280 lines
10 KiB
C
280 lines
10 KiB
C
/* $NetBSD: gomoku.h,v 1.53 2022/05/29 15:31:12 rillig Exp $ */
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/*
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* Copyright (c) 1994
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* The Regents of the University of California. All rights reserved.
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*
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* This code is derived from software contributed to Berkeley by
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* Ralph Campbell.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. Neither the name of the University nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGE.
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*
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* @(#)gomoku.h 8.2 (Berkeley) 5/3/95
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*/
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#include <sys/types.h>
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#include <sys/endian.h>
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#include <stdbool.h>
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#include <stdio.h>
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/*
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* The gomoku 'board' mainly consists of the playing area of BSZ x BSZ spots.
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* The playing area uses 1-based coordinates. Around the playing area is a
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* rectangle of border spots, to avoid having to check the coordinates when
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* calculating spot coordinates. The left and right border overlap, to save a
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* few bytes.
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*/
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#define BSZ 19
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#define BAREA ((1 + BSZ + 1) * (BSZ + 1) + 1)
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/*
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* A 'frame' is a group of five or six contiguous spots on the board. An
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* open-ended frame is one with spaces on both ends; otherwise, it is closed.
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*/
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#define FAREA (2 * BSZ * (BSZ - 4) + 2 * (BSZ - 4) * (BSZ - 4))
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/* The content of a spot on the board; used in s_occ. */
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#define BLACK 0
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#define WHITE 1
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#define EMPTY 2
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#define BORDER 3
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/* Either BLACK or WHITE. */
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typedef unsigned char player_color;
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/* A spot on the board, or one of the special values below. */
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typedef unsigned short spot_index;
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#define PT(x, y) ((x) + (BSZ + 1) * (y))
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/* return values for makemove, readinput */
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#define MOVEOK 0
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#define RESIGN 1
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#define ILLEGAL 2
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#define WIN 3
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#define TIE 4
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#define SAVE 5
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#define END_OF_INPUT 6
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/*
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* A 'combo' is a group of intersecting or overlapping frames and consists of
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* two numbers:
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* 'F' is the number of moves still needed to make the combo non-blockable.
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* 'W' is the minimum number of moves needed to win once it can't be blocked.
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*
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* A 'force' is a combo that is one move away from being non-blockable.
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*
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* Each time a frame is added to the combo, the number of moves to complete
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* the force is the number of moves needed to 'fill' the frame plus one at
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* the intersection point. The number of moves to win is the number of moves
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* to complete the best frame minus the last move to complete the force.
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* Note that it doesn't make sense to combine a <1,x> with anything since
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* it is already a force. Also, the frames have to be independent so a
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* single move doesn't affect more than one frame making up the combo.
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*
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* Rules for comparing which of two combos (<F1,W1> <F2,W2>) is better:
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* Both the same color:
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* <F',W'> = (F1 < F2 || F1 == F2 && W1 <= W2) ? <F1,W1> : <F2,W2>
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* We want to complete the force first, then the combo with the
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* fewest moves to win.
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* Different colors, <F1,W1> is the combo for the player with the next move:
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* <F',W'> = F2 <= 1 && (F1 > 1 || F2 + W2 < F1 + W1) ? <F2,W2> : <F1,W1>
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* We want to block only if we have to (i.e., if they are one move away
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* from completing a force, and we don't have a force that we can
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* complete which takes fewer or the same number of moves to win).
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*/
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/*
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* Single frame combo values:
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* <F,W> board values
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* 5,0 . . . . . O
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* 4,1 . . . . . .
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* 4,0 . . . . X O
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* 3,1 . . . . X .
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* 3,0 . . . X X O
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* 2,1 . . . X X .
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* 2,0 . . X X X O
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* 1,1 . . X X X .
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* 1,0 . X X X X O
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* 0,1 . X X X X .
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* 0,0 X X X X X O
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*
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* The rule for combining two combos (<F1,W1> <F2,W2>) with V valid
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* intersection points is:
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* F' = F1 + F2 - 2 - V
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* W' = MIN(F1 + W1 - 1, F2 + W2 - 1)
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*/
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union comboval {
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struct {
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#if BYTE_ORDER == BIG_ENDIAN
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u_char a;
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u_char b;
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#endif
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#if BYTE_ORDER == LITTLE_ENDIAN
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u_char b;
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u_char a;
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#endif
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} c;
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u_short s;
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};
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#define cv_force c.a /* # moves to complete force */
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#define cv_win c.b /* # moves to win */
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/*
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* This structure is used to record information about single frames (F) and
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* combinations of two more frames (C).
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* For combinations of two or more frames, there is an additional
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* array of pointers to the frames of the combination which is sorted
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* by the index into the frames[] array. This is used to prevent duplication
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* since frame A combined with B is the same as B with A.
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* struct combostr *c_sort[size c_nframes];
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* The leaves of the tree (frames) are numbered 0 (bottom, leftmost)
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* to c_nframes - 1 (top, right). This is stored in c_frameindex and
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* c_dir if C_LOOP is set.
