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aiClientMain.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: aiClientMain.c,v 1.8 1999/11/27 18:19:33 tony Exp $
*/
#include <sys/param.h>
#include <sys/time.h>
#include <sys/types.h>
#include <sys/socket.h>
#ifdef _AIX
#include <sys/select.h>
#endif
#include <netinet/in.h>
#include <netdb.h>
#include <stdio.h>
#include <stdlib.h>
#include <unistd.h>
#include <string.h>
#include <time.h>
#include <signal.h>
#include "types.h"
#include "utils.h"
#include "client.h"
#include "version.h"
#include "network.h"
#include "riskgame.h"
#include "game.h"
#include "debug.h"
#include "aiClient.h"
#include "aiController.h"
/* Private functions */
void AI_Start(Int32 argc, CString *argv);
void AI_RecoverFailure(CString strReason, Int32 iNumFailures);
void AI_MainLoop(void);
void AI_Replicate(Int32 iMessType, void *pvMess, Int32 iType, Int32 iSource);
/* Dummies or stubs or fill-ins */
Int32 CLNT_GetCommLinkOfClient(Int32 iThisClient);
/* EEEK!!! this same function(name) has been defined in callbacks.c
* callbacks is included, what is going on? which one called?
*/
void CBK_IncomingMessage(Int32 iMessType, void *pvMess);
void FatalError(CString strError, Int32 iExitValue);
CString strClientName;
Int32 iCommLink, iReply;
Int32 iSpeciesID, iCurrentClient, iCurrentPlayer, iState;
Flag fGameInitialized = FALSE;
Flag fGameStarted = FALSE;
extern CString __strName;
extern CString __strAuthor;
extern CString __strVersion;
extern CString __strDesc;
extern void *(*__AI_Callback)(void *, Int32, void *);
void *pvContext[MAX_PLAYERS];
/* Move this to the Imakefile!! */
#ifdef __hpux
#define FDSET int
#else
#define FDSET fd_set
#endif
/************************************************************************
* FUNCTION: main
* HISTORY:
* 02.20.95 ESF Created from clientMain.c`main
* PURPOSE:
* NOTES:
************************************************************************/
int main(int argc, char **argv)
{
Int32 i;
/* Check args */
if (argc != 2)
{
printf("Usage: %s <server_host>\n", argv[0]);
exit(-1);
}
for (i=0; i!=MAX_PLAYERS; i++)
pvContext[i] = (void *)NULL;
/* Setup memory debugging library */
MEM_BootStrap("aiClient-memory.log");
/* Initialize everything */
RISK_InitObject(AI_Replicate, NULL, NULL, AI_RecoverFailure, NULL);
AI_Start(argc, argv);
/* Let the server know that we're ready to go as soon as it is... */
(void)RISK_SendMessage(CLNT_GetCommLinkOfClient(CLNT_GetThisClientID()),
MSG_STARTGAME, NULL);
iState = STATE_FORTIFY;
/* And we're off */
AI_MainLoop();
return(0);
}
/************************************************************************
* FUNCTION: AI_Start
* HISTORY:
* 02.20.95 ESF Created from CLNT_Init.
* PURPOSE:
* NOTES:
************************************************************************/
void AI_Start(Int32 argc, CString *argv)
{
struct sockaddr_in server;
struct hostent *hp;
char strHostName[MAXHOSTNAMELEN + 1];
Int32 iMessageType, i;
void *pvMessage;
MsgRegisterClient msgRegisterClient;
UNUSED(argc);
/*
* We want to ignore this signal, because we don't want a I/O
* failure to terminate the program.
