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-rw-r--r--include/tak.c288
1 files changed, 0 insertions, 288 deletions
diff --git a/include/tak.c b/include/tak.c
deleted file mode 100644
index d772b5d..0000000
--- a/include/tak.c
+++ /dev/null
@@ -1,288 +0,0 @@
-#include "tak.h"
-
-// -------------------------------------------------------------------
-// Helpers
-
-#define NUM_SHIFT 4
-#define NUM_INC (0x1<<NUM_SHIFT) // 0b00010000
-#define NUM_MASK (0xF<<NUM_SHIFT) // 0b11110000
-#define STONE_MASK 0b00000011
-#define DFS_MASK 0b00001100
-#define USED_MASK 0b11110011
-
-#define STONE_AT(l) (celldat[(l)] & STONE_MASK)
-#define COUNT_AT(l) (celldat[(l)] >> NUM_SHIFT)
-
-#define THE_COORDS(x,y) ((x)+(y)*board_size)
-
-// -------------------------------------------------------------------
-// Game management
-
-uint8_t init_game() {
- colours = calloc(board_size * board_size, sizeof(colour_stack_t));
- if (colours == NULL) return -1;
- celldat = calloc(board_size * board_size, sizeof(data_t));
- if (celldat == NULL) return -1;
-
- reset_game();
- return 0;
-}
-
-void reset_game() {
- if (board_size == 6) {
- white_flats = 30; black_flats = 30;
- } else {
- white_flats = 21; black_flats = 21;
- }
- white_caps = 1; black_caps = 1;
-
- turn = 0;
-
- for (uint8_t k = 0; k < board_size * board_size; k++ ) {
- celldat[k] = 0;
- }
-}
-
-void free_game() {
- free(colours);
- free(celldat);
-}
-
-// -------------------------------------------------------------------
-// Place stone
-
-enum ACTION_RESULT
-try_place(const int8_t location, const enum COLOUR colour,
- const enum STONE_VARIANT stone)
-{
- // Can't place on an occupied square
- if (COUNT_AT(location)) {
- return A_ILLEGAL;
- } else {
- switch (stone) {
- case STONE_STANDING: ;
- case STONE_FLAT: {
- if (colour == C_BLACK) {
- if (black_flats) black_flats--;
- else return A_ILLEGAL;
- } else {
- if (white_flats) white_flats--;
- else return A_ILLEGAL;
- }
- break;
- }
- case STONE_CAPSTONE: {
- if (colour == C_BLACK) {
- if (black_caps) black_caps--;
- else return A_ILLEGAL;
- } else {
- if (white_caps) white_caps--;
- else return A_ILLEGAL;
- }
- break;
- }
- }
-
- colours[location] = colour;
- celldat[location] = NUM_INC | stone;
- return A_OK;
- }
-}
-
-// -------------------------------------------------------------------
-// Move stack
-
-void
-push_stones(const int8_t location, const uint8_t count, const uint8_t new_colours,
- const enum STONE_VARIANT top_stone) {
- colours[location] = (colours[location] << count) | new_colours;
- celldat[location] = ((celldat[location] + ((count << NUM_SHIFT))) & NUM_MASK) | top_stone;
-}
-
-void
-drop_stones(const int8_t location, const uint8_t count) {
- // Calling this with count = 0 is destructive
- colours[location] >>= count;
- const uint8_t dec_count = celldat[location] + (((~count) << NUM_SHIFT));
- celldat[location] = dec_count & NUM_MASK;
-}
-
-enum ACTION_RESULT
-try_move(const int8_t location, const enum MOVE_DIRECTION direction,
- const uint8_t steps, const uint8_t * const drops) {
- // Can't do this
- if (steps == 0) return A_ILLEGAL;
-
- int8_t delta;
- // Is the desired direction and count on the board?
