aboutsummaryrefslogtreecommitdiff
path: root/include/tak.c
blob: c9c761c0e9ba9b648baf09204947b046ebf10416 (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
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
/*
	This file is part of ctak.

	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.

	You should have received a copy of the GNU General Public License
	along with Takwrap.  If not, see <https://www.gnu.org/licenses/>.
*/

#include "tak.h"

// ===================================================================
// Globals
// ===================================================================

enum WIN_TYPE won;
uint8_t board_size;
data_t celldat[36];
colour_stack_t colours[36];
enum COLOUR current_colour;
uint8_t white_count, black_count, ply;

// ===================================================================
// Helpers
// ===================================================================

#define DFS_MASK       0x0C // 0b00001100
#define NOT_DFS_MASK   0xF3 // 0b11110011

#define NUM_SQUARES   (board_size * board_size)

// ===================================================================
// General state stuff
// ===================================================================

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;
	}

	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;
	}
}

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;
	}
}

// ===================================================================
// Placing stones
// ===================================================================

enum E_RESULT
try_place(const int8_t location, const enum COLOUR colour,
					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;
	} 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;
	}
}

// ===================================================================
// Moving stacks
// ===================================================================

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);
}

enum E_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;
		};
	};

	// 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;

	// 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;
}

// ===================================================================
// Checking win
// ===================================================================

// Depth-first search of the board for a road with a given
// directionality:
// direction = 0 --> left-to-right, direction = 1 --> bottom-to-top
static uint8_t
dfs_road(uint8_t dfs_stack[NUM_SQUARES], 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 == 1 && cur >= board_size * (board_size - 1))
				 || (direction == 0 && cur % board_size + 1 == board_size) )
			return 1;

		// Check the four neighbours of this cell, provided they exist,
		// are inhabited, and are of the appropriate colour

		// Direction: > (same row)
		if ( ((cur % board_size) + 1 < board_size)
				 && (COUNT_AT(cur + 1)) // wont ever be out of bounds
				 && ((colours[cur+1] & 1) == colour)
				 && ((celldat[cur+1] & DFS_MASK) == 0)
				 && (STONE_AT(cur+1) != STONE_STANDING)) {
			dfs_stack[dfs_pntr++] = cur + 1;
			celldat[cur+1] |= DFS_MASK;
		}

		// Direction: <  (same row)
		if ( (cur % board_size > 0)
				 && (COUNT_AT(cur - 1)) // wont ever be out of bounds
				 && ((colours[cur-1] & 1) == colour)
				 && ((celldat[cur-1] & DFS_MASK) == 0)
				 && (STONE_AT(cur-1) != STONE_STANDING)) {
			dfs_stack[dfs_pntr++] = cur - 1;
			celldat[cur-1] |= DFS_MASK;
		}

		// Direction: +
		if ( (cur + board_size < NUM_SQUARES)
				 && (COUNT_AT(cur + board_size))
				 && ((colours[cur+board_size] & 1) == colour)
				 && ((celldat[cur+board_size] & DFS_MASK) == 0)
				 && (STONE_AT(cur+board_size) != STONE_STANDING)) {
			dfs_stack[dfs_pntr++] = cur + board_size;
			celldat[cur+board_size] |= DFS_MASK;
		}

		// Direction: -
		if ( (cur >= board_size)
				 && (COUNT_AT(cur - board_size))
				 && ((colours[cur-board_size] & 1) == colour)
				 && ((celldat[cur-board_size] & DFS_MASK) == 0)
				 && (STONE_AT(cur-board_size) != STONE_STANDING)) {
			dfs_stack[dfs_pntr++] = cur - board_size;
			celldat[cur-board_size] |= DFS_MASK;
		}
	}
	return 0;
}

static enum WIN_TYPE
check_road_colour(const enum COLOUR colour) {
	uint8_t dfs_stack[NUM_SQUARES];
	uint8_t dfs_pntr;

	// Prime the depth-first-search stack with all boundary cells of
	// colour COLOUR.

	const enum WIN_TYPE winner =
		(colour == C_BLACK) ? WIN_ROAD_BLACK : WIN_ROAD_WHITE;

