xref: /netbsd-src/games/gomoku/makemove.c (revision 3dd0208726b5435476347698a451c27e5e1c5bc9)
1 /*	$NetBSD: makemove.c,v 1.43 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 
35 #include <sys/cdefs.h>
36 /*	@(#)makemove.c	8.2 (Berkeley) 5/3/95	*/
37 __RCSID("$NetBSD: makemove.c,v 1.43 2022/06/19 10:23:48 rillig Exp $");
38 
39 #include "gomoku.h"
40 
41 const int     dd[4] = {		/* direction deltas */
42 	1,			/* right */
43 	-(BSZ + 1) + 1,		/* down + right */
44 	-(BSZ + 1),		/* down */
45 	-(BSZ + 1) - 1		/* down + left */
46 };
47 
48 static const int weight[5] = { 0, 1, 7, 22, 100 };
49 
50 static void update_overlap(spot_index);
51 
52 static bool
is_tie(void)53 is_tie(void)
54 {
55 
56 	for (int y = 1; y <= BSZ; y++)
57 		for (int x = 1; x <= BSZ; x++)
58 			if (board[PT(x, y)].s_wval != 0)
59 				return false;
60 	return true;
61 }
62 
63 static void
sortframes_remove(struct combostr * cbp)64 sortframes_remove(struct combostr *cbp)
65 {
66 
67 	if (cbp->c_next == NULL)
68 		return;
69 
70 	if (sortframes[BLACK] == cbp)
71 		sortframes[BLACK] = cbp->c_next;
72 	if (sortframes[WHITE] == cbp)
73 		sortframes[WHITE] = cbp->c_next;
74 	cbp->c_next->c_prev = cbp->c_prev;
75 	cbp->c_prev->c_next = cbp->c_next;
76 }
77 
78 static int
old_weight_value(const struct spotstr * sp,direction r)79 old_weight_value(const struct spotstr *sp, direction r)
80 {
81 	union comboval cb;
82 	int val = 0;
83 	if ((cb = sp->s_fval[BLACK][r]).s <= 0x500)
84 		val += weight[5 - cb.cv_force - cb.cv_win];
85 	if ((cb = sp->s_fval[WHITE][r]).s <= 0x500)
86 		val += weight[5 - cb.cv_force - cb.cv_win];
87 	return val;
88 }
89 
90 /*
91  * Return values:
92  *	MOVEOK	everything is OK.
93  *	RESIGN	Player resigned.
94  *	ILLEGAL	Illegal move.
95  *	WIN	The winning move was just played.
96  *	TIE	The game is a tie.
97  */
98 int
makemove(player_color us,spot_index mv)99 makemove(player_color us, spot_index mv)
100 {
101 
102 	/* check for end of game */
103 	if (mv == RESIGN)
104 		return RESIGN;
105 
106 	/* check for illegal move */
107 	struct spotstr *sp = &board[mv];
108 	if (sp->s_occ != EMPTY)
109 		return ILLEGAL;
110 
111 	/* make move */
112 	sp->s_occ = us;
113 	game.moves[game.nmoves++] = mv;
114 
115 	/* compute new frame values */
116 	sp->s_wval = 0;
117 	for (direction r = 4; r-- > 0; ) {
118 	    int d = dd[r];
119 	    struct spotstr *fsp = &board[mv];
120 
121 	    for (int f = 5; --f >= 0; fsp -= d) {	/* for each frame */
122 		if (fsp->s_occ == BORDER)
123 		    goto nextr;
124 		if (is_blocked(fsp, r))
125 		    continue;
126 
127 		struct combostr *cbp = &frames[fsp->s_frame[r]];
128 		sortframes_remove(cbp);
129 
130 		int val = old_weight_value(fsp, r);
131 
132 		/* compute new combo value for this frame */
133 		bool space = fsp->s_occ == EMPTY;
134 		int n = 0;
135 		sp = fsp;
136 		for (int off = 5; off-- > 0; sp += d) {	/* for each spot */
