getSanNegaMax();
//actualizez tabla interna
currentBoard.updateBoard(buf,colorEngine);
fprintf(debug_file,"Mutarea este %s \n",buf);
//Numar de mutari
movesDone++;
if(movesDone==40)
{
lateGame=true;
movesDone=0;
}
xboard.sendMoveToXboard(buf);
free(buf);
fprintf(debug_file,"Obtinem mutarea adversarului...\n");
//Obtin mutarea adversarului
buf=xboard.getMoveFromXboard();
//Actualizez tabla curenta, dupa mutarea adversarului
currentBoard.updateBoard(buf,1-colorEngine);
fprintf(debug_file,"Tabla curenta dupa mutarea adversarului:%s\n",buf);
currentBoard.printBoard();
free(buf);
}
}