345 lines
8.7 KiB
C
345 lines
8.7 KiB
C
/* $NetBSD: makemove.c,v 1.43 2022/06/19 10:23:48 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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#include <sys/cdefs.h>
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/* @(#)makemove.c 8.2 (Berkeley) 5/3/95 */
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__RCSID("$NetBSD: makemove.c,v 1.43 2022/06/19 10:23:48 rillig Exp $");
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#include "gomoku.h"
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const int dd[4] = { /* direction deltas */
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1, /* right */
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-(BSZ + 1) + 1, /* down + right */
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-(BSZ + 1), /* down */
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-(BSZ + 1) - 1 /* down + left */
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};
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static const int weight[5] = { 0, 1, 7, 22, 100 };
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static void update_overlap(spot_index);
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static bool
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is_tie(void)
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{
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for (int y = 1; y <= BSZ; y++)
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for (int x = 1; x <= BSZ; x++)
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if (board[PT(x, y)].s_wval != 0)
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return false;
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return true;
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}
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static void
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sortframes_remove(struct combostr *cbp)
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{
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if (cbp->c_next == NULL)
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return;
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if (sortframes[BLACK] == cbp)
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sortframes[BLACK] = cbp->c_next;
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if (sortframes[WHITE] == cbp)
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sortframes[WHITE] = cbp->c_next;
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cbp->c_next->c_prev = cbp->c_prev;
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cbp->c_prev->c_next = cbp->c_next;
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}
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static int
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old_weight_value(const struct spotstr *sp, direction r)
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{
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union comboval cb;
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int val = 0;
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if ((cb = sp->s_fval[BLACK][r]).s <= 0x500)
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val += weight[5 - cb.cv_force - cb.cv_win];
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if ((cb = sp->s_fval[WHITE][r]).s <= 0x500)
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val += weight[5 - cb.cv_force - cb.cv_win];
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return val;
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}
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/*
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* Return values:
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* MOVEOK everything is OK.
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* RESIGN Player resigned.
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* ILLEGAL Illegal move.
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* WIN The winning move was just played.
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* TIE The game is a tie.
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*/
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int
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makemove(player_color us, spot_index mv)
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{
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/* check for end of game */
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if (mv == RESIGN)
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return RESIGN;
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/* check for illegal move */
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struct spotstr *sp = &board[mv];
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if (sp->s_occ != EMPTY)
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return ILLEGAL;
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/* make move */
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sp->s_occ = us;
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game.moves[game.nmoves++] = mv;
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/* compute new frame values */
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sp->s_wval = 0;
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for (direction r = 4; r-- > 0; ) {
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int d = dd[r];
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struct spotstr *fsp = &board[mv];
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for (int f = 5; --f >= 0; fsp -= d) { /* for each frame */
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if (fsp->s_occ == BORDER)
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goto nextr;
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if (is_blocked(fsp, r))
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continue;
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struct combostr *cbp = &frames[fsp->s_frame[r]];
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sortframes_remove(cbp);
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int val = old_weight_value(fsp, r);
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/* compute new combo value for this frame */
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bool space = fsp->s_occ == EMPTY;
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int n = 0;
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sp = fsp;
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for (int off = 5; off-- > 0; sp += d) { /* for each spot */
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if (sp->s_occ == us)
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n++;
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else if (sp->s_occ == EMPTY)
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sp->s_wval -= val;
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else {
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set_blocked(fsp, r);
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/* adjust values */
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fsp->s_fval[BLACK][r].s = 0x600;
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fsp->s_fval[WHITE][r].s = 0x600;
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while (off-- > 0) {
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sp += d;
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if (sp->s_occ == EMPTY)
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sp->s_wval -= val;
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}
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goto nextf;
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}
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}
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/* check for game over */
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if (n == 5) {
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game.win_spot = (spot_index)(fsp - board);
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game.win_dir = r;
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return WIN;
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}
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/* compute new value & combo number for this frame & color */
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player_color them = us != BLACK ? BLACK : WHITE;
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fsp->s_fval[them][r].s = 0x600;
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union comboval *cp = &fsp->s_fval[us][r];
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/* both ends open? */
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if (space && sp->s_occ == EMPTY) {
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cp->cv_force = 4 - n;
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cp->cv_win = 1;
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} else {
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cp->cv_force = 5 - n;
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cp->cv_win = 0;
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}
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val = weight[n];
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sp = fsp;
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for (int off = 5; off-- > 0; sp += d) /* for each spot */
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if (sp->s_occ == EMPTY)
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sp->s_wval += val;
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/* add this frame to the sorted list of frames by combo value */
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struct combostr *cbp1 = sortframes[us];
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if (cbp1 == NULL)
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sortframes[us] = cbp->c_next = cbp->c_prev = cbp;
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else {
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union comboval *cp1 =
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&board[cbp1->c_vertex].s_fval[us][cbp1->c_dir];
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if (cp->s <= cp1->s) {
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/* insert at the head of the list */
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sortframes[us] = cbp;
