-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathmain.cpp
More file actions
274 lines (233 loc) · 8.69 KB
/
main.cpp
File metadata and controls
274 lines (233 loc) · 8.69 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
/******************************************************//**
* Chess Game
* @author Viet
* @version 2.1
**********************************************************/
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <stdio.h>
#include "AIPlayer.h"
#include "Board.h"
#include "BoardGUI.h"
#include "ChooseComGUI.h"
#include "EndGUI.h"
#include "GUI.h"
#include "HumanPlayer.h"
#include "Player.h"
#include "RandomPlayer.h"
#include "StartGUI.h"
/*******************************************************************
* SDL Management
*******************************************************************/
const int SCREEN_WIDTH = 800;
const int SCREEN_HEIGHT = 600;
const char* WINDOW_TITLE = "Viet Chess";
/**
* Initialize window and renderer
* @param window, renderer: window and renderer to be initialized
* @return true if init successfully
*/
bool initGraphic(SDL_Window* &window, SDL_Renderer* &renderer);
/**
* Deallocate window and renderer before quitting game
* @param current window and renderer to be destroyed
*/
void quitGraphic(SDL_Window* window, SDL_Renderer* rederer);
/*******************************************************************
* Main game
*******************************************************************/
/**
* Play a chess game, and return the winner
* @return Board::WHITE for white, Board::BLACK for black, Board::BOTH_COLOR for tie,
* and -1 for premature quit (back to start screen or quit game)
*/
int playGame(Board* b, Player** players, BoardGUI* bgui, SDL_Renderer* renderer);
int main(int argc, char* argv[]) {
SDL_Window* window;
SDL_Renderer* renderer;
if( !initGraphic(window, renderer) ) return 0; //quit if cannot initialize graphic
// Init GUIs and board
Board b;
GUI::quit = false;
StartGUI sgui(renderer);
ChooseComGUI cgui(renderer);
BoardGUI bgui(&b, renderer);
EndGUI egui(renderer);
Player** players = new Player*[2];
int input;
while (true) {
sgui.playMusic();
b.initBoard(); //new board every game
sgui.draw(renderer);
do {
input = sgui.getInput();
} while (input == 0 && !GUI::quit);
if (GUI::quit) break;
if(input == StartGUI::INPUT_QUIT) {
break;
} else if (input == StartGUI::INPUT_MULTI_PLAYER) { // Human vs Human
players[0] = new HumanPlayer(&bgui, &b);
players[1] = new HumanPlayer(&bgui, &b);
bgui.setPlayer(Board::BOTH_COLOR);
egui.setPlayer(Board::BOTH_COLOR);
} else {
cgui.openingAnimation(renderer);
cgui.draw(renderer);
// get which player
int comPlayer, difficulty;
do {
input = cgui.getInput();
} while (input == 0 && !GUI::quit);
if (GUI::quit) break;
switch (input) {
case ChooseComGUI::INPUT_WHITE_EASY : comPlayer = Board::WHITE; difficulty = 2; break;
case ChooseComGUI::INPUT_WHITE_MEDIUM: comPlayer = Board::WHITE; difficulty = 4; break;
case ChooseComGUI::INPUT_WHITE_HARD : comPlayer = Board::WHITE; difficulty = 6; break;
case ChooseComGUI::INPUT_BLACK_EASY : comPlayer = Board::BLACK; difficulty = 2; break;
case ChooseComGUI::INPUT_BLACK_MEDIUM: comPlayer = Board::BLACK; difficulty = 4; break;
case ChooseComGUI::INPUT_BLACK_HARD : comPlayer = Board::BLACK; difficulty = 6; break;
}
players[comPlayer] = new AIPlayer(&b, &bgui, difficulty);
players[1-comPlayer] = new HumanPlayer(&bgui, &b);
bgui.setPlayer(1-comPlayer);
egui.setPlayer(1-comPlayer);
cgui.endingAnimation(renderer);
}
sgui.stopMusic();
////////////////////////////////////////////////////////////////
// Play the game
////////////////////////////////////////////////////////////////
bgui.playMusic();
int winner = playGame(&b, players, &bgui, renderer);
bgui.stopMusic();
delete players[0]; players[0] = NULL;
delete players[1]; players[1] = NULL;
/*
* Congrat screen
*/
if (winner == -1) {
// press red x button
if (GUI::quit) break;
// press home button
continue;
} else {
egui.setWinner(winner);
}
egui.draw(renderer);
do {
input = egui.getInput();
} while (input == 0);
}
delete[] players;
sgui.destroyMedia();
bgui.destroyMedia();
egui.destroyMedia();
quitGraphic(window, renderer);
return 0;
}
int playGame(Board* b, Player** players, BoardGUI* bgui, SDL_Renderer* renderer) {
int numUndo[2] = {-1, -1};
int curPlayer, input;
int gameLength = 0; // increase every time a move is made
bgui->draw(renderer);
while (b->getNumMoves() != 0) { // continue as long as the game haven't ended
curPlayer = b->getPlayer();
input = players[ curPlayer ]->decideMove(); //get the move
// make the move
if (players[curPlayer]->isHuman()) {
// if player is human, the value returned is a chosen square. Choose the appropriate square.
