void InitDrawingSizes(int x, int y);
void NextMatchGame P((void));
int NextTourneyGame P((int nr, int *swap));
+int Pairing P((int nr, int nPlayers, int *w, int *b, int *sync));
#ifdef WIN32
extern void ConsoleCreate();
SetProgramStats( &stats );
}
+#define MAXPLAYERS 500
+
+char *
+TourneyStandings(int display)
+{
+ int i, w, b, color, wScore, bScore, dummy, nr=0, nPlayers=0;
+ int score[MAXPLAYERS], ranking[MAXPLAYERS], points[MAXPLAYERS], games[MAXPLAYERS];
+ char result, *p, *names[MAXPLAYERS];
+
+ names[0] = p = strdup(appData.participants);
+ while(p = strchr(p, '\n')) *p++ = NULLCHAR, names[++nPlayers] = p; // count participants
+
+ for(i=0; i<nPlayers; i++) score[i] = games[i] = 0;
+
+ while(result = appData.results[nr]) {
+ color = Pairing(nr, nPlayers, &w, &b, &dummy);
+ if(!(color ^ matchGame & 1)) { dummy = w; w = b; b = dummy; }
+ wScore = bScore = 0;
+ switch(result) {
+ case '+': wScore = 2; break;
+ case '-': bScore = 2; break;
+ case '=': wScore = bScore = 1; break;
+ case ' ':
+ case '*': return NULL; // tourney not finished
+ }
+ score[w] += wScore;
+ score[b] += bScore;
+ games[w]++;
+ games[b]++;
+ nr++;
+ }
+ if(appData.tourneyType > 0) nPlayers = appData.tourneyType; // in gauntlet, list only gauntlet engine(s)
+ for(w=0; w<nPlayers; w++) {
+ bScore = -1;
+ for(i=0; i<nPlayers; i++) if(score[i] > bScore) bScore = score[i], b = i;
+ ranking[w] = b; points[w] = bScore; score[b] = -2;
+ }
+ p = malloc(nPlayers*34+1);
+ for(w=0; w<nPlayers && w<display; w++)
+ sprintf(p+34*w, "%2d. %5.1f/%-3d %-19.19s\n", w+1, points[w]/2., games[ranking[w]], names[ranking[w]]);
+ free(names[0]);
+ return p;
+}
+
void
Count(Board board, int pCnt[], int *nW, int *nB, int *wStale, int *bStale, int *bishopColor)
{ // count all piece types
{
GameMode nextGameMode;
int isIcsGame;
- char buf[MSG_SIZ], popupRequested = 0, forceUnload;
+ char buf[MSG_SIZ], popupRequested = 0, *ranking = NULL;
if(endingGame) return; /* [HGM] crash: forbid recursion */
endingGame = 1;
if(waitingForGame) resChar = ' '; // quit while waiting for round sync: unreserve already reserved game
if(appData.tourneyFile[0]){ // [HGM] we are in a tourney; update tourney file with game result
ReserveGame(nextGame, resChar); // sets nextGame
- if(nextGame > appData.matchGames) appData.tourneyFile[0] = 0; // tourney is done
+ if(nextGame > appData.matchGames) appData.tourneyFile[0] = 0, ranking = TourneyStandings(3); // tourney is done
} else roundNr = nextGame = matchGame + 1; // normal match, just increment; round equals matchGame
if (nextGame <= appData.matchGames) {
ModeHighlight();
endingGame = 0; /* [HGM] crash */
if(popupRequested) { // [HGM] crash: this calls GameEnds recursively through ExitEvent! Make it a harmless tail recursion.
- if(matchMode == TRUE) DisplayFatalError(buf, 0, 0); else {
+ if(matchMode == TRUE) DisplayFatalError(ranking ? ranking : buf, 0, 0); else {
matchMode = FALSE; appData.matchGames = matchGame = roundNr = 0;
- DisplayNote(buf);
+ DisplayNote(ranking ? ranking : buf);
}
+ if(ranking) free(ranking);
}
}