]> git.cameronkatri.com Git - bsdgames-darwin.git/blob - gomoku/gomoku.h
fix NetBSD RCS ID headers
[bsdgames-darwin.git] / gomoku / gomoku.h
1 /* $NetBSD: gomoku.h,v 1.3 1997/01/03 01:35:27 cgd 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. All advertising materials mentioning features or use of this software
19 * must display the following acknowledgement:
20 * This product includes software developed by the University of
21 * California, Berkeley and its contributors.
22 * 4. Neither the name of the University nor the names of its contributors
23 * may be used to endorse or promote products derived from this software
24 * without specific prior written permission.
25 *
26 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
27 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
28 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
29 * ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
30 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
31 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
32 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
33 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
34 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
35 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
36 * SUCH DAMAGE.
37 *
38 * @(#)gomoku.h 8.2 (Berkeley) 5/3/95
39 */
40
41 #include <sys/types.h>
42
43 /* board dimensions */
44 #define BSZ 19
45 #define BSZ1 (BSZ+1)
46 #define BSZ2 (BSZ+2)
47 #define BAREA (BSZ2*BSZ1+1)
48
49 /* frame dimentions (based on 5 in a row) */
50 #define FSZ1 BSZ
51 #define FSZ2 (BSZ-4)
52 #define FAREA (FSZ1*FSZ2 + FSZ2*FSZ2 + FSZ1*FSZ2 + FSZ2*FSZ2)
53
54 #define MUP (BSZ1)
55 #define MDOWN (-BSZ1)
56 #define MLEFT (-1)
57 #define MRIGHT (1)
58
59 /* values for s_occ */
60 #define BLACK 0
61 #define WHITE 1
62 #define EMPTY 2
63 #define BORDER 3
64
65 /* return values for makemove() */
66 #define MOVEOK 0
67 #define RESIGN 1
68 #define ILLEGAL 2
69 #define WIN 3
70 #define TIE 4
71 #define SAVE 5
72
73 #define A 1
74 #define B 2
75 #define C 3
76 #define D 4
77 #define E 5
78 #define F 6
79 #define G 7
80 #define H 8
81 #define J 9
82 #define K 10
83 #define L 11
84 #define M 12
85 #define N 13
86 #define O 14
87 #define P 15
88 #define Q 16
89 #define R 17
90 #define S 18
91 #define T 19
92
93 #define PT(x,y) ((x) + BSZ1 * (y))
94
95 /*
96 * A 'frame' is a group of five or six contiguous board locations.
97 * An open ended frame is one with spaces on both ends; otherwise, its closed.
98 * A 'combo' is a group of intersecting frames and consists of two numbers:
99 * 'A' is the number of moves to make the combo non-blockable.
100 * 'B' is the minimum number of moves needed to win once it can't be blocked.
101 * A 'force' is a combo that is one move away from being non-blockable
102 *
103 * Single frame combo values:
104 * <A,B> board values
105 * 5,0 . . . . . O
106 * 4,1 . . . . . .
107 * 4,0 . . . . X O
108 * 3,1 . . . . X .
109 * 3,0 . . . X X O
110 * 2,1 . . . X X .
111 * 2,0 . . X X X O
112 * 1,1 . . X X X .
113 * 1,0 . X X X X O
114 * 0,1 . X X X X .
115 * 0,0 X X X X X O
116 *
117 * The rule for combining two combos (<A1,B1> <A2,B2>)
118 * with V valid intersection points, is:
119 * A' = A1 + A2 - 2 - V
120 * B' = MIN(A1 + B1 - 1, A2 + B2 - 1)
121 * Each time a frame is added to the combo, the number of moves to complete
122 * the force is the number of moves needed to 'fill' the frame plus one at
123 * the intersection point. The number of moves to win is the number of moves
124 * to complete the best frame minus the last move to complete the force.
125 * Note that it doesn't make sense to combine a <1,x> with anything since
126 * it is already a force. Also, the frames have to be independent so a
127 * single move doesn't affect more than one frame making up the combo.
128 *
129 * Rules for comparing which of two combos (<A1,B1> <A2,B2>) is better:
130 * Both the same color:
131 * <A',B'> = (A1 < A2 || A1 == A2 && B1 <= B2) ? <A1,B1> : <A2,B2>
132 * We want to complete the force first, then the combo with the
133 * fewest moves to win.
134 * Different colors, <A1,B1> is the combo for the player with the next move:
135 * <A',B'> = A2 <= 1 && (A1 > 1 || A2 + B2 < A1 + B1) ? <A2,B2> : <A1,B1>
136 * We want to block only if we have to (i.e., if they are one move away
137 * from completing a force and we don't have a force that we can
138 * complete which takes fewer or the same number of moves to win).
