1 /*        $NetBSD: makemove.c,v 1.43 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 
35 #include <sys/cdefs.h>
36 /*        @(#)makemove.c      8.2 (Berkeley) 5/3/95         */
37 __RCSID("$NetBSD: makemove.c,v 1.43 2022/06/19 10:23:48 rillig Exp $");
38 
39 #include "gomoku.h"
40 
41 const int     dd[4] = {                 /* direction deltas */
42           1,                            /* right */
43           -(BSZ + 1) + 1,               /* down + right */
44           -(BSZ + 1),                   /* down */
45           -(BSZ + 1) - 1                /* down + left */
46 };
47 
48 static const int weight[5] = { 0, 1, 7, 22, 100 };
49 
50 static void update_overlap(spot_index);
51 
52 static bool
is_tie(void)53 is_tie(void)
54 {
55 
56           for (int y = 1; y <= BSZ; y++)
57                     for (int x = 1; x <= BSZ; x++)
58                               if (board[PT(x, y)].s_wval != 0)
59                                         return false;
60           return true;
61 }
62 
63 static void
sortframes_remove(struct combostr * cbp)64 sortframes_remove(struct combostr *cbp)
65 {
66 
67           if (cbp->c_next == NULL)
68                     return;
69 
70           if (sortframes[BLACK] == cbp)
71                     sortframes[BLACK] = cbp->c_next;
72           if (sortframes[WHITE] == cbp)
73                     sortframes[WHITE] = cbp->c_next;
74           cbp->c_next->c_prev = cbp->c_prev;
75           cbp->c_prev->c_next = cbp->c_next;
76 }
77 
78 static int
old_weight_value(const struct spotstr * sp,direction r)79 old_weight_value(const struct spotstr *sp, direction r)
80 {
81           union comboval cb;
82           int val = 0;
83           if ((cb = sp->s_fval[BLACK][r]).s <= 0x500)
84                     val += weight[5 - cb.cv_force - cb.cv_win];
85           if ((cb = sp->s_fval[WHITE][r]).s <= 0x500)
86                     val += weight[5 - cb.cv_force - cb.cv_win];
87           return val;
88 }
89 
90 /*
91  * Return values:
92  *        MOVEOK    everything is OK.
93  *        RESIGN    Player resigned.
94  *        ILLEGAL   Illegal move.
95  *        WIN       The winning move was just played.
96  *        TIE       The game is a tie.
97  */
98 int
makemove(player_color us,spot_index mv)99 makemove(player_color us, spot_index mv)
100 {
101 
102           /* check for end of game */
103           if (mv == RESIGN)
104                     return RESIGN;
105 
106           /* check for illegal move */
107           struct spotstr *sp = &board[mv];
108           if (sp->s_occ != EMPTY)
109                     return ILLEGAL;
110 
111           /* make move */
112           sp->s_occ = us;
113           game.moves[game.nmoves++] = mv;
114 
115           /* compute new frame values */
116           sp->s_wval = 0;
117           for (direction r = 4; r-- > 0; ) {
118               int d = dd[r];
119               struct spotstr *fsp = &board[mv];
120 
121               for (int f = 5; --f >= 0; fsp -= d) {         /* for each frame */
122                     if (fsp->s_occ == BORDER)
123                         goto nextr;
124                     if (is_blocked(fsp, r))
125                         continue;
126 
127                     struct combostr *cbp = &frames[fsp->s_frame[r]];
128                     sortframes_remove(cbp);
129 
130                     int val = old_weight_value(fsp, r);
131 
132                     /* compute new combo value for this frame */
133                     bool space = fsp->s_occ == EMPTY;
134                     int n = 0;
135                     sp = fsp;
136                     for (int off = 5; off-- > 0; sp += d) { /* for each spot */
137                         if (sp->s_occ == us)
138                               n++;
139                         else if (sp->s_occ == EMPTY)
140                               sp->s_wval -= val;
141                         else {
142                               set_blocked(fsp, r);
143                               /* adjust values */
144                               fsp->s_fval[BLACK][r].s = 0x600;
145                               fsp->s_fval[WHITE][r].s = 0x600;
146                               while (off-- > 0) {
147                                   sp += d;
148                                   if (sp->s_occ == EMPTY)
149                                         sp->s_wval -= val;
150                               }
151                               goto nextf;
152                         }
153                     }
154 
155                     /* check for game over */
156                     if (n == 5) {
157                         game.win_spot = (spot_index)(fsp - board);
158                         game.win_dir = r;
159                         return WIN;
160                     }
161 
162                     /* compute new value & combo number for this frame & color */
163                     player_color them = us != BLACK ? BLACK : WHITE;
164                     fsp->s_fval[them][r].s = 0x600;
165                     union comboval *cp = &fsp->s_fval[us][r];
166                     /* both ends open? */
167                     if (space && sp->s_occ == EMPTY) {
168                         cp->cv_force = 4 - n;
169                         cp->cv_win = 1;
170                     } else {
171                         cp->cv_force = 5 - n;
172                         cp->cv_win = 0;
173                     }
174                     val = weight[n];
175                     sp = fsp;
176                     for (int off = 5; off-- > 0; sp += d)   /* for each spot */
177                         if (sp->s_occ == EMPTY)
178                               sp->s_wval += val;
179 
180                     /* add this frame to the sorted list of frames by combo value */
181                     struct combostr *cbp1 = sortframes[us];
182                     if (cbp1 == NULL)
183                         sortframes[us] = cbp->c_next = cbp->c_prev = cbp;
184                     else {
185                         union comboval *cp1 =
186                               &board[cbp1->c_vertex].s_fval[us][cbp1->c_dir];
187                         if (cp->s <= cp1->s) {
188                               /* insert at the head of the list */
189                               sortframes[us] = cbp;
190                         } else {
