root/games/gomoku/gomoku.h
/*      $NetBSD: gomoku.h,v 1.56 2022/06/19 10:23:48 rillig Exp $       */

/*
 * Copyright (c) 1994
 *      The Regents of the University of California.  All rights reserved.
 *
 * This code is derived from software contributed to Berkeley by
 * Ralph Campbell.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 * 1. Redistributions of source code must retain the above copyright
 *    notice, this list of conditions and the following disclaimer.
 * 2. Redistributions in binary form must reproduce the above copyright
 *    notice, this list of conditions and the following disclaimer in the
 *    documentation and/or other materials provided with the distribution.
 * 3. Neither the name of the University nor the names of its contributors
 *    may be used to endorse or promote products derived from this software
 *    without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
 * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
 * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
 * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
 * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
 * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
 * SUCH DAMAGE.
 *
 *      @(#)gomoku.h    8.2 (Berkeley) 5/3/95
 */

#include <sys/types.h>
#include <sys/endian.h>
#include <stdbool.h>
#include <stdio.h>

/*
 * The gomoku 'board' mainly consists of the playing area of BSZ x BSZ spots.
 * The playing area uses 1-based coordinates. Around the playing area is a
 * rectangle of border spots, to avoid having to check the coordinates when
 * calculating spot coordinates. The left and right border overlap, to save a
 * few bytes.
 */

#define BSZ     19
#define BAREA   ((1 + BSZ + 1) * (BSZ + 1) + 1)

/*
 * A 'frame' is a group of five or six contiguous spots on the board. An
 * open-ended frame is one with spaces on both ends; otherwise, it is closed.
 */
#define FAREA   (2 * BSZ * (BSZ - 4) + 2 * (BSZ - 4) * (BSZ - 4))


/* The content of a spot on the board; used in s_occ. */
#define BLACK   0
#define WHITE   1
#define EMPTY   2
#define BORDER  3

/* Either BLACK or WHITE. */
typedef unsigned char player_color;

/* A spot on the board, or one of the special values below. */
typedef unsigned short spot_index;
#define PT(x, y)        ((x) + (BSZ + 1) * (y))
/* return values for makemove, readinput */
#define MOVEOK  0
#define RESIGN  1
#define ILLEGAL 2
#define WIN     3
#define TIE     4
#define SAVE    5
#define END_OF_INPUT 6

/*
 * A 'combo' is a group of intersecting or overlapping frames and consists of
 * two numbers:
 * 'F' is the number of moves still needed to make the combo non-blockable.
 * 'W' is the minimum number of moves needed to win once it can't be blocked.
 *
 * A 'force' is a combo that is one move away from being non-blockable.
 *
 * Each time a frame is added to the combo, the number of moves to complete
 * the force is the number of moves needed to 'fill' the frame plus one at
 * the intersection point. The number of moves to win is the number of moves
 * to complete the best frame minus the last move to complete the force.
 * Note that it doesn't make sense to combine a <1,x> with anything since
 * it is already a force. Also, the frames have to be independent so a
 * single move doesn't affect more than one frame making up the combo.
 *
 * Rules for comparing which of two combos (<F1,W1> <F2,W2>) is better:
 * Both the same color:
 *      <F',W'> = (F1 < F2 || F1 == F2 && W1 <= W2) ? <F1,W1> : <F2,W2>
 *      We want to complete the force first, then the combo with the
 *      fewest moves to win.
 * Different colors, <F1,W1> is the combo for the player with the next move:
 *      <F',W'> = F2 <= 1 && (F1 > 1 || F2 + W2 < F1 + W1) ? <F2,W2> : <F1,W1>
 *      We want to block only if we have to (i.e., if they are one move away
 *      from completing a force, and we don't have a force that we can
 *      complete which takes fewer or the same number of moves to win).
 */

/*
 * Single frame combo values:
 *     <F,W>    board values
 *      5,0     . . . . . O
 *      4,1     . . . . . .
 *      4,0     . . . . X O
 *      3,1     . . . . X .
 *      3,0     . . . X X O
 *      2,1     . . . X X .
 *      2,0     . . X X X O
 *      1,1     . . X X X .
 *      1,0     . X X X X O
 *      0,1     . X X X X .
 *      0,0     X X X X X O
 *
 * The rule for combining two combos (<F1,W1> <F2,W2>) with V valid
 * intersection points is:
 *      F' = F1 + F2 - 2 - V
 *      W' = MIN(F1 + W1 - 1, F2 + W2 - 1)
 */
union comboval {
        struct {
#if BYTE_ORDER == BIG_ENDIAN
                u_char  a;
                u_char  b;
#endif
#if BYTE_ORDER == LITTLE_ENDIAN
                u_char  b;
                u_char  a;
#endif
        } c;
        u_short s;
};
#define cv_force        c.a     /* # moves to complete force */
#define cv_win          c.b     /* # moves to win */

