diff options
Diffstat (limited to 'include/tak.c')
| -rw-r--r-- | include/tak.c | 872 |
1 files changed, 436 insertions, 436 deletions
diff --git a/include/tak.c b/include/tak.c index 6505bb1..5fd8e9a 100644 --- a/include/tak.c +++ b/include/tak.c @@ -1,18 +1,18 @@ /* - This file is part of ct. + This file is part of ct. - This program is free software: you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation, either version 3 of the License, or - (at your option) any later version. + This program is free software: you can redistribute it and/or modify + it under the terms of the GNU General Public License as published by + the Free Software Foundation, either version 3 of the License, or + (at your option) any later version. - This program is distributed in the hope that it will be useful, but - WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU - General Public License for more details. + This program is distributed in the hope that it will be useful, but + WITHOUT ANY WARRANTY; without even the implied warranty of + MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + General Public License for more details. - You should have received a copy of the GNU General Public License - along with ct. If not, see <https://www.gnu.org/licenses/>. + You should have received a copy of the GNU General Public License + along with ct. If not, see <https://www.gnu.org/licenses/>. */ #include "tak.h" @@ -40,34 +40,34 @@ uint8_t white_count, black_count, ply; void reset_state(const uint8_t new_board_size) { - if (new_board_size == 6) { - board_size = 6; - white_count = 128 | 30; - black_count = 128 | 30; - } else { - board_size = 5; - white_count = 128 | 21; - black_count = 128 | 21; - } + if (new_board_size == 6) { + board_size = 6; + white_count = 128 | 30; + black_count = 128 | 30; + } else { + board_size = 5; + white_count = 128 | 21; + black_count = 128 | 21; + } - ply = 0; - won = 0xFF; // i may live to regret this hack - current_colour = C_BLACK; + ply = 0; + won = 0xFF; // i may live to regret this hack + current_colour = C_BLACK; - for (uint8_t k = 0; k < NUM_SQUARES; k++ ) { - celldat[k] = 0; - } + for (uint8_t k = 0; k < NUM_SQUARES; k++ ) { + celldat[k] = 0; + } } void next_ply(void) { - ply++; - if (ply == 2) { - current_colour = C_WHITE; - } else { - if (current_colour == C_BLACK) current_colour = C_WHITE; - else current_colour = C_BLACK; - } + ply++; + if (ply == 2) { + current_colour = C_WHITE; + } else { + if (current_colour == C_BLACK) current_colour = C_WHITE; + else current_colour = C_BLACK; + } } // =================================================================== @@ -76,47 +76,47 @@ next_ply(void) { enum ACT_RESULT try_place(const int8_t location, const enum COLOUR colour, - const enum STONE_VARIANT stone) + const enum STONE_VARIANT stone) { - // Game is over? - if (won < 0xFF) return GAME_END; - // Can't place on an occupied square - if (COUNT_AT(location)) { - return ACT_ILLEGAL; + // Game is over? + if (won < 0xFF) return GAME_END; + // Can't place on an occupied square + if (COUNT_AT(location)) { + return ACT_ILLEGAL; + } else { + switch (stone) { + case STONE_STANDING: + if (ply < 2) return ACT_ILLEGAL; + // behold the magic GCC comment which defeates + // -Wimplicit-fallthrough: + // fall through + case STONE_FLAT: { + if (colour == C_BLACK) { + if (black_count & 127) black_count--; + else return ACT_ILLEGAL; } else { - switch (stone) { - case STONE_STANDING: - if (ply < 2) return ACT_ILLEGAL; - // behold the magic GCC comment which defeates - // -Wimplicit-fallthrough: - // fall through - case STONE_FLAT: { - if (colour == C_BLACK) { - if (black_count & 127) black_count--; - else return ACT_ILLEGAL; - } else { - if (white_count & 127) white_count--; - else return ACT_ILLEGAL; - } - break; - } - case STONE_CAPSTONE: { - if (ply < 2) return ACT_ILLEGAL; - if (colour == C_BLACK) { - if (black_count & 128) black_count &= 127; - else return ACT_ILLEGAL; - } else { - if (white_count & 128) white_count &= 127; - else return ACT_ILLEGAL; - } - break; - } - } - - colours[location] = colour; - celldat[location] = NUM_INC | stone; - return ACT_OK; + if (white_count & 127) white_count--; + else return ACT_ILLEGAL; } + break; + } + case STONE_CAPSTONE: { + if (ply < 2) return ACT_ILLEGAL; + if (colour == C_BLACK) { + if (black_count & 128) black_count &= 127; + else return ACT_ILLEGAL; + } else { + if (white_count & 128) white_count &= 127; + else return ACT_ILLEGAL; + } + break; + } + } + + colours[location] = colour; + celldat[location] = NUM_INC | stone; + return ACT_OK; + } } // =================================================================== @@ -125,105 +125,105 @@ try_place(const int8_t location, const enum COLOUR colour, static inline 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] = top_stone - | ((celldat[location] + ((count << NUM_SHIFT))) & NUM_MASK); + const uint8_t new_colours, + const enum STONE_VARIANT top_stone) { + colours[location] = (colours[location] << count) | new_colours; + celldat[location] = top_stone + | ((celldat[location] + ((count << NUM_SHIFT))) & NUM_MASK); } enum ACT_RESULT try_move(const int8_t location, const enum MOVE_DIRECTION direction, - const uint8_t steps, const uint8_t drops[5]) { - // Game is over? - if (won < 0xFF) return GAME_END; - // Can't do this - if (steps == 0 || steps > board_size) return ACT_ILLEGAL; - // Check for stones at all - const uint8_t avail = COUNT_AT(location); - if (avail == 0) return ACT_ILLEGAL; - // Does the current player own the pile? - if ((colours[location] & 1) != current_colour) return ACT_ILLEGAL; - // Is the desired direction and count on the board? - int8_t delta = 0; - switch (direction) { - case M_UP: { - delta = +board_size; - if (location + delta * steps > NUM_SQUARES) - return ACT_ILLEGAL; - break; - }; - case M_DOWN: { - delta = -board_size; - if (location + delta * steps < 0) - return ACT_ILLEGAL; - break; - }; - case M_RIGHT: { - delta = +1; - if ((location + steps * delta) / board_size - > location / board_size) - return ACT_ILLEGAL; - break; - }; - case M_LEFT: { - delta = -1; - // We need the extra check for zero here because, irritatingly, - // -1 / board_size == 1 / board_size - if ((location + steps * delta < 0) || - ((location + steps * delta) / board_size - < location / board_size)) - return ACT_ILLEGAL; - break; - }; - }; + const uint8_t steps, const uint8_t drops[5]) { + // Game is over? + if (won < 0xFF) return GAME_END; + // Can't do this + if (steps == 0 || steps > board_size) return ACT_ILLEGAL; + // Check for stones at all + const uint8_t avail = COUNT_AT(location); + if (avail == 0) return ACT_ILLEGAL; + // Does the current player own the pile? + if ((colours[location] & 1) != current_colour) return ACT_ILLEGAL; + // Is the desired direction and count on the board? + int8_t delta = 0; + switch (direction) { + case M_UP: { + delta = +board_size; + if (location + delta * steps > NUM_SQUARES) + return ACT_ILLEGAL; + break; + }; + case M_DOWN: { + delta = -board_size; + if (location + delta * steps < 0) + return ACT_ILLEGAL; + break; + }; + case M_RIGHT: { + delta = +1; + if ((location + steps * delta) / board_size + > location / board_size) + return ACT_ILLEGAL; + break; + }; + case M_LEFT: { + delta = -1; + // We need the extra check for zero here because, irritatingly, + // -1 / board_size == 1 / board_size + if ((location + steps * delta < 0) || + ((location + steps * delta) / board_size + < location / board_size)) + return ACT_ILLEGAL; + 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 ACT_ILLEGAL; - // Can't drop more than BOARD_SIZE stones in a square - if (drops[k] > board_size) - return ACT_ILLEGAL; - // Check for overflows - if (COUNT_AT(location+(k+1)*delta) + drops[k] > 0x0F) - return ACT_OVERFLOW; - // Check for capstone - if (STONE_AT(location+(k+1)*delta) == STONE_CAPSTONE) - return ACT_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 ACT_ILLEGAL; - total += drops[k]; - } + // 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 ACT_ILLEGAL; + // Can't drop more than BOARD_SIZE stones in a square + if (drops[k] > board_size) + return ACT_ILLEGAL; + // Check for overflows + if (COUNT_AT(location+(k+1)*delta) + drops[k] > 0x0F) + return ACT_OVERFLOW; + // Check for capstone + if (STONE_AT(location+(k+1)*delta) == STONE_CAPSTONE) + return ACT_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 ACT_ILLEGAL; + total += drops[k]; + } - // Can't ask to move 0, more than board_size, or stones available - if ( (total == 0) || (total > board_size) || (total > avail) ) - return ACT_ILLEGAL; + // Can't ask to move 0, more than board_size, or stones available + if ( (total == 0) || (total > board_size) || (total > avail) ) + return ACT_ILLEGAL; - // Nothing illegal, do it. First we add the stones to the - // destination squares - 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 >> (0x10 - drops[k])), - (k == steps - 1) ? STONE_AT(location) : STONE_FLAT); - } - // Then we drop them from the source - colours[location] >>= total; - const uint8_t dec_count = celldat[location] - (total << NUM_SHIFT); - celldat[location] = dec_count & NUM_MASK; + // Nothing illegal, do it. First we add the stones to the + // destination squares + 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 >> (0x10 - drops[k])), + (k == steps - 1) ? STONE_AT(location) : STONE_FLAT); + } + // Then we drop them from the source + colours[location] >>= total; + const uint8_t dec_count = celldat[location] - (total << NUM_SHIFT); + celldat[location] = dec_count & NUM_MASK; - return ACT_OK; + return ACT_OK; } // =================================================================== @@ -233,140 +233,140 @@ try_move(const int8_t location, const enum MOVE_DIRECTION direction, // Check for the presence of a road connecting opposite sides static enum WIN_TYPE check_road_colour(const enum COLOUR colour) { - int component[NUM_SQUARES], touching[NUM_SQUARES]; + int component[NUM_SQUARES], touching[NUM_SQUARES]; - /* - We're doing a poor version of a disjoint set data structure to - track and merge connected components. The array `component' stores - indices to the representative cells of each connected component. A - cell is representative if component[cell] = cell. We track only - whether representatives are touching sides, and do a 2-dimensional - DP approach to forming these from the board. + /* + We're doing a poor version of a disjoint set data structure to + track and merge connected components. The array `component' stores + indices to the representative cells of each connected component. A + cell is representative if component[cell] = cell. We track only + whether representatives are touching sides, and do a 2-dimensional + DP approach to forming these from the board. - Note: we don't track the rank/size of each tree, because we're not - interested in good asymptotic