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/***************************************************************************
* Brutal Chess
* http://brutalchess.sf.net
*
* File : gamecore.cpp
* Authors : Mike Cook, Joe Flint, Neil Pankey
**************************************************************************/
#include "boardtheme.h"
#include "chessgame.h"
#include "chessplayer.h"
#include "config.h"
#include "fontloader.h"
#include "gamecore.h"
#include "menu.h"
#include "menuitem.h"
#include "objfile.h"
#include "options.h"
#include "SDL.h"
#include "SDL_opengl.h"
#include "SDL_thread.h"
#include "texture.h"
#include <cmath>
#include <iostream>
using std::cout;
using std::cerr;
using std::endl;
// Menu string constants
static const string AI_DIFFICULTY_EASY = "Easy";
static const string AI_DIFFICULTY_MEDIUM = "Medium";
static const string AI_DIFFICULTY_HARD = "Hard";
static const string PLAYER_BRUTAL = "Brutal";
static const string PLAYER_HUMAN = "Human";
static const string PLAYER_RANDOM = "Random";
GameCore * GameCore::m_instance = 0;
GameCore * GameCore::get_Instance()
{
if (m_instance == 0)
m_instance = new GameCore;
return m_instance;
}
void GameCore::destroy()
{
delete m_theme;
m_theme = 0;
delete m_set;
m_set;
delete this;
}
void GameCore::init(const ChessGame & cg, BoardTheme * bt, PieceSet * ps)
{
m_game = cg;
m_theme = bt;
m_set = ps;
}
bool GameCore::load()
{
m_options = Options::getInstance();
m_set->load();
m_theme->load();
m_game.newGame();
m_game.startGame();
m_rotatey = 0.0;
m_isWaitingForPromotion = false;
m_rotate = false;
m_loaded = true;
m_suggestedwhiteplayer = m_options->getPlayer1String();
m_suggestedblackplayer = m_options->getPlayer2String();
return true;
}
bool GameCore::loadGL()
{
if(m_loadthread) {
SDL_WaitThread(m_loadthread, NULL);
m_loadthread = 0;
}
m_set->loadGL();
m_theme->loadGL();
m_defaultcur = SDL_GetCursor();
char blank[64];
for(int i = 0; i < 64; i++) {
blank[i] = 0;
}
m_blankcur = SDL_CreateCursor((Uint8*)blank, (Uint8*)blank, 8, 8, 0, 0);
m_glloaded = true;
if(!m_thinkthread) {
spawnThinkThread();
}
return true;
}
void GameCore::unloadGL()
{
if(!m_glloaded) {
return;
}
m_set->unloadGL();
m_theme->unloadGL();
SDL_FreeCursor(m_blankcur);
m_glloaded = false;
}
void GameCore::draw()
{
if(m_loaded) {
if(!m_glloaded) {
loadGL();
}
toBoardSpace();
// Fix the lighting so it rotates with the board (same as shadow light)
GLfloat light_position[4];
light_position[0] = 10;
light_position[1] = 12;
light_position[2] = 6;
light_position[3] = 1;
//glLightfv(GL_LIGHT0, GL_POSITION, light_position);
if(m_options->reflections) {
drawReflections();
}
// Blend the draw reflections with the board.
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
m_theme->draw(m_game.getState());
glDisable( GL_BLEND );
if(m_options->shadows) {
projectShadows();
}
m_set->draw(m_game.getState());
// Draw a spinning pawn (like the loading screen) if we are waiting on the player
if(!m_game.getCurrentPlayer()->isHuman()) {
glLoadIdentity();
double height = static_cast<double>(m_options->getResolutionHeight());
double width = static_cast<double>(m_options->getResolutionWidth());
double aspectRatioDiff = (height/width) - 0.75;
glTranslated(33.5 - 50.0*aspectRatioDiff, -23.5, -106);
glRotatef(SDL_GetTicks()/3.5,0,1,0);
glRotatef(30,0,0,1);
glTranslatef(0, -3.5, 0);
// Make sure we can see this above the board
glDisable(GL_DEPTH_TEST);
Piece p(m_game.getCurrentPlayer()->getColor(), Piece::PAWN);
glScalef(7.0, 7.0, 7.0);
// Slightly transparent
m_set->drawPiece(&p, 0.9, false);
glScalef(1/7.0, 1/7.0, 1/7.0);
glEnable(GL_DEPTH_TEST);
}
if (m_menu.isActive()) {
m_menu.draw();
}
// See if the game has ended, if it has increment a timer that runs
// to allow the player to see what happened before displaying the
// end game menu.
