xref: /dragonfly/games/gomoku/gomoku.h (revision 00b5bfed606f09b3980f2138f99c802b608cb5a5)
1 /*        $NetBSD: gomoku.h,v 1.20 2014/03/22 18:58:57 dholland Exp $ */
2 
3 /*
4  * Copyright (c) 1994
5  *        The Regents of the University of California.  All rights reserved.
6  *
7  * This code is derived from software contributed to Berkeley by
8  * Ralph Campbell.
9  *
10  * Redistribution and use in source and binary forms, with or without
11  * modification, are permitted provided that the following conditions
12  * are met:
13  * 1. Redistributions of source code must retain the above copyright
14  *    notice, this list of conditions and the following disclaimer.
15  * 2. Redistributions in binary form must reproduce the above copyright
16  *    notice, this list of conditions and the following disclaimer in the
17  *    documentation and/or other materials provided with the distribution.
18  * 3. Neither the name of the University nor the names of its contributors
19  *    may be used to endorse or promote products derived from this software
20  *    without specific prior written permission.
21  *
22  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
23  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
24  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
25  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
26  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
27  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
28  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
29  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
30  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
31  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
32  * SUCH DAMAGE.
33  *
34  *        @(#)gomoku.h        8.2 (Berkeley) 5/3/95
35  */
36 
37 #include <sys/types.h>
38 #include <sys/endian.h>
39 #include <stdio.h>
40 
41 /* board dimensions */
42 #define BSZ         19
43 #define BSZ1        (BSZ+1)
44 #define BSZ2        (BSZ+2)
45 #define BSZ3        (BSZ+3)
46 #define BSZ4        (BSZ+4)
47 #define BAREA       (BSZ2*BSZ1+1)
48 
49 #define TRANSCRIPT_COL        46        /* necessarily == 2*BSZ4 */
50 
51 /* interactive curses stuff */
52 #define BGOTO(y,x)  move(BSZ - (y), 2 * (x) + 3)
53 
54 /* frame dimensions (based on 5 in a row) */
55 #define FSZ1        BSZ
56 #define FSZ2        (BSZ-4)
57 #define FAREA       (FSZ1*FSZ2 + FSZ2*FSZ2 + FSZ1*FSZ2 + FSZ2*FSZ2)
58 
59 #define MUP         (BSZ1)
60 #define MDOWN       (-BSZ1)
61 #define MLEFT       (-1)
62 #define MRIGHT      (1)
63 
64 /* values for s_occ */
65 #define BLACK       0
66 #define WHITE       1
67 #define EMPTY       2
68 #define BORDER      3
69 
70 /* return values for makemove() */
71 #define MOVEOK      0
72 #define RESIGN      1
73 #define ILLEGAL     2
74 #define WIN         3
75 #define TIE         4
76 #define SAVE        5
77 
78 #define A 1
79 #define B 2
80 #define C 3
81 #define D 4
82 #define E 5
83 #define F 6
84 #define G 7
85 #define H 8
86 #define J 9
87 #define K 10
88 #define L 11
89 #define M 12
90 #define N 13
91 #define O 14
92 #define P 15
93 #define Q 16
94 #define R 17
95 #define S 18
96 #define T 19
97 
98 #define PT(x,y)               ((x) + BSZ1 * (y))
99 
100 /*
101  * A 'frame' is a group of five or six contiguous board locations.
102  * An open ended frame is one with spaces on both ends; otherwise, its closed.
103  * A 'combo' is a group of intersecting frames and consists of two numbers:
104  * 'A' is the number of moves to make the combo non-blockable.
105  * 'B' is the minimum number of moves needed to win once it can't be blocked.
106  * A 'force' is a combo that is one move away from being non-blockable
107  *
108  * Single frame combo values:
109  *     <A,B>        board values
110  *        5,0       . . . . . O
111  *        4,1       . . . . . .
112  *        4,0       . . . . X O
113  *        3,1       . . . . X .
114  *        3,0       . . . X X O
115  *        2,1       . . . X X .
116  *        2,0       . . X X X O
117  *        1,1       . . X X X .
118  *        1,0       . X X X X O
119  *        0,1       . X X X X .
