source: trunk/minix/commands/simple/gomoku.c@ 15

Last change on this file since 15 was 9, checked in by Mattia Monga, 14 years ago

Minix 3.1.2a

File size: 15.8 KB
RevLine 
[9]1/* gomoku - 5 in a row game Author: ? */
2
3/* This program plays a very old Japanese game called GO-MOKU,
4 perhaps better known as 5-in-line. The game is played on
5 a board with 19 x 19 squares, and the object of the game is
6 to get 5 stones in a row.
7*/
8
9#include <sys/types.h>
10#include <curses.h>
11#include <ctype.h>
12#include <stdlib.h>
13#include <unistd.h>
14
15/* Size of the board */
16#define SIZE 19
17
18/* Importance of attack (1..16) */
19#define AttackFactor 4
20
21/* Value of having 0, 1,2,3,4 or 5 pieces in line */
22int Weight[7] = {0, 0, 4, 20, 100, 500, 0};
23
24#define Null 0
25#define Horiz 1
26#define DownLeft 2
27#define DownRight 3
28#define Vert 4
29
30/* The two players */
31#define Empty 0
32#define Cross 1
33#define Nought 2
34
35char PieceChar[Nought + 1] = {' ', 'X', '0'};
36
37int Board[SIZE + 1][SIZE + 1];/* The board */
38int Player; /* The player whose move is next */
39int TotalLines; /* The number of Empty lines left */
40int GameWon; /* Set if one of the players has won */
41
42int Line[4][SIZE + 1][SIZE + 1][Nought + 1];
43
44/* Value of each square for each player */
45int Value[SIZE + 1][SIZE + 1][Nought + 1];
46
47int X, Y; /* Move coordinates */
48char Command; /* Command from keyboard */
49int AutoPlay = FALSE; /* The program plays against itself */
50
51_PROTOTYPE(void Initialize, (void));
52_PROTOTYPE(int Abort, (char *s));
53_PROTOTYPE(void WriteLetters, (void));
54_PROTOTYPE(void WriteLine, (int j, int *s));
55_PROTOTYPE(void WriteBoard, (int N, int *Top, int *Middle, int *Bottom));
56_PROTOTYPE(void SetUpScreen, (void));
57_PROTOTYPE(void GotoSquare, (int x, int y));
58_PROTOTYPE(void PrintMove, (int Piece, int X, int Y));
59_PROTOTYPE(void ClearMove, (void));
60_PROTOTYPE(void PrintMsg, (char *Str));
61_PROTOTYPE(void ClearMsg, (void));
62_PROTOTYPE(void WriteCommand, (char *S));
63_PROTOTYPE(void ResetGame, (int FirstGame));
64_PROTOTYPE(int OpponentColor, (int Player));
65_PROTOTYPE(void BlinkRow, (int X, int Y, int Dx, int Dy, int Piece));
66_PROTOTYPE(void BlinkWinner, (int Piece, int X, int Y, int WinningLine));
67_PROTOTYPE(int Random, (int x));
68_PROTOTYPE(void Add, (int *Num));
69_PROTOTYPE(void Update, (int Lin[], int Valu[], int Opponent));
70_PROTOTYPE(void MakeMove, (int X, int Y));
71_PROTOTYPE(int GameOver, (void));
72_PROTOTYPE(void FindMove, (int *X, int *Y));
73_PROTOTYPE(char GetChar, (void));
74_PROTOTYPE(void ReadCommand, (int X, int Y, char *Command));
75_PROTOTYPE(void InterpretCommand, (int Command));
76_PROTOTYPE(void PlayerMove, (void));
77_PROTOTYPE(void ProgramMove, (void));
78_PROTOTYPE(int main, (void));
79
80/* Set terminal to raw mode. */
81void Initialize()
82{
83 srand(getpid() + 13); /* Initialize the random seed with our pid */
84 initscr();
85 raw();
86 noecho();
87 clear();
88}
89
90/* Reset terminal and exit from the program. */
91int Abort(s)
92char *s;
93{
94 move(LINES - 1, 0);
95 refresh();
96 endwin();
97 exit(0);
98}
99
100/* Set up the screen ----------------------------------------------- */
101
102/* Write the letters */
103void WriteLetters()
104{
105 int i;
106
107 addch(' ');
108 addch(' ');
109 for (i = 1; i <= SIZE; i++) printw(" %c", 'A' + i - 1);
110 addch('\n');
111}
112
113/* Write one line of the board */
114void WriteLine(j, s)
115int j;
116int *s;
117{
118 int i;
119
120 printw("%2d ", j);
121 addch(s[0]);
122 for (i = 2; i <= SIZE - 1; i++) {
123 addch(s[1]);
