xref: /openbsd/games/gomoku/gomoku.h (revision 2010f3c8)
1 /*	$OpenBSD: gomoku.h,v 1.12 2016/01/04 17:33:24 mestre Exp $	*/
2 /*
3  * Copyright (c) 1994
4  *	The Regents of the University of California.  All rights reserved.
5  *
6  * This code is derived from software contributed to Berkeley by
7  * Ralph Campbell.
8  *
9  * Redistribution and use in source and binary forms, with or without
10  * modification, are permitted provided that the following conditions
11  * are met:
12  * 1. Redistributions of source code must retain the above copyright
13  *    notice, this list of conditions and the following disclaimer.
14  * 2. Redistributions in binary form must reproduce the above copyright
15  *    notice, this list of conditions and the following disclaimer in the
16  *    documentation and/or other materials provided with the distribution.
17  * 3. Neither the name of the University nor the names of its contributors
18  *    may be used to endorse or promote products derived from this software
19  *    without specific prior written permission.
20  *
21  * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
22  * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
23  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
24  * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
25  * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
26  * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
27  * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
28  * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
29  * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
30  * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
31  * SUCH DAMAGE.
32  *
33  *	@(#)gomoku.h	8.2 (Berkeley) 5/3/95
34  */
35 
36 #include <stdio.h>
37 
38 /* board dimensions */
39 #define BSZ	19
40 #define BSZ1	(BSZ+1)
41 #define BSZ2	(BSZ+2)
42 #define BSZ3	(BSZ+3)
43 #define BSZ4	(BSZ+4)
44 #define BAREA	(BSZ2*BSZ1+1)
45 
46 /* interactive curses stuff */
47 #define FF		'\014'  /* used as redraw command */
48 #define BGOTO(y,x)	move(BSZ - (y), 2 * (x) + 3)
49 
50 /* frame dimensions (based on 5 in a row) */
51 #define FSZ1	BSZ
52 #define FSZ2	(BSZ-4)
53 #define FAREA	(FSZ1*FSZ2 + FSZ2*FSZ2 + FSZ1*FSZ2 + FSZ2*FSZ2)
54 
55 #define MUP	(BSZ1)
56 #define MDOWN	(-BSZ1)
57 #define MLEFT	(-1)
58 #define MRIGHT	(1)
59 
60 /* values for s_occ */
61 #define BLACK	0
62 #define WHITE	1
63 #define EMPTY	2
64 #define BORDER	3
65 
66 /* return values for makemove() */
67 #define MOVEOK	0
68 #define RESIGN	1
69 #define ILLEGAL	2
70 #define WIN	3
71 #define TIE	4
72 #define SAVE	5
73 
74 #define A 1
75 #define B 2
76 #define C 3
77 #define D 4
78 #define E 5
79 #define F 6
80 #define G 7
81 #define H 8
82 #define J 9
83 #define K 10
84 #define L 11
85 #define M 12
86 #define N 13
87 #define O 14
88 #define P 15
89 #define Q 16
90 #define R 17
91 #define S 18
92 #define T 19
93 
94 #define PT(x,y)		((x) + BSZ1 * (y))
95 
96 /*
97  * A 'frame' is a group of five or six contiguous board locations.
98  * An open ended frame is one with spaces on both ends; otherwise, its closed.
99  * A 'combo' is a group of intersecting frames and consists of two numbers:
100  * 'A' is the number of moves to make the combo non-blockable.
101  * 'B' is the minimum number of moves needed to win once it can't be blocked.
102  * A 'force' is a combo that is one move away from being non-blockable
103  *
104  * Single frame combo values:
105  *     <A,B>	board values
106  *	5,0	. . . . . O
107  *	4,1	. . . . . .
108  *	4,0	. . . . X O
109  *	3,1	. . . . X .
110  *	3,0	. . . X X O
111  *	2,1	. . . X X .
112  *	2,0	. . X X X O
113  *	1,1	. . X X X .
114  *	1,0	. X X X X O
115  *	0,1	. X X X X .
116  *	0,0	X X X X X O
117  *
118  * The rule for combining two combos (<A1,B1> <A2,B2>)
119  * with V valid intersection points, is:
120  *	A' = A1 + A2 - 2 - V
121  *	B' = MIN(A1 + B1 - 1, A2 + B2 - 1)
122  * Each time a frame is added to the combo, the number of moves to complete
123  * the force is the number of moves needed to 'fill' the frame plus one at
124  * the intersection point. The number of moves to win is the number of moves
125  * to complete the best frame minus the last move to complete the force.
