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git.cameronkatri.com Git - bsdgames-darwin.git/blob - gomoku/gomoku.h
1 /* $NetBSD: gomoku.h,v 1.3 1997/01/03 01:35:27 cgd Exp $ */
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38 * @(#)gomoku.h 8.2 (Berkeley) 5/3/95
41 #include <sys/types.h>
43 /* board dimensions */
47 #define BAREA (BSZ2*BSZ1+1)
49 /* frame dimentions (based on 5 in a row) */
52 #define FAREA (FSZ1*FSZ2 + FSZ2*FSZ2 + FSZ1*FSZ2 + FSZ2*FSZ2)
59 /* values for s_occ */
65 /* return values for makemove() */
93 #define PT(x,y) ((x) + BSZ1 * (y))
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
103 * Single frame combo values:
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.
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).
143 #define MAXCOMBO 0x600
147 #if BYTE_ORDER == BIG_ENDIAN
148 u_char a
; /* # moves to complete force */
149 u_char b
; /* # moves to win */
151 #if BYTE_ORDER == LITTLE_ENDIAN
152 u_char b
; /* # moves to win */
153 u_char a
; /* # moves to complete force */
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.
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 */
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 */
195 * This structure is used for recording the completion points of
196 * multi frame combos.
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 */
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.
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 */
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 */
240 * This structure is used to store overlap information between frames.
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 */
250 extern char *letters
;
251 extern char fmtbuf
[];
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 */