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} else {
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do {
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cbp1 = cbp1->c_next;
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cp1 = &board[cbp1->c_vertex].s_fval[us][cbp1->c_dir];
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if (cp->s <= cp1->s)
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break;
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} while (cbp1 != sortframes[us]);
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}
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cbp->c_next = cbp1;
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cbp->c_prev = cbp1->c_prev;
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cbp1->c_prev->c_next = cbp;
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cbp1->c_prev = cbp;
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}
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nextf:
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;
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}
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/* both ends open? */
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if (fsp->s_occ == EMPTY) {
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union comboval *cp = &fsp->s_fval[BLACK][r];
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if (cp->cv_win != 0) {
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cp->cv_force++;
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cp->cv_win = 0;
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}
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cp = &fsp->s_fval[WHITE][r];
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if (cp->cv_win != 0) {
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cp->cv_force++;
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cp->cv_win = 0;
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}
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}
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nextr:
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;
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}
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update_overlap(mv);
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if (is_tie())
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return TIE;
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return MOVEOK;
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}
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static void
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update_overlap_same_direction(spot_index s1, spot_index s2,
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frame_index a, int d, int off_minus_f,
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direction r)
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{
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/*
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* count the number of empty spots to see if there is
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* still an overlap.
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*/
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int n = 0;
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spot_index s = s1;
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spot_index es = 0;
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for (int b = off_minus_f; b < 5; b++, s += d) {
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if (board[s].s_occ == EMPTY) {
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es = s; /* save the intersection point */
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n++;
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}
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}
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frame_index b = board[s2].s_frame[r];
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if (n == 0) {
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if (board[s].s_occ == EMPTY) {
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overlap[a * FAREA + b] &= 0xA;
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overlap[b * FAREA + a] &= 0xC;
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intersect[a * FAREA + b] = s;
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intersect[b * FAREA + a] = s;
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} else {
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overlap[a * FAREA + b] = 0;
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overlap[b * FAREA + a] = 0;
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}
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} else if (n == 1) {
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if (board[s].s_occ == EMPTY) {
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overlap[a * FAREA + b] &= 0xAF;
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overlap[b * FAREA + a] &= 0xCF;
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} else {
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overlap[a * FAREA + b] &= 0xF;
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overlap[b * FAREA + a] &= 0xF;
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}
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intersect[a * FAREA + b] = es;
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intersect[b * FAREA + a] = es;
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}
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/* else no change, still multiple overlap */
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}
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/*
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* The last move was at 'os', which is part of frame 'a'. There are 6 frames
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* with direction 'rb' that cross frame 'a' in 'os'. Since the spot 'os'
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* cannot be used as a double threat anymore, mark each of these crossing
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* frames as non-overlapping with frame 'a'.
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*/
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static void
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update_overlap_different_direction(spot_index os, frame_index a, direction rb)
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{
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int db = dd[rb];
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for (int off = 0; off < 6; off++) {
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const struct spotstr *sp = &board[os - db * off];
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if (sp->s_occ == BORDER)
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break;
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if (is_blocked(sp, rb))
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continue;
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frame_index b = sp->s_frame[rb];
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overlap[a * FAREA + b] = 0;
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overlap[b * FAREA + a] = 0;
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}
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}
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/*
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* fix up the overlap array according to the changed 'os'.
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*/
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static void
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update_overlap(spot_index os)
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{
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for (direction r = 4; r-- > 0; ) {
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int d = dd[r];
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spot_index s1 = os;
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/* for each frame 'a' that contains the spot 'os' */
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for (int f = 0; f < 6; f++, s1 -= d) {
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if (board[s1].s_occ == BORDER)
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break;
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if (is_blocked(&board[s1], r))
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continue;
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/*
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* Update all other frames that intersect the current one
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* to indicate whether they still overlap or not.
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* Since F1 overlap F2 == F2 overlap F1, we only need to
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* do the rows 0 <= r1 <= r. The r1 == r case is special
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* since the two frames can overlap in more than one spot.
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*/
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frame_index a = board[s1].s_frame[r];
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spot_index s2 = s1 - d;
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for (int off = f + 1; off < 6; off++, s2 -= d) {
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if (board[s2].s_occ == BORDER)
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break;
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if (is_blocked(&board[s2], r))
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continue;
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update_overlap_same_direction(s1, s2, a, d, off - f, r);
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}
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/* the other directions can only intersect at spot 'os' */
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for (direction rb = 0; rb < r; rb++)
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update_overlap_different_direction(os, a, rb);
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}
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}
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}
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