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21
src/ai.cpp
21
src/ai.cpp
@ -29,6 +29,10 @@ namespace toruschess {
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static const int NOMOVE = -MAXVAL - 1;
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static const int DRAWVAL = -7;
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/* standard minimax search; saves the best move in *move if move != NULL;
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* balance is the current "heuristic value" of a state (mult with curp to get the
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* rating for a specifig player)
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*/
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static int minimax(Field &field, int bal, Player curp, unsigned int depth, Move *move) {
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if (depth == 0) return curp * bal;
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@ -72,21 +76,4 @@ namespace toruschess {
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return move;
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}
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Move ai::getMove(const Game *game) {
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Player curp = NOPLAYER;
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switch (game->state()) {
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case TURN_WHITE:
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curp = WHITE;
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break;
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case TURN_BLACK:
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curp = BLACK;
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break;
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default:
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return Move();
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}
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Field field = *game->field();
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return getMove(field, curp, 2);
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}
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}
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8
src/ai.h
8
src/ai.h
@ -26,10 +26,14 @@
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@author Stefan Bühler <stbuehler@web.de>
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*/
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namespace toruschess {
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class ai{
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class ai {
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public:
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/** Modifies the field while calculating, so not thread-safe
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* (just create a copy of the real field);
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* curp: which players turn
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* depth: how many moves to be calculated
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*/
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static Move getMove(Field &field, Player curp, int depth);
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static Move getMove(const Game *game);
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};
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}
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@ -31,12 +31,14 @@
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*/
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namespace toruschess {
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/** Widget for the 2d field view (Game* is shared with other widgets) */
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class Field2D : public QWidget {
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Q_OBJECT
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public:
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Field2D(Game *game, QWidget *parent = 0);
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virtual ~Field2D();
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/** Mark the destination fields */
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void markMoves(const QList<Move> &moves);
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virtual QSize sizeHint() const;
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@ -48,12 +50,16 @@ namespace toruschess {
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virtual void mouseReleaseEvent(QMouseEvent *event);
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virtual void wheelEvent(QWheelEvent *event);
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/* update field buffer size */
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void checkSizes();
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/* update field buffer */
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void updateFieldBuffer();
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/* find position on board from window coords */
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Pos findPos(int x, int y);
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protected slots:
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/* slot for game updated event */
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void fieldUpdated();
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private:
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@ -63,7 +69,7 @@ namespace toruschess {
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QList<Move> m_markedMoves;
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int m_fieldWidth, m_fieldHeight;
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int m_originX, m_originY;
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int m_originX, m_originY; /* offset for moving board in window */
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int m_mouseLastX, m_mouseLastY;
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@ -27,8 +27,6 @@
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#include <QGLPixelBuffer>
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#include <QDebug>
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#include <math.h>
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template<typename T>
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@ -55,13 +53,11 @@ namespace toruschess {
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m_originX(0), m_originY(0), m_mouseLastX(0), m_mouseLastY(0),
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m_skySphere(0), m_skyTextureID(0), m_skyTimerID(0), m_skyOffset(0),
