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/*
* $Source: /cvsroot/cgoban1/cgoban1/src/sgfPlay.c,v $
* $Revision: 1.2 $
* $Author: wmshub $
* $Date: 2002/05/31 23:40:54 $
*
* src/sgfPlay.c, part of Complete Goban (game program)
* Copyright 1995,2002 William Shubert.
* See "configure.h.in" for more copyright information.
*/
#include <ctype.h>
#include <wms.h>
#include <wms/rnd.h>
#include <wms/str.h>
#include <but/but.h>
#include "cgoban.h"
#include "goPic.h"
#include "sgf.h"
#include "sgfPlay.h"
#include "msg.h"
/**********************************************************************
* Forward declarations
**********************************************************************/
static void processMoves(SgfElem *me, GoGame *game, int *handicap,
bool *handicapPlayed, Cgoban *cg);
static void processNodeMarks(SgfElem *me, GoGame *game, GoPic *pic,
bool *changed);
static void eraseObsoleteMarks(GoPic *pic, GoGame *game, bool *changed);
/**********************************************************************
* Functions
**********************************************************************/
int sgf_play(Sgf *mc, GoGame *game, GoPic *pic, int numNodes,
SgfElem *terminator) {
int handicap = 0, i, currentNode = 0;
SgfElem *me;
bool handicapPlayed = FALSE;
SgfElem *nodeStart = mc->top.activeChild;
bool *changed;
goGame_moveTo(game, 0);
if (numNodes >= 0)
++numNodes;
if (terminator != NULL) {
terminator = terminator->activeChild;
}
for (me = mc->top.activeChild;
(me != terminator) && numNodes; me = me->activeChild) {
assert(MAGIC(me));
mc->active = me;
if (me->type == sgfType_node) {
assert((me->childH == NULL) || (me->childH != me->childT) ||
(me->activeChild == me->childH));
--numNodes;
++currentNode;
if (numNodes) {
nodeStart = me->activeChild;
/*
* We take out the last move at each node to make sure that
* you don't see that silly ring forever. If there's another
* move coming then this will get undone when we move.
*/
goGame_noLastMove(game);
} else {
mc->active = me->parent;
}
} else {
assert(me->parent->childH == me->parent->childT);
assert(me->parent->activeChild == me->parent->childH);
if (pic == NULL)
processMoves(me, game, &handicap, &handicapPlayed, NULL);
else
processMoves(me, game, &handicap, &handicapPlayed, pic->cg);
}
}
/*
* Now set the clock to match the time that we had left.
for (i = game->moveNum - 1; i >= 0; --i) {
if (game->moves[i].color == goStone_white)
game->timers[goStone_white] = game->moves[i].time;
}
for (i = game->moveNum - 1; i >= 0; --i) {
if (game->moves[i].color == goStone_black)
game->timers[goStone_black] = game->moves[i].time;
}
*/
/*
* If there are handicap stones that were added automatically and aren't
* in the movechain, then add them now.
* This is really stupid. There is no way that adding handicap stones
* should be in the sgf play code! :-(
*/
if (!handicapPlayed && handicap && !game->passive) {
for (i = 0; i < goBoard_area(game->board); ++i) {
if (goBoard_stone(game->board, i) == goStone_black)
sgf_addStone(mc, goStone_black, goBoard_loc2Sgf(game->board, i));
}
}
/*
* If we were given a GoPic, then add marks to it now.
*/
if (pic) {
changed = wms_malloc(goBoard_area(game->board) * sizeof(bool));
memset(changed, 0, goBoard_area(game->board) * sizeof(bool));
while (nodeStart) {
if (nodeStart->type == sgfType_node)
break;
processNodeMarks(nodeStart, game, pic, changed);
nodeStart = nodeStart->activeChild;
}
eraseObsoleteMarks(pic, game, changed);
wms_free(changed);
}
if (me)
--currentNode;
return(currentNode);
}
static void processMoves(SgfElem *me, GoGame *game, int *handicap,
bool *handicapPlayed, Cgoban *cg) {
int i;
switch(me->type) {
case sgfType_node:
assert(0);
break;
case sgfType_handicap:
*handicap = me->iVal;
break;
case sgfType_whoseMove:
game->setWhoseMoveNum = game->moveNum;
game->setWhoseMoveColor = me->gVal;
game->whoseMove = me->gVal;
break;
case sgfType_move:
*handicapPlayed = TRUE;
i = goBoard_sgf2Loc(game->board, me->lVal);
if (!*handicap || (goBoard_stone(game->board, i) != goStone_black)) {
assert(game->passive || (me->gVal == game->whoseMove));
if (!goGame_isLegal(game, me->gVal, i)) {
Str errmsg;
char moveStr[5];
str_init(&errmsg);
goBoard_loc2Str(game->board, i, moveStr),
str_print(&errmsg, msg_badMoveInSgf, moveStr,
game->moveNum);
if (cg != NULL)
cgoban_createMsgWindow(cg, "CGoban: Error in SGF file",
str_chars(&errmsg));
str_deinit(&errmsg);
} else {
goGame_move(game, me->gVal, i, NULL);
}
}
if (*handicap)
--*handicap;
break;
case sgfType_pass:
if (game->state != goGameState_selectDead) {
/*
* IGS sends out games with more than two passes at the end of the
* game. If you've already gone to non-play state and you get
* passes, then ignore them.