if (input == 0) { // user haven't selected move
if (GUI::quit) return -1;
} else if (input >= BoardGUI::INPUT_MIN_SQUARE && input <= BoardGUI::INPUT_MAX_SQUARE) { //olayer chose a square in board
// if there is a promotion event, cannot make move until player choose a promotion
if (b->hasPromotion()) {
//flash the promoted pawn
} else {
b->chooseSquare(input - 1);
}
} else {//player chose a button from side bar
int promoteType;
switch (input) {
case BoardGUI::INPUT_UNDO: // undo
if (gameLength > 1 && numUndo[curPlayer] != 0) {
b->undoMove();
b->undoMove();
numUndo[curPlayer]--;
}
break;
case BoardGUI::INPUT_HOME: return -1; // return home
case BoardGUI::INPUT_PROMOTE_QUEEN: promoteType = Board::MOVE_PROMOTION_QUEEN; break;
case BoardGUI::INPUT_PROMOTE_ROOK: promoteType = Board::MOVE_PROMOTION_ROOK; break;
case BoardGUI::INPUT_PROMOTE_BISHOP: promoteType = Board::MOVE_PROMOTION_BISHOP; break;
case BoardGUI::INPUT_PROMOTE_KNIGHT: promoteType = Board::MOVE_PROMOTION_KNIGHT; break;
}
if (b->hasPromotion()) {
b->promote(promoteType);
}
}
bgui->updateMovePointers();
} else {
//if is AI, the value returned is a move number. Make the move, and process input queue to catch quitting event.
if (input == -1) return -1; // AI returns -1 when user quit during AI thinking
b->makeMove(input);
}
if (b->getGameLength() != gameLength) {
gameLength = b->getGameLength();
bgui->playMoveSFX();
}
// draw board
bgui->draw(renderer);
}
SDL_Delay(3000);
return (b->getWinner());
}
/*******************************************************************
* Implementation
*******************************************************************/
bool initGraphic(SDL_Window* &window, SDL_Renderer* &renderer) {
// Init SDL
if( SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0 ) {
printf("Failed to initialize SDL. SDL Error: %s\n", SDL_GetError());
return false;
}
// Create window
window = SDL_CreateWindow(WINDOW_TITLE,
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
SCREEN_WIDTH,
SCREEN_HEIGHT,
SDL_WINDOW_SHOWN);
if (window == NULL) {
printf("Failed to create window. SDL error: %s\n", SDL_GetError());
return false;
}
// Create renderer
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
if(renderer == NULL) {
printf("Failed to create renderer. SDL error: %s\n", SDL_GetError());
return false;
}
SDL_SetRenderDrawColor( renderer, 0xFF, 0xFF, 0xFF, 0xFF); // Init rederer's color to white
// Init SDL_Image for Image loading
if( IMG_Init(IMG_INIT_PNG | IMG_INIT_JPG) == 0 ) {
printf("Failed to initialize SDL_image. SDL_image error: %s\n", IMG_GetError());
return false;
}
// Init SDL_Mixer for audio
if ( Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 2048) < 0) {
printf( "Failed to initialize SDL_Mixer. SDL_mixer error: %s\n", Mix_GetError() );
return false;
}
return true;
}
void quitGraphic(SDL_Window* window, SDL_Renderer* renderer) {
// destroy window and renderer
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
renderer = NULL;
window = NULL;
// quit SDL
Mix_Quit();
IMG_Quit();
SDL_Quit();
}