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m_pickTextureID(0) {
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qDebug("Field3d::Field3D");
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for (int x = 0; x < 8; x++) for (int y = 0; y < 8; y++) m_marked[x][y] = false;
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m_lib->setSize(m_textureSize / 8, m_textureSize / 8);
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}
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Field3D::~Field3D() {
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qDebug("Field3d::~Field3D");
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freeTexture();
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if (m_skySphere) gluDeleteQuadric(m_skySphere);
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@ -83,21 +79,23 @@ namespace toruschess {
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void Field3D::initializeGL() {
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glClearColor(0.0, 0.0, 0.0, 0.0);
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glEnable(GL_DEPTH_TEST);
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// glEnable(GL_CULL_FACE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_LIGHTING);
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glEnable(GL_LIGHT0);
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glDisable(GL_LIGHT1);
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glEnable(GL_COLOR_MATERIAL);
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{
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const GLfloat white[] = { 1.0, 1.0, 1.0, 1.0 },
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inv[] = { 0.0, 0.0, 0.0, 0.0 };
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, white);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, inv);
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, white);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, inv);
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glLightfv(GL_LIGHT0, GL_AMBIENT, white);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, inv);
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glLightfv(GL_LIGHT1, GL_AMBIENT, inv);
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glLightfv(GL_LIGHT1, GL_DIFFUSE, white);
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}
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glFogi(GL_FOG_MODE, GL_EXP2);
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@ -127,8 +125,8 @@ namespace toruschess {
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void Field3D::paintGL() {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_TEXTURE_2D);
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// m_lib->paint_pawn();
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// return;
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glEnable(GL_LIGHT0);
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glDisable(GL_LIGHT1);
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if (m_boardMode == TORUS) {
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glDisable(GL_FOG);
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@ -180,6 +178,29 @@ namespace toruschess {
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glTexCoord2f( repeat+ox, -repeat+oy); glVertex3f( 10*repeat, 0, 10*repeat);
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glTexCoord2f( repeat+ox, repeat+oy); glVertex3f( 10*repeat, 0, -10*repeat);
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glEnd();
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glDisable(GL_TEXTURE_2D);
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glEnable(GL_LIGHT1);
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glDisable(GL_LIGHT0);
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glMatrixMode(GL_MODELVIEW);
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ox *= -10.0; oy *= 10.0;
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ox += 10.0/16; oy += 10.0/16;
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for (int i = 0; i < 8; i++) for (int j = 0; j < 8; j++) {
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if (m_game->field()->piece(Pos(i, j)) == PAWN) {
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if (m_game->field()->player(Pos(i, j)) == WHITE) {
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glColor3f(1.0, 1.0, 1.0);
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} else {
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glColor3f(.0, .0, .0);
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}
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for (int x = -10; x <= 10; x++) for (int y = -10; y <= 10; y++) {
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glPushMatrix();
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glTranslatef(ox + 10.0/8.0*i + 10*x, 0, oy + 10.0/8.0*j + 10*y);
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glRotatef(-90, 1, 0, 0);
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m_lib->paint_pawn();
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glPopMatrix();
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}
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}
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}
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}
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glDisable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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@ -235,7 +256,6 @@ namespace toruschess {
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unsigned char pxbuf[3];
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glReadPixels(mx, height() - 1 - my, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pxbuf);
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paintGL();
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qDebug() << pxbuf[0] << pxbuf[1];
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p = Pos(pxbuf[0] - 50, pxbuf[1] - 50);
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return pxbuf[0] >= 50;
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}
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@ -256,9 +276,7 @@ namespace toruschess {
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void Field3D::createTexture() {
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freeTexture();
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// m_textureBuffer = new QGLPixelBuffer(QSize(m_textureSize, m_textureSize), QGLFormat::defaultFormat(), this);
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m_textureBuffer = new QImage(QSize(m_textureSize, m_textureSize), QImage::Format_ARGB32_Premultiplied);
