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bsdgames/gomoku/bdinit.c

252 lines
7.5 KiB
C

/* $NetBSD: bdinit.c,v 1.5 2003/08/07 09:37:15 agc 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.
*/
#include <sys/cdefs.h>
#ifndef lint
#if 0
static char sccsid[] = "from: @(#)bdinit.c 8.2 (Berkeley) 5/3/95";
#else
__RCSID("$NetBSD: bdinit.c,v 1.5 2003/08/07 09:37:15 agc Exp $");
#endif
#endif /* not lint */
#include <string.h>
#include "gomoku.h"
void
bdinit(bp)
struct spotstr *bp;
{
int i, j, r;
struct spotstr *sp;
struct combostr *cbp;
movenum = 1;
/* mark the borders as such */
sp = bp;
for (i = BSZ2; --i >= 0; sp++) {
sp->s_occ = BORDER; /* top border */
sp->s_flg = BFLAGALL;
}
/* fill entire board with EMPTY spots */
memset(frames, 0, sizeof(frames));
cbp = frames;
for (j = 0; ++j < BSZ1; sp++) { /* for each row */
for (i = 0; ++i < BSZ1; sp++) { /* for each column */
sp->s_occ = EMPTY;
sp->s_flg = 0;
sp->s_wval = 0;
if (j < 5) {
/* directions 1, 2, 3 are blocked */
sp->s_flg |= (BFLAG << 1) | (BFLAG << 2) |
(BFLAG << 3);
sp->s_fval[BLACK][1].s = MAXCOMBO;
sp->s_fval[BLACK][2].s = MAXCOMBO;
sp->s_fval[BLACK][3].s = MAXCOMBO;
sp->s_fval[WHITE][1].s = MAXCOMBO;
sp->s_fval[WHITE][2].s = MAXCOMBO;
sp->s_fval[WHITE][3].s = MAXCOMBO;
} else if (j == 5) {
/* five spaces, blocked on one side */
sp->s_fval[BLACK][1].s = 0x500;
sp->s_fval[BLACK][2].s = 0x500;
sp->s_fval[BLACK][3].s = 0x500;
sp->s_fval[WHITE][1].s = 0x500;
sp->s_fval[WHITE][2].s = 0x500;
sp->s_fval[WHITE][3].s = 0x500;
} else {
/* six spaces, not blocked */
sp->s_fval[BLACK][1].s = 0x401;
sp->s_fval[BLACK][2].s = 0x401;
sp->s_fval[BLACK][3].s = 0x401;
sp->s_fval[WHITE][1].s = 0x401;
sp->s_fval[WHITE][2].s = 0x401;
sp->s_fval[WHITE][3].s = 0x401;
}
if (i > (BSZ - 4)) {
/* directions 0, 1 are blocked */
sp->s_flg |= BFLAG | (BFLAG << 1);
sp->s_fval[BLACK][0].s = MAXCOMBO;
sp->s_fval[BLACK][1].s = MAXCOMBO;
sp->s_fval[WHITE][0].s = MAXCOMBO;
sp->s_fval[WHITE][1].s = MAXCOMBO;
} else if (i == (BSZ - 4)) {
sp->s_fval[BLACK][0].s = 0x500;
sp->s_fval[WHITE][0].s = 0x500;
/* if direction 1 is not blocked */
if (!(sp->s_flg & (BFLAG << 1))) {
sp->s_fval[BLACK][1].s = 0x500;
sp->s_fval[WHITE][1].s = 0x500;
}
} else {
sp->s_fval[BLACK][0].s = 0x401;
sp->s_fval[WHITE][0].s = 0x401;
if (i < 5) {
/* direction 3 is blocked */
sp->s_flg |= (BFLAG << 3);
sp->s_fval[BLACK][3].s = MAXCOMBO;
sp->s_fval[WHITE][3].s = MAXCOMBO;
} else if (i == 5 &&
!(sp->s_flg & (BFLAG << 3))) {
sp->s_fval[BLACK][3].s = 0x500;
sp->s_fval[WHITE][3].s = 0x500;
}
}
/*
* Allocate a frame structure for non blocked frames.