if (m_endgametimer.started()) {
m_endgametimer++;
} else if (m_endgametimer.done()) {
buildMenu();
m_menu.pushOptionsSet("Game Over");
string condition;
if (m_game.getBoard().isCheckMate(Piece::BLACK)) {
condition = "Checkmate - White Wins";
}
else if (m_game.getBoard().isCheckMate(Piece::WHITE)) {
condition = "Checkmate - Black Wins";
}
else {
condition = "Stalemate";
}
m_menu.setHeader(condition);
m_menu.activate();
m_endgametimer.resetDone();
}
} else {
glLoadIdentity();
drawLoadingScreen();
// Extra delay during the loading screen to avoid choking the CPU
SDL_Delay(25);
}
}
bool GameCore::handleEvent(SDL_Event& e)
{
if(!m_loaded)
return false;
// Needs to handle mouse, keyboard, and some application events
// Most window level tasks will be handled in main
if(m_menu.handleEvent(e)) {
return true;
}
if (e.type == SDL_MOUSEMOTION) {
if(m_rotate) {
GLfloat viewport[4];
glGetFloatv(GL_VIEWPORT, viewport);
m_rotatey += 360*(e.motion.xrel / viewport[2]);
m_rotatex += 360*(e.motion.yrel / viewport[3]);
if(m_rotatex < -42)
m_rotatex = -42;
if(m_rotatex > 48)
m_rotatex = 48;
return true;
}
m_mousex = e.motion.x;
m_mousey = e.motion.y;
updateMouseBoardPos();
m_theme->hoverPosition(m_mousepos);
m_set->mousePosition(m_mouseboardx, m_mouseboardy);
m_set->hoverPosition(m_game.getState(), m_mousepos);
return true;
}
else if (e.type == SDL_MOUSEBUTTONDOWN) {
updateMouseBoardPos();
bool needMove = m_game.getCurrentPlayer()->needMove();
if (e.button.button == SDL_BUTTON_RIGHT) {
// If a piece has already been picked up, release the piece.
if(m_firstclick.isValid() && needMove) {
SDL_SetCursor(m_defaultcur);
m_set->deselectPosition();
m_firstclick.invalidate();
} else {
m_rotate = true;
m_mousex = e.button.x;
m_mousey = e.button.y;
m_theme->hoverPosition(BoardPosition());
m_set->hoverPosition(m_game.getState(), BoardPosition());
SDL_ShowCursor(SDL_DISABLE);
SDL_WM_GrabInput(SDL_GRAB_ON);
}
}
else if (!needMove) {
} else if (e.button.button == SDL_BUTTON_LEFT) {
if(m_rotate)
return false;
// Check to see if we're waiting for the player to select a piece to
// promote his pawn to.
if (this->isWaitingForPromotion()) {
Piece::Type t = getPromotionSelection(m_mousepos);
if (t == Piece::PAWN) {
return false;
}
BoardMove bm(m_firstclick, m_secondclick, m_game.getBoard().getPiece(m_firstclick));
bm.setPromotion(t);
if (m_game.getCurrentPlayer()->needMove()) {
m_game.getCurrentPlayer()->sendMove(bm);
}
m_set->drawPromotionSelector(false);
this->setIsWaitingForPromotion(false);
return true;
}
// Check to see if we've clicked yet
if (m_firstclick.isValid()) {
if(m_firstclick == m_mousepos) {
// Clicked on the start position, unselect
SDL_SetCursor(m_defaultcur);
m_set->deselectPosition();
m_firstclick.invalidate();
}
else {
// We've already clicked once, so save this new click position and
// make the move from m_firstclick to the new position
BoardMove bm(m_firstclick, m_mousepos, m_game.getBoard().getPiece(m_firstclick));
if (bm.needPromotion()) {
m_secondclick = m_mousepos;
if (m_game.getCurrentPlayer()->isHuman()) {
m_set->drawPromotionSelector(true);
this->setIsWaitingForPromotion(true);
SDL_SetCursor(m_defaultcur);
}
else {
// TODO - Get promotion from AI
}
}
else if (m_game.getCurrentPlayer()->needMove()) {
// The move doesn't need promotion, so simply send it off
// to the current player.
