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. */
67typedef unsigned char player_color;
68
69/* A spot on the board, or one of the special values below. */
70typedef 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 */
129union 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 */
157struct 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 */
188struct	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'. */
199typedef unsigned short frame_index;
200
201/* 0 = right, 1 = down right, 2 = down, 3 = down left. */
202typedef 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 */
213struct	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
238static inline bool
239is_blocked(const struct spotstr *sp, direction r)
240{
241	return (sp->s_flags & (BFLAG << r)) != 0;
242}
243
244static inline void
245set_blocked(struct spotstr *sp, direction r)
246{
247	sp->s_flags |= BFLAG << r;
248}
249
250struct 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
259extern	const char	letters[];
260extern	const char	pdir[];
261
262extern	const int     dd[4];
263extern	struct	spotstr	board[BAREA];		/* info for board */
264extern	struct	combostr frames[FAREA];		/* storage for single frames */
265extern	struct	combostr *sortframes[2];	/* sorted, non-empty frames */
266extern	u_char	overlap[FAREA * FAREA];
267extern	spot_index intersect[FAREA * FAREA];	/* frame [a][b] intersection */
268extern	struct game	game;
269extern	int	debug;
270
271extern bool interactive;
272extern const char *plyr[];
273
274void	init_board(void);
275spot_index get_coord(void);
276int	get_key(const char *);
277bool	get_line(char *, int, void (*)(const char *));
278void	ask(const char *);
279void	dislog(const char *);
280void	bdump(FILE *);
281void	bdisp(void);
282void	bdisp_init(void);
283void	cursfini(void);
284void	cursinit(void);
285void	bdwho(void);
286void	panic(const char *, ...) __printflike(1, 2) __dead;
287void	debuglog(const char *, ...) __printflike(1, 2);
288void	whatsup(int);
289const char *stoc(spot_index);
290spot_index ctos(const char *);
291int	makemove(player_color, spot_index);
292void	clearcombo(struct combostr *, int);
293void	markcombo(struct combostr *);
294spot_index pickmove(player_color);
295#if defined(DEBUG)
296void	printcombo(struct combostr *, char *, size_t);
297#endif
298