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// m_textureID = m_textureBuffer->generateDynamicTexture();
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updateTexture();
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@ -305,13 +323,12 @@ namespace toruschess {
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m_textureID = 0;
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}
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if (m_textureBuffer) {
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// delete m_textureBuffer;
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delete m_textureBuffer;
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m_textureBuffer = 0;
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}
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}
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void Field3D::updateTexture() {
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// m_textureBuffer->fill(Qt::black);
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QPainter pt(m_textureBuffer);
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pt.fillRect(QRect(0, 0, m_textureSize, m_textureSize), Qt::black);
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@ -334,7 +351,6 @@ namespace toruschess {
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pt.setCompositionMode(QPainter::CompositionMode_Plus);
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pt.fillRect(0, 0, m_textureSize, m_textureSize, Qt::black);
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pt.setCompositionMode(QPainter::CompositionMode_SourceOver);
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// m_textureBuffer->updateDynamicTexture(m_textureID);
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if (m_textureID) deleteTexture(m_textureID);
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m_textureID = bindTexture(*m_textureBuffer);
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}
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@ -31,6 +31,9 @@
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*/
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namespace toruschess {
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/** Widget for the 3d field view (Game* is shared with other widgets)
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* Available modes: Plane vs. Torus and 2d vs 3d Figures
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*/
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class Field3D : public QGLWidget {
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Q_OBJECT
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public:
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@ -42,6 +45,7 @@ namespace toruschess {
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void markMoves(const QList<Move> &moves);
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/** Mark the destination fields */
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virtual QSize sizeHint() const;
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BoardMode boardMode() const { return m_boardMode; }
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@ -63,15 +67,20 @@ namespace toruschess {
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virtual void timerEvent(QTimerEvent *event);
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protected slots:
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/* slot for game updated event */
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void fieldUpdated();
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private:
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/* update the GL_MODELVIEW matrix */
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void updateCam();
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/* create textures: board texture, pick texture, skybox (sphere) texture */
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void createTexture();
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void freeTexture();
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/* update board texture */
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void updateTexture();
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/* find position on board from window coords */
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bool findPos(int mx, int my, Pos &p);
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Game *m_game;
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@ -26,6 +26,7 @@ namespace toruschess {
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: QDialog(parent), m_game(game) {
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m_curMode = m_game->gameMode();
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m_curAIStrength = m_game->aiStrength();
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m_curViewMode = VIEW_2D;
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setupUi(this);
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m_bgMode = new QButtonGroup(this);
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@ -34,6 +35,11 @@ namespace toruschess {
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m_bgMode->addButton(rb_mode3, COMPUTER_HUMAN);
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m_bgMode->addButton(rb_mode4, COMPUTER_COMPUTER);
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m_vMode = new QButtonGroup(this);
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m_vMode->addButton(rb_view1, VIEW_2D);
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m_vMode->addButton(rb_view2, VIEW_3D);
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m_vMode->addButton(rb_view3, VIEW_TORUS);
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dlgReset();
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connect(m_game, SIGNAL(changedMode(GameMode)), this, SLOT(gameChangedMode(GameMode)));
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@ -66,9 +72,19 @@ namespace toruschess {
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}
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}
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void OptionDlg::changedViewMode(ViewMode viewMode) {
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if (m_curViewMode != viewMode) {
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if (m_vMode->checkedId() == m_curViewMode) {
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m_vMode->button(viewMode)->setChecked(true);
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}
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m_curViewMode = viewMode;
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}