137 		    if (sp->s_occ == us)
138 			n++;
139 		    else if (sp->s_occ == EMPTY)
140 			sp->s_wval -= val;
141 		    else {
142 			set_blocked(fsp, r);
143 			/* adjust values */
144 			fsp->s_fval[BLACK][r].s = 0x600;
145 			fsp->s_fval[WHITE][r].s = 0x600;
146 			while (off-- > 0) {
147 			    sp += d;
148 			    if (sp->s_occ == EMPTY)
149 				sp->s_wval -= val;
150 			}
151 			goto nextf;
152 		    }
153 		}
154 
155 		/* check for game over */
156 		if (n == 5) {
157 		    game.win_spot = (spot_index)(fsp - board);
158 		    game.win_dir = r;
159 		    return WIN;
160 		}
161 
162 		/* compute new value & combo number for this frame & color */
163 		player_color them = us != BLACK ? BLACK : WHITE;
164 		fsp->s_fval[them][r].s = 0x600;
165 		union comboval *cp = &fsp->s_fval[us][r];
166 		/* both ends open? */
167 		if (space && sp->s_occ == EMPTY) {
168 		    cp->cv_force = 4 - n;
169 		    cp->cv_win = 1;
170 		} else {
171 		    cp->cv_force = 5 - n;
172 		    cp->cv_win = 0;
173 		}
174 		val = weight[n];
175 		sp = fsp;
176 		for (int off = 5; off-- > 0; sp += d)	/* for each spot */
177 		    if (sp->s_occ == EMPTY)
178 			sp->s_wval += val;
179 
180 		/* add this frame to the sorted list of frames by combo value */
181 		struct combostr *cbp1 = sortframes[us];
182 		if (cbp1 == NULL)
183 		    sortframes[us] = cbp->c_next = cbp->c_prev = cbp;
184 		else {
185 		    union comboval *cp1 =
186 			&board[cbp1->c_vertex].s_fval[us][cbp1->c_dir];
187 		    if (cp->s <= cp1->s) {
188 			/* insert at the head of the list */
189 			sortframes[us] = cbp;
190 		    } else {
191 			do {
192 			    cbp1 = cbp1->c_next;
193 			    cp1 = &board[cbp1->c_vertex].s_fval[us][cbp1->c_dir];
194 			    if (cp->s <= cp1->s)
195 				break;
196 			} while (cbp1 != sortframes[us]);
197 		    }
198 		    cbp->c_next = cbp1;
199 		    cbp->c_prev = cbp1->c_prev;
200 		    cbp1->c_prev->c_next = cbp;
201 		    cbp1->c_prev = cbp;
202 		}
203 
204 	    nextf:
205 		;
206 	    }
207 
208 	    /* both ends open? */
209 	    if (fsp->s_occ == EMPTY) {
210 		union comboval *cp = &fsp->s_fval[BLACK][r];
211 		if (cp->cv_win != 0) {
212 		    cp->cv_force++;
213 		    cp->cv_win = 0;
214 		}
215 		cp = &fsp->s_fval[WHITE][r];
216 		if (cp->cv_win != 0) {
217 		    cp->cv_force++;
218 		    cp->cv_win = 0;
219 		}
220 	    }
221 
222 	nextr:
223 	    ;
224 	}
225 
226 	update_overlap(mv);
227 
228 	if (is_tie())
229 		return TIE;
230 
231 	return MOVEOK;
232 }
233 
234 static void
update_overlap_same_direction(spot_index s1,spot_index s2,frame_index a,int d,int off_minus_f,direction r)235 update_overlap_same_direction(spot_index s1, spot_index s2,
236 			      frame_index a, int d, int off_minus_f,
237 			      direction r)
238 {
239 	/*
240 	 * count the number of empty spots to see if there is
241 	 * still an overlap.
