mirror of
https://salsa.debian.org/games-team/bsdgames
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308 lines
7.8 KiB
C
308 lines
7.8 KiB
C
/* $NetBSD: makemove.c,v 1.7 2003/08/07 09:37:17 agc 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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#ifndef lint
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#if 0
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static char sccsid[] = "@(#)makemove.c 8.2 (Berkeley) 5/3/95";
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#else
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__RCSID("$NetBSD: makemove.c,v 1.7 2003/08/07 09:37:17 agc Exp $");
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#endif
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#endif /* not lint */
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#include "gomoku.h"
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/* direction deltas */
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const int dd[4] = {
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MRIGHT, MRIGHT+MDOWN, MDOWN, MDOWN+MLEFT
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};
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const int weight[5] = { 0, 1, 7, 22, 100 };
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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(us, mv)
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int us, mv;
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{
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struct spotstr *sp, *fsp;
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union comboval *cp;
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struct spotstr *osp;
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struct combostr *cbp, *cbp1;
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union comboval *cp1;
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int i, f, r, d, n;
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int space, val, bmask;
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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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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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movelog[movenum - 1] = mv;
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if (++movenum == BSZ * BSZ)
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return(TIE);
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/* compute new frame values */
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sp->s_wval = 0;
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osp = sp;
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for (r = 4; --r >= 0; ) { /* for each direction */
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d = dd[r];
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fsp = osp;
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bmask = BFLAG << r;
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for (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 (fsp->s_flg & bmask)
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continue;
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/* remove this frame from the sorted list of frames */
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cbp = fsp->s_frame[r];
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if (cbp->c_next) {
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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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/* compute old weight value for this frame */
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cp = &fsp->s_fval[BLACK][r];
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if (cp->s <= 0x500)
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val = weight[5 - cp->c.a - cp->c.b];
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else
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val = 0;
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cp = &fsp->s_fval[WHITE][r];
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if (cp->s <= 0x500)
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val += weight[5 - cp->c.a - cp->c.b];
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/* compute new combo value for this frame */
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sp = fsp;
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space = sp->s_occ == EMPTY;
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n = 0;
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for (i = 5; --i >= 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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/* this frame is now blocked, adjust values */
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fsp->s_flg |= bmask;
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fsp->s_fval[BLACK][r].s = MAXCOMBO;
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fsp->s_fval[WHITE][r].s = MAXCOMBO;
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while (--i >= 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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return(WIN);
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/* compute new value & combo number for this frame & color */
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fsp->s_fval[!us][r].s = MAXCOMBO;
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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->c.a = 4 - n;
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cp->c.b = 1;
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} else {
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cp->c.a = 5 - n;
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cp->c.b = 0;
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}
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val = weight[n];
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sp = fsp;
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for (i = 5; --i >= 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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cbp1 = sortframes[us];
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if (!cbp1)
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sortframes[us] = cbp->c_next = cbp->c_prev = cbp;
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else {
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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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/* 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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cp = &fsp->s_fval[BLACK][r];
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if (cp->c.b) {
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cp->c.a += 1;
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cp->c.b = 0;
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}
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cp = &fsp->s_fval[WHITE][r];
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if (cp->c.b) {
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cp->c.a += 1;
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cp->c.b = 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(osp);
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return(MOVEOK);
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}
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/*
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* fix up the overlap array due to updating spot osp.
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*/
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void
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update_overlap(osp)
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struct spotstr *osp;
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{
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struct spotstr *sp, *sp1, *sp2;
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int i, f, r, r1, d, d1, n;
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int a, b, bmask, bmask1;
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struct spotstr *esp;
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char *str;
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esp = NULL;
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for (r = 4; --r >= 0; ) { /* for each direction */
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d = dd[r];
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sp1 = osp;
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bmask = BFLAG << r;
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for (f = 0; f < 6; f++, sp1 -= d) { /* for each frame */
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if (sp1->s_occ == BORDER)
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break;
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if (sp1->s_flg & bmask)
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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 at more than one point.
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*/
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str = &overlap[(a = sp1->s_frame[r] - frames) * FAREA];
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sp2 = sp1 - d;
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for (i = f + 1; i < 6; i++, sp2 -= d) {
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if (sp2->s_occ == BORDER)
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break;
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if (sp2->s_flg & bmask)
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continue;
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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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n = 0;
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sp = sp1;
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for (b = i - f; b < 5; b++, sp += d) {
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if (sp->s_occ == EMPTY) {
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esp = sp; /* save the intersection point */
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n++;
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}
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}
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b = sp2->s_frame[r] - frames;
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if (n == 0) {
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if (sp->s_occ == EMPTY) {
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str[b] &= 0xA;
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overlap[b * FAREA + a] &= 0xC;
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intersect[a * FAREA + b] = n = sp - board;
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intersect[b * FAREA + a] = n;
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} else {
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str[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 (sp->s_occ == EMPTY) {
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str[b] &= 0xAF;
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overlap[b * FAREA + a] &= 0xCF;
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} else {
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str[b] &= 0xF;
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overlap[b * FAREA + a] &= 0xF;
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}
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intersect[a * FAREA + b] = n = esp - board;
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intersect[b * FAREA + a] = n;
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}
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/* else no change, still multiple overlap */
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}
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/* the other directions can only intersect at spot osp */
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for (r1 = r; --r1 >= 0; ) {
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d1 = dd[r1];
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bmask1 = BFLAG << r1;
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sp = osp;
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for (i = 6; --i >= 0; sp -= d1) { /* for each spot */
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if (sp->s_occ == BORDER)
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break;
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if (sp->s_flg & bmask1)
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continue;
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b = sp->s_frame[r1] - frames;
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str[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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}
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}
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