m_game.getCurrentPlayer()->sendMove(bm);
}
}
}
else {
// We haven't clicked yet so set m_firstclick to this click's position
if(m_mousepos.isValid() && m_game.getBoard().isOccupied(m_mousepos)) {
// Make sure player is selecting his own piece
if(m_game.getTurn() == m_game.getBoard().getPiece(m_mousepos)->color()) {
SDL_SetCursor(m_blankcur);
m_firstclick = m_mousepos;
m_set->selectPosition(m_mousepos);
}
}
}
}
}
else if (e.type == SDL_MOUSEBUTTONUP) {
if (e.button.button == SDL_BUTTON_RIGHT && m_rotate) {
m_rotate = false;
SDL_ShowCursor(SDL_ENABLE);
SDL_WM_GrabInput(SDL_GRAB_OFF);
SDL_WarpMouse(m_mousex, m_mousey);
}
}
else if (e.type == SDL_KEYDOWN) {
if (e.key.keysym.sym == SDLK_ESCAPE) {
buildMenu();
if (m_menu.isActive())
m_menu.deactivate();
else {
// If a piece is picked up, drop it before showing the menu
if(m_firstclick.isValid()) {
SDL_SetCursor(m_defaultcur);
m_set->deselectPosition();
m_firstclick.invalidate();
}
m_menu.activate();
}
}
}
else if (e.type == SDL_USEREVENT) {
if(e.user.code == 0) {
// Received notification that the player is done thinking
ChessPlayer *player = (ChessPlayer*)e.user.data1;
//m_set->animateMove(player->getMove());
if(m_game.tryMove(player->getMove())) {
m_game.getCurrentPlayer()->opponentMove(player->getMove(), m_game.getState());
SDL_SetCursor(m_defaultcur);
m_set->deselectPosition();
m_firstclick.invalidate();
}
SDL_WaitThread(m_thinkthread, NULL);
m_thinkthread = NULL;
// Only temporary, really want to do this after animation is done
if (!(m_game.getBoard().containsCheckMate() || m_game.getState().isDraw())) {
spawnThinkThread();
} else {
m_endgametimer = Timer(Timer::LINEAR);
m_endgametimer.setDuration(1.0);
m_endgametimer.start();
}
}
else if (e.user.code == Menu::eQUIT) {
SDL_Event quitevent;
quitevent.type = SDL_QUIT;
SDL_PushEvent(&quitevent);
}
else if (e.user.code == Menu::eREFLECTTOG) {
m_options->reflections = !m_options->reflections;
}
else if (e.user.code == Menu::eSHADOWTOG) {
m_options->shadows = !m_options->shadows;
}
else if (e.user.code == Menu::eHISTORYARROWSTOG) {
m_theme->toggleHistoryArrows();
}
else if (e.user.code == Menu::eBBRUTALPLYCHANGED) {
// Set the AI ply depth based on the ai difficulty string
string difficulty = m_blackbrutalplychoices->getCurrentChoice();
if (AI_DIFFICULTY_EASY == difficulty) {
m_options->brutalplayer2ply = EASY;
}
else if (AI_DIFFICULTY_MEDIUM == difficulty) {
m_options->brutalplayer2ply = MEDIUM;
}
else if (AI_DIFFICULTY_HARD == difficulty) {
m_options->brutalplayer2ply = HARD;
}
BrutalPlayer* player = dynamic_cast<BrutalPlayer*>(m_game.getPlayer2());
if (player) {
player->setPly(m_options->brutalplayer2ply);
}
}
else if (e.user.code == Menu::eBLACKPLAYERCHANGED) {
m_suggestedblackplayer = m_blackplayerchoices->getCurrentChoice();
m_blackbrutalplychoices->setCollapsed(PLAYER_BRUTAL != m_suggestedblackplayer);
}
else if (e.user.code == Menu::eWBRUTALPLYCHANGED) {
// Set the AI ply depth based on the ai difficulty string
string difficulty = m_whitebrutalplychoices->getCurrentChoice();