complexity in the size of the board, - merely good performance for a single board size in practice. For - the same reason we also don't do path flattening/halving or - anything. - */ - for (int k=0; k<NUM_SQUARES; k++) { - component[k] = k; // every square is in its own connected - // component initially - touching[k] = 0; // and not connected to any sides - } + Note: we don't track the rank/size of each tree, because we're not + interested in good asymptotic complexity in the size of the board, + merely good performance for a single board size in practice. For + the same reason we also don't do path flattening/halving or + anything. + */ + for (int k=0; k<NUM_SQUARES; k++) { + component[k] = k; // every square is in its own connected + // component initially + touching[k] = 0; // and not connected to any sides + } - // touching is the bit mask for connectivity, - // bottom | top | left | right - // 1 2 4 8 + // touching is the bit mask for connectivity, + // bottom | top | left | right + // 1 2 4 8 - int touch = 5; - for (int row = 0; row < board_size; row++) { - for (int col = 0; col < board_size; col++) { - const int cur = THE_COORDS(col, row); - if (COUNT_AT(cur) - && (colours[cur] & 1) == colour - && STONE_AT(cur) != STONE_STANDING) { + int touch = 5; + for (int row = 0; row < board_size; row++) { + for (int col = 0; col < board_size; col++) { + const int cur = THE_COORDS(col, row); + if (COUNT_AT(cur) + && (colours[cur] & 1) == colour + && STONE_AT(cur) != STONE_STANDING) { - // do we have any neighbours to the left and below? - const int left_neighbour = ((cur % board_size > 0) - && (COUNT_AT(cur - 1)) // wont ever be out of bounds - && ((colours[cur - 1] & 1) == colour) - && (STONE_AT(cur - 1) != STONE_STANDING)); + // do we have any neighbours to the left and below? + const int left_neighbour = ((cur % board_size > 0) + && (COUNT_AT(cur - 1)) // wont ever be out of bounds + && ((colours[cur - 1] & 1) == colour) + && (STONE_AT(cur - 1) != STONE_STANDING)); - const int lowr_neighbour = ((cur >= board_size) - && (COUNT_AT(cur - board_size)) - && ((colours[cur - board_size] & 1) == colour) - && (STONE_AT(cur - board_size) != STONE_STANDING)); + const int lowr_neighbour = ((cur >= board_size) + && (COUNT_AT(cur - board_size)) + && ((colours[cur - board_size] & 1) == colour) + && (STONE_AT(cur - board_size) != STONE_STANDING)); - // always take the component of the lower neighbour if - // possible, failing that take the left neighbour, otherwise - // we're not yet connected, so update our own component. - if (lowr_neighbour) { - // look up the root of the lower neighbour - int root = cur - board_size; - while (root != component[root]) - root = component[root]; - // join the set - component[cur] = root; - if (touch) { - // something new - touching[root] |= touch; - // are we done? - if ( (touching[root] & 0x3) == 0x3 || (touching[root] & 0xC) == 0xC) - return (colour == C_BLACK) ? WIN_ROAD_BLACK : WIN_ROAD_WHITE; - } - // if we also have a left neighbour then we should `merge' - // sets, and here we assume that the left neighbour set is - // always smaller (may not be) for the direction of merge - if (left_neighbour) { - int left_root = cur - 1; - while (left_root != component[left_root]) - left_root = component[left_root]; - // merge - const int left_touch = touching[left_root]; - if (left_touch) { - touching[root] |= left_touch; - if ( (touching[root] & 0x3) == 0x3 || (touching[root] & 0xC) == 0xC) - return (colour == C_BLACK) ? WIN_ROAD_BLACK : WIN_ROAD_WHITE; - } - component[left_root] = root; - } - } else if (left_neighbour) { - int root = cur - 