*/
signal(SIGPIPE, SIG_IGN);
/* Create sockets */
if ((iCommLink = socket(AF_INET, SOCK_STREAM, 0)) < 0)
#ifdef ENGLISH
FatalError("Cannot create CommLink.", 1);
#endif
#ifdef FRENCH
FatalError("CLIENT: Ne peut créer la liaison.", 1);
#endif
/* Connect socket using name specified by command line */
server.sin_family = AF_INET;
if ((hp = gethostbyname(argv[1])) == 0)
{
char buf[256];
#ifdef ENGLISH
snprintf(buf, sizeof(buf),
"AI-CLIENT: The host `%s' is unknown.", argv[1]);
#endif
#ifdef FRENCH
snprintf(buf, sizeof(buf),
"IA-CLIENT: La machine `%s' est inconnue.", argv[1]);
#endif
FatalError(buf, 1);
}
memcpy(&server.sin_addr, hp->h_addr, hp->h_length);
server.sin_port = htons(RISK_PORT);
/* Send the server name information through the sockets so it can ID
* the sending clients, and discover the pair of sockets that belong
* to each client. The server sends back the client ID.
*/
gethostname(strHostName, sizeof(strHostName));
msgRegisterClient.strClientAddress =
(CString)MEM_Alloc(strlen(strHostName)+32);
snprintf(msgRegisterClient.strClientAddress, strlen(strHostName)+32,
"%s[%lu]", strHostName, (unsigned long)getpid());
strClientName = msgRegisterClient.strClientAddress;
msgRegisterClient.iClientType = CLIENT_AI;
/* The Protocol:
*
* Connect to the server. Then do the following:
*
* Send MSG_HELLO.
* Receive MSG_VERSION --> OK!
* Other --> Protocol bogosity.
* Send MSG_REGISTERCLIENT if version is correct.
* Receive MSG_CLIENTIDENT --> OK!
* MSG_CLIENTEXIT --> Server is full.
* Other --> Protocol bogosity.
* Send MSG_VERSION if version is incorrect.
*/
if (connect(iCommLink, (struct sockaddr *)&server, sizeof(server)) < 0)
{
#ifdef ENGLISH
printf("AI-CLIENT: Cannot connect to a Frisk server on `%s'.\n"
" One probably needs to be started by running\n"
" `friskserver' on the machine.\n", argv[1]);
#endif
#ifdef FRENCH
printf("IA-CLIENT: Impossible de se connecter au serveur Frisk sur `%s'.\n"
" Quelqu'un doit commencer par lancer `friskserver' \n"
" sur cette machine.\n", argv[1]);
#endif
FatalError(NULL, 0);
}
/* Send the greeting */
#ifdef ENGLISH
printf("AI-CLIENT: Establishing CommLink to server.\n");
#endif
#ifdef FRENCH
fflush(stdout);
printf("IA-CLIENT: Établissement d'une communication avec le serveur.\n");
#endif
(void)RISK_SendMessage(iCommLink, MSG_HELLO, NULL);
/* Get the version and check it. */
(void)RISK_ReceiveMessage(iCommLink, &iMessageType, &pvMessage);
if (iMessageType != MSG_VERSION)
{
#ifdef ENGLISH
printf("AI-CLIENT: Server is not following protocol (%d)! Exiting.\n",
#endif
#ifdef FRENCH
printf("IA-CLIENT: Le serveur n'utilise pas le même protocol (%d)! Quit.\n",
#endif
iMessageType);
FatalError(NULL, 0);
}
if (strcmp(((MsgVersion *)pvMessage)->strVersion, VERSION))
{
#ifdef ENGLISH
printf("AI-CLIENT: Version mismatch (server running %s)! Exiting.\n",
#endif
#ifdef FRENCH
printf("IA-CLIENT: Mauvaise version (le server utilise %s)! Quit.\n",
#endif
((MsgVersion *)pvMessage)->strVersion);
FatalError(NULL, 0);
}
NET_DeleteMessage(iMessageType, pvMessage);
/* Send back the registration message */
(void)RISK_SendMessage(iCommLink, MSG_REGISTERCLIENT, &msgRegisterClient);
/* Get the species ID */