if (AI_DIFFICULTY_EASY == difficulty) {
m_options->brutalplayer1ply = EASY;
}
else if (AI_DIFFICULTY_MEDIUM == difficulty) {
m_options->brutalplayer1ply = MEDIUM;
}
else if (AI_DIFFICULTY_HARD == difficulty) {
m_options->brutalplayer1ply = HARD;
}
BrutalPlayer* player = dynamic_cast<BrutalPlayer*>(m_game.getPlayer1());
if (player) {
player->setPly(m_options->brutalplayer1ply);
}
}
else if (e.user.code == Menu::eWHITEPLAYERCHANGED) {
m_suggestedwhiteplayer = m_whiteplayerchoices->getCurrentChoice();
m_whitebrutalplychoices->setCollapsed(PLAYER_BRUTAL != m_suggestedwhiteplayer);
}
else if (e.user.code == Menu::eSTARTNEWGAME) {
ChessPlayer * whiteplayer = PlayerFactory(m_suggestedwhiteplayer);
BrutalPlayer* brutalplayer = dynamic_cast<BrutalPlayer*>(whiteplayer);
if (brutalplayer) {
brutalplayer->setPly(m_options->brutalplayer1ply);
}
whiteplayer->setIsWhite(true);
ChessPlayer * blackplayer = PlayerFactory(m_suggestedblackplayer);
brutalplayer = dynamic_cast<BrutalPlayer*>(blackplayer);
if (brutalplayer) {
brutalplayer->setPly(m_options->brutalplayer2ply);
}
blackplayer->setIsWhite(false);
m_game.setPlayer1(whiteplayer);
m_game.setPlayer2(blackplayer);
m_game.newGame();
if (m_thinkthread) {
SDL_KillThread(m_thinkthread);
}
spawnThinkThread();
SDL_Event backEvent;
backEvent.type = SDL_USEREVENT;
backEvent.user.code = Menu::eBACK;
SDL_PushEvent(&backEvent);
SDL_Event backEvent2;
backEvent2.type = SDL_USEREVENT;
backEvent2.user.code = Menu::eBACK;
SDL_PushEvent(&backEvent2);
SDL_Event backEvent3;
backEvent3.type = SDL_USEREVENT;
backEvent3.user.code = Menu::eBACK;
SDL_PushEvent(&backEvent3);
}
}
return false;
}
bool GameCore::preload()
{
if(m_loadpawn.load("../models/pawn.obj")) {
// add debugging
} else if(m_loadpawn.load(MODELS_DIR + string("pawn.obj"))) {
// add debugging
} else {
cerr << "Failed to load pawn." << endl;
return false;
}
m_loadpawn.findNorms();
m_loadpawn.setScale(m_loadpawn.scale()*12);
if(FontLoader::loadFont("sans", "../fonts/ZEROES__.TTF", 32)) {
// add debugging
} else if(FontLoader::loadFont("sans", FONTS_DIR + string("ZEROES__.TTF"), 32)) {
// add debugging
} else if(FontLoader::loadFont("sans", string("/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf"), 32)) {
cout << "Load font: " << string("/usr/share/fonts/truetype/dejavu/DejaVuSans.ttf") << endl;
} else {
cerr << "Failed to load fonts." << endl;
return false;
}
if(m_logotexture.load("../art/brutalchesslogo.png")) {
// add debugging
} else if(m_logotexture.load(ART_DIR + string("brutalchesslogo.png"))) {
// add debugging
} else {
cerr << "Failed to load logo" << endl;
return false;
}
m_logotexture.loadGL();
m_preloaded = true;
return true;
}
void GameCore::drawLoadingScreen()
{
if(!m_preloaded)
preload();
glTranslated(0,0,-106);
// Drawing the Brutal Chess Logo
m_logotexture.use();
glEnable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glEnable(GL_BLEND);
glColor3f(1.0, 1.0, 1.0);
glBegin(GL_QUADS);
glNormal3d(0,0,-1);
glTexCoord2d(0.0,0.0);
glVertex3f(-35.0,25.0,0.0);