124 addch(s[2]);
125 }
126 addch(s[1]);
127 addch(s[3]);
128 printw(" %-2d\n", j);
129}
130
131/* Print the Empty board and the border */
132void WriteBoard(N, Top, Middle, Bottom)
133int N;
134int *Top, *Middle, *Bottom;
135{
136 int j;
137
138 move(1, 0);
139 WriteLetters();
140 WriteLine(N, Top);
141 for (j = N - 1; j >= 2; j--) WriteLine(j, Middle);
142 WriteLine(1, Bottom);
143 WriteLetters();
144}
145
146/* Sets up the screen with an Empty board */
147void SetUpScreen()
148{
149 int top[4], middle[4], bottom[4];
150
151 top[0] = ACS_ULCORNER;
152 top[1] = ACS_HLINE;
153 top[2] = ACS_TTEE;
154 top[3] = ACS_URCORNER;
155
156 middle[0] = ACS_LTEE;
157 middle[1] = ACS_HLINE;
158 middle[2] = ACS_PLUS;
159 middle[3] = ACS_RTEE;
160
161 bottom[0] = ACS_LLCORNER;
162 bottom[1] = ACS_HLINE;
163 bottom[2] = ACS_BTEE;
164 bottom[3] = ACS_LRCORNER;
165
166 WriteBoard(SIZE, top, middle, bottom);
167}
168
169/* Show moves ----------------------------------------------- */
170
171void GotoSquare(x, y)
172int x, y;
173{
174 move(SIZE + 2 - y, 1 + x * 2);
175}
176
177/* Prints a move */
178void PrintMove(Piece, X, Y)
179int Piece;
180int X, Y;
181{
182 move(22, 49);
183 printw("%c %c %d", PieceChar[Piece], 'A' + X - 1, Y);
184 clrtoeol();
185 GotoSquare(X, Y);
186 addch(PieceChar[Piece]);
187 GotoSquare(X, Y);
188 refresh();
189}
190
191/* Clears the line where a move is displayed */
192void ClearMove()
193{
194 move(22, 49);
195 clrtoeol();
196}
197
198/* Message handling ---------------------------------------------- */
199
200/* Prints a message */
201void PrintMsg(Str)
202char *Str;
203{
204 mvprintw(23, 1, "%s", Str);
205}
206
207/* Clears the message about the winner */
208void ClearMsg()
209{
210 move(23, 1);
211 clrtoeol();
212}
213
214/* Highlights the first letter of S */
215void WriteCommand(S)
216char *S;
217{
218 standout();
219 addch(*S);
220 standend();
221 printw("%s", S + 1);
222}
223
224/* Display the board ----------------------------------------------- */
225
226/* Resets global variables to start a new game */
227void ResetGame(FirstGame)
228int FirstGame;
229{
230 int I, J;
231 int C, D;
232
233 SetUpScreen();
234 if (FirstGame) {
235 move(1, 49);
236 addstr("G O M O K U");
237 move(3, 49);
238 WriteCommand("Newgame ");
239 WriteCommand("Quit ");
240 move(5, 49);
241 WriteCommand("Auto");
242 move(7, 49);
243 WriteCommand("Play");
244 move(9, 49);
245 WriteCommand("Hint");
246 move(14, 60);
247 WriteCommand("Left, ");
248 WriteCommand("Right, ");
249 move(16, 60);
250 WriteCommand("Up, ");
251 WriteCommand("Down");
252 move(18, 60);
253 standout();
254 addstr("SPACE");
255 move(20, 49);
256 WriteCommand(" NOTE: Use Num Lock & arrows");
257 standend();
258 mvaddstr(14, 49, "7 8 9");
259 mvaddch(15, 52, ACS_UARROW);
260 mvaddch(16, 49, '4');
261 addch(ACS_LARROW);
262 mvaddch(16, 54, ACS_RARROW);
263 addch('6');
264 mvaddch(17, 52, ACS_DARROW);
265 mvaddstr(18, 49, "1 2 3");
266 FirstGame = FALSE;
267 } else {
268 ClearMsg();
269 ClearMove();
270 }
271
272 /* Clear tables */
273 for (I = 1; I <= SIZE; I++) for (J = 1; J <= SIZE; J++) {
274 Board[I][J] = Empty;
275 for (C = Cross; C <= Nought; C++) {
276 Value[I][J][C] = 0;
277 for (D = 0; D <= 3; D++) Line[D][I][J][C] = 0;
278 }
279 }
280
281 /* Cross starts */
282 Player = Cross;
283 /* Total number of lines */
284 TotalLines = 2 * 2 * (SIZE * (SIZE - 4) + (SIZE - 4) * (SIZE - 4));
285 GameWon = FALSE;
286}
287
288int OpponentColor(Player)
289int Player;
290{
291 if (Player == Cross)
292 return Nought;
293 else
294 return Cross;
295}
296
297/* Blink the row of 5 stones */
298void BlinkRow(X, Y, Dx, Dy, Piece)
