Revamped manager program and added manual page
[progcomp2012.git] / manager / game.cpp
diff --git a/manager/game.cpp b/manager/game.cpp
new file mode 100644 (file)
index 0000000..005983b
--- /dev/null
@@ -0,0 +1,357 @@
+#include "game.h"
+
+using namespace std;
+
+
+
+Game* Game::theGame = NULL;
+
+Game::Game(const char * redPath, const char * bluePath, const bool enableGraphics, double newStallTime, const bool allowIllegal, FILE * newLog, const  Piece::Colour & newReveal) : red(NULL), blue(NULL), turn(Piece::RED), theBoard(10,10), graphicsEnabled(enableGraphics), stallTime(newStallTime), allowIllegalMoves(allowIllegal), log(newLog), reveal(newReveal), turnCount(0)
+{
+       static bool gameCreated = false;
+       if (gameCreated)
+       {
+               if (log != NULL)
+                       fprintf(log, "ERROR - Game has already been created!\n");
+               exit(EXIT_FAILURE);
+       }
+       gameCreated = true;
+       Game::theGame = this;
+       signal(SIGPIPE, Game::HandleBrokenPipe);
+
+
+       if (graphicsEnabled && (!Graphics::Initialised()))
+                       Graphics::Initialise("Stratego", theBoard.Width()*32, theBoard.Height()*32);
+
+       if (strcmp(redPath, "human") == 0)
+               red = new Human_Controller(Piece::RED, graphicsEnabled);
+       else
+               red = new AI_Controller(Piece::RED, redPath);
+       
+       
+       if (strcmp(bluePath, "human") == 0)
+               blue = new Human_Controller(Piece::BLUE, graphicsEnabled);
+       else
+               blue = new AI_Controller(Piece::BLUE, redPath);
+
+
+}
+
+Game::~Game()
+{
+       fprintf(stderr, "Killing AI\n");
+       delete red;
+       delete blue;
+
+       if (log != NULL && log != stdout && log != stderr)
+               fclose(log);
+}
+
+bool Game::Setup(const char * redName, const char * blueName)
+{
+
+       for (int y = 4; y < 6; ++y)
+       {
+               for (int x = 2; x < 4; ++x)
+               {
+                       theBoard.AddPiece(x,y,Piece::BOULDER, Piece::NONE);
+               }
+               for (int x = 6; x < 8; ++x)
+               {
+                       theBoard.AddPiece(x,y,Piece::BOULDER, Piece::NONE);
+               }
+       }
+
+
+       MovementResult redSetup = red->Setup(blueName);
+       MovementResult blueSetup = blue->Setup(redName);
+
+       if (redSetup != MovementResult::OK)
+       {       
+               if (blueSetup != MovementResult::OK)
+               {
+                       if (log != NULL)
+                               fprintf(log, "BOTH players give invalid setup!\n");
+                       red->Message("ILLEGAL");
+                       blue->Message("ILLEGAL");
+               }
+               else
+               {
+                       if (log != NULL)
+                               fprintf(log, "Player RED gave an invalid setup!\n");
+                       red->Message("ILLEGAL");
+                       blue->Message("DEFAULT");
+               }
+               return false;
+       }
+       else if (blueSetup != MovementResult::OK)
+       {
+               if (log != NULL)
+                       fprintf(log, "Player BLUE gave an invalid setup!\n");
+               red->Message("DEFAULT");
+               blue->Message("ILLEGAL");       
+               return false;
+       }
+       return true;
+
+}
+
+void Game::Wait(double wait)
+{
+       if (wait <= 0)
+               return;
+
+       TimerThread timer(wait*1000000); //Wait in seconds
+       timer.Start();
+
+       if (!graphicsEnabled)
+       {
+               while (!timer.Finished());
+               timer.Stop();
+               return;
+       }
+
+
+       while (!timer.Finished())
+       {
+               SDL_Event  event;
+               while (SDL_PollEvent(&event))
+               {
+                       switch (event.type)
+                       {
+                               case SDL_QUIT:
+                                       timer.Stop();
+                                       exit(EXIT_SUCCESS);
+                                       break;
+                       }
+               }
+       }
+       timer.Stop();
+       
+}
+
+void Game::HandleBrokenPipe(int sig)
+{
+       if (theGame->turn == Piece::RED)
+       {
+               theGame->logMessage("Game ends on RED's turn - REASON: ");
+               theGame->blue->Message("DEFAULT");      
+       }
+       else if (theGame->turn == Piece::BLUE)
+       {
+       
+               theGame->logMessage("Game ends on BLUE's turn - REASON: ");
+               theGame->red->Message("DEFAULT");
+       }
+       else
+       {
+               theGame->logMessage("Game ends on ERROR's turn - REASON: ");
+                       
+       }
+       
+       theGame->logMessage("SIGPIPE - Broken pipe (AI program may have segfaulted)\n");
+
+
+
+       if (Game::theGame->graphicsEnabled && theGame->log == stdout)
+       {
+               theGame->logMessage("CLOSE WINDOW TO EXIT\n");
+               Game::theGame->theBoard.Draw(Piece::BOTH);
+               while (true)
+               {
+                       SDL_Event  event;
+                       while (SDL_PollEvent(&event))
+                       {
+                               switch (event.type)
+                               {
+                                       case SDL_QUIT:
+                                               exit(EXIT_SUCCESS);
+                                               break;
+                               }
+                       }                       
+               }
+       }
+       else
+       {
+               if (theGame->log == stdout)
+               {
+                       theGame->logMessage( "PRESS ENTER TO EXIT\n");
+                       theGame->theBoard.Print(theGame->log);
+                       while (fgetc(stdin) != '\n');
+               }
+       }