#ifdef ENGLISH
printf("AI-CLIENT: Waiting for server to send species ID...");
#endif
#ifdef FRENCH
printf("IA-CLIENT: Attente du server pour obtenir l'ID de l'espèce...");
#endif
(void)RISK_ReceiveMessage(iCommLink, &iMessageType, &pvMessage);
if (iMessageType != MSG_SPECIESIDENT)
{
#ifdef ENGLISH
printf("Server is not following protocol (%d)!", iMessageType);
FatalError("Protocol error.", -1);
#endif
#ifdef FRENCH
printf("IA-CLIENT: Le serveur n'utilise pas le même protocol (%d)!\n",
iMessageType);
FatalError("Erreur de protocol.", -1);
#endif
}
else
#ifdef ENGLISH
printf("Done.\n");
#endif
#ifdef FRENCH
printf("Reçu.\n");
#endif
iSpeciesID = ((MsgSpeciesIdent *)pvMessage)->iSpeciesID;
NET_DeleteMessage(iMessageType, pvMessage);
/* Wait for the response */
#ifdef ENGLISH
printf("AI-CLIENT: Waiting for server to send client ID...");
#endif
#ifdef FRENCH
printf("IA-CLIENT: Attend que le serveur émette l'ID client...");
#endif
(void)RISK_ReceiveMessage(iCommLink, &iMessageType, &pvMessage);
if (iMessageType == MSG_EXIT)
FatalError("Can't connect, server is full -- I'm impressed!", -1);
else if (iMessageType == MSG_CLIENTIDENT)
{
#ifdef ENGLISH
printf("Done.\n");
#endif
#ifdef FRENCH
printf("Reçu.\n");
#endif
/* Set the ID of the client, and then set the sockets of the client */
iCurrentClient = ((MsgClientIdent *)pvMessage)->iClientID;
}
else
{
#ifdef ENGLISH
printf("Server is not following protocol (%d)!", iMessageType);
FatalError("Protocol error!", -1);
#endif
#ifdef FRENCH
printf("IA-CLIENT: Le serveur n'utilise pas le même protocol (%d)!\n",
iMessageType);
FatalError("Erreur de protocol.", -1);
#endif
}
/* Free up memory */
NET_DeleteMessage(MSG_CLIENTIDENT, pvMessage);
/* Get the species ID */
i = iSpeciesID;
#ifdef ENGLISH
printf("AI-CLIENT: Me species #%d. You Jane.\n", i);
#endif
#ifdef FRENCH
printf("IA-CLIENT: Mon espèce est %d.\n", i);
#endif
/* Init the species; afterwards, indicate the species is finished. */
RISK_SetNameOfSpecies(i, __strName);
RISK_SetClientOfSpecies(i, CLNT_GetThisClientID());
RISK_SetAuthorOfSpecies(i, __strAuthor);
RISK_SetVersionOfSpecies(i, __strVersion);
RISK_SetDescriptionOfSpecies(i, __strDesc);
RISK_SetAllocationStateOfSpecies(i, ALLOC_COMPLETE);
/* Let the player do one-time initializations */
__AI_Callback(NULL, AI_INIT_ONCE, (void *)iSpeciesID);
}
/************************************************************************
* FUNCTION: CLNT_GetThisClientID
* HISTORY:
* 30.10.99 MSH Created.
* PURPOSE:
* Returns client ID of 'this' client
* NOTES: See below
************************************************************************/
Int32 CLNT_GetThisClientID(void)
{
return iCurrentClient;
}
/************************************************************************
* FUNCTION: CLNT_GetCommLinkOfClient
* HISTORY:
* 02.20.95 ESF Created.
* PURPOSE:
* NOTES: DUMMY!!
************************************************************************/
Int32 CLNT_GetCommLinkOfClient(Int32 iThisClient)
{
UNUSED(iThisClient);
return iCommLink;
}
/************************************************************************
* FUNCTION: AI_RecoverFailure
* HISTORY:
* 02.21.95 ESF Created.
