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MoveList.cpp
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// MoveList.cpp: implementation of the CMoveList class.
//
// Pandora Bot v2.0
// By Darrin W. Cullop ([email protected])
//
// Copyright (c) 1998-1999 by Darrin W. Cullop. All Rights Reserved.
//
// Permission to use, copy and distribute unedited copies of this whole
// document is hereby granted, provided that no fee is charged for the
// use or availability of this document (other than the normal connection
// costs for on-line services, if applicable). The above copyright notice
// and this permission notice must be left intact in all copies of this
// document. Short excerpts of this document may be quoted in discussion
// groups or mailing list articles, as long as a reference to the full
// document is given.
//
// Commercial distribution of this document, in whole or in part,
// requires prior agreement with the author. Commercial distribution
// includes any means by which the user has to pay either for the support
// (e.g. book, newsletter or CD-ROM) or for the document itself.
//
// Unauthorized commercial distribution is prohibited.
//
//////////////////////////////////////////////////////////////////////
#include "stdafx.h"
#include "Pandora.h"
#include "MoveList.h"
#include "PandoraDefs.h"
#include "SentMove.h"
#ifdef _DEBUG
#undef THIS_FILE
static char THIS_FILE[]=__FILE__;
#define new DEBUG_NEW
#endif
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
CMoveList::CMoveList()
{
Clear();
}
CMoveList::~CMoveList()
{
Reset();
}
//////////////////////////////////////////////////////////////////////
// Data Manipulation
//////////////////////////////////////////////////////////////////////
CMoveData* CMoveList::GetMoveFrame( const BYTE nFrame )
{
ASSERT( nFrame < MOVE_FRAMES );
ASSERT( m_pMoves[nFrame] != NULL );
return m_pMoves[nFrame];
}
//////////////////////////////////////////////////////////////////////
// Operations
//////////////////////////////////////////////////////////////////////
void CMoveList::ComputeDeltaOrigin( const float& nPing )
{
POSITION pPos, pPos2;
CSentMove* pCurrent;
CVector vTemp;
m_vDeltaOrigin.Clear();
pPos = m_lstSentMoves.GetHeadPosition();
while ( (pPos2=pPos) != NULL )
{
pCurrent = ( (CSentMove*) m_lstSentMoves.GetNext(pPos) );
if ( (double)pCurrent->GetSentTime().Elapsed() > nPing )
{
delete pCurrent;
m_lstSentMoves.RemoveAt( pPos2 );
}
else
{
pCurrent->Delta( vTemp );
m_vDeltaOrigin += vTemp;
}
}
}
void CMoveList::NewMove( const CBotMove& rMove, const CVector& vDelta )
{
CMoveData* pNewMoveData;
double nRenderTime;
CVector vTemp;
// Deal with the rendering time
nRenderTime = m_tLastSent.Elapsed();
m_tLastSent.SetCurrent();
m_nTotalTime += (float)nRenderTime;
m_nTotalMoves++;
// Prepare the new CMoveData object
pNewMoveData = new CMoveData;
rMove.PrepareMoveData( pNewMoveData, vDelta );
pNewMoveData->SetMilliseconds( (BYTE)(nRenderTime * 1000) );
AddFrame( pNewMoveData );
// If this CBotMove moves the bot, record with a CSentMove
if ( rMove.GetMove().Length() )
{
CSentMove* pNewSentMove = new CSentMove( rMove );
pNewSentMove->SetDuration( nRenderTime );
pNewSentMove->Delta( vTemp );
m_vDeltaOrigin += vTemp;
m_lstSentMoves.AddTail( pNewSentMove );
}
}
void CMoveList::BeginLevel()
{
Lock();
Reset();
for ( register int nCount = 0 ; nCount < MOVE_FRAMES ; nCount++ )
{
m_pMoves[nCount] = new CMoveData;
}
Unlock();
}
void CMoveList::Reset()
{
register int nCount;
for ( nCount = 0 ; nCount < MOVE_FRAMES ; nCount++ )
{
if ( m_pMoves[nCount] != NULL )
{
delete m_pMoves[nCount];
}
}
Clear();
}
void CMoveList::Clear()
{
register int nCount;
for ( nCount = 0 ; nCount < MOVE_FRAMES ; nCount++ )
{
m_pMoves[nCount] = NULL;
}
while ( !m_lstSentMoves.IsEmpty() )
{
delete m_lstSentMoves.RemoveHead();
}
m_nTotalTime = 0.0f;
m_nTotalMoves = 0;
m_tLastSent.SetCurrent();
}
//////////////////////////////////////////////////////////////////////
// Private Operations
//////////////////////////////////////////////////////////////////////
void CMoveList::AddFrame( CMoveData* pNew )
{
register int nCount;
Lock();
ASSERT( m_pMoves[MOVE_FRAMES - 1] != NULL ); // This should never happen
delete m_pMoves[MOVE_FRAMES - 1];
for ( nCount = MOVE_FRAMES - 1 ; nCount > 0; nCount-- )
{
m_pMoves[nCount] = m_pMoves[nCount-1];
}
pNew->CreateBitMask();
m_pMoves[0] = pNew;
for ( nCount = 1 ; nCount < MOVE_FRAMES ; nCount++ )
{
m_pMoves[nCount]->CreateBitMask( m_pMoves[nCount-1] );
}
Unlock();
}
//////////////////////////////////////////////////////////////////////
// End of MoveList.cpp
//////////////////////////////////////////////////////////////////////