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aiController.c
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/*
* XFrisk - The classic board game for X
* Copyright (C) 1993-1999 Elan Feingold ([email protected])
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* $Id: aiController.c,v 1.4 1999/11/13 21:58:30 morphy Exp $
*/
#include "aiController.h"
#include "aiClient.h"
#include "client.h"
#include "riskgame.h"
#include "game.h"
#include "debug.h"
/* Prototypes */
Int32 CLNT_GetCommLinkOfClient(Int32 iThisClient);
/* Externs */
extern void *(*__AI_Callback)(void *, Int32, void *);
extern void *pvContext[MAX_PLAYERS];
extern Int32 iState, iCurrentPlayer;
extern Flag fGameStarted;
/* Globals */
Flag fPlayerFortified;
/************************************************************************
* FUNCTION: AI_Init
* HISTORY:
* 04.23.95 ESF Created.
* PURPOSE:
* NOTES:
************************************************************************/
void AI_Init(void)
{
fPlayerFortified=FALSE;
fGameStarted = FALSE;
fGetsCard=FALSE;
}
/************************************************************************
* FUNCTION: AI_CheckCards
* HISTORY:
* 03.31.95 ESF Created.
* 28.08.95 JC If the computerized must exchange cards then do.
(copy of ExchangeCards)
* PURPOSE:
* NOTES:
************************************************************************/
void AI_CheckCards(void)
{
Int32 i, j, nb, typ, piCards[4], nbCards[4], piCardValues[MAX_CARDS];
Flag fOptimal;
if (RISK_GetNumCardsOfPlayer (iCurrentPlayer) <= 4)
return;
#ifdef ENGLISH
printf("AI: Error -- Checking cards.\n");
#endif
#ifdef FRENCH
printf("IA: Erreur -- Vérification des cartes.\n");
#endif
nb = RISK_GetNumCardsOfPlayer(iCurrentPlayer);
do
{
piCards[0]=piCards[1]=piCards[2]=piCards[3]=-1;
nbCards[0]=nbCards[1]=nbCards[2]=nbCards[3]=0;
fOptimal = FALSE;
for (i=0; i<nb; i++)
{
piCardValues[i] = RISK_GetCardOfPlayer(iCurrentPlayer, i);
/* Set the type of the card */
if (piCardValues[i]<NUM_COUNTRIES)
{
typ = piCardValues[i] % 3;
nbCards[typ]++;
if (RISK_GetOwnerOfCountry(piCardValues[i]) == iCurrentPlayer)
piCards[typ] = i;
else if (piCards[typ] == -1)
piCards[typ] = i;
}
else /* Joker */
{
piCards[3] = i;
nbCards[3]++;
}
}
if ((nbCards[0]>0)&&(nbCards[1]>0)&&(nbCards[2]>0))
{
AI_ExchangeCards(piCards);
fOptimal = TRUE;
}
else if (nb >= 5)
{
if ((nbCards[0]>0)&&(nbCards[1]>0)&&(nbCards[3]>0))
piCards[2] = piCards[3];
else if ((nbCards[0]>0)&&(nbCards[3]>0)&&(nbCards[2]>0))
piCards[1] = piCards[3];
else if ((nbCards[3]>0)&&(nbCards[1]>0)&&(nbCards[2]>0))
piCards[0] = piCards[3];
else if (nbCards[0]>=3)
{
j = 0;
for (i=0; i<nb; i++)
if ((piCardValues[i] % 3) == 0)
piCards[j++]=i;
}
else if (nbCards[1]>=3)
{
j = 0;
for (i=0; i<nb; i++)
if ((piCardValues[i] % 3) == 1)
piCards[j++]=i;
}
else if (nbCards[2]>=3)
{
j = 0;
for (i=0; i<nb; i++)
if ((piCardValues[i] % 3) == 2)
piCards[j++]=i;
}
else
{
piCards[0] = 0;
piCards[1] = 1;
piCards[2] = 2;
}
AI_ExchangeCards(piCards);
}
nb = RISK_GetNumCardsOfPlayer(iCurrentPlayer);
}
while ((fOptimal && (nb >= 3)) || (nb >= 5));
}
/************************************************************************
* FUNCTION: AI_CheckFortification
* HISTORY:
* 03.31.95 ESF Created.