126  * Note that it doesn't make sense to combine a <1,x> with anything since
127  * it is already a force. Also, the frames have to be independent so a
128  * single move doesn't affect more than one frame making up the combo.
129  *
130  * Rules for comparing which of two combos (<A1,B1> <A2,B2>) is better:
131  * Both the same color:
132  *	<A',B'> = (A1 < A2 || A1 == A2 && B1 <= B2) ? <A1,B1> : <A2,B2>
133  *	We want to complete the force first, then the combo with the
134  *	fewest moves to win.
135  * Different colors, <A1,B1> is the combo for the player with the next move:
136  *	<A',B'> = A2 <= 1 && (A1 > 1 || A2 + B2 < A1 + B1) ? <A2,B2> : <A1,B1>
137  *	We want to block only if we have to (i.e., if they are one move away
138  *	from completing a force and we don't have a force that we can
139  *	complete which takes fewer or the same number of moves to win).
140  */
141 
142 #define MAXA		6
143 #define MAXB		2
144 #define MAXCOMBO	0x600
145 
146 union	comboval {
147 	struct {
148 #if BYTE_ORDER == BIG_ENDIAN
149 		u_char	a;	/* # moves to complete force */
150 		u_char	b;	/* # moves to win */
151 #endif
152 #if BYTE_ORDER == LITTLE_ENDIAN
153 		u_char	b;	/* # moves to win */
154 		u_char	a;	/* # moves to complete force */
155 #endif
156 	} c;
157 	u_short	s;
158 };
159 
160 /*
161  * This structure is used to record information about single frames (F) and
162  * combinations of two more frames (C).
163  * For combinations of two or more frames, there is an additional
164  * array of pointers to the frames of the combination which is sorted
165  * by the index into the frames[] array. This is used to prevent duplication
166  * since frame A combined with B is the same as B with A.
167  *	struct combostr *c_sort[size c_nframes];
168  * The leaves of the tree (frames) are numbered 0 (bottom, leftmost)
169  * to c_nframes - 1 (top, right). This is stored in c_frameindex and
170  * c_dir if C_LOOP is set.
171  */
172 struct combostr {
173 	struct combostr	*c_next;	/* list of combos at the same level */
174 	struct combostr	*c_prev;	/* list of combos at the same level */
175 	struct combostr	*c_link[2];	/* C:previous level or F:NULL */
176 	union comboval	c_linkv[2];	/* C:combo value for link[0,1] */
177 	union comboval	c_combo;	/* C:combo value for this level */
178 	u_short		c_vertex;	/* C:intersection or F:frame head */
179 	u_char		c_nframes;	/* number of frames in the combo */
180 	u_char		c_dir;		/* C:loop frame or F:frame direction */
181 	u_char		c_flg;		/* C:combo flags */
182 	u_char		c_frameindex;	/* C:intersection frame index */
183 	u_char		c_framecnt[2];	/* number of frames left to attach */
184 	u_char		c_emask[2];	/* C:bit mask of completion spots for
185 					 * link[0] and link[1] */
186 	u_char		c_voff[2];	/* C:vertex offset within frame */
187 };
188 
189 /* flag values for c_flg */
190 #define C_OPEN_0	0x01		/* link[0] is an open ended frame */
191 #define C_OPEN_1	0x02		/* link[1] is an open ended frame */
192 #define C_LOOP		0x04		/* link[1] intersects previous frame */
193 #define C_MARK		0x08		/* indicates combo processed */
194 
195 /*
196  * This structure is used for recording the completion points of
197  * multi frame combos.
198  */
199 struct	elist {
200 	struct elist	*e_next;	/* list of completion points */
201 	struct combostr	*e_combo;	/* the whole combo */
202 	u_char		e_off;		/* offset in frame of this empty spot */
203 	u_char		e_frameindex;	/* intersection frame index */
204 	u_char		e_framecnt;	/* number of frames left to attach */
205 	u_char		e_emask;	/* real value of the frame's emask */
206 	union comboval	e_fval;		/* frame combo value */
207 };
208 
209 /*
210  * One spot structure for each location on the board.
211  * A frame consists of the combination for the current spot plus the five spots
212  * 0: right, 1: right & down, 2: down, 3: down & left.
