[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

RE: [pbmserv-dev] New guy



I'm feeling a little like an infant here... How do I run it?

FULL DISCLOSURE: I'm a Windows guy.  I've done almost nothing with unix, so
I'm kinda going by feel here.  How do I launch the makefile?  What files
need to be where in order for it to work?

Mike

-----Original Message-----
From: owner-pbmserv-dev@gamerz.net [mailto:owner-pbmserv-dev@gamerz.net] On
Behalf Of John Williams
Sent: Tuesday, June 28, 2005 10:37 AM
To: pbmserv-dev@gamerz.net
Subject: RE: [pbmserv-dev] New guy

Here's a minimalistic Makefile for compiling gomoku.



CC=g++
OBJS=board2d.o chkuser.o file.o game.o gamefile.o lists.o ratings.o
sendmail.o strutl.o
CFLAGS=-g -Wall -Wno-switch
LIBS=-lm

.SUFFIXES: .c .cpp .o

.cpp.o:
	$(CC) $(CFLAGS) -c $<

gomoku: gomoku.o gomoku_main.cpp $(OBJS)
	$(CC) $(CFLAGS) -o gomoku gomoku.o gomoku_main.cpp $(OBJS) $(LIBS)



On Tue, 28 Jun 2005, Michael Hammond wrote:

> What's the complete list of files I need to compile on my local CYGWIN
> implementation in order to simulate PBMServ?
>
> Mike
>
> -----Original Message-----
> From: owner-pbmserv-dev@gamerz.net [mailto:owner-pbmserv-dev@gamerz.net]
On
> Behalf Of John Williams
> Sent: Monday, June 27, 2005 2:13 PM
> To: pbmserv-dev@gamerz.net
> Subject: RE: [pbmserv-dev] New guy
>
> On Mon, 27 Jun 2005, Michael Hammond wrote:
>
> > I see apps referring to an array called 'moves', but I can't figure out
> > where that's coming from.  Where is that declared?
>
> In one of the classes you inherit from.  You can look at old moves or find
> out what move it currently is (moves.Count()).  But most games shouldn't
> care.
>
> > Can anybody walk me through a typical move processing sequence?  I'm
> trying
> > to wrap my brain around what happens in what order.  First, the e-mail
> shows
> > up in the PBMServ inbox.  Last, the PBMServ sends the response to the
> > sender.  What happens in the middle?
>
> Well, first there is some sendmail and perl magic which happens, but let's
> skip all that.  Eventually a command like the following is run:
>
>    gomoku move 101 hal ibm g8
>
> When you successfully compile gomoku.* you should get an executable called
> "gomoku", which you can use for testing from the command line.  (Actually
> you might need to tweak sendmail.cpp if it is still hardcoded to use
> /usr/sbin/sendmail: replace "/usr/sbin/sendmail" with "/bin/cat" and the
> board will be send to STDOUT.)
>
> So, anyway, you run the gomoku executable with the same arguments you
> would have put on the subject line, and the flow is vaguely like this:
>
>    magic happens...
>    Gomoku::MakeMove("g8") is called.
> 	it uses GetAt() and PutAt() to alter the board.
>    Gomoku::IsGameOver is called.
>    ...more magic happens...
>    Gomoku::PrintBoard is called for each player.
>
> ~ John Williams
>
>
>
> To unsubscribe, send a message to esquire@gamerz.net with
> 	unsubscribe pbmserv-dev@gamerz.net
> as the BODY of the message.  The SUBJECT is ignored.
>
>
> To unsubscribe, send a message to esquire@gamerz.net with
> 	unsubscribe pbmserv-dev@gamerz.net
> as the BODY of the message.  The SUBJECT is ignored.
>


To unsubscribe, send a message to esquire@gamerz.net with
	unsubscribe pbmserv-dev@gamerz.net
as the BODY of the message.  The SUBJECT is ignored.