242 	 */
243 	int n = 0;
244 	spot_index s = s1;
245 	spot_index es = 0;
246 	for (int b = off_minus_f; b < 5; b++, s += d) {
247 		if (board[s].s_occ == EMPTY) {
248 			es = s;	/* save the intersection point */
249 			n++;
250 		}
251 	}
252 
253 	frame_index b = board[s2].s_frame[r];
254 	if (n == 0) {
255 		if (board[s].s_occ == EMPTY) {
256 			overlap[a * FAREA + b] &= 0xA;
257 			overlap[b * FAREA + a] &= 0xC;
258 			intersect[a * FAREA + b] = s;
259 			intersect[b * FAREA + a] = s;
260 		} else {
261 			overlap[a * FAREA + b] = 0;
262 			overlap[b * FAREA + a] = 0;
263 		}
264 	} else if (n == 1) {
265 		if (board[s].s_occ == EMPTY) {
266 			overlap[a * FAREA + b] &= 0xAF;
267 			overlap[b * FAREA + a] &= 0xCF;
268 		} else {
269 			overlap[a * FAREA + b] &= 0xF;
270 			overlap[b * FAREA + a] &= 0xF;
271 		}
272 		intersect[a * FAREA + b] = es;
273 		intersect[b * FAREA + a] = es;
274 	}
275 	/* else no change, still multiple overlap */
276 }
277 
278 /*
279  * The last move was at 'os', which is part of frame 'a'. There are 6 frames
280  * with direction 'rb' that cross frame 'a' in 'os'. Since the spot 'os'
281  * cannot be used as a double threat anymore, mark each of these crossing
282  * frames as non-overlapping with frame 'a'.
283  */
284 static void
update_overlap_different_direction(spot_index os,frame_index a,direction rb)285 update_overlap_different_direction(spot_index os, frame_index a, direction rb)
286 {
287 
288 	int db = dd[rb];
289 	for (int off = 0; off < 6; off++) {
290 		const struct spotstr *sp = &board[os - db * off];
291 		if (sp->s_occ == BORDER)
292 			break;
293 		if (is_blocked(sp, rb))
294 			continue;
295 
296 		frame_index b = sp->s_frame[rb];
297 		overlap[a * FAREA + b] = 0;
298 		overlap[b * FAREA + a] = 0;
299 	}
300 }
301 
302 /*
303  * fix up the overlap array according to the changed 'os'.
304  */
305 static void
update_overlap(spot_index os)306 update_overlap(spot_index os)
307 {
308 
309 	for (direction r = 4; r-- > 0; ) {
310 	    int d = dd[r];
311 	    spot_index s1 = os;
312 
313 	    /* for each frame 'a' that contains the spot 'os' */
314 	    for (int f = 0; f < 6; f++, s1 -= d) {
315 		if (board[s1].s_occ == BORDER)
316 		    break;
317 		if (is_blocked(&board[s1], r))
318 		    continue;
319 
320 		/*
321 		 * Update all other frames that intersect the current one
322 		 * to indicate whether they still overlap or not.
323 		 * Since F1 overlap F2 == F2 overlap F1, we only need to
324 		 * do the rows 0 <= r1 <= r. The r1 == r case is special
325 		 * since the two frames can overlap in more than one spot.
326 		 */
327 		frame_index a = board[s1].s_frame[r];
328 
329 		spot_index s2 = s1 - d;
330 		for (int off = f + 1; off < 6; off++, s2 -= d) {
331 		    if (board[s2].s_occ == BORDER)
332 			break;
333 		    if (is_blocked(&board[s2], r))
334 			continue;
335 
336 		    update_overlap_same_direction(s1, s2, a, d, off - f, r);
337 		}
338 
339 		/* the other directions can only intersect at spot 'os' */
340 		for (direction rb = 0; rb < r; rb++)
341 			update_overlap_different_direction(os, a, rb);
342 	    }
343 	}
344 }
345