* PURPOSE:
* NOTES:
************************************************************************/
void AI_CheckFortification(void)
{
/* If the player hasn't fortified yet, do it */
if (!fPlayerFortified)
{
Int32 i;
#ifdef ENGLISH
printf("AI: Error -- Checking fortification.\n");
#endif
#ifdef FRENCH
printf("IA: Erreur -- Vérification de la fortification.\n");
#endif
/* Place an army in the first country we find */
for (i=0; i!=NUM_COUNTRIES; i++)
if (RISK_GetOwnerOfCountry(i) == iCurrentPlayer)
{
AI_Place(i, 1);
return;
}
D_Assert(FALSE, "Player didn't own any countries??");
}
}
/************************************************************************
* FUNCTION: AI_CheckPlacement
* HISTORY:
* 03.31.95 ESF Created.
* PURPOSE:
* NOTES:
************************************************************************/
void AI_CheckPlacement(void)
{
if (RISK_GetNumArmiesOfPlayer(iCurrentPlayer) != 0)
{
Int32 i;
#ifdef ENGLISH
printf("AI: Error -- Checking placement.\n");
#endif
#ifdef FRENCH
printf("IA: Erreur -- Vérification du placement.\n");
#endif
/* Dump the armies on the first country */
for (i=0; i!=NUM_COUNTRIES; i++)
if (RISK_GetOwnerOfCountry(i) == iCurrentPlayer)
{
AI_Place(i, RISK_GetNumArmiesOfPlayer(iCurrentPlayer));
return;
}
D_Assert(FALSE, "Player didn't own any countries??");
}
}
/************************************************************************
* FUNCTION: AI_Place
* HISTORY:
* 03.31.95 ESF Created.
* 21.08.95 JC AI_CheckCards if game is started.
* 28.08.95 JC No AI_CheckCards.
* PURPOSE:
* NOTES:
************************************************************************/
Flag AI_Place(Int32 iCountry, Int32 iNumArmies)
{
if (GAME_ValidPlaceDst(iCountry) &&
iNumArmies <= RISK_GetNumArmiesOfPlayer(iCurrentPlayer) &&
((iState == STATE_FORTIFY && iNumArmies == 1) ||
iState != STATE_FORTIFY))
{
GAME_PlaceArmies(iCountry, iNumArmies);
/* Player has fortified if in fortification stage */
fPlayerFortified = TRUE;
return TRUE;
}
else
{
#ifdef ENGLISH
printf("AI: Error -- illegal place (%d, %d)\n", iCountry, iNumArmies);
#endif
#ifdef FRENCH
printf("IA: Erreur -- placement illégal (%d, %d)\n", iCountry, iNumArmies);
#endif
return FALSE;
}
}
/************************************************************************/
Int32 iMoveMode;
/************************************************************************
* FUNCTION: AI_Attack
* HISTORY:
* 03.31.95 ESF Created.
* 23.08.95 JC Corrected a bug if iSrcCountry or iDstCountry are
* totally invalid.
* If ARMIES_MOVE_MANUAL, conserve NumArmiesOfPlayer.
* 30.08.95 JC Do the move immediatly.
