1 /*        $NetBSD: gomoku.h,v 1.56 2022/06/19 10:23:48 rillig 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 <stdbool.h>
40 #include <stdio.h>
41 
42 /*
43  * The gomoku 'board' mainly consists of the playing area of BSZ x BSZ spots.
44  * The playing area uses 1-based coordinates. Around the playing area is a
45  * rectangle of border spots, to avoid having to check the coordinates when
46  * calculating spot coordinates. The left and right border overlap, to save a
47  * few bytes.
48  */
49 
50 #define BSZ         19
51 #define BAREA       ((1 + BSZ + 1) * (BSZ + 1) + 1)
52 
53 /*
54  * A 'frame' is a group of five or six contiguous spots on the board. An
55  * open-ended frame is one with spaces on both ends; otherwise, it is closed.
56  */
57 #define FAREA       (2 * BSZ * (BSZ - 4) + 2 * (BSZ - 4) * (BSZ - 4))
58 
59 
60 /* The content of a spot on the board; used in s_occ. */
61 #define BLACK       0
62 #define WHITE       1
63 #define EMPTY       2
64 #define BORDER      3
65 
66 /* Either BLACK or WHITE. */
67 typedef unsigned char player_color;
68 
69 /* A spot on the board, or one of the special values below. */
70 typedef unsigned short spot_index;
71 #define PT(x, y)    ((x) + (BSZ + 1) * (y))
72 /* return values for makemove, readinput */
73 #define MOVEOK      0
74 #define RESIGN      1
75 #define ILLEGAL     2
76 #define WIN         3
77 #define TIE         4
78 #define SAVE        5
79 #define END_OF_INPUT 6
80 
81 /*
82  * A 'combo' is a group of intersecting or overlapping frames and consists of
83  * two numbers:
84  * 'F' is the number of moves still needed to make the combo non-blockable.
85  * 'W' is the minimum number of moves needed to win once it can't be blocked.
86  *
87  * A 'force' is a combo that is one move away from being non-blockable.
88  *
89  * Each time a frame is added to the combo, the number of moves to complete
90  * the force is the number of moves needed to 'fill' the frame plus one at
91  * the intersection point. The number of moves to win is the number of moves
92  * to complete the best frame minus the last move to complete the force.
93  * Note that it doesn't make sense to combine a <1,x> with anything since
94  * it is already a force. Also, the frames have to be independent so a
95  * single move doesn't affect more than one frame making up the combo.
96  *
97  * Rules for comparing which of two combos (<F1,W1> <F2,W2>) is better:
98  * Both the same color:
99  *        <F',W'> = (F1 < F2 || F1 == F2 && W1 <= W2) ? <F1,W1> : <F2,W2>
100  *        We want to complete the force first, then the combo with the
101  *        fewest moves to win.
102  * Different colors, <F1,W1> is the combo for the player with the next move:
103  *        <F',W'> = F2 <= 1 && (F1 > 1 || F2 + W2 < F1 + W1) ? <F2,W2> : <F1,W1>
104  *        We want to block only if we have to (i.e., if they are one move away
105  *        from completing a force, and we don't have a force that we can
106  *        complete which takes fewer or the same number of moves to win).
107  */
108 
109 /*
110  * Single frame combo values:
111  *     <F,W>        board values
112  *        5,0       . . . . . O
113  *        4,1       . . . . . .
114  *        4,0       . . . . X O
115  *        3,1       . . . . X .
116  *        3,0       . . . X X O
117  *        2,1       . . . X X .
118  *        2,0       . . X X X O
119  *        1,1       . . X X X .
120  *        1,0       . X X X X O
121  *        0,1       . X X X X .
122  *        0,0       X X X X X O
123  *
124  * The rule for combining two combos (<F1,W1> <F2,W2>) with V valid
125  * intersection points is:
126  *        F' = F1 + F2 - 2 - V
127  *        W' = MIN(F1 + W1 - 1, F2 + W2 - 1)
128  */
129 union comboval {
130           struct {
131 #if BYTE_ORDER == BIG_ENDIAN
132                     u_char    a;
133                     u_char    b;
134 #endif
135 #if BYTE_ORDER == LITTLE_ENDIAN
136                     u_char    b;
137                     u_char    a;
138 #endif
139           } c;
140           u_short   s;
141 };
142 #define cv_force    c.a       /* # moves to complete force */
143 #define cv_win                c.b       /* # moves to win */
144 
145 /*
146  * This structure is used to record information about single frames (F) and
147  * combinations of two more frames (C).
148  * For combinations of two or more frames, there is an additional
149  * array of pointers to the frames of the combination which is sorted
150  * by the index into the frames[] array. This is used to prevent duplication
151  * since frame A combined with B is the same as B with A.
152  *        struct combostr *c_sort[size c_nframes];
153  * The leaves of the tree (frames) are numbered 0 (bottom, leftmost)
154  * to c_nframes - 1 (top, right). This is stored in c_frameindex and
155  * c_dir if C_LOOP is set.
