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