glTexCoord2d(0.0,1.0);
glVertex3f(-35.0,-10.0,0.0);
glTexCoord2d(1.0,1.0);
glVertex3f(35.0,-10.0,0.0);
glTexCoord2d(1.0,0.0);
glVertex3f(35.0,25.0,0.0);
glEnd();
glDisable(GL_BLEND);
glEnable(GL_LIGHTING);
glDisable(GL_TEXTURE_2D);
// Alpha value to create a pulsing effect
double c = 0.6+0.4*cos(0.15*SDL_GetTicks()*3.1415/180.0);
// Drawing the Loading text
glEnable(GL_BLEND);
glColor4f(1.0, 1.0, 1.0, c);
glTranslated(28, -18, 0);
glScaled(1/10.0, 1/10.0, 1/10.0);
FontLoader::print(-28,-7,"Loading...");
glScaled(10, 10, 10);
glDisable(GL_BLEND);
// Spinning pawn
glRotatef(SDL_GetTicks()/2.5,0,1,0);
glRotatef(30,0,0,1);
m_loadpawn.draw();
}
void GameCore::projectShadows()
{
glPushAttrib(GL_ENABLE_BIT | GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
// Generate project matrix for planar shadows
GLfloat shadowMat[4][4];
GLfloat groundplane[4];
// Specified in board space, y is up
groundplane[0] = 0;
groundplane[1] = 1;
groundplane[2] = 0;
groundplane[3] = 0;
GLfloat lightpos[4];
lightpos[0] = 6;
lightpos[1] = 12;
lightpos[2] = 10;
// 1, since this is a point light
lightpos[3] = 1;
GLfloat mat[16];
for(int i = 0; i < 16; i++)
mat[i] = 0;
mat[0] = lightpos[0];
mat[4] = lightpos[1];
mat[8] = lightpos[2];
mat[12] = lightpos[3];
glPushMatrix();
glLoadIdentity();
glMultMatrixf(mat);
glRotated(m_rotatex, 1, 0, 0);
glRotated(m_rotatey, 0, 1, 0);
glGetFloatv(GL_MODELVIEW_MATRIX, mat);
glPopMatrix();
lightpos[0] = mat[0] + 4;
lightpos[2] = mat[8] - 4;
GLfloat dot;
dot = groundplane[0] * lightpos[0] +
groundplane[1] * lightpos[1] +
groundplane[2] * lightpos[2] +
groundplane[3] * lightpos[3];
shadowMat[0][0] = dot - lightpos[0] * groundplane[0];
shadowMat[1][0] = 0.f - lightpos[0] * groundplane[1];
shadowMat[2][0] = 0.f - lightpos[0] * groundplane[2];
shadowMat[3][0] = 0.f - lightpos[0] * groundplane[3];
shadowMat[0][1] = 0.f - lightpos[1] * groundplane[0];
shadowMat[1][1] = dot - lightpos[1] * groundplane[1];
shadowMat[2][1] = 0.f - lightpos[1] * groundplane[2];
shadowMat[3][1] = 0.f - lightpos[1] * groundplane[3];
shadowMat[0][2] = 0.f - lightpos[2] * groundplane[0];
shadowMat[1][2] = 0.f - lightpos[2] * groundplane[1];
shadowMat[2][2] = dot - lightpos[2] * groundplane[2];
shadowMat[3][2] = 0.f - lightpos[2] * groundplane[3];
shadowMat[0][3] = 0.f - lightpos[3] * groundplane[0];
shadowMat[1][3] = 0.f - lightpos[3] * groundplane[1];
shadowMat[2][3] = 0.f - lightpos[3] * groundplane[2];
shadowMat[3][3] = dot - lightpos[3] * groundplane[3];
glPushMatrix();
// Apply the project matrix
glMultMatrixf((GLfloat*)shadowMat);
glDisable(GL_LIGHTING);
// Only want to write to the stencil buffer
glDisable(GL_DEPTH_TEST);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
// Write a 1 to where the shadows should appear
glEnable(GL_STENCIL_TEST);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glStencilFunc(GL_ALWAYS, 1, 0xffffffff);
m_set->draw(m_game.getState());
// Only want to draw where the stencil buffer is 1
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glStencilFunc(GL_EQUAL, 1, 0xffffffff);