139 */
140
141 #define MAXA 6
142 #define MAXB 2
143 #define MAXCOMBO 0x600
144
145 union comboval {
146 struct {
147 #if BYTE_ORDER == BIG_ENDIAN
148 u_char a; /* # moves to complete force */
149 u_char b; /* # moves to win */
150 #endif
151 #if BYTE_ORDER == LITTLE_ENDIAN
152 u_char b; /* # moves to win */
153 u_char a; /* # moves to complete force */
154 #endif
155 } c;
156 u_short s;
157 };
158
159 /*
160 * This structure is used to record information about single frames (F) and
161 * combinations of two more frames (C).
162 * For combinations of two or more frames, there is an additional
163 * array of pointers to the frames of the combination which is sorted
164 * by the index into the frames[] array. This is used to prevent duplication
165 * since frame A combined with B is the same as B with A.
166 * struct combostr *c_sort[size c_nframes];
167 * The leaves of the tree (frames) are numbered 0 (bottom, leftmost)
168 * to c_nframes - 1 (top, right). This is stored in c_frameindex and
169 * c_dir if C_LOOP is set.
170 */
171 struct combostr {
172 struct combostr *c_next; /* list of combos at the same level */
173 struct combostr *c_prev; /* list of combos at the same level */
174 struct combostr *c_link[2]; /* C:previous level or F:NULL */
175 union comboval c_linkv[2]; /* C:combo value for link[0,1] */
176 union comboval c_combo; /* C:combo value for this level */
177 u_short c_vertex; /* C:intersection or F:frame head */
178 u_char c_nframes; /* number of frames in the combo */
179 u_char c_dir; /* C:loop frame or F:frame direction */
180 u_char c_flg; /* C:combo flags */
181 u_char c_frameindex; /* C:intersection frame index */
182 u_char c_framecnt[2]; /* number of frames left to attach */
183 u_char c_emask[2]; /* C:bit mask of completion spots for
184 * link[0] and link[1] */
185 u_char c_voff[2]; /* C:vertex offset within frame */
186 };
187
188 /* flag values for c_flg */
189 #define C_OPEN_0 0x01 /* link[0] is an open ended frame */
190 #define C_OPEN_1 0x02 /* link[1] is an open ended frame */
191 #define C_LOOP 0x04 /* link[1] intersects previous frame */
192 #define C_MARK 0x08 /* indicates combo processed */
193
194 /*
195 * This structure is used for recording the completion points of
196 * multi frame combos.
197 */
198 struct elist {
199 struct elist *e_next; /* list of completion points */
200 struct combostr *e_combo; /* the whole combo */
201 u_char e_off; /* offset in frame of this empty spot */
202 u_char e_frameindex; /* intersection frame index */
203 u_char e_framecnt; /* number of frames left to attach */
204 u_char e_emask; /* real value of the frame's emask */
205 union comboval e_fval; /* frame combo value */
206 };
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 five spots
211 * 0: right, 1: right & down, 2: down, 3: down & left.
212 */
213 struct spotstr {
214 short s_occ; /* color of occupant */
215 short s_wval; /* weighted value */
216 int s_flg; /* flags for graph walks */
217 struct combostr *s_frame[4]; /* level 1 combo for frame[dir] */
218 union comboval s_fval[2][4]; /* combo value for [color][frame] */
219 union comboval s_combo[2]; /* minimum combo value for BLK & WHT */
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 int dummy[2]; /* XXX */
225 };
226
227 /* flag values for s_flg */
228 #define CFLAG 0x000001 /* frame is part of a combo */
229 #define CFLAGALL 0x00000F /* all frame directions marked */
230 #define IFLAG 0x000010 /* legal intersection point */
231 #define IFLAGALL 0x0000F0 /* any intersection points? */
232 #define FFLAG 0x000100 /* frame is part of a <1,x> combo */
233 #define FFLAGALL 0x000F00 /* all force frames */
234 #define MFLAG 0x001000 /* frame has already been seen */
235 #define MFLAGALL 0x00F000 /* all frames seen */
236 #define BFLAG 0x010000 /* frame intersects border or dead */
237 #define BFLAGALL 0x0F0000 /* all frames dead */
238
239 /*
240 * This structure is used to store overlap information between frames.
241 */
242 struct ovlp_info {
243 int o_intersect; /* intersection spot */
244 struct combostr *o_fcombo; /* the connecting combo */
245 u_char o_link; /* which link to update (0 or 1) */
246 u_char o_off; /* offset in frame of intersection */
247 u_char o_frameindex; /* intersection frame index */
248 };
249
250 extern char *letters;
251 extern char fmtbuf[];
252 extern char pdir[];
253
254 extern int dd[4];
255 extern struct spotstr board[BAREA]; /* info for board */
256 extern struct combostr frames[FAREA]; /* storage for single frames */
257 extern struct combostr *sortframes[2]; /* sorted, non-empty frames */
258 extern u_char overlap[FAREA * FAREA]; /* frame [a][b] overlap */
259 extern short intersect[FAREA * FAREA]; /* frame [a][b] intersection */
260 extern int movelog[BSZ * BSZ]; /* history of moves */
261 extern int movenum;
262 extern int debug;
263
264 extern char *copy();
265 extern char *stoc();
266 extern char *tail();
267
268 #define ASSERT(x)