* PURPOSE:
* NOTES:
************************************************************************/
Flag AI_Attack(Int32 iSrcCountry, Int32 iDstCountry, Int32 iAttack,
Int32 iDice, Int32 iMoveSelectMode)
{
Int32 iAttackMode, iDiceMode;
char *srcName, *dstName;
iMoveMode = iMoveSelectMode;
/* Set the modes for the attack */
switch (iDice)
{
case DICE_ONE:
iDiceMode = ATTACK_ONE;
break;
case DICE_TWO:
iDiceMode = ATTACK_TWO;
break;
case DICE_THREE:
iDiceMode = ATTACK_THREE;
break;
case DICE_MAXIMUM:
iDiceMode = ATTACK_AUTO;
break;
default:
#ifdef ENGLISH
printf("AI: Error -- choosing dice mode for attack.\n");
#endif
#ifdef FRENCH
printf("IA: Erreur -- choix du mode des dés pour combattre.\n");
#endif
return FALSE;
}
switch (iAttack)
{
case ATTACK_ONCE:
iAttackMode = ACTION_ATTACK;
break;
case ATTACK_DOORDIE:
iAttackMode = ACTION_DOORDIE;
break;
default:
#ifdef ENGLISH
printf("AI: Error -- choosing attack mode for attack.\n");
#endif
#ifdef FRENCH
printf("IA: Erreur -- choix du mode d'attaque pour combattre.\n");
#endif
return FALSE;
}
RISK_SetAttackModeOfPlayer(iCurrentPlayer, iAttackMode);
RISK_SetDiceModeOfPlayer(iCurrentPlayer, iDiceMode);
/* BUG -- return true if victory? */
if (GAME_ValidAttackSrc(iSrcCountry, TRUE) &&
GAME_ValidAttackDst(iSrcCountry, iDstCountry, TRUE) &&
GAME_ValidAttackDice(iDiceMode, iSrcCountry))
{
GAME_Attack(iSrcCountry, iDstCountry);
return TRUE;
}
else
{
if ((iSrcCountry>=0) && (iSrcCountry<NUM_COUNTRIES))
srcName = RISK_GetNameOfCountry(iSrcCountry);
else
srcName = "";
if ((iDstCountry>=0) && (iDstCountry<NUM_COUNTRIES))
dstName = RISK_GetNameOfCountry(iDstCountry);
else
dstName = "";
#ifdef ENGLISH
printf("AI: Error -- illegal attack (%s --> %s)\n",
#endif
#ifdef FRENCH
printf("IA: Erreur -- illégall attaque (%s --> %s)\n",
#endif
srcName, dstName);
return FALSE;
}
}
/************************************************************************
* FUNCTION: AI_Move
* HISTORY:
* 03.31.95 ESF Created.
* 23.08.95 JC Don't check Cards and placement
* if state <> STATE_MOVE.
* PURPOSE:
* NOTES:
************************************************************************/
Flag AI_Move(Int32 iSrcCountry, Int32 iDstCountry, Int32 iNumArmies)
{
if (GAME_ValidMoveSrc(iSrcCountry) &&
GAME_ValidMoveDst(iSrcCountry, iDstCountry) &&
RISK_GetNumArmiesOfCountry(iSrcCountry) >= iNumArmies+1)
{
GAME_MoveArmies(iSrcCountry, iDstCountry, iNumArmies);
return TRUE;
}
else
{
#ifdef ENGLISH
printf("AI: Error -- illegal move (%s --> %s)\n",
#endif
#ifdef FRENCH
printf("IA: Erreur -- mouvement illégal (%s --> %s)\n",
#endif
RISK_GetNameOfCountry(iSrcCountry),
RISK_GetNameOfCountry(iDstCountry));
return FALSE;
}
}
/************************************************************************
* FUNCTION: AI_ExchangeCards
* HISTORY:
* 03.31.95 ESF Created.
* PURPOSE:
* NOTES:
************************************************************************/
Flag AI_ExchangeCards(Int32 *piCards)
{
GAME_ExchangeCards(piCards);
return TRUE;
}
/************************************************************************
* FUNCTION: AI_SendMessage
* HISTORY:
* 03.31.95 ESF Created.
* PURPOSE:
* NOTES:
************************************************************************/
Flag AI_SendMessage(Int32 iMessDest, CString strMessage)
{
MsgMessagePacket mess;
mess.strMessage = strMessage;
mess.iFrom = iCurrentPlayer;
mess.iTo = iMessDest;
(void)RISK_SendMessage(CLNT_GetCommLinkOfClient(CLNT_GetThisClientID()),
MSG_MESSAGEPACKET, &mess);
return TRUE;
}
/************************************************************************
* FUNCTION: AI_EndTurn
* HISTORY:
* 03.31.95 ESF Created.
* 21.08.95 JC Added fGetsCard.
* 23.08.95 JC Added test the mission.
* PURPOSE:
* NOTES:
************************************************************************/
Flag AI_EndTurn(void)
{
/* Get the player a card if he or she needs one */
if (fGetsCard)
{
MsgRequestCard msg;
fGetsCard = FALSE;
msg.iPlayer = iCurrentPlayer;
(void)RISK_SendMessage(CLNT_GetCommLinkOfClient(CLNT_GetThisClientID()),
MSG_REQUESTCARD, &msg);
}
if (fGameStarted)
fCanExchange = TRUE;
else
fPlayerFortified = FALSE;
/* Actually end the turn */
(void)RISK_SendMessage(CLNT_GetCommLinkOfClient(CLNT_GetThisClientID()),
MSG_ENDTURN, NULL);
return TRUE;
}