glPopMatrix();
// Prevent depth buffer glitch
glTranslatef(0, 0.01, 0);
// Draw the actual shadow, a black 50% alpha polygon
glEnable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glColor4f(0, 0, 0, 0.5);
glBegin( GL_QUADS );
glNormal3d( 0, 7, 0 );
glVertex3d( -0.1, 0, 0.1 );
glVertex3d( 8.1, 0, 0.1 );
glVertex3d( 8.1, 0, -8.1 );
glVertex3d( -0.1, 0, -8.1 );
glEnd();
// Restore OpenGL state
glTranslatef(0, -0.01, 0);
glPopAttrib();
}
void GameCore::drawReflections()
{
// This plane is drawn and then erased. The purpose is to obtain the mouse
// coordinates, and set the stencil buffer for the reflections
// It is exactly the same size as the board, and is in exactly the same spot
glDisable( GL_DEPTH_TEST );
glEnable( GL_STENCIL_TEST );
glStencilOp( GL_REPLACE, GL_REPLACE, GL_REPLACE );
glStencilFunc( GL_ALWAYS, 1, 0xffffffff );
glBegin( GL_QUADS );
glNormal3d( 0, 7, 0 );
glVertex3d( 0.0, 0.0, 0.0 );
glVertex3d( 8.0, 0.0, 0.0 );
glVertex3d( 8.0, 0.0, -8.0 );
glVertex3d( 0.0, 0.0, -8.0 );
glEnd();
glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
// Only draw if the stencil buffer has a 1 here
glEnable( GL_DEPTH_TEST );
glStencilFunc( GL_EQUAL, 1, 0xffffffff );
glStencilOp( GL_KEEP, GL_KEEP, GL_KEEP );
GLfloat light_position[4];
glGetLightfv(GL_LIGHT0, GL_POSITION, light_position);
// Invert over the board plane
glScalef( 1, -1, 1 );
glCullFace(GL_FRONT);
glLightfv(GL_LIGHT1, GL_POSITION, light_position);
glEnable(GL_LIGHT1);
glDisable(GL_LIGHT0);
// Draw the reflected pieces
m_set->draw(m_game.getState());
// Return to normal (not inverted)
glCullFace(GL_BACK);
glScalef( 1, -1, 1 );
glEnable(GL_LIGHT0);
glDisable(GL_LIGHT1);
glDisable( GL_STENCIL_TEST );
glClear( GL_STENCIL_BUFFER_BIT );
}
void GameCore::buildMenu()
{
static bool built = false;
if(!built) {
/* Main
New game
Options ->
Quit
*/
m_menu.addMenuItem("Brutal Chess", new ChangeMenuItem("New Game", "New Game"));
m_menu.addMenuItem("Brutal Chess", new ChangeMenuItem("Game Options", "Game Options"));
m_menu.addMenuItem("Brutal Chess", new ChangeMenuItem("Graphics", "Graphics"));
m_menu.addMenuItem("Brutal Chess", new ActionItem("Quit", Menu::eQUIT));
m_menu.addMenuItem("Brutal Chess", new SeparatorItem());
m_menu.addMenuItem("Brutal Chess", new ActionItem("Back To Game", Menu::eBACK));
// New Game Menu
m_whiteplayerchoices = new ChoicesItem("White Player");
m_whiteplayerchoices->addChoice(PLAYER_BRUTAL, Menu::eWHITEPLAYERCHANGED);
m_whiteplayerchoices->addChoice(PLAYER_HUMAN, Menu::eWHITEPLAYERCHANGED);
m_whiteplayerchoices->addChoice(PLAYER_RANDOM, Menu::eWHITEPLAYERCHANGED);
m_whiteplayerchoices->setChoice(PLAYER_HUMAN);
m_whitebrutalplychoices = new ChoicesItem(" Difficulty");
m_whitebrutalplychoices->addChoice(AI_DIFFICULTY_EASY, Menu::eWBRUTALPLYCHANGED);
m_whitebrutalplychoices->addChoice(AI_DIFFICULTY_MEDIUM, Menu::eWBRUTALPLYCHANGED);
m_whitebrutalplychoices->addChoice(AI_DIFFICULTY_HARD, Menu::eWBRUTALPLYCHANGED);