120  *        0,0       X X X X X O
121  *
122  * The rule for combining two combos (<A1,B1> <A2,B2>)
123  * with V valid intersection points, is:
124  *        A' = A1 + A2 - 2 - V
125  *        B' = MIN(A1 + B1 - 1, A2 + B2 - 1)
126  * Each time a frame is added to the combo, the number of moves to complete
127  * the force is the number of moves needed to 'fill' the frame plus one at
128  * the intersection point. The number of moves to win is the number of moves
129  * to complete the best frame minus the last move to complete the force.
130  * Note that it doesn't make sense to combine a <1,x> with anything since
131  * it is already a force. Also, the frames have to be independent so a
132  * single move doesn't affect more than one frame making up the combo.
133  *
134  * Rules for comparing which of two combos (<A1,B1> <A2,B2>) is better:
135  * Both the same color:
136  *        <A',B'> = (A1 < A2 || A1 == A2 && B1 <= B2) ? <A1,B1> : <A2,B2>
137  *        We want to complete the force first, then the combo with the
138  *        fewest moves to win.
139  * Different colors, <A1,B1> is the combo for the player with the next move:
140  *        <A',B'> = A2 <= 1 && (A1 > 1 || A2 + B2 < A1 + B1) ? <A2,B2> : <A1,B1>
141  *        We want to block only if we have to (i.e., if they are one move away
142  *        from completing a force and we don't have a force that we can
143  *        complete which takes fewer or the same number of moves to win).
144  */
145 
146 #define MAXA                  6
147 #define MAXB                  2
148 #define MAXCOMBO    0x600
149 
150 union     comboval {
151           struct {
152 #if BYTE_ORDER == BIG_ENDIAN
153                     u_char    a;        /* # moves to complete force */
154                     u_char    b;        /* # moves to win */
155 #endif
156 #if BYTE_ORDER == LITTLE_ENDIAN
157                     u_char    b;        /* # moves to win */
158                     u_char    a;        /* # moves to complete force */
159 #endif
160           } c;
161           u_short   s;
162 };
163 
164 /*
165  * This structure is used to record information about single frames (F) and
166  * combinations of two more frames (C).
167  * For combinations of two or more frames, there is an additional
168  * array of pointers to the frames of the combination which is sorted
169  * by the index into the frames[] array. This is used to prevent duplication
170  * since frame A combined with B is the same as B with A.
171  *        struct combostr *c_sort[size c_nframes];
172  * The leaves of the tree (frames) are numbered 0 (bottom, leftmost)
173  * to c_nframes - 1 (top, right). This is stored in c_frameindex and
174  * c_dir if C_LOOP is set.
175  */
176 struct combostr {
177           struct combostr     *c_next;  /* list of combos at the same level */
178           struct combostr     *c_prev;  /* list of combos at the same level */
179           struct combostr     *c_link[2];         /* C:previous level or F:NULL */
180           union comboval      c_linkv[2];         /* C:combo value for link[0,1] */
181           union comboval      c_combo;  /* C:combo value for this level */
182           u_short             c_vertex; /* C:intersection or F:frame head */
183           u_char              c_nframes;          /* number of frames in the combo */
184           u_char              c_dir;              /* C:loop frame or F:frame direction */
185           u_char              c_flags;  /* C:combo flags */
186           u_char              c_frameindex;       /* C:intersection frame index */
187           u_char              c_framecnt[2];      /* number of frames left to attach */
188           u_char              c_emask[2];         /* C:bit mask of completion spots for
189                                                    * link[0] and link[1] */
190           u_char              c_voff[2];          /* C:vertex offset within frame */
191 };
192 
193 /* flag values for c_flags */
194 #define C_OPEN_0    0x01                /* link[0] is an open ended frame */
195 #define C_OPEN_1    0x02                /* link[1] is an open ended frame */
196 #define C_LOOP                0x04                /* link[1] intersects previous frame */
197 #define C_MARK                0x08                /* indicates combo processed */
198 
199 /*
200  * This structure is used for recording the completion points of
201  * multi frame combos.