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*/
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struct combostr {
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struct combostr *c_next; /* list of combos at the same level */
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struct combostr *c_prev; /* list of combos at the same level */
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struct combostr *c_link[2]; /* F: NULL,
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* C: previous level */
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union comboval c_linkv[2]; /* C: combo value for link[0, 1] */
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union comboval c_combo; /* F: initial combo value (read-only),
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* C: combo value for this level */
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spot_index c_vertex; /* F: frame head,
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* C: intersection */
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u_char c_nframes; /* F: 1,
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* C: number of frames in the combo */
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u_char c_dir; /* F: frame direction,
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* C: loop frame */
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u_char c_flags; /* C: combo flags */
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u_char c_frameindex; /* C: intersection frame index */
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u_char c_framecnt[2]; /* number of frames left to attach */
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u_char c_emask[2]; /* C: bit mask of completion spots for
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* link[0] and link[1] */
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u_char c_voff[2]; /* C: vertex offset within frame */
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};
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/* flag values for c_flags */
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#define C_OPEN_0 0x01 /* link[0] is an open-ended frame */
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#define C_OPEN_1 0x02 /* link[1] is an open-ended frame */
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#define C_LOOP 0x04 /* link[1] intersects previous frame */
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/*
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* This structure is used for recording the completion points of
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* multi frame combos.
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*/
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struct elist {
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struct elist *e_next; /* list of completion points */
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struct combostr *e_combo; /* the whole combo */
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u_char e_off; /* offset in frame of this empty spot */
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u_char e_frameindex; /* intersection frame index */
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u_char e_framecnt; /* number of frames left to attach */
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u_char e_emask; /* real value of the frame's emask */
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union comboval e_fval; /* frame combo value */
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};
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/* The index of a frame in the global 'frames'. */
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typedef unsigned short frame_index;
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/* 0 = right, 1 = down right, 2 = down, 3 = down left. */
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typedef unsigned char direction;
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/*
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* One spot structure for each location on the board.
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* A frame consists of the combination for the current spot plus the next
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* five spots in the direction.
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*/
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struct spotstr {
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short s_occ; /* color of occupant */
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short s_wval; /* weighted value */
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int s_flags; /* flags for graph walks */
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frame_index s_frame[4]; /* level 1 combo for [dir] */
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union comboval s_fval[2][4]; /* combo value for [color][dir] */
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union comboval s_combo[2]; /* minimum combo value for [color] */
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u_char s_level[2]; /* number of frames in the min combo */
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u_char s_nforce[2]; /* number of <1,x> combos */
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struct elist *s_empty; /* level n combo completion spots */
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struct elist *s_nempty; /* level n+1 combo completion spots */
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};
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/* flag values for s_flags */
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#define CFLAG 0x000001 /* frame is part of a combo */
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#define CFLAGALL 0x00000F /* all frame directions marked */
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#define IFLAG 0x000010 /* legal intersection point */
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#define IFLAGALL 0x0000F0 /* any intersection points? */
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#define FFLAG 0x000100 /* frame is part of a <1,x> combo */
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#define FFLAGALL 0x000F00 /* all force frames */
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#define MFLAG 0x001000 /* frame has already been seen */
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#define MFLAGALL 0x00F000 /* all frames seen */
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#define BFLAG 0x010000 /* frame intersects border or dead */
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#define BFLAGALL 0x0F0000 /* all frames dead */
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struct game {
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unsigned int nmoves; /* number of played moves */
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spot_index moves[BSZ * BSZ]; /* log of all played moves */
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spot_index win_spot; /* the winning move, or 0 */
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direction win_dir;
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};
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extern const char letters[];
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extern const char pdir[];
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extern const int dd[4];
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extern struct spotstr board[BAREA]; /* info for board */
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extern struct combostr frames[FAREA]; /* storage for single frames */
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extern struct combostr *sortframes[2]; /* sorted, non-empty frames */
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extern u_char overlap[FAREA * FAREA];
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extern spot_index intersect[FAREA * FAREA]; /* frame [a][b] intersection */
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extern struct game game;
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extern int debug;
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extern bool interactive;
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extern const char *plyr[];
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void init_board(void);
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int get_coord(void);
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int get_key(const char *);
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bool get_line(char *, int, void (*)(const char *));
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void ask(const char *);
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void dislog(const char *);
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void bdump(FILE *);
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void bdisp(void);
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void bdisp_init(void);
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void cursfini(void);
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void cursinit(void);
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void bdwho(void);
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void panic(const char *, ...) __printflike(1, 2) __dead;
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void debuglog(const char *, ...) __printflike(1, 2);
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void whatsup(int);
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const char *stoc(spot_index);
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spot_index ctos(const char *);
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int makemove(player_color, spot_index);
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void clearcombo(struct combostr *, int);
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void markcombo(struct combostr *);
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spot_index pickmove(player_color);
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#if defined(DEBUG)
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void printcombo(struct combostr *, char *, size_t);
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#endif
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