aboutsummaryrefslogtreecommitdiff
path: root/include/state.c
blob: dfdd02bd1aa28bc257ee06d9759e2b6e61366369 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
#include <state.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

void
reset_state(const uint8_t new_board_size) {
  if (new_board_size == 6) {
    board_size = 6;
    white_flats = 30; black_flats = 30;
  } else {
    board_size = 5;
    white_flats = 21; black_flats = 21;
  }
  white_caps = 1;
  black_caps = 1;

  turn = 0;
  current_colour = C_BLACK;

  for (uint8_t k = 0; k < board_size * board_size; k++ ) {
    celldat[k] = 0;
  }
}

void
next_turn(void) {
  /*

            StartType::CPS(c) => {
                if ply / 2 >= (*c as usize) {
                    if ply % 2 == 0 {
                        (Player::White, TurnOrder::Normal)
                    } else {
                        (Player::Black, TurnOrder::Normal)
                    }
                } else {
                    if ply % 2 == 0 {
                        (Player::White, TurnOrder::WhitePlacesBlack)
                    } else {
                        (Player::Black, TurnOrder::BlackPlacesWhite)
                    }
                }
            }
  */
}

// -------------------------------------------------------------------
// Place stone

enum E_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 E_RESULT
try_move(const int8_t location, const enum MOVE_DIRECTION direction,
         const uint8_t steps, const uint8_t drops[5]) {
  // Can't do this
  if (steps == 0 || steps > 5) 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 E_RESULT
check_road_colour(const enum COLOUR colour) {
  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.

  const enum E_RESULT winner =
    (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 winner;

  // 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 winner;

  return W_NONE;
}

enum E_RESULT
check_win(void) {
  // 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 if (total < 0) {
        return W_FLAT_WHITE;
      } else {
        return W_DRAW;
      }
  }

  // Road?

  // We're using the two left-over bits in data_t to track whether
  // we've seen it. Reset those before anything. No need to do it
  // between checks, however, as pieces are black XOR white.

  for (uint8_t k=0; k<board_size*board_size; k++) {
    celldat[k] &= USED_MASK;
  }

  enum E_RESULT rb, rw;
  rb = check_road_colour(C_BLACK);
  rw = check_road_colour(C_WHITE);

  if (rb == W_ROAD_BLACK) {
    if (rw == W_ROAD_WHITE) {
      return W_DRAGON;
    } else {
      return W_ROAD_BLACK;
    }
  } else {
    return rw;
  }
}