NetBSD/games/gomoku/gomoku.h
2014-03-22 18:58:57 +00:00

295 lines
10 KiB
C

/* $NetBSD: gomoku.h,v 1.20 2014/03/22 18:58:57 dholland 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 <stdio.h>
/* board dimensions */
#define BSZ 19
#define BSZ1 (BSZ+1)
#define BSZ2 (BSZ+2)
#define BSZ3 (BSZ+3)
#define BSZ4 (BSZ+4)
#define BAREA (BSZ2*BSZ1+1)
#define TRANSCRIPT_COL 46 /* necessarily == 2*BSZ4 */
/* interactive curses stuff */
#define BGOTO(y,x) move(BSZ - (y), 2 * (x) + 3)
/* frame dimensions (based on 5 in a row) */
#define FSZ1 BSZ
#define FSZ2 (BSZ-4)
#define FAREA (FSZ1*FSZ2 + FSZ2*FSZ2 + FSZ1*FSZ2 + FSZ2*FSZ2)
#define MUP (BSZ1)
#define MDOWN (-BSZ1)
#define MLEFT (-1)
#define MRIGHT (1)
/* values for s_occ */
#define BLACK 0
#define WHITE 1
#define EMPTY 2
#define BORDER 3
/* return values for makemove() */
#define MOVEOK 0
#define RESIGN 1
#define ILLEGAL 2
#define WIN 3
#define TIE 4
#define SAVE 5
#define A 1
#define B 2
#define C 3
#define D 4
#define E 5
#define F 6
#define G 7
#define H 8
#define J 9
#define K 10
#define L 11
#define M 12
#define N 13
#define O 14
#define P 15
#define Q 16
#define R 17
#define S 18
#define T 19
#define PT(x,y) ((x) + BSZ1 * (y))
/*
* A 'frame' is a group of five or six contiguous board locations.
* An open ended frame is one with spaces on both ends; otherwise, its closed.
* A 'combo' is a group of intersecting frames and consists of two numbers:
* 'A' is the number of moves to make the combo non-blockable.
* 'B' 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
*
* Single frame combo values:
* <A,B> 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 (<A1,B1> <A2,B2>)
* with V valid intersection points, is:
* A' = A1 + A2 - 2 - V
* B' = MIN(A1 + B1 - 1, A2 + B2 - 1)
* 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 (<A1,B1> <A2,B2>) is better:
* Both the same color:
* <A',B'> = (A1 < A2 || A1 == A2 && B1 <= B2) ? <A1,B1> : <A2,B2>
* We want to complete the force first, then the combo with the
* fewest moves to win.
* Different colors, <A1,B1> is the combo for the player with the next move:
* <A',B'> = A2 <= 1 && (A1 > 1 || A2 + B2 < A1 + B1) ? <A2,B2> : <A1,B1>
* 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).
*/
#define MAXA 6
#define MAXB 2
#define MAXCOMBO 0x600
union comboval {
struct {
#if BYTE_ORDER == BIG_ENDIAN
u_char a; /* # moves to complete force */
u_char b; /* # moves to win */
#endif
#if BYTE_ORDER == LITTLE_ENDIAN
u_char b; /* # moves to win */
u_char a; /* # moves to complete force */
#endif
} c;
u_short s;
};
/*
* 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]; /* C:previous level or F:NULL */
union comboval c_linkv[2]; /* C:combo value for link[0,1] */
union comboval c_combo; /* C:combo value for this level */
u_short c_vertex; /* C:intersection or F:frame head */
u_char c_nframes; /* number of frames in the combo */
u_char c_dir; /* C:loop frame or F:frame direction */
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 */
#define C_MARK 0x08 /* indicates combo processed */
/*
* 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 */
};
/*
* One spot structure for each location on the board.
* A frame consists of the combination for the current spot plus the five spots
* 0: right, 1: right & down, 2: down, 3: down & left.
*/
struct spotstr {
short s_occ; /* color of occupant */
short s_wval; /* weighted value */
int s_flags; /* flags for graph walks */
struct combostr *s_frame[4]; /* level 1 combo for frame[dir] */
union comboval s_fval[2][4]; /* combo value for [color][frame] */
union comboval s_combo[2]; /* minimum combo value for BLK & WHT */
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 */
int dummy[2]; /* XXX */
};
/* 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 */
/*
* This structure is used to store overlap information between frames.
*/
struct overlap_info {
int o_intersect; /* intersection spot */
struct combostr *o_fcombo; /* the connecting combo */
u_char o_link; /* which link to update (0 or 1) */
u_char o_off; /* offset in frame of intersection */
u_char o_frameindex; /* intersection frame index */
};
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]; /* frame [a][b] overlap */
extern short intersect[FAREA * FAREA]; /* frame [a][b] intersection */
extern int movelog[BSZ * BSZ]; /* history of moves */
extern int movenum;
extern int debug;
extern int interactive;
extern const char *plyr[];
#define ASSERT(x)
void bdinit(struct spotstr *);
int get_coord(void);
int get_key(const char *allowedkeys);
int get_line(char *, int);
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(int);
void panic(const char *, ...) __printflike(1, 2) __dead;
void debuglog(const char *, ...) __printflike(1, 2);
void whatsup(int);
const char *stoc(int);
int ctos(const char *);
int makemove(int, int);
int list_eq(struct combostr **, struct combostr **, int);
void clearcombo(struct combostr *, int);
void markcombo(struct combostr *);
int pickmove(int);