- switch (direction) {
- case M_UP: {
- delta = +board_size;
- if (location + delta * steps > board_size * board_size) return A_ILLEGAL;
- else break;
- };
- case M_DOWN: {
- delta = -board_size;
- if (location + delta * steps < 0) return A_ILLEGAL;
- else break;
- };
- case M_RIGHT: {
- delta = +1;
- if (location + delta * steps > board_size * board_size) return A_ILLEGAL;
- else break;
- };
- case M_LEFT: {
- delta = -1;
- if (location + delta * steps < 0) return A_ILLEGAL;
- else break;
- };
- };
-
- // For every square in the direction
- uint8_t total = 0;
- for (uint8_t k = 0; k < steps; k++) {
- // Can't drop 0 anywhere because we're past the first square
- if (drops[k] == 0)
- return A_ILLEGAL;
- // Can't drop more than BOARD_SIZE stones in a square
- if (drops[k] > board_size)
- return A_ILLEGAL;
- // Check for overflows
- if (COUNT_AT(location+(k+1)*delta) + drops[k] > 0x0F)
- return A_OVERFLOW;
- // Check for capstone
- if (STONE_AT(location+(k+1)*delta) == STONE_CAPSTONE)
- return A_ILLEGAL;
- // Check for wall
- if ( (STONE_AT(location+(k+1)*delta) == STONE_STANDING)
- // If not last drop, or not dropping just one, or not a cap
- && ( (k+1 < steps)
- || (drops[k] != 1)
- || (STONE_AT(location) != STONE_CAPSTONE) )
- )
- return A_ILLEGAL;
- total += drops[k];
- }
-
- // Can't ask to move more than BOARD_SIZE or stones available
- if ( (total > board_size) || (total > COUNT_AT(location)) )
- return A_ILLEGAL;
-
- // Nothing illegal, do it
- uint8_t j = total;
- for (uint8_t k = 0; k < steps; k++) {
- j -= drops[k];
- push_stones(location+(k+1)*delta,
- drops[k],
- (colours[location] >> j) & (0xFFFF >> (16 - drops[k])),
- (k == steps - 1) ? STONE_AT(location) : STONE_FLAT);
- }
-
- drop_stones(location, COUNT_AT(location)-total);
-
- return A_OK;
-}
-
-// -------------------------------------------------------------------
-// Win conditions
-
-uint8_t
-board_full(void) {
- for (uint8_t k; k < board_size*board_size; k++) {
- if (COUNT_AT(k) == 0) return 0;
- }
- return 1;
-}
-
-// direction == 0 --> left-to-right, otherwise --> top-to-bottom
-uint8_t
-dfs_road(uint8_t dfs_stack[board_size*board_size], uint8_t dfs_pntr,
- const enum COLOUR colour, const uint8_t direction) {
- while (dfs_pntr > 0) {
- const uint8_t cur = dfs_stack[--dfs_pntr];
- // Made it to the other side?
- if (direction) {
- if (cur >= board_size * (board_size - 1))
- return 1;
- } else {
- if (cur % board_size == 0)
- return 1;
- }
- // Add neighbours of appropriate colour
- if ( (cur + 1 < board_size * board_size)
- && ((colours[cur+1] & 1) == colour)
- && ((celldat[cur+1] & DFS_MASK) == 0) ) {
- dfs_stack[dfs_pntr++] = cur + 1;
- celldat[cur+1] |= DFS_MASK;
- }
- if ( (cur >= 1)
- && ((colours[cur-1] & 1) == colour)
- && ((celldat[cur-1] & DFS_MASK) == 0) ) {
- dfs_stack[dfs_pntr++] = cur - 1;
- celldat[cur-1] |= DFS_MASK;
- }
- if ( (cur + board_size < board_size * board_size)
- && ((colours[cur+board_size] & 1) == colour)
- && ((celldat[cur+board_size] & DFS_MASK) == 0) ) {
- dfs_stack[dfs_pntr++] = cur + board_size;
- celldat[cur+board_size] |= DFS_MASK;
- }
- if ( (cur >= board_size)
- && ((colours[cur-board_size] & 1) == colour)
- && ((celldat[cur-board_size] & DFS_MASK) == 0) ) {
- dfs_stack[dfs_pntr++] = cur - board_size;
- celldat[cur-board_size] |= DFS_MASK;
- }
- }
- return 0;
-}
-
-enum WIN_RESULT
-check_win(const enum COLOUR colour) {
- // Do we do a flat count?
- if (black_flats == 0 || white_flats == 0 || board_full()) {
- int8_t total = 0;
- for (uint8_t k = 0; k < board_size * board_size; k++) {
- if (STONE_AT(k) == STONE_FLAT) {
- total += ((colours[k] & 1) == C_BLACK) ? +1 : -1 ;
- }
- }
- if (total > 0) return W_FLAT_BLACK;
- else return W_FLAT_WHITE;
- }
-
- // Road?
- uint8_t dfs_stack[board_size * board_size];
- uint8_t dfs_pntr = 0;
-
- // Prime the depth-first-search stack with all boundary cells of
- // colour COLOUR, we're using the two left-over bits in data_t to
- // track whether we've seen it. Reset those before anything.
-
- for (uint8_t k=0; k<board_size*board_size; k++) {
- celldat[k] &= USED_MASK;
- }
-
- enum WIN_RESULT res = (colour == C_BLACK) ?
- W_ROAD_BLACK : W_ROAD_WHITE;
-
- // First left-to-right
- for (uint8_t y=0; y<board_size; y++) {
- if ( (colours[THE_COORDS(0, y)] & 1) == colour) {
- dfs_stack[dfs_pntr++] = THE_COORDS(0, y);
- celldat[THE_COORDS(0, y)] |= DFS_MASK;
- }
- }
- if (dfs_road(dfs_stack, dfs_pntr, colour, 0)) return res;
-
- // Then top-to-bottom
- for (uint8_t x=1; x+1<board_size; x++) {
- if ( (colours[THE_COORDS(x, 0)] & 1) == colour) {
- dfs_stack[dfs_pntr++] = THE_COORDS(x, 0);
- celldat[THE_COORDS(x, 0)] |= DFS_MASK;
- }
- }
- if (dfs_road(dfs_stack, dfs_pntr, colour, 1)) return res;
-
- return W_NONE;
-}