156  */
157 struct combostr {
158           struct combostr     *c_next;  /* list of combos at the same level */
159           struct combostr     *c_prev;  /* list of combos at the same level */
160           struct combostr     *c_link[2];         /* F: NULL,
161                                                    * C: previous level */
162           union comboval      c_linkv[2];         /* C: combo value for link[0, 1] */
163           union comboval      c_combo;  /* F: initial combo value (read-only),
164                                                    * C: combo value for this level */
165           spot_index          c_vertex; /* F: frame head,
166                                                    * C: intersection */
167           u_char              c_nframes;          /* F: 1,
168                                                    * C: number of frames in the combo */
169           u_char              c_dir;              /* F: frame direction,
170                                                    * C: loop frame */
171           u_char              c_flags;  /* C: combo flags */
172           u_char              c_frameindex;       /* C: intersection frame index */
173           u_char              c_framecnt[2];      /* number of frames left to attach */
174           u_char              c_emask[2];         /* C: bit mask of completion spots for
175                                                    * link[0] and link[1] */
176           u_char              c_voff[2];          /* C: vertex offset within frame */
177 };
178 
179 /* flag values for c_flags */
180 #define C_OPEN_0    0x01                /* link[0] is an open-ended frame */
181 #define C_OPEN_1    0x02                /* link[1] is an open-ended frame */
182 #define C_LOOP                0x04                /* link[1] intersects previous frame */
183 
184 /*
185  * This structure is used for recording the completion points of
186  * multi frame combos.
187  */
188 struct    elist {
189           struct elist        *e_next;  /* list of completion points */
190           struct combostr     *e_combo; /* the whole combo */
191           u_char              e_off;              /* offset in frame of this empty spot */
192           u_char              e_frameindex;       /* intersection frame index */
193           u_char              e_framecnt;         /* number of frames left to attach */
194           u_char              e_emask;  /* real value of the frame's emask */
195           union comboval      e_fval;             /* frame combo value */
196 };
197 
198 /* The index of a frame in the global 'frames'. */
199 typedef unsigned short frame_index;
200 
201 /* 0 = right, 1 = down right, 2 = down, 3 = down left. */
202 typedef unsigned char direction;
203 #define DIR__R                0                   /* right */
204 #define DIR_DR                1                   /* down right */
205 #define DIR_D_                2                   /* down */
206 #define DIR_DL                3                   /* down left */
207 
208 /*
209  * One spot structure for each location on the board.
210  * A frame consists of the combination for the current spot plus the next
211  * five spots in the direction.
212  */
213 struct    spotstr {
214           short               s_occ;              /* color of occupant */
215           short               s_wval;             /* weighted value */
216           int                 s_flags;  /* flags for graph walks */
217           frame_index         s_frame[4];         /* level 1 combo for [dir] */
218           union comboval      s_fval[2][4];       /* combo value for [color][dir] */
219           union comboval      s_combo[2];         /* minimum combo value for [color] */
220           u_char              s_level[2];         /* number of frames in the min combo */
221           u_char              s_nforce[2];        /* number of <1,x> combos */
222           struct elist        *s_empty; /* level n combo completion spots */
223           struct elist        *s_nempty;          /* level n+1 combo completion spots */
224 };
225 
226 /* flag values for s_flags */
227 #define CFLAG                 0x000001  /* frame is part of a combo */
228 #define CFLAGALL    0x00000F  /* all frame directions marked */
229 #define IFLAG                 0x000010  /* legal intersection point */
230 #define IFLAGALL    0x0000F0  /* any intersection points? */
231 #define FFLAG                 0x000100  /* frame is part of a <1,x> combo */
232 #define FFLAGALL    0x000F00  /* all force frames */
233 #define MFLAG                 0x001000  /* frame has already been seen */
234 #define MFLAGALL    0x00F000  /* all frames seen */
235 #define BFLAG                 0x010000  /* frame intersects border or dead */
236 #define BFLAGALL    0x0F0000  /* all frames dead */
237 
238 static inline bool
is_blocked(const struct spotstr * sp,direction r)239 is_blocked(const struct spotstr *sp, direction r)
240 {
241           return (sp->s_flags & (BFLAG << r)) != 0;
242 }
243 
244 static inline void
set_blocked(struct spotstr * sp,direction r)245 set_blocked(struct spotstr *sp, direction r)
246 {
247           sp->s_flags |= BFLAG << r;
248 }
249 
250 struct game {
251           unsigned int        nmoves;             /* number of played moves */
252           spot_index          moves[BSZ * BSZ]; /* log of all played moves */
253           spot_index          win_spot; /* the winning move, or 0 */
254           direction win_dir;
255           int                 user_x;
256           int                 user_y;
257 };
258 
259 extern    const char          letters[];
260 extern    const char          pdir[];
261 
262 extern    const int     dd[4];
263 extern    struct    spotstr   board[BAREA];                 /* info for board */
264 extern    struct    combostr frames[FAREA];                 /* storage for single frames */
265 extern    struct    combostr *sortframes[2];      /* sorted, non-empty frames */
266 extern    u_char    overlap[FAREA * FAREA];
267 extern    spot_index intersect[FAREA * FAREA];    /* frame [a][b] intersection */
268 extern    struct game         game;
269 extern    int       debug;
270 
271 extern bool interactive;
272 extern const char *plyr[];
273 
274 void      init_board(void);
275 spot_index get_coord(void);
276 int       get_key(const char *);
277 bool      get_line(char *, int, void (*)(const char *));
278 void      ask(const char *);
279 void      dislog(const char *);
280 void      bdump(FILE *);
281 void      bdisp(void);
282 void      bdisp_init(void);
283 void      cursfini(void);
284 void      cursinit(void);
285 void      bdwho(void);
286 void      panic(const char *, ...) __printflike(1, 2) __dead;
287 void      debuglog(const char *, ...) __printflike(1, 2);
288 void      whatsup(int);
289 const char *stoc(spot_index);
290 spot_index ctos(const char *);
291 int       makemove(player_color, spot_index);
292 void      clearcombo(struct combostr *, int);
293 void      markcombo(struct combostr *);
294 spot_index pickmove(player_color);
295 #if defined(DEBUG)
296 void      printcombo(struct combostr *, char *, size_t);
297 #endif
298