191                               do {
192                                   cbp1 = cbp1->c_next;
193                                   cp1 = &board[cbp1->c_vertex].s_fval[us][cbp1->c_dir];
194                                   if (cp->s <= cp1->s)
195                                         break;
196                               } while (cbp1 != sortframes[us]);
197                         }
198                         cbp->c_next = cbp1;
199                         cbp->c_prev = cbp1->c_prev;
200                         cbp1->c_prev->c_next = cbp;
201                         cbp1->c_prev = cbp;
202                     }
203 
204               nextf:
205                     ;
206               }
207 
208               /* both ends open? */
209               if (fsp->s_occ == EMPTY) {
210                     union comboval *cp = &fsp->s_fval[BLACK][r];
211                     if (cp->cv_win != 0) {
212                         cp->cv_force++;
213                         cp->cv_win = 0;
214                     }
215                     cp = &fsp->s_fval[WHITE][r];
216                     if (cp->cv_win != 0) {
217                         cp->cv_force++;
218                         cp->cv_win = 0;
219                     }
220               }
221 
222           nextr:
223               ;
224           }
225 
226           update_overlap(mv);
227 
228           if (is_tie())
229                     return TIE;
230 
231           return MOVEOK;
232 }
233 
234 static void
update_overlap_same_direction(spot_index s1,spot_index s2,frame_index a,int d,int off_minus_f,direction r)235 update_overlap_same_direction(spot_index s1, spot_index s2,
236                                     frame_index a, int d, int off_minus_f,
237                                     direction r)
238 {
239           /*
240            * count the number of empty spots to see if there is
241            * still an overlap.
242            */
243           int n = 0;
244           spot_index s = s1;
245           spot_index es = 0;
246           for (int b = off_minus_f; b < 5; b++, s += d) {
247                     if (board[s].s_occ == EMPTY) {
248                               es = s;   /* save the intersection point */
249                               n++;
250                     }
251           }
252 
253           frame_index b = board[s2].s_frame[r];
254           if (n == 0) {
255                     if (board[s].s_occ == EMPTY) {
256                               overlap[a * FAREA + b] &= 0xA;
257                               overlap[b * FAREA + a] &= 0xC;
258                               intersect[a * FAREA + b] = s;
259                               intersect[b * FAREA + a] = s;
260                     } else {
261                               overlap[a * FAREA + b] = 0;
262                               overlap[b * FAREA + a] = 0;
263                     }
264           } else if (n == 1) {
265                     if (board[s].s_occ == EMPTY) {
266                               overlap[a * FAREA + b] &= 0xAF;
267                               overlap[b * FAREA + a] &= 0xCF;
268                     } else {
269                               overlap[a * FAREA + b] &= 0xF;
270                               overlap[b * FAREA + a] &= 0xF;
271                     }
272                     intersect[a * FAREA + b] = es;
273                     intersect[b * FAREA + a] = es;
274           }
275           /* else no change, still multiple overlap */
276 }
277 
278 /*
279  * The last move was at 'os', which is part of frame 'a'. There are 6 frames
280  * with direction 'rb' that cross frame 'a' in 'os'. Since the spot 'os'
281  * cannot be used as a double threat anymore, mark each of these crossing
282  * frames as non-overlapping with frame 'a'.
283  */
284 static void
update_overlap_different_direction(spot_index os,frame_index a,direction rb)285 update_overlap_different_direction(spot_index os, frame_index a, direction rb)
286 {
287 
288           int db = dd[rb];
289           for (int off = 0; off < 6; off++) {
290                     const struct spotstr *sp = &board[os - db * off];
291                     if (sp->s_occ == BORDER)
292                               break;
293                     if (is_blocked(sp, rb))
294                               continue;
295 
296                     frame_index b = sp->s_frame[rb];
297                     overlap[a * FAREA + b] = 0;
298                     overlap[b * FAREA + a] = 0;
299           }
300 }
301 
302 /*
303  * fix up the overlap array according to the changed 'os'.
304  */
305 static void
update_overlap(spot_index os)306 update_overlap(spot_index os)
307 {
308 
309           for (direction r = 4; r-- > 0; ) {
310               int d = dd[r];
311               spot_index s1 = os;
312 
313               /* for each frame 'a' that contains the spot 'os' */
314               for (int f = 0; f < 6; f++, s1 -= d) {
315                     if (board[s1].s_occ == BORDER)
316                         break;
317                     if (is_blocked(&board[s1], r))
318                         continue;
319 
320                     /*
321                      * Update all other frames that intersect the current one
322                      * to indicate whether they still overlap or not.
323                      * Since F1 overlap F2 == F2 overlap F1, we only need to
324                      * do the rows 0 <= r1 <= r. The r1 == r case is special
325                      * since the two frames can overlap in more than one spot.
326                      */
327                     frame_index a = board[s1].s_frame[r];
328 
329                     spot_index s2 = s1 - d;
330                     for (int off = f + 1; off < 6; off++, s2 -= d) {
331                         if (board[s2].s_occ == BORDER)
332                               break;
333                         if (is_blocked(&board[s2], r))
334                               continue;
335 
336                         update_overlap_same_direction(s1, s2, a, d, off - f, r);
337                     }
338 
339                     /* the other directions can only intersect at spot 'os' */
340                     for (direction rb = 0; rb < r; rb++)
341                               update_overlap_different_direction(os, a, rb);
342               }
343           }
344 }
345