/*
 * This structure is used to record information about single frames (F) and
 * combinations of two more frames (C).
 * For combinations of two or more frames, there is an additional
 * array of pointers to the frames of the combination which is sorted
 * by the index into the frames[] array. This is used to prevent duplication
 * since frame A combined with B is the same as B with A.
 *      struct combostr *c_sort[size c_nframes];
 * The leaves of the tree (frames) are numbered 0 (bottom, leftmost)
 * to c_nframes - 1 (top, right). This is stored in c_frameindex and
 * c_dir if C_LOOP is set.
 */
struct combostr {
        struct combostr *c_next;        /* list of combos at the same level */
        struct combostr *c_prev;        /* list of combos at the same level */
        struct combostr *c_link[2];     /* F: NULL,
                                         * C: previous level */
        union comboval  c_linkv[2];     /* C: combo value for link[0, 1] */
        union comboval  c_combo;        /* F: initial combo value (read-only),
                                         * C: combo value for this level */
        spot_index      c_vertex;       /* F: frame head,
                                         * C: intersection */
        u_char          c_nframes;      /* F: 1,
                                         * C: number of frames in the combo */
        u_char          c_dir;          /* F: frame direction,
                                         * C: loop frame */
        u_char          c_flags;        /* C: combo flags */
        u_char          c_frameindex;   /* C: intersection frame index */
        u_char          c_framecnt[2];  /* number of frames left to attach */
        u_char          c_emask[2];     /* C: bit mask of completion spots for
                                         * link[0] and link[1] */
        u_char          c_voff[2];      /* C: vertex offset within frame */
};

/* flag values for c_flags */
#define C_OPEN_0        0x01            /* link[0] is an open-ended frame */
#define C_OPEN_1        0x02            /* link[1] is an open-ended frame */
#define C_LOOP          0x04            /* link[1] intersects previous frame */

/*
 * This structure is used for recording the completion points of
 * multi frame combos.
 */
struct  elist {
        struct elist    *e_next;        /* list of completion points */
        struct combostr *e_combo;       /* the whole combo */
        u_char          e_off;          /* offset in frame of this empty spot */
        u_char          e_frameindex;   /* intersection frame index */
        u_char          e_framecnt;     /* number of frames left to attach */
        u_char          e_emask;        /* real value of the frame's emask */
        union comboval  e_fval;         /* frame combo value */
};

/* The index of a frame in the global 'frames'. */
typedef unsigned short frame_index;

/* 0 = right, 1 = down right, 2 = down, 3 = down left. */
typedef unsigned char direction;
#define DIR__R          0               /* right */
#define DIR_DR          1               /* down right */
#define DIR_D_          2               /* down */
#define DIR_DL          3               /* down left */

/*
 * One spot structure for each location on the board.
 * A frame consists of the combination for the current spot plus the next
 * five spots in the direction.
 */
struct  spotstr {
        short           s_occ;          /* color of occupant */
        short           s_wval;         /* weighted value */
        int             s_flags;        /* flags for graph walks */
        frame_index     s_frame[4];     /* level 1 combo for [dir] */
        union comboval  s_fval[2][4];   /* combo value for [color][dir] */
        union comboval  s_combo[2];     /* minimum combo value for [color] */
        u_char          s_level[2];     /* number of frames in the min combo */
        u_char          s_nforce[2];    /* number of <1,x> combos */
        struct elist    *s_empty;       /* level n combo completion spots */
        struct elist    *s_nempty;      /* level n+1 combo completion spots */
};

/* flag values for s_flags */
#define CFLAG           0x000001        /* frame is part of a combo */
#define CFLAGALL        0x00000F        /* all frame directions marked */
#define IFLAG           0x000010        /* legal intersection point */
#define IFLAGALL        0x0000F0        /* any intersection points? */
#define FFLAG           0x000100        /* frame is part of a <1,x> combo */
#define FFLAGALL        0x000F00        /* all force frames */
#define MFLAG           0x001000        /* frame has already been seen */
#define MFLAGALL        0x00F000        /* all frames seen */
#define BFLAG           0x010000        /* frame intersects border or dead */
#define BFLAGALL        0x0F0000        /* all frames dead */

static inline bool
is_blocked(const struct spotstr *sp, direction r)
{
        return (sp->s_flags & (BFLAG << r)) != 0;
}

static inline void
set_blocked(struct spotstr *sp, direction r)
{
        sp->s_flags |= BFLAG << r;
}

struct game {
        unsigned int    nmoves;         /* number of played moves */
        spot_index      moves[BSZ * BSZ]; /* log of all played moves */
        spot_index      win_spot;       /* the winning move, or 0 */
        direction       win_dir;
        int             user_x;
        int             user_y;
};

extern  const char      letters[];
extern  const char      pdir[];

extern  const int     dd[4];
extern  struct  spotstr board[BAREA];           /* info for board */
extern  struct  combostr frames[FAREA];         /* storage for single frames */
extern  struct  combostr *sortframes[2];        /* sorted, non-empty frames */
extern  u_char  overlap[FAREA * FAREA];
extern  spot_index intersect[FAREA * FAREA];    /* frame [a][b] intersection */
extern  struct game     game;
extern  int     debug;

extern bool interactive;
extern const char *plyr[];

void    init_board(void);
spot_index get_coord(void);
int     get_key(const char *);
bool    get_line(char *, int, void (*)(const char *));
void    ask(const char *);
void    dislog(const char *);
void    bdump(FILE *);
void    bdisp(void);
void    bdisp_init(void);
void    cursfini(void);
void    cursinit(void);
void    bdwho(void);
void    panic(const char *, ...) __printflike(1, 2) __dead;
void    debuglog(const char *, ...) __printflike(1, 2);
void    whatsup(int);
const char *stoc(spot_index);
spot_index ctos(const char *);
int     makemove(player_color, spot_index);
void    clearcombo(struct combostr *, int);
void    markcombo(struct combostr *);
spot_index pickmove(player_color);
#if defined(DEBUG)
void    printcombo(struct combostr *, char *, size_t);
#endif