1; - while (root != component[root]) - root = component[root]; - component[cur] = root; - if (touch) { - touching[root] |= touch; - if ( (touching[root] & 0x3) == 0x3 || (touching[root] & 0xC) == 0xC) - return (colour == C_BLACK) ? WIN_ROAD_BLACK : WIN_ROAD_WHITE; - } - } else if (touch) { - // we had no left or lower neighbour, so we're on our own - touching[cur] = touch; - } - } - if (col + 2 == board_size) touch |= 8; - else touch &= 0x3; - } - if (row + 2 == board_size) touch = 6; - else touch = 4; + // always take the component of the lower neighbour if + // possible, failing that take the left neighbour, otherwise + // we're not yet connected, so update our own component. + if (lowr_neighbour) { + // look up the root of the lower neighbour + int root = cur - board_size; + while (root != component[root]) + root = component[root]; + // join the set + component[cur] = root; + if (touch) { + // something new + touching[root] |= touch; + // are we done? + if ( (touching[root] & 0x3) == 0x3 || (touching[root] & 0xC) == 0xC) + return (colour == C_BLACK) ? WIN_ROAD_BLACK : WIN_ROAD_WHITE; + } + // if we also have a left neighbour then we should `merge' + // sets, and here we assume that the left neighbour set is + // always smaller (may not be) for the direction of merge + if (left_neighbour) { + int left_root = cur - 1; + while (left_root != component[left_root]) + left_root = component[left_root]; + // merge + const int left_touch = touching[left_root]; + if (left_touch) { + touching[root] |= left_touch; + if ( (touching[root] & 0x3) == 0x3 || (touching[root] & 0xC) == 0xC) + return (colour == C_BLACK) ? WIN_ROAD_BLACK : WIN_ROAD_WHITE; + } + component[left_root] = root; + } + } else if (left_neighbour) { + int root = cur - 1; + while (root != component[root]) + root = component[root]; + component[cur] = root; + if (touch) { + touching[root] |= touch; + if ( (touching[root] & 0x3) == 0x3 || (touching[root] & 0xC) == 0xC) + return (colour == C_BLACK) ? WIN_ROAD_BLACK : WIN_ROAD_WHITE; + } + } else if (touch) { + // we had no left or lower neighbour, so we're on our own + touching[cur] = touch; } - return 0xFF; + } + if (col + 2 == board_size) touch |= 8; + else touch &= 0x3; + } + if (row + 2 == board_size) touch = 6; + else touch = 4; + } + return 0xFF; } enum WIN_TYPE check_win(void) { - // Road? - enum WIN_TYPE rb, rw; - rb = check_road_colour(C_BLACK); - rw = check_road_colour(C_WHITE); + // Road? + enum WIN_TYPE rb, rw; + rb = check_road_colour(C_BLACK); + rw = check_road_colour(C_WHITE); - if (rb == WIN_ROAD_BLACK && rw == WIN_ROAD_WHITE) { - return (ply & 1) ? rb : rw; // Dragons - } else if (rw == WIN_ROAD_WHITE) { - return rw; - } else if (rb == WIN_ROAD_BLACK) { - return rb; - } + if (rb == WIN_ROAD_BLACK && rw == WIN_ROAD_WHITE) { + return (ply & 1) ? rb : rw; // Dragons + } else if (rw == WIN_ROAD_WHITE) { + return rw; + } else if (rb == WIN_ROAD_BLACK) { + return rb; + } - // Do we do a flat count? - int8_t total = 0, board_full = 1; - for (uint8_t k = 0; k < NUM_SQUARES; k++) { - if (COUNT_AT(k) == 0) { - board_full = 0; - } else if (STONE_AT(k) == STONE_FLAT) { - total += ((colours[k] & 1) == C_BLACK) ? +1 : -1 ; - } - } - if (black_count == 0 || white_count == 0 || board_full) { - // Decide based on count - if (total > 0) return WIN_FLAT_BLACK; - else if (total < 0) return WIN_FLAT_WHITE; - else return WIN_DRAW; - } + // Do we do a flat count? + int8_t total = 0, board_full = 1; + for (uint8_t k = 0; k < NUM_SQUARES; k++) { + if (COUNT_AT(k) == 0) { + board_full = 0; + } else if (STONE_AT(k) == STONE_FLAT) { + total += ((colours[k] & 1) == C_BLACK) ? +1 : -1 ; + } + } + if (black_count == 0 || white_count == 0 || board_full) { + // Decide based on count + if (total > 0) return WIN_FLAT_BLACK; + else if (total < 0) return WIN_FLAT_WHITE; + else return WIN_DRAW; + } - return 0xFF; + return 0xFF; } // =================================================================== // PTN place parser @@ -374,38 +374,38 @@ check_win(void) { #define NULL 0 -#define ASSERT_NONEMPTY { \ - if (ptn == NULL || *ptn == 0) return PTN_INVALID; \ - } +#define ASSERT_NONEMPTY { \ + if (ptn == NULL || *ptn == 0) return PTN_INVALID; \ + } #define ASSERT_MORE { if (*ptn == 0) return PTN_INVALID; } enum PTN_RESULT parse_place(char *ptn, uint8_t *out_location, - enum STONE_VARIANT *out_stone) { + enum STONE_VARIANT *out_stone) { - ASSERT_NONEMPTY; + ASSERT_NONEMPTY; - *out_stone = STONE_FLAT; - switch (*ptn) { - case 'C' : { ptn++; *out_stone = STONE_CAPSTONE; break; }; - case 'S' : { ptn++; *out_stone = STONE_STANDING; break; }; - case 'F' : { ptn++; break; }; - } + *out_stone = STONE_FLAT; + switch (*ptn) { + case 'C' : { ptn++; *out_stone = STONE_CAPSTONE; break; }; + case 'S' : { ptn++; *out_stone = STONE_STANDING; break; }; + case 'F' : { ptn++; break; }; + } - ASSERT_MORE; + ASSERT_MORE; - if ( (*ptn < 'a') || (*ptn > '`' + board_size) ) return PTN_INVALID; - *out_location = *ptn - 'a'; + if ( (*ptn < 'a') || (*ptn > '`' + board_size) ) return PTN_INVALID; + *out_location = *ptn - 'a'; - ptn++; ASSERT_MORE; + ptn++; ASSERT_MORE; - if ( (*ptn < '1') || (*ptn > board_size + '0') ) return PTN_INVALID; - *out_location += board_size * (*ptn - '1'); + if ( (*ptn < '1') || (*ptn > board_size + '0') ) return PTN_INVALID; + *out_location += board_size * (*ptn - '1'); - if (*(++ptn) > 0) return PTN_INVALID; + if (*(++ptn) > 0) return PTN_INVALID; - return PTN_OK; + return PTN_OK; } // =================================================================== @@ -414,72 +414,72 @@ parse_place(char *ptn, uint8_t *out_location, enum PTN_RESULT parse_move(char *ptn, uint8_t *out_location, - enum MOVE_DIRECTION *out_direction, - uint8_t *out_steps, uint8_t out_drops[5]) { + enum MOVE_DIRECTION *out_direction, + uint8_t *out_steps, uint8_t out_drops[5]) { - ASSERT_NONEMPTY; + ASSERT_NONEMPTY; - uint8_t picked_up = 1; + uint8_t picked_up = 1; - // Optionally indicate how many stones picked up - if ( (*ptn >= '1') && (*ptn <= '0' + board_size)) { - picked_up = *ptn - '0'; - ptn++; ASSERT_MORE; - } + // Optionally indicate how many stones picked up + if ( (*ptn >= '1') && (*ptn <= '0' + board_size)) { + picked_up = *ptn - '0'; + ptn++; ASSERT_MORE; + } - // column must be on the board - if ( (*ptn < 'a') || (*ptn > '`' + board_size) ) return PTN_INVALID; - *out_location = *ptn - 'a'; + // column must be on the board + if ( (*ptn < 'a') || (*ptn > '`' + board_size) ) return PTN_INVALID; + *out_location = *ptn - 'a'; - ptn++; ASSERT_MORE; + ptn++; ASSERT_MORE; - // row must be on the board - if ( (*ptn < '1') || (*ptn > board_size + '0') ) return PTN_INVALID; - *out_location += board_size * (*ptn - '1'); + // row must be on the board + if ( (*ptn < '1') || (*ptn > board_size + '0') ) return PTN_INVALID; + *out_location += board_size * (*ptn - '1'); - ptn++; ASSERT_MORE; + ptn++; ASSERT_MORE; - // valid direction - switch (*ptn) { - case '+': { *out_direction = M_UP; break; } - case '-': { *out_direction = M_DOWN; break; } - case '<': { *out_direction = M_LEFT; break; } - case '>': { *out_direction = M_RIGHT; break; } - default: return PTN_INVALID; - } + // valid direction + switch (*ptn) { + case '+': { *out_direction = M_UP; break; } + case '-': { *out_direction = M_DOWN; break; } + case '<': { *out_direction = M_LEFT; break; } + case '>': { *out_direction = M_RIGHT; break; } + default: return PTN_INVALID; + } - // Handle the case 'n<column><row><direction>' as - // 'n<column><row><direction>n' for convenience, if n is omitted - // assume n = 1 - ptn++; - if (*ptn == 0) { - *out_steps = 1; - out_drops[0] = picked_up; - return PTN_OK; - } + // Handle the case 'n<column><row><direction>' as + // 'n<column><row><direction>n' for convenience, if n is omitted + // assume n = 1 + ptn++; + if (*ptn == 0) { + *out_steps = 1; + out_drops[0] = picked_up; + return PTN_OK; + } - // Parse the drops in each subsequent square - *out_steps = 0; - uint8_t total = 0; - while (*ptn) { - // can't drop more than the carry limit, or less than 1 - if ( (*ptn < '1') || (*ptn > '0' + board_size) ) - return PTN_INVALID; + // Parse the drops in each subsequent square + *out_steps = 0; + uint8_t total = 0; + while (*ptn) { + // can't drop more than the carry limit, or less than 1 + if ( (*ptn < '1') || (*ptn > '0' + board_size) ) + return PTN_INVALID; - // can't move more than the size of the board in any direction - if ( (*out_steps + 1 >= board_size) && *ptn) - return PTN_INVALID; + // can't move more than the size of the board in any direction + if ( (*out_steps + 1 >= board_size) && *ptn) + return PTN_INVALID; - out_drops[*out_steps] = *ptn - '0'; - total += out_drops[*out_steps]; - *out_steps += 1; - ptn++; - } + out_drops[*out_steps] = *ptn - '0'; + total += out_drops[*out_steps]; + *out_steps += 1; + ptn++; + } - // Mismatch between number of stones picked up and total dropped - if ( total != picked_up ) return PTN_INVALID; + // Mismatch between number of stones picked up and total dropped + if ( total != picked_up ) return PTN_INVALID; - return PTN_OK; + return PTN_OK; } // =================================================================== @@ -488,15 +488,15 @@ parse_move(char *ptn, uint8_t *out_location, void generate_place(const uint8_t in_location, - const enum STONE_VARIANT in_stone, char out_ptn[4]) { - switch (in_stone) { - case STONE_FLAT: { break; } - case STONE_STANDING: { *out_ptn = 'S'; out_ptn++; break; } - case STONE_CAPSTONE: { *out_ptn = 'C'; out_ptn++; break; } - } - *out_ptn = 'a' + (in_location % board_size); out_ptn++; - *out_ptn = '1' + (in_location / board_size); out_ptn++; - *out_ptn = 0; + const enum STONE_VARIANT in_stone, char out_ptn[4]) { + switch (in_stone) { + case STONE_FLAT: { break; } + case STONE_STANDING: { *out_ptn = 'S'; out_ptn++; break; } + case STONE_CAPSTONE: { *out_ptn = 'C'; out_ptn++; break; } + } + *out_ptn = 'a' + (in_location % board_size); out_ptn++; + *out_ptn = '1' + (in_location / board_size); out_ptn++; + *out_ptn = 0; } // =================================================================== @@ -505,30 +505,30 @@ generate_place(const uint8_t in_location, void generate_move(const uint8_t in_location, - const enum MOVE_DIRECTION in_direction, - const uint8_t in_steps, const uint8_t in_drops[5], - char out_ptn[10]) { - uint8_t total = 0; - for (uint8_t k = 0; k<in_steps; k++) total+=in_drops[k]; - if (total > 1) { - *out_ptn = '0' + total; out_ptn++; - } + const enum MOVE_DIRECTION in_direction, + const uint8_t in_steps, const uint8_t in_drops[5], + char out_ptn[10]) { + uint8_t total = 0; + for (uint8_t k = 0; k<in_steps; k++) total+=in_drops[k]; + if (total > 1) { + *out_ptn = '0' + total; out_ptn++; + } - *out_ptn = 'a' + (in_location % board_size); out_ptn++; - *out_ptn = '1' + (in_location / board_size); out_ptn++; + *out_ptn = 'a' + (in_location % board_size); out_ptn++; + *out_ptn = '1' + (in_location / board_size); out_ptn++; - switch (in_direction) { - case M_UP: { *out_ptn = '+'; break; } - case M_DOWN: { *out_ptn = '-'; break; } - case M_LEFT: { *out_ptn = '<'; break; } - case M_RIGHT: { *out_ptn = '>'; break; } - }; out_ptn++; + switch (in_direction) { + case M_UP: { *out_ptn = '+'; break; } + case M_DOWN: { *out_ptn = '-'; break; } + case M_LEFT: { *out_ptn = '<'; break; } + case M_RIGHT: { *out_ptn = '>'; break; } + }; out_ptn++; - for (uint8_t k = 0; (total > 1) && (k < in_steps); k++) { - *out_ptn = '0' + in_drops[k]; out_ptn++; - } + for (uint8_t k = 0; (total > 1) && (k < in_steps); k++) { + *out_ptn = '0' + in_drops[k]; out_ptn++; + } - *out_ptn = 0; + *out_ptn = 0; } // =================================================================== @@ -537,65 +537,65 @@ generate_move(const uint8_t in_location, static uint8_t is_not_placement(char *ptn) { - if (ptn == 0) return 0; - for (;;ptn++) { - switch (*ptn) { - case '+': - case '-': - case '>': - case '<': return 1; - case 0: return 0; - } - } + if (ptn == 0) return 0; + for (;;ptn++) { + switch (*ptn) { + case '+': + case '-': + case '>': + case '<': return 1; + case 0: return 0; + } + } } enum ACT_RESULT do_ptn(char *ptn) { - // Game over? - if (won < 0xFF) return GAME_END; + // Game over? + if (won < 0xFF) return GAME_END; - enum PTN_RESULT ptn_res; - enum ACT_RESULT act_res; - uint8_t location; + enum PTN_RESULT ptn_res; + enum ACT_RESULT act_res; + uint8_t location; - // Placing or moving? - if (is_not_placement(ptn)) { - uint8_t steps, drops[5]; - enum MOVE_DIRECTION direction; - // Parse it as a move - ptn_res = parse_move(ptn, &location, &direction, &steps, drops); - // If valid PTN, try to do it - if (ptn_res == PTN_OK) { - if (ply < 2) return ACT_ILLEGAL; - act_res = try_move(location, direction, steps, drops); - } else { - return ACT_INVALID_PTN; - } - } else { - // It was not a move - enum STONE_VARIANT stone; - // Was it a valid placement? - ptn_res = parse_place(ptn, &location, &stone); - // If so, try it - if (ptn_res == PTN_OK) - act_res = try_place(location, current_colour, stone); - else - return ACT_INVALID_PTN; - } - // A valid ply occured - if (act_res == ACT_OK) { - // Don't bother checking that the game was won early on, could be - // more conservative here :) - if (ply >= board_size) { - won = check_win(); - if (won < 0xFF) { - // Winning move, but no need to update current colour - ply++; - return GAME_END; - } - } - // Only step if the game isn't over yet - next_ply(); - } - return act_res; + // Placing or moving? + if (is_not_placement(ptn)) { + uint8_t steps, drops[5]; + enum MOVE_DIRECTION direction; + // Parse it as a move + ptn_res = parse_move(ptn, &location, &direction, &steps, drops); + // If valid PTN, try to do it + if (ptn_res == PTN_OK) { + if (ply < 2) return ACT_ILLEGAL; + act_res = try_move(location, direction, steps, drops); + } else { + return ACT_INVALID_PTN; + } + } else { + // It was not a move + enum STONE_VARIANT stone; + // Was it a valid placement? + ptn_res = parse_place(ptn, &location, &stone); + // If so, try it + if (ptn_res == PTN_OK) + act_res = try_place(location, current_colour, stone); + else + return ACT_INVALID_PTN; + } + // A valid ply occured + if (act_res == ACT_OK) { + // Don't bother checking that the game was won early on, could be + // more conservative here :) + if (ply >= board_size) { + won = check_win(); + if (won < 0xFF) { + // Winning move, but no need to update current colour + ply++; + return GAME_END; + } + } + // Only step if the game isn't over yet + next_ply(); + } + return act_res; } |