* PURPOSE:
* NOTES:
************************************************************************/
void AI_RecoverFailure(CString strReason, Int32 iFailureCommlink)
{
#ifdef ENGLISH
printf("AI-CLIENT: Fatal Error (%s) on CommLink %d. Not equipped to\n"
"recover from failure yet. I'm exiting.\n",
#endif
#ifdef FRENCH
printf("IA-CLIENT: Erreur fatale (%s) sur la ligne %d.\n"
" Pas equippé pour récupérer cette erreur.\n"
" Je quitte.\n",
#endif
strReason, iFailureCommlink);
exit(-1);
}
/************************************************************************
* FUNCTION: FatalError
* HISTORY:
* 02.21.95 ESF Created.
* PURPOSE:
* NOTES:
************************************************************************/
void FatalError(CString strError, Int32 iExitValue)
{
if (strError)
#ifdef ENGLISH
printf("AI-CLIENT: Fatal error (%s)\n", strError);
#endif
#ifdef ENGLISH
printf("IA-CLIENT: Erreur fatale (%s)\n", strError);
#endif
exit(iExitValue);
}
/************************************************************************
* FUNCTION: AI_MainLoop
* HISTORY:
* 02.21.95 ESF Created from CLNT_Init.
* PURPOSE:
* NOTES:
************************************************************************/
void AI_MainLoop(void)
{
void *pvMessage;
Int32 iMessageType;
fd_set fdSet, fdBackup;
FD_ZERO(&fdBackup);
FD_SET(CLNT_GetCommLinkOfClient(CLNT_GetThisClientID()), &fdBackup);
/* Initialize everything */
AI_Init();
/* Loop forever */
for(;;)
{
fdSet = fdBackup;
/* Wait for a message */
if (select(CLNT_GetCommLinkOfClient(CLNT_GetThisClientID())+1,
(FDSET *)&fdSet, (FDSET *)0, (FDSET *)0,
NULL) < 0)
perror("Select");
/* Receive the message */
if (!RISK_ReceiveMessage(CLNT_GetCommLinkOfClient(CLNT_GetThisClientID()),
&iMessageType, &pvMessage))
AI_RecoverFailure("Server failed.", -1);
/* Process it */
CBK_IncomingMessage(iMessageType, pvMessage);
}
}
/************************************************************************
* FUNCTION: CBK_IncomingMessage
* HISTORY:
* 04.30.95 ESF Created.
* 25.08.95 JC Added MSG_EXIT.
* 25.08.95 JC Modified MSG_ENDOFGAME, if computer is the winner and
* if more than one player, then the computer decide to
* continue.
* 25.08.95 JC Start the game only after a fortification.
* 28.08.95 JC Added MSG_ENDOFMISSION and MSG_VICTORY.
* 30.08.95 JC Added MSG_FORCEEXCHANGECARDS.
* 04.09.95 JC Added AI_SERVER_MESSAGE.