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}
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void OptionDlg::dlgReset() {
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sb_aiStrength->setValue(m_curAIStrength);
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m_bgMode->button(m_curMode)->setChecked(true);
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m_vMode->button(m_curViewMode)->setChecked(true);
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}
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void OptionDlg::dlgAccept() {
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@ -76,6 +92,8 @@ namespace toruschess {
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m_game->setAiStrength(m_curAIStrength);
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m_curMode = (GameMode) m_bgMode->checkedId();
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m_game->setGameMode(m_curMode);
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m_curViewMode = (ViewMode) m_vMode->checkedId();
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emit setViewMode(m_curViewMode);
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}
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}
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|
@ -30,11 +30,23 @@
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@author Stefan Bühler <stbuehler@web.de>
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*/
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namespace toruschess {
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typedef enum { VIEW_2D, VIEW_3D, VIEW_TORUS } ViewMode;
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/** Option Dialog
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* Game options are set directly (so one dialog contols only one game instance)
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* The view mode option is handled via signal/slot (default is VIEW_2D)
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*/
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class OptionDlg : public QDialog, private Ui::OptionDlg {
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Q_OBJECT
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public:
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OptionDlg(Game *game, QWidget *parent = 0);
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signals:
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void setViewMode(ViewMode viewMode);
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public slots:
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void changedViewMode(ViewMode viewMode);
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private slots:
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void gameChangedMode(GameMode mode);
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void gameChangedAIStrength(int aiStrength);
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@ -46,7 +58,9 @@ namespace toruschess {
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Game *m_game;
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GameMode m_curMode;
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int m_curAIStrength;
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ViewMode m_curViewMode;
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QButtonGroup *m_bgMode;
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QButtonGroup *m_vMode;
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};
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}
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|
@ -116,9 +116,9 @@
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</property>
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<layout class="QHBoxLayout" name="horizontalLayout_2" >
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<item>
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<widget class="QRadioButton" name="rb_view3" >
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<widget class="QRadioButton" name="rb_view1" >
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<property name="text" >
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<string>Torus</string>
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<string>2D</string>
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</property>
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</widget>
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</item>
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@ -130,9 +130,9 @@
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</widget>
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</item>
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<item>
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<widget class="QRadioButton" name="rb_view1" >
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<widget class="QRadioButton" name="rb_view3" >
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<property name="text" >
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<string>2D</string>
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<string>Torus</string>
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</property>
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</widget>
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</item>
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|
@ -29,21 +29,29 @@
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*/
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namespace toruschess {
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/** Handles texture/3ds loading from compiled-in Qt-Resource file
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*/
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class PieceLibrary : public QObject {
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Q_OBJECT
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public:
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PieceLibrary(QObject *parent);
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virtual ~PieceLibrary();
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/* one PieceLibrary instance manages one set of images with a specific size
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*/
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QSize pieceSize() const { return QSize(m_width, m_height); }
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QSize minPieceSize() const { return QSize(20, 20); }
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void setSize(int width, int height);
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/* just paint the 2d picture of the "place" figure */
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void paint(QPainter &pt, int place) const;