*/
goGame_pass(game, me->gVal, NULL);
}
break;
case sgfType_setBoard:
i = goBoard_sgf2Loc(game->board, me->lVal);
if ((me->gVal == goStone_empty) &&
((game->state == goGameState_selectDead) ||
game->forcePlay)) {
if (!(game->flags[i] & GOGAMEFLAGS_MARKDEAD)) {
goGame_markDead(game, i);
}
} else {
if (goBoard_stone(game->board, i) != me->gVal) {
goGame_setBoard(game, me->gVal, i);
}
assert(goBoard_stone(game->board, i) == me->gVal);
}
break;
case sgfType_timeLeft:
if (me->iVal < 0) {
/*
* This is marking a time loss. Fake up the game structure to
* make it clear that this is what happened.
*/
game->maxMoves = ++game->moveNum;
}
game->moves[game->moveNum - 1].time.timeLeft = me->iVal;
break;
case sgfType_stonesLeft:
game->moves[game->moveNum - 1].time.aux = me->iVal;
break;
default:
break;
}
}
static void processNodeMarks(SgfElem *me, GoGame *game, GoPic *pic,
bool *changed) {
int loc, i;
GoMarkType mark;
bool err;
assert(MAGIC(me));
switch(me->type) {
case sgfType_territory:
loc = goBoard_sgf2Loc(game->board, me->lVal);
changed[loc] = TRUE;
mark = goMarkType_stone2sm(me->gVal);
if (goStone_isStone(goBoard_stone(game->board, loc))) {
if (!grid_grey(pic->boardButs[loc])) {
grid_setStone(pic->boardButs[loc], goBoard_stone(game->board, loc),
TRUE);
}
}
if (grid_markType(pic->boardButs[loc]) != mark) {
grid_setMark(pic->boardButs[loc], mark, 0);
}
break;
case sgfType_triangle:
case sgfType_circle:
case sgfType_square:
case sgfType_mark:
if (me->type == sgfType_triangle)
mark = goMark_triangle;
else if (me->type == sgfType_circle)
mark = goMark_circle;
else if (me->type == sgfType_mark)
mark = goMark_x;
else /* me->type == sgfType_square */
mark = goMark_square;
loc = goBoard_sgf2Loc(game->board, me->lVal);
changed[loc] = TRUE;
if (grid_grey(pic->boardButs[loc])) {
grid_setStone(pic->boardButs[loc], goBoard_stone(game->board, loc),
FALSE);
}
if (grid_markType(pic->boardButs[loc]) != mark) {
grid_setMark(pic->boardButs[loc], mark, 0);
}
break;
case sgfType_label:
loc = goBoard_sgf2Loc(game->board, me->lVal);
changed[loc] = TRUE;
/* See if it is a numeric label. */
i = wms_atoi(str_chars(me->sVal), &err);
if (err)
grid_setMark(pic->boardButs[loc], goMark_letter, str_chars(me->sVal)[0]);
else
grid_setMark(pic->boardButs[loc], goMark_number, i);
break;
default:
break;
}
}
static void eraseObsoleteMarks(GoPic *pic, GoGame *game, bool *changed) {
int loc;
for (loc = 0; loc < goBoard_area(game->board); ++loc) {
if (!changed[loc] && pic->boardButs[loc]) {
if (grid_grey(pic->boardButs[loc]) ||
(grid_markType(pic->boardButs[loc]) != goMark_none)) {
grid_setStone(pic->boardButs[loc], goBoard_stone(game->board, loc),
FALSE);
grid_setMark(pic->boardButs[loc], goMark_none, 0);
}
}
}
}
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