213  */
214 struct	spotstr {
215 	short		s_occ;		/* color of occupant */
216 	short		s_wval;		/* weighted value */
217 	int		s_flg;		/* flags for graph walks */
218 	struct combostr	*s_frame[4];	/* level 1 combo for frame[dir] */
219 	union comboval	s_fval[2][4];	/* combo value for [color][frame] */
220 	union comboval	s_combo[2];	/* minimum combo value for BLK & WHT */
221 	u_char		s_level[2];	/* number of frames in the min combo */
222 	u_char		s_nforce[2];	/* number of <1,x> combos */
223 	struct elist	*s_empty;	/* level n combo completion spots */
224 	struct elist	*s_nempty;	/* level n+1 combo completion spots */
225 	int		dummy[2];	/* XXX */
226 };
227 
228 /* flag values for s_flg */
229 #define CFLAG		0x000001	/* frame is part of a combo */
230 #define CFLAGALL	0x00000F	/* all frame directions marked */
231 #define IFLAG		0x000010	/* legal intersection point */
232 #define IFLAGALL	0x0000F0	/* any intersection points? */
233 #define FFLAG		0x000100	/* frame is part of a <1,x> combo */
234 #define FFLAGALL	0x000F00	/* all force frames */
235 #define MFLAG		0x001000	/* frame has already been seen */
236 #define MFLAGALL	0x00F000	/* all frames seen */
237 #define BFLAG		0x010000	/* frame intersects border or dead */
238 #define BFLAGALL	0x0F0000	/* all frames dead */
239 
240 /*
241  * This structure is used to store overlap information between frames.
242  */
243 struct	ovlp_info {
244 	int		o_intersect;	/* intersection spot */
245 	struct combostr	*o_fcombo;	/* the connecting combo */
246 	u_char		o_link;		/* which link to update (0 or 1) */
247 	u_char		o_off;		/* offset in frame of intersection */
248 	u_char		o_frameindex;	/* intersection frame index */
249 };
250 
251 extern	char	*letters;
252 extern	char	fmtbuf[128];
253 extern	char	pdir[];
254 
255 extern	int     dd[4];
256 extern	struct	spotstr	board[BAREA];		/* info for board */
257 extern	struct	combostr frames[FAREA];		/* storage for single frames */
258 extern	struct	combostr *sortframes[2];	/* sorted, non-empty frames */
259 extern	u_char	overlap[FAREA * FAREA];		/* frame [a][b] overlap */
260 extern	short	intersect[FAREA * FAREA];	/* frame [a][b] intersection */
261 extern	int	movelog[BSZ * BSZ];		/* history of moves */
262 extern	int	movenum;
263 extern	int	debug;
264 
265 void	addframes(int);
266 void	appendcombo(struct combostr *);
267 void	ask(char *);
268 void	bdinit(struct spotstr *);
269 void	bdisp(void);
270 void	bdisp_init(void);
271 #ifdef DEBUG
272 void	bdump(FILE *);
273 #endif
274 void	bdwho(int);
275 int	better(struct spotstr *, struct spotstr *, int);
276 int	checkframes(struct combostr *, struct combostr *,
277 	    struct spotstr *, int, struct ovlp_info *);
278 #ifdef DEBUG
279 void	clearcombo(struct combostr *, int);
280 #endif
281 int	ctos(char *);
282 void	cursfini(void);
283 void	cursinit(void);
284 void	dislog(char *);
285 void	dlog(char *);
286 int	getcoord(void);
287 int	get_line(char *, int);
288 void	init_overlap(void);
289 #ifdef DEBUG
290 int	list_eq(struct combostr **, struct combostr **, int);
291 #endif
292 void	logit(char *);
293 int	lton(int);
294 void	makecombo(struct combostr *, struct spotstr *, int, int);
295 void	makecombo2(struct combostr *, struct spotstr *, int, int);
296 void	makeempty(struct combostr *);
297 int	makemove(int, int);
298 #ifdef DEBUG
299 void	markcombo(struct combostr *);
300 #endif
301 void	panic(char *);
302 int	pickmove(int);
303 void	printcombo(struct combostr *, char *, size_t);
304 void	qlog(char *);
305 __dead void	quit(int);
306 int	readinput(FILE *);
307 void	scanframes(int);
308 int	sortcombo(struct combostr **, struct combostr **, struct combostr *);
309 char	*stoc(int);
310 void	updatecombo(struct combostr *, int);
311 void	update_overlap(struct spotstr *);
312 #ifdef DEBUG
313 void	whatsup(int);
314 #endif
315 
316 #define ASSERT(x)
317