NetBSD/games/gomoku/gomoku.h

280 lines
10 KiB
C

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