m_whitebrutalplychoices->setChoice(AI_DIFFICULTY_MEDIUM);
m_blackplayerchoices = new ChoicesItem("Black Player");
m_blackplayerchoices->addChoice(PLAYER_BRUTAL, Menu::eBLACKPLAYERCHANGED);
m_blackplayerchoices->addChoice(PLAYER_HUMAN, Menu::eBLACKPLAYERCHANGED);
m_blackplayerchoices->addChoice(PLAYER_RANDOM, Menu::eBLACKPLAYERCHANGED);
m_blackplayerchoices->setChoice(PLAYER_BRUTAL);
m_blackbrutalplychoices = new ChoicesItem(" Difficulty");
m_blackbrutalplychoices->addChoice(AI_DIFFICULTY_EASY, Menu::eBBRUTALPLYCHANGED);
m_blackbrutalplychoices->addChoice(AI_DIFFICULTY_MEDIUM, Menu::eBBRUTALPLYCHANGED);
m_blackbrutalplychoices->addChoice(AI_DIFFICULTY_HARD, Menu::eBBRUTALPLYCHANGED);
m_blackbrutalplychoices->setChoice(AI_DIFFICULTY_MEDIUM);
m_menu.addMenuItem("New Game", m_whiteplayerchoices);
m_menu.addMenuItem("New Game", m_whitebrutalplychoices);
m_menu.addMenuItem("New Game", m_blackplayerchoices);
m_menu.addMenuItem("New Game", m_blackbrutalplychoices);
m_menu.addMenuItem("New Game", new ActionItem("Start New Game", Menu::eSTARTNEWGAME));
m_menu.addMenuItem("New Game", new SeparatorItem());
m_menu.addMenuItem("New Game", new ActionItem("Back", Menu::eBACK));
// Game Options
m_menu.addMenuItem("Game Options", new ToggleItem("History Arrows", Menu::eHISTORYARROWSTOG, m_options->historyarrows));
m_menu.addMenuItem("Game Options", new SeparatorItem());
m_menu.addMenuItem("Game Options", new ActionItem("Back", Menu::eBACK));
/* Graphics
Resolution 640x480 800x600 1024x768 1280x1024 1400x1050 1600x1200
Fullscreen
Apply resolution
-
Reflections On Off
Shadows On Off
*/
m_resolutionchoices = new ChoicesItem("Resolution");
m_resolutionchoices->addChoice("640x480", Menu::e640X480);
m_resolutionchoices->addChoice("800x600", Menu::e800X600);
m_resolutionchoices->addChoice("1024x768", Menu::e1024X768);
m_resolutionchoices->addChoice("1280x1024", Menu::e1280X1024);
m_resolutionchoices->addChoice("1400x1050", Menu::e1400X1050);
m_resolutionchoices->addChoice("1600x1200", Menu::e1600X1200);
m_resolutionchoices->setChoice("800x600");
m_menu.addMenuItem("Graphics", m_resolutionchoices);
m_fullscreentoggle = new ToggleItem("Fullscreen", Menu::eFULLSCREENTOG, m_options->fullscreen);
m_menu.addMenuItem("Graphics", m_fullscreentoggle);
m_menu.addMenuItem("Graphics", new ActionItem("Apply resolution", Menu::eAPPLYRES));
m_menu.addMenuItem("Graphics", new SeparatorItem());
m_menu.addMenuItem("Graphics", new ToggleItem("Reflections", Menu::eREFLECTTOG, m_options->reflections));
m_menu.addMenuItem("Graphics", new ToggleItem("Shadows", Menu::eSHADOWTOG, m_options->shadows));
m_menu.addMenuItem("Graphics", new SeparatorItem());
m_menu.addMenuItem("Graphics", new ActionItem("Back", Menu::eBACK));
m_menu.addMenuItem("Game Over", new ChangeMenuItem("New Game", "New Game"));
m_menu.addMenuItem("Game Over", new ActionItem("Repeat Game", Menu::eSTARTNEWGAME));
m_menu.addMenuItem("Game Over", new SeparatorItem());
m_menu.addMenuItem("Game Over", new ActionItem("Main Menu", Menu::eBACK));