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/* just paint the 2d picture of the "place" figure into the given rect */
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void paint(QPainter &pt, int place, const QRect &rect) const;
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/* paint background of a field into the given rect */
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void paint_board(QPainter &pt, bool darkField, const QRect &rect) const;
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/* paint a 3d pawn */
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void paint_pawn();
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private:
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|
@ -44,13 +44,16 @@ namespace toruschess {
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TestGame::TestGame(QWidget *parent)
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: QMainWindow(parent), m_game(new Game()), m_optionDlg(new OptionDlg(m_game, this)), m_viewMode((ViewMode) -1) {
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connect(this, SIGNAL(changedViewMode(ViewMode)), m_optionDlg, SLOT(changedViewMode(ViewMode)));
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connect(m_optionDlg, SIGNAL(setViewMode(ViewMode)), this, SLOT(setViewMode(ViewMode)));
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setWindowTitle("Torus Chess");
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QWidget *centralWidget = new QWidget(this);
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m_fieldsLayout = new QStackedLayout(centralWidget);
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m_field2d = new Field2D(m_game, centralWidget);
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m_field3d = new Field3D(m_game, centralWidget);
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m_fieldsLayout->addWidget(m_field2d);
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m_fieldsLayout->addWidget(m_field2d);
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m_fieldsLayout->addWidget(m_field3d);
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centralWidget->setLayout(m_fieldsLayout);
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setCentralWidget(centralWidget);
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|
@ -39,8 +39,6 @@
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*/
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namespace toruschess {
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typedef enum { VIEW_2D, VIEW_3D, VIEW_TORUS } ViewMode;
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|
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class TestGame : public QMainWindow {
|
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Q_OBJECT
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||||
public:
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|
@ -29,7 +29,12 @@
|
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@author Stefan Bühler <stbuehler@web.de>
|
||||
*/
|
||||
namespace toruschess {
|
||||
|
||||
|
||||
/* Game logic
|
||||
*
|
||||
* "piece" and "player" are combined to "place": place = piece * player;
|
||||
*/
|
||||
|
||||
class Pos;
|
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class Field;
|
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class Game;
|
||||
@ -50,6 +55,7 @@ namespace toruschess {
|
||||
|
||||
QString state2string(GameState state);
|
||||
|
||||
/* coords for a field on the board */
|
||||
class Pos {
|
||||
public:
|
||||
Pos() : m_x(0), m_y(0) { }
|
||||
@ -66,6 +72,9 @@ namespace toruschess {
|
||||
int m_x, m_y;
|
||||
};
|
||||
|
||||
/* some basic information for one move: from and to,
|
||||
* which figure got moved, which (if any) got beaten
|
||||
*/
|
||||
class Move {
|
||||
public:
|
||||
Move();
|
||||
@ -73,8 +82,11 @@ namespace toruschess {
|
||||
|
||||
const Pos& from() const { return m_from; }
|
||||
const Pos& to() const { return m_to; }
|
||||
/** figure which gets moved */
|
||||
int prevFrom() const { return m_prevFrom; }
|
||||
/** figure which gets beaten */
|
||||
int prevTo() const { return m_prevTo; }
|
||||
/** which player is moving (player from prevFrom()) */
|
||||
Player player() const { return m_player; }
|
||||
|
||||
bool operator==(const Move &other) const {
|
||||
@ -92,7 +104,9 @@ namespace toruschess {
|
||||
int m_prevFrom, m_prevTo;
|
||||
Player m_player;
|
||||
};
|
||||
|
||||
|
||||
|
||||
/** the raw field: only knows which figures is where */
|
||||
class Field {
|
||||
public:
|
||||
Field();
|
||||
@ -104,23 +118,32 @@ namespace toruschess {
|
||||
int place(const Pos &p) const { return m_places[p.y()][p.x()]; }
|
||||
int& place(const Pos &p) { return m_places[p.y()][p.x()]; }
|
||||
|
||||
/* all valid moves for a piece */
|
||||
QList<Move> validMoves(const Pos &from) const;
|
||||
bool validMove(const Move &m) const; /* does not check for inCheck */
|
||||
bool move(const Move &m);
|
||||
bool undo(const Move &m);
|
||||
bool move(const Move &m); /* check if the move is valid */
|
||||
bool undo(const Move &m); /* check if the undo is valid */
|
||||
|
||||
/* check if the king of a player at pos pking is in check */
|
||||
bool inCheck(Player player, const Pos &pking) const;
|
||||
/* check if the king of a player is in check */
|
||||
bool inCheck(Player player) const;
|
||||
|
||||
void move_unchecked(const Move &m);
|
||||
void undo_unchecked(const Move &m);
|
||||
private:
|
||||
/* does not check for "in check" */
|
||||
QList<Move> simpleValidMoves(const Pos &from) const;
|
||||
|
||||
Pos m_wking, m_bking;
|
||||
int m_places[8][8];
|
||||
};
|
||||
|
||||
|
||||
|
||||
/* contains a field plus addition information about the game state
|
||||
* such as which turn it is or who has won
|
||||
* also is responsible to do the ai moves, if activated
|
||||
*/
|
||||
class Game : public QObject {
|
||||
Q_OBJECT
|
||||
public:
|
||||
@ -131,9 +154,12 @@ namespace toruschess {
|
||||
GameState state() const { return m_state; }
|
||||
QList<Move> moves() const { return m_moves; }
|
||||
|
||||
/* only valid moves will be done */
|
||||
bool move(const Move &m);
|
||||
/* restart the game */
|
||||
void restart();
|
||||
|
||||
/* all valid moves for the current player */
|
||||
QList<Move> possibleMoves() const;
|
||||
|
||||
GameMode gameMode() const { return m_gameMode; }
|
||||
@ -170,6 +196,7 @@ namespace toruschess {
|
||||
bool m_ignoreAI;
|
||||
};
|
||||
|
||||
/* Calculate the ai move in another thread so the main thread (gui) isn't blocked */
|
||||
class GameAIThread : public QThread {
|
||||
Q_OBJECT
|
||||
public:
|
||||
|
Loading…
Reference in New Issue
Block a user