* PURPOSE:
* NOTES:
************************************************************************/
void CBK_IncomingMessage(Int32 iMessType, void *pvMessage)
{
switch(iMessType)
{
case MSG_TURNNOTIFY:
{
MsgTurnNotify *pvMess = (MsgTurnNotify *)pvMessage;
/* Set the current player */
iCurrentPlayer = pvMess->iPlayer;
if (!fGameInitialized)
{
fGameInitialized = TRUE;
/* Let the player do initializations of game */
__AI_Callback(NULL, AI_INIT_GAME, (void *)iSpeciesID);
}
/* Check to see if it's this client. */
if (pvMess->iClient == CLNT_GetThisClientID())
{
pvContext[iCurrentPlayer] =
__AI_Callback(pvContext[iCurrentPlayer], AI_INIT_TURN, NULL);
/* See if the fortification is done */
if (!fGameStarted && (iState == STATE_FORTIFY) &&
(RISK_GetNumArmiesOfPlayer(iCurrentPlayer) == 0))
fGameStarted = TRUE;
if (fGameStarted)
{
if (RISK_GetNumCardsOfPlayer(iCurrentPlayer) >= 3)
{
pvContext[iCurrentPlayer] =
__AI_Callback(pvContext[iCurrentPlayer],
AI_EXCHANGE_CARDS,
NULL);
AI_CheckCards();
}
/* Give the players the initial armies */
GAME_SetTurnArmiesOfPlayer(iCurrentPlayer);
if (iState == STATE_REGISTER)
return;
iState = STATE_PLACE;
do
{
/* Send the commands */
pvContext[iCurrentPlayer] =
__AI_Callback(pvContext[iCurrentPlayer],
AI_PLACE,
NULL);
if (iState == STATE_ATTACK)
{
AI_CheckPlacement();
pvContext[iCurrentPlayer] =
__AI_Callback(pvContext[iCurrentPlayer],
AI_ATTACK,
NULL);
}
}
while (iState == STATE_PLACE);
if (iState == STATE_ATTACK)
{
iState = STATE_MOVE;
pvContext[iCurrentPlayer] =
__AI_Callback(pvContext[iCurrentPlayer],
AI_MOVE,
NULL);
}
}
else if (iState == STATE_FORTIFY)
{
pvContext[iCurrentPlayer] =
__AI_Callback(pvContext[iCurrentPlayer],
AI_FORTIFY,
(void *)1);
AI_CheckFortification();
}
if (iState != STATE_REGISTER)
{
/* End the turn */
AI_EndTurn();
}
}
}
break;
case MSG_MESSAGEPACKET:
{
MsgMessagePacket *msgMessagePacket = (MsgMessagePacket *)pvMessage;
if (msgMessagePacket->iFrom >= FROM_SERVER)
{
Int32 iOldPlayer = iCurrentPlayer;
if (msgMessagePacket->iTo >= 0)
iCurrentPlayer = msgMessagePacket->iTo;
else
iCurrentPlayer = RISK_GetNthPlayerAtClient(CLNT_GetThisClientID(), 0);
(void)__AI_Callback(NULL, AI_SERVER_MESSAGE,
(void *)(msgMessagePacket->strMessage));
iCurrentPlayer = iOldPlayer;
}
else if ( (msgMessagePacket->iFrom >= 0)
&& (msgMessagePacket->iTo >= 0))
{
Int32 iOldPlayer = iCurrentPlayer;
iCurrentPlayer = msgMessagePacket->iTo;
pvContext[iCurrentPlayer] =
__AI_Callback(pvContext[iCurrentPlayer],
AI_MESSAGE,
(void *)msgMessagePacket);
iCurrentPlayer = iOldPlayer;
}
}
break;
case MSG_FORCEEXCHANGECARDS:
{
MsgForceExchangeCards *msg = (MsgForceExchangeCards *)pvMessage;
if (msg->iPlayer >= 0)
{
if (iState != STATE_ATTACK)
return;
iCurrentPlayer = msg->iPlayer;
pvContext[iCurrentPlayer] =
__AI_Callback(pvContext[iCurrentPlayer],
AI_EXCHANGE_CARDS, NULL);
AI_CheckCards();
if (iState != STATE_ATTACK)
return;
iState = STATE_PLACE;
}
}
break;
case MSG_ENDOFMISSION:
{
Int32 iWinner = ((MsgEndOfMission *)pvMessage)->iWinner;
D_Assert(iWinner >= -1 && iWinner < MAX_PLAYERS, "Bogus Winner!");
if (RISK_GetClientOfPlayer(iWinner) == CLNT_GetThisClientID())