m_menu.addMenuItem("Game Over", new ActionItem("Quit", Menu::eQUIT));
m_menu.pushOptionsSet("Brutal Chess");
built = true;
}
}
void GameCore::setResolution(std::string resolution)
{
m_resolutionchoices->setChoice(resolution);
}
void GameCore::setFullscreen(bool fullscreen)
{
m_fullscreentoggle->setOn(fullscreen);
}
void GameCore::toBoardSpace()
{
// Setup board space coordinates
glLoadIdentity();
glTranslated(0, 0, -106);
glRotated(42, 1, 0, 0);
glRotated(m_rotatex, 1, 0, 0);
glRotated(m_rotatey, 0, 1, 0);
glScaled(7, 7, 7);
glTranslated(-4.0, 0.0, 4.0);
}
void GameCore::updateMouseBoardPos()
{
// Make sure the screen is cleared
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
toBoardSpace();
// Draw a large quad to project the mouse position onto
glBegin(GL_QUADS);
glVertex3d(-13, 0, 9.5);
glVertex3d( 20, 0, 9.5);
glVertex3d( 20, 0, -13);
glVertex3d(-13, 0, -13);
glEnd();
GLdouble mvmatrix[16];
GLdouble pjmatrix[16];
GLint viewport[4];
// Get the current window size, modelview and projection matrices
glGetDoublev(GL_MODELVIEW_MATRIX, mvmatrix);
glGetDoublev(GL_PROJECTION_MATRIX, pjmatrix);
glGetIntegerv(GL_VIEWPORT, viewport);
// Measure mouse y coordinate from the bottom of the window
int mousey = viewport[3] - m_mousey;
GLfloat mousedepth;
// Get the depth of the single pixel under the mouse
glReadPixels(m_mousex, mousey, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT,
&mousedepth);
GLdouble x, y, z;
// Project the mouse position into board coordinates
gluUnProject(m_mousex, mousey, mousedepth, mvmatrix, pjmatrix, viewport,
&x, &y, &z);
m_mouseboardx = x;
m_mouseboardy = z;
m_mousepos = BoardPosition((int)floor(x), -(int)ceil(z));
}
int callThink(void *pt)
{
ChessGame* game = (ChessGame*)pt;
// Give the player time to think
game->getCurrentPlayer()->think(game->getState());
// Finished thinking, let the main thread know
SDL_Event thinkevent;
thinkevent.type = SDL_USEREVENT;
thinkevent.user.code = 0;
thinkevent.user.data1 = game->getCurrentPlayer();
thinkevent.user.data2 = NULL;
SDL_PushEvent(&thinkevent);
return 0;
}
void GameCore::spawnThinkThread()
{
m_thinkthread = SDL_CreateThread(callThink, &m_game);
if(m_thinkthread == NULL) {
cerr << "Unable to create think thread: " << SDL_GetError() << endl;
}
/*
if(!m_game.getCurrentPlayer()->isHuman()) {
SDL_WaitThread(m_thinkthread, NULL);
}
*/
}
Piece::Type GameCore::getPromotionSelection(const BoardPosition & bp)
{
if (m_game.getCurrentPlayer()->isWhite()) {
if (bp == BoardPosition('c', 9))
return Piece::QUEEN;
else if (bp == BoardPosition('d', 9))
return Piece::KNIGHT;
else if (bp == BoardPosition('e', 9))
return Piece::BISHOP;
else if (bp == BoardPosition('f', 9))
return Piece::ROOK;
}
else {
if (bp == BoardPosition('c', 0))
return Piece::ROOK;
else if (bp == BoardPosition('d', 0))
return Piece::BISHOP;
else if (bp == BoardPosition('e', 0))
return Piece::KNIGHT;
else if (bp == BoardPosition('f', 0))
return Piece::QUEEN;
}
return Piece::PAWN;
}
// End of file gamecore.cpp
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