root/games/gomoku/gomoku.h
/*      $OpenBSD: gomoku.h,v 1.12 2016/01/04 17:33:24 mestre 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 <stdio.h>

/* board dimensions */
#define BSZ     19
#define BSZ1    (BSZ+1)
#define BSZ2    (BSZ+2)
#define BSZ3    (BSZ+3)
#define BSZ4    (BSZ+4)
#define BAREA   (BSZ2*BSZ1+1)

/* interactive curses stuff */
#define FF              '\014'  /* used as redraw command */
#define BGOTO(y,x)      move(BSZ - (y), 2 * (x) + 3)

/* frame dimensions (based on 5 in a row) */
#define FSZ1    BSZ
#define FSZ2    (BSZ-4)
#define FAREA   (FSZ1*FSZ2 + FSZ2*FSZ2 + FSZ1*FSZ2 + FSZ2*FSZ2)

#define MUP     (BSZ1)
#define MDOWN   (-BSZ1)
#define MLEFT   (-1)
#define MRIGHT  (1)

/* values for s_occ */
#define BLACK   0
#define WHITE   1
#define EMPTY   2
#define BORDER  3

/* return values for makemove() */
#define MOVEOK  0
#define RESIGN  1
#define ILLEGAL 2
#define WIN     3
#define TIE     4
#define SAVE    5

#define A 1
#define B 2
#define C 3
#define D 4
#define E 5
#define F 6
#define G 7
#define H 8
#define J 9
#define K 10
#define L 11
#define M 12
#define N 13
#define O 14
#define P 15
#define Q 16
#define R 17
#define S 18
#define T 19

#define PT(x,y)         ((x) + BSZ1 * (y))

/*
 * A 'frame' is a group of five or six contiguous board locations.
 * An open ended frame is one with spaces on both ends; otherwise, its closed.
 * A 'combo' is a group of intersecting frames and consists of two numbers:
 * 'A' is the number of moves to make the combo non-blockable.
 * 'B' 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
 *
 * Single frame combo values:
 *     <A,B>    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 (<A1,B1> <A2,B2>)
 * with V valid intersection points, is:
 *      A' = A1 + A2 - 2 - V
 *      B' = MIN(A1 + B1 - 1, A2 + B2 - 1)
 * 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 (<A1,B1> <A2,B2>) is better:
 * Both the same color:
 *      <A',B'> = (A1 < A2 || A1 == A2 && B1 <= B2) ? <A1,B1> : <A2,B2>
 *      We want to complete the force first, then the combo with the
 *      fewest moves to win.
 * Different colors, <A1,B1> is the combo for the player with the next move:
 *      <A',B'> = A2 <= 1 && (A1 > 1 || A2 + B2 < A1 + B1) ? <A2,B2> : <A1,B1>
 *      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).
 */

#define MAXA            6
#define MAXB            2
#define MAXCOMBO        0x600

union   comboval {
        struct {
#if BYTE_ORDER == BIG_ENDIAN
                u_char  a;      /* # moves to complete force */
                u_char  b;      /* # moves to win */
#endif
#if BYTE_ORDER == LITTLE_ENDIAN
                u_char  b;      /* # moves to win */
                u_char  a;      /* # moves to complete force */
#endif
        } c;
        u_short s;
};

/*
 * 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];     /* C:previous level or F:NULL */
        union comboval  c_linkv[2];     /* C:combo value for link[0,1] */
        union comboval  c_combo;        /* C:combo value for this level */
        u_short         c_vertex;       /* C:intersection or F:frame head */
        u_char          c_nframes;      /* number of frames in the combo */
        u_char          c_dir;          /* C:loop frame or F:frame direction */
        u_char          c_flg;          /* 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_flg */
#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 */
#define C_MARK          0x08            /* indicates combo processed */

/*
 * 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 */
};

/*
 * One spot structure for each location on the board.
 * A frame consists of the combination for the current spot plus the five spots
 * 0: right, 1: right & down, 2: down, 3: down & left.
 */
struct  spotstr {
        short           s_occ;          /* color of occupant */
        short           s_wval;         /* weighted value */
        int             s_flg;          /* flags for graph walks */
        struct combostr *s_frame[4];    /* level 1 combo for frame[dir] */
        union comboval  s_fval[2][4];   /* combo value for [color][frame] */
        union comboval  s_combo[2];     /* minimum combo value for BLK & WHT */
        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 */
        int             dummy[2];       /* XXX */
};

/* flag values for s_flg */
#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 */

/*
 * This structure is used to store overlap information between frames.
 */
struct  ovlp_info {
        int             o_intersect;    /* intersection spot */
        struct combostr *o_fcombo;      /* the connecting combo */
        u_char          o_link;         /* which link to update (0 or 1) */
        u_char          o_off;          /* offset in frame of intersection */
        u_char          o_frameindex;   /* intersection frame index */
};

extern  char    *letters;
extern  char    fmtbuf[128];
extern  char    pdir[];

extern  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];         /* frame [a][b] overlap */
extern  short   intersect[FAREA * FAREA];       /* frame [a][b] intersection */
extern  int     movelog[BSZ * BSZ];             /* history of moves */
extern  int     movenum;
extern  int     debug;

void    addframes(int);
void    appendcombo(struct combostr *);
void    ask(char *);
void    bdinit(struct spotstr *);
void    bdisp(void);
void    bdisp_init(void);
#ifdef DEBUG
void    bdump(FILE *);
#endif
void    bdwho(int);
int     better(struct spotstr *, struct spotstr *, int);
int     checkframes(struct combostr *, struct combostr *,
            struct spotstr *, int, struct ovlp_info *);
#ifdef DEBUG
void    clearcombo(struct combostr *, int);
#endif
int     ctos(char *);
void    cursfini(void);
void    cursinit(void);
void    dislog(char *);
void    dlog(char *);
int     getcoord(void);
int     get_line(char *, int);
void    init_overlap(void);
#ifdef DEBUG
int     list_eq(struct combostr **, struct combostr **, int);
#endif
void    logit(char *);
int     lton(int);
void    makecombo(struct combostr *, struct spotstr *, int, int);
void    makecombo2(struct combostr *, struct spotstr *, int, int);
void    makeempty(struct combostr *);
int     makemove(int, int);
#ifdef DEBUG
void    markcombo(struct combostr *);
#endif
void    panic(char *);
int     pickmove(int);
void    printcombo(struct combostr *, char *, size_t);
void    qlog(char *);
__dead void     quit(int);
int     readinput(FILE *);
void    scanframes(int);
int     sortcombo(struct combostr **, struct combostr **, struct combostr *);
char    *stoc(int);
void    updatecombo(struct combostr *, int);
void    update_overlap(struct spotstr *);
#ifdef DEBUG
void    whatsup(int);
#endif

#define ASSERT(x)