{
if (RISK_GetNumLivePlayers() <= 1)
{
fGameStarted = FALSE;
iState = STATE_REGISTER;
(void)RISK_SendMessage(CLNT_GetCommLinkOfClient(CLNT_GetThisClientID()),
MSG_ENDOFGAME, NULL);
}
}
}
break;
case MSG_VICTORY:
{
Int32 iWinner = ((MsgVictory *)pvMessage)->iWinner;
D_Assert(iWinner >= -1 && iWinner < MAX_PLAYERS, "Bogus Winner!");
if (RISK_GetClientOfPlayer(iWinner) == CLNT_GetThisClientID())
{
fGameStarted = FALSE;
iState = STATE_REGISTER;
(void)RISK_SendMessage(CLNT_GetCommLinkOfClient(CLNT_GetThisClientID()),
MSG_ENDOFGAME, NULL);
}
}
break;
case MSG_ENDOFGAME:
{
fGameStarted = FALSE;
iState = STATE_FORTIFY;
/* Let the server know that this client is ready to play */
(void)RISK_SendMessage(CLNT_GetCommLinkOfClient(CLNT_GetThisClientID()),
MSG_STARTGAME, NULL);
fGameInitialized = FALSE;
AI_Init();
}
case MSG_NOMESSAGE:
break;
case MSG_REPLYPACKET:
iReply = ((MsgReplyPacket *)pvMessage)->iReply;
break;
case MSG_EXIT:
UTIL_ExitProgram(0);
break;
default:
; /* Nothing... */
}
}
/************************************************************************
* FUNCTION: UTIL_GetArmyNumber
* HISTORY:
* 02.25.95 ESF Created.
* 30.08.95 JC Computer can play like a human.
* 31.08.95 JC if (ARMIES_MOVE_MIN == ARMIES_MOVE_MAX) ->
* if (iMoveMode == ARMIES_MOVE_MIN).
* PURPOSE:
* NOTES:
************************************************************************/
Int32 UTIL_GetArmyNumber(Int32 iMin, Int32 iMax, Flag fLetCancel)
{
extern Int32 iMoveMode;
UNUSED(fLetCancel);
if (iMoveMode == ARMIES_MOVE_MAX)
return iMax;
if (iMoveMode == ARMIES_MOVE_MIN)
return iMin;
if (iMoveMode == ARMIES_MOVE_MANUAL)
{
Int32 iNumArmies = iMax-iMin;
pvContext[iCurrentPlayer] =
__AI_Callback(pvContext[iCurrentPlayer], AI_MOVE_MANUAL,
(void *)&iNumArmies);
return iNumArmies+iMin;
}
return (iMax-iMin)/2;
}
/************************************************************************
* FUNCTION:
* HISTORY:
* 02.25.95 ESF Created.
* PURPOSE:
* NOTES:
************************************************************************/
void AI_RegisterPreObserver(void (*PreCallback)(Int32, void *))
{
UNUSED(PreCallback);
/* A bit of a hack, for now... */
}
/************************************************************************
* FUNCTION:
* HISTORY:
* 02.25.95 ESF Created.
* PURPOSE:
* NOTES:
************************************************************************/
void AI_RegisterPostObserver(void (*PostCallback)(Int32, void *))
{
UNUSED(PostCallback);
/* A bit of a hack, for now... */
}
/************************************************************************
* FUNCTION: AI_Replicate
* HISTORY:
* 02.25.95 ESF Created.
* PURPOSE:
* NOTES:
************************************************************************/
void AI_Replicate(Int32 iMessType, void *pvMess, Int32 iType, Int32 iSource)
{
UNUSED(iSource);
/*
* Do the physical replication (the server will broadcast it),
* but only if this callback is being called for an outgoing
* message (i.e. a replication). Otherwise, a message just
* came in.
*/
if (iType == MESS_OUTGOING)
{
(void)RISK_SendMessage(CLNT_GetCommLinkOfClient(CLNT_GetThisClientID()),
iMessType, pvMess);
}
}