+       
+
+       exit(EXIT_SUCCESS);
+}
+
+void Game::PrintEndMessage(const MovementResult & result)
+{
+       if (turn == Piece::RED)
+       {
+               logMessage("Game ends on RED's turn - REASON: ");       
+       }
+       else if (turn == Piece::BLUE)
+       {
+               logMessage("Game ends on BLUE's turn - REASON: ");
+       }
+       else
+       {
+               logMessage("Game ends on ERROR's turn - REASON: ");
+                       
+       }
+       switch (result.type)
+       {
+               case MovementResult::OK:
+                       logMessage("Status returned OK, unsure why game halted...\n");
+                       break;
+               case MovementResult::DIES:
+                       logMessage("Status returned DIES, unsure why game halted...\n");
+                       break;
+               case MovementResult::KILLS:
+                       logMessage("Status returned KILLS, unsure why game halted...\n");
+                       break;
+               case MovementResult::BOTH_DIE:
+                       logMessage("Status returned BOTH_DIE, unsure why game halted...\n");
+                       break;
+               case MovementResult::NO_BOARD:
+                       logMessage("Board does not exit?!\n");
+                       break;
+               case MovementResult::INVALID_POSITION:
+                       logMessage("Coords outside board\n");
+                       break;
+               case MovementResult::NO_SELECTION:
+                       logMessage("Move does not select a piece\n");
+                       break;
+               case MovementResult::NOT_YOUR_UNIT:
+                       logMessage("Selected piece belongs to other player\n");
+                       break;
+               case MovementResult::IMMOBILE_UNIT:
+                       logMessage("Selected piece is not mobile (FLAG or BOMB)\n");
+                       break;
+               case MovementResult::INVALID_DIRECTION:
+                       logMessage("Selected unit cannot move that way\n");
+                       break;
+               case MovementResult::POSITION_FULL:
+                       logMessage("Attempted move into square occupied by allied piece\n");
+                       break;
+               case MovementResult::VICTORY:
+                       logMessage("Captured the flag\n");
+                       break;
+               case MovementResult::BAD_RESPONSE:
+                       logMessage("Unintelligable response\n");
+                       break;
+               case MovementResult::NO_MOVE:
+                       logMessage("Did not make a move (may have exited)\n");
+                       break;
+               case MovementResult::COLOUR_ERROR:
+                       logMessage("Internal controller error - COLOUR_ERROR\n");
+                       break;
+               case MovementResult::ERROR:
+                       logMessage("Internal controller error - Unspecified ERROR\n");
+                       break;
+
+       }
+
+       if (graphicsEnabled && log == stdout)
+       {
+               logMessage("CLOSE WINDOW TO EXIT\n");
+               theBoard.Draw(Piece::BOTH);
+               while (true)
+               {
+                       SDL_Event  event;
+                       while (SDL_PollEvent(&event))
+                       {
+                               switch (event.type)
+                               {
+                                       case SDL_QUIT:
+                                               exit(EXIT_SUCCESS);
+                                               break;
+                               }
+                       }                       
+               }
+       }
+       else
+       {
+               if (log == stdout)
+               {
+                       logMessage("PRESS ENTER TO EXIT\n");
+                       while (fgetc(stdin) != '\n');
+               }
+       }
+
+}
+
+
+
+MovementResult Game::Play()
+{
+       
+       MovementResult result = MovementResult::OK;
+       turnCount = 1;
+       string buffer;
+       
+
+
+       red->Message("START");
+       logMessage("START");
+       while (Board::LegalResult(result))
+       {
+
+               
+               turn = Piece::RED;
+               logMessage( "%d RED: ", turnCount);
+               result = red->MakeMove(buffer);
+               red->Message(buffer);
+               blue->Message(buffer);
+               logMessage( "%s\n", buffer.c_str());
+               if (!Board::LegalResult(result))
+                       break;
+               if (graphicsEnabled)
+                       theBoard.Draw(reveal);
+               Wait(stallTime);
+               
+               turn = Piece::BLUE;
+               logMessage( "%d BLU: ", turnCount);
+               result = blue->MakeMove(buffer);
+               blue->Message(buffer);
+               red->Message(buffer);
+               logMessage( "%s\n", buffer.c_str());
+
+               if (!Board::LegalResult(result))
+                       break;
+
+               
+
+               if (graphicsEnabled)
+                       theBoard.Draw(reveal);
+               Wait(stallTime);
+               
+               ++turnCount;
+       }
+
+       
+       return result;
+
+               
+
+}
+
+/**
+ * Logs a message to the game's log file if it exists
+ * @param format the format string
+ * @param additional parameters - printed using va_args
+ * @returns the result of vfprintf or a negative number if the log file does not exist
+ */
+int Game::logMessage(const char * format, ...)
+{
+       if (log == NULL)
+               return -666;
+               va_list ap;
+       va_start(ap, format);
+
+       int result = vfprintf(log, format, ap);
+       va_end(ap);
+
+       return result;
+}

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