	// 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<NUM_SQUARES; k++)
		celldat[k] &= NOT_DFS_MASK;

	// First left-to-right
	dfs_pntr = 0;
	for (uint8_t y=0; y<board_size; y++) {
		if ( COUNT_AT(THE_COORDS(0, y))
				 && (colours[THE_COORDS(0, y)] & 1) == colour
				 && STONE_AT(THE_COORDS(0, y)) != STONE_STANDING ) {
			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;

	// Clear visited squares
	for (uint8_t k=0; k<NUM_SQUARES; k++)
		celldat[k] &= NOT_DFS_MASK;

	// Then bottom-to-top
	dfs_pntr = 0;
	for (uint8_t x=0; x<board_size; x++) {
		if ( COUNT_AT(THE_COORDS(x, 0))
				 && (colours[THE_COORDS(x, 0)] & 1) == colour
				 && STONE_AT(THE_COORDS(x, 0)) != STONE_STANDING ) {
			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 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);
	for (uint8_t k=0; k<NUM_SQUARES; k++)
		celldat[k] &= NOT_DFS_MASK;


	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;
	}

	return 0xFF;
}
// ===================================================================
// PTN place parser
// ===================================================================

#define ASSERT_NONEMPTY { if (ptn == 0 || *ptn == 0) return PTN_INVALID; }
#define ASSERT_MORE     { if (*ptn == 0) return PTN_INVALID; }

enum E_RESULT
parse_place(const uint8_t board_size, char *ptn,
						uint8_t *out_location, enum STONE_VARIANT *out_stone) {

	if (board_size < 5 || board_size > 6) return PTN_INVALID;

	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; };
	}

	ASSERT_MORE;

	if ( (*ptn < 'a') || (*ptn > '`' + board_size) ) return PTN_INVALID;
	*out_location = *ptn - 'a';

	ptn++; ASSERT_MORE;

	if ( (*ptn < '1') || (*ptn > board_size + '0') ) return PTN_INVALID;
	*out_location += board_size * (*ptn - '1');

	if (*(++ptn) > 0) return PTN_INVALID;

	return PTN_VALID;
}

// ===================================================================
// PTN move parser
// ===================================================================

enum E_RESULT
parse_move(const uint8_t board_size, char *ptn,
					 uint8_t *out_location, enum MOVE_DIRECTION *out_direction,
					 uint8_t *out_steps, uint8_t out_drops[5]) {

	if (board_size < 5 || board_size > 6) return PTN_INVALID;

	ASSERT_NONEMPTY;

	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;
	}

	// column must be on the board
	if ( (*ptn < 'a') || (*ptn > '`' + board_size) ) return PTN_INVALID;
	*out_location = *ptn - 'a';

	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');

	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;
	}

	// 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_VALID;
	}

	// 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;

		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;

	return PTN_VALID;
}

// ===================================================================
// Generate PTN for place
// ===================================================================

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;
}

// ===================================================================
// Generate PTN for move
// ===================================================================

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++;
	}

	*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++;


	for (uint8_t k = 0; (total > 1) && (k < in_steps); k++) {
		*out_ptn = '0' + in_drops[k]; out_ptn++;
	}

	*out_ptn = 0;
}

// ===================================================================
// Driver
// ===================================================================

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;
		}
	}
}

enum E_RESULT
do_ptn(char *ptn) {
	// Game over?
	if (won < 0xFF) return GAME_END;

	enum E_RESULT 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
		res = parse_move(board_size, ptn, &location,
										 &direction, &steps, drops);
		// If valid PTN, try to do it
		if (res == PTN_VALID) {
			if (ply < 2) return ACT_ILLEGAL;
			res = try_move(location, direction, steps, drops);
		}
	} else {
		// It was not a move
		enum STONE_VARIANT stone;
		// Was it a valid placement?
		res = parse_place(board_size, ptn, &location, &stone);
		// If so, try it
		if (res == PTN_VALID)
			res = try_place(location, current_colour, stone);
	}
	// A valid ply occured
	if (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 res;
}