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RE: [pbmserv-dev] New guy
On Tue, 28 Jun 2005, Michael Hammond wrote:
> I'm feeling a little like an infant here... How do I run it?
type "make"
> 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?
Howdy, Windows. I'm a Unix guy. I've done almost nothing with windows,
so I cannot hold your hand here. I can point you in the right direction,
but you are going to need to read about "make" and "gcc" and programming
in C++ on your own.
Assuming you get a unix-like environment going with cygwin, you will see
several files mentioned in the Makefile. Those are the files you need.
(The .o files are built from .cpp and .h files.)
~ John Williams
> -----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
> >
> >
> >
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> >
> >
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>
>
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>
>
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