202  */
203 struct    elist {
204           struct elist        *e_next;  /* list of completion points */
205           struct combostr     *e_combo; /* the whole combo */
206           u_char              e_off;              /* offset in frame of this empty spot */
207           u_char              e_frameindex;       /* intersection frame index */
208           u_char              e_framecnt;         /* number of frames left to attach */
209           u_char              e_emask;  /* real value of the frame's emask */
210           union comboval      e_fval;             /* frame combo value */
211 };
212 
213 /*
214  * One spot structure for each location on the board.
215  * A frame consists of the combination for the current spot plus the five spots
216  * 0: right, 1: right & down, 2: down, 3: down & left.
217  */
218 struct    spotstr {
219           short               s_occ;              /* color of occupant */
220           short               s_wval;             /* weighted value */
221           int                 s_flags;  /* flags for graph walks */
222           struct combostr     *s_frame[4];        /* level 1 combo for frame[dir] */
223           union comboval      s_fval[2][4];       /* combo value for [color][frame] */
224           union comboval      s_combo[2];         /* minimum combo value for BLK & WHT */
225           u_char              s_level[2];         /* number of frames in the min combo */
226           u_char              s_nforce[2];        /* number of <1,x> combos */
227           struct elist        *s_empty; /* level n combo completion spots */
228           struct elist        *s_nempty;          /* level n+1 combo completion spots */
229           int                 dummy[2]; /* XXX */
230 };
231 
232 /* flag values for s_flags */
233 #define CFLAG                 0x000001  /* frame is part of a combo */
234 #define CFLAGALL    0x00000F  /* all frame directions marked */
235 #define IFLAG                 0x000010  /* legal intersection point */
236 #define IFLAGALL    0x0000F0  /* any intersection points? */
237 #define FFLAG                 0x000100  /* frame is part of a <1,x> combo */
238 #define FFLAGALL    0x000F00  /* all force frames */
239 #define MFLAG                 0x001000  /* frame has already been seen */
240 #define MFLAGALL    0x00F000  /* all frames seen */
241 #define BFLAG                 0x010000  /* frame intersects border or dead */
242 #define BFLAGALL    0x0F0000  /* all frames dead */
243 
244 /*
245  * This structure is used to store overlap information between frames.
246  */
247 struct overlap_info {
248           int                 o_intersect;        /* intersection spot */
249           struct combostr     *o_fcombo;          /* the connecting combo */
250           u_char              o_link;             /* which link to update (0 or 1) */
251           u_char              o_off;              /* offset in frame of intersection */
252           u_char              o_frameindex;       /* intersection frame index */
253 };
254 
255 extern    const char          *letters;
256 extern    const char          pdir[];
257 
258 extern    const int     dd[4];
259 extern    struct    spotstr   board[BAREA];                 /* info for board */
260 extern    struct    combostr frames[FAREA];                 /* storage for single frames */
261 extern    struct    combostr *sortframes[2];      /* sorted, non-empty frames */
262 extern    u_char    overlap[FAREA * FAREA];                 /* frame [a][b] overlap */
263 extern    short     intersect[FAREA * FAREA];     /* frame [a][b] intersection */
264 extern    int       movelog[BSZ * BSZ];           /* history of moves */
265 extern    int       movenum;
266 extern    int       debug;
267 
268 extern int interactive;
269 extern const char *plyr[];
270 
271 #define ASSERT(x)
272 
273 void      bdinit(struct spotstr *);
274 int       get_coord(void);
275 int       get_key(const char *allowedkeys);
276 int       get_line(char *, int);
277 void      ask(const char *);
278 void      dislog(const char *);
279 void      bdump(FILE *);
280 void      bdisp(void);
281 void      bdisp_init(void);
282 void      cursfini(void);
283 void      cursinit(void);
284 void      bdwho(int);
285 void      panic(const char *, ...) __printflike(1, 2) __dead2;
286 void      debuglog(const char *, ...) __printflike(1, 2);
287 void      whatsup(int);
288 const char   *stoc(int);
289 int       ctos(const char *);
290 int       makemove(int, int);
291 int       list_eq(struct combostr **, struct combostr **, int);
292 void      clearcombo(struct combostr *, int);
293 void      markcombo(struct combostr *);
294 int       pickmove(int);
295