*/
for (r = 4; --r >= 0; ) {
if (sp->s_flg & (BFLAG << r))
continue;
cbp->c_combo.s = sp->s_fval[BLACK][r].s;
cbp->c_vertex = sp - board;
cbp->c_nframes = 1;
cbp->c_dir = r;
sp->s_frame[r] = cbp;
cbp++;
}
}
sp->s_occ = BORDER; /* left & right border */
sp->s_flg = BFLAGALL;
}
/* mark the borders as such */
for (i = BSZ1; --i >= 0; sp++) {
sp->s_occ = BORDER; /* bottom border */
sp->s_flg = BFLAGALL;
}
sortframes[BLACK] = (struct combostr *)0;
sortframes[WHITE] = (struct combostr *)0;
init_overlap();
}
/*
* Initialize the overlap array.
* Each entry in the array is a bit mask with eight bits corresponding
* to whether frame B overlaps frame A (as indexed by overlap[A * FAREA + B]).
* The eight bits coorespond to whether A and B are open ended (length 6) or
* closed (length 5).
* 0 A closed and B closed
* 1 A closed and B open
* 2 A open and B closed
* 3 A open and B open
* 4 A closed and B closed and overlaps in more than one spot
* 5 A closed and B open and overlaps in more than one spot
* 6 A open and B closed and overlaps in more than one spot
* 7 A open and B open and overlaps in more than one spot
* As pieces are played, it can make frames not overlap if there are no
* common open spaces shared between the two frames.
*/
void
init_overlap()
{
struct spotstr *sp1, *sp2;
struct combostr *cbp;
int i, f, r, n, d1, d2;
int mask, bmask, vertex, s;
u_char *str;
short *ip;
memset(overlap, 0, sizeof(overlap));
memset(intersect, 0, sizeof(intersect));
str = &overlap[FAREA * FAREA];
ip = &intersect[FAREA * FAREA];
for (cbp = frames + FAREA; --cbp >= frames; ) { /* each frame */
str -= FAREA;
ip -= FAREA;
sp1 = &board[vertex = cbp->c_vertex];
d1 = dd[r = cbp->c_dir];
/*
* s = 5 if closed, 6 if open.
* At this point black & white are the same.
*/
s = 5 + sp1->s_fval[BLACK][r].c.b;
/* for each spot in frame A */
for (i = 0; i < s; i++, sp1 += d1, vertex += d1) {
/* the sixth spot in frame A only overlaps if it is open */
mask = (i == 5) ? 0xC : 0xF;
/* for each direction */
for (r = 4; --r >= 0; ) {
bmask = BFLAG << r;
sp2 = sp1;
d2 = dd[r];
/* for each frame that intersects at spot sp1 */
for (f = 0; f < 6; f++, sp2 -= d2) {
if (sp2->s_occ == BORDER)
break;
if (sp2->s_flg & bmask)
continue;
n = sp2->s_frame[r] - frames;
ip[n] = vertex;
str[n] |= (f == 5) ? mask & 0xA : mask;
if (r == cbp->c_dir) {
/* compute the multiple spot overlap values */
switch (i) {
case 0: /* sp1 is the first spot in A */
if (f == 4)
str[n] |= 0xA0;
else if (f != 5)
str[n] |= 0xF0;
break;
case 1: /* sp1 is the second spot in A */
if (f == 5)
str[n] |= 0xA0;
else
str[n] |= 0xF0;
break;
case 4: /* sp1 is the penultimate spot in A */
if (f == 0)
str[n] |= 0xC0;
else
str[n] |= 0xF0;
break;
case 5: /* sp1 is the last spot in A */
if (f == 1)
str[n] |= 0xC0;
else if (f != 0)
str[n] |= 0xF0;
break;
default:
str[n] |= 0xF0;
}
}
}
}
}
}
}