299int X, Y, Dx, Dy, Piece;
300{
301 int I;
302
303 attron(A_BLINK);
304 for (I = 1; I <= 5; I++) {
305 GotoSquare(X, Y);
306 addch(PieceChar[Piece]);
307 X = X - Dx;
308 Y = Y - Dy;
309 }
310 attroff(A_BLINK);
311}
312
313/* Prints the 5 winning stones in blinking color */
314void BlinkWinner(Piece, X, Y, WinningLine)
315int Piece, X, Y, WinningLine;
316{
317 /* Used to store the position of the winning move */
318 int XHold, YHold;
319 /* Change in X and Y */
320 int Dx, Dy;
321
322 /* Display winning move */
323 PrintMove(Piece, X, Y);
324 /* Preserve winning position */
325 XHold = X;
326 YHold = Y;
327 switch (WinningLine) {
328 case Horiz:
329 {
330 Dx = 1;
331 Dy = 0;
332 break;
333 }
334
335 case DownLeft:
336 {
337 Dx = 1;
338 Dy = 1;
339 break;
340 }
341
342 case Vert:
343 {
344 Dx = 0;
345 Dy = 1;
346 break;
347 }
348
349 case DownRight:
350 {
351 Dx = -1;
352 Dy = 1;
353 break;
354 }
355 }
356
357 /* Go to topmost, leftmost */
358 while (Board[X + Dx][Y + Dy] != Empty && Board[X + Dx][Y + Dy] == Piece) {
359 X = X + Dx;
360 Y = Y + Dy;
361 }
362 BlinkRow(X, Y, Dx, Dy, Piece);
363 /* Restore winning position */
364 X = XHold;
365 Y = YHold;
366 /* Go back to winning square */
367 GotoSquare(X, Y);
368}
369
370/* Functions for playing a game -------------------------------- */
371
372int Random(x)
373int x;
374{
375 return((rand() / 19) % x);
376}
377
378/* Adds one to the number of pieces in a line */
379void Add(Num)
380int *Num;
381{
382 /* Adds one to the number. */
383 *Num = *Num + 1;
384 /* If it is the first piece in the line, then the opponent cannot use
385 * it any more. */
386 if (*Num == 1) TotalLines = TotalLines - 1;
387 /* The game is won if there are 5 in line. */
388 if (*Num == 5) GameWon = TRUE;
389}
390
391/* Updates the value of a square for each player, taking into
392 account that player has placed an extra piece in the square.
393 The value of a square in a usable line is Weight[Lin[Player]+1]
394 where Lin[Player] is the number of pieces already placed
395in the line */
396void Update(Lin, Valu, Opponent)
397int Lin[];
398int Valu[];
399int Opponent;
400{
401 /* If the opponent has no pieces in the line, then simply update the
402 * value for player */
403 if (Lin[Opponent] == 0)
404 Valu[Player] += Weight[Lin[Player] + 1] - Weight[Lin[Player]];
405 else
406 /* If it is the first piece in the line, then the line is
407 * spoiled for the opponent */
408 if (Lin[Player] == 1) Valu[Opponent] -= Weight[Lin[Opponent] + 1];
409}
410
411/* Performs the move X,Y for player, and updates the global variables
412(Board, Line, Value, Player, GameWon, TotalLines and the screen) */
413void MakeMove(X, Y)
414int X, Y;
415{
416 int Opponent;
417 int X1, Y1;
418 int K, L, WinningLine;
419
420 WinningLine = Null;
421 Opponent = OpponentColor(Player);
422 GameWon = FALSE;
423
424 /* Each square of the board is part of 20 different lines. The adds
425 * one to the number of pieces in each of these lines. Then it
426 * updates the value for each of the 5 squares in each of the 20
427 * lines. Finally Board is updated, and the move is printed on the
428 * screen. */
429
430 /* Horizontal lines, from left to right */
431 for (K = 0; K <= 4; K++) {
432 X1 = X - K; /* Calculate starting point */
433 Y1 = Y;
434 if ((1 <= X1) && (X1 <= SIZE - 4)) { /* Check starting point */
435 Add(&Line[0][X1][Y1][Player]); /* Add one to line */
436 if (GameWon && (WinningLine == Null)) /* Save winning line */
437 WinningLine = Horiz;
438 for (L = 0; L <= 4; L++) /* Update value for the
439 * 5 squares in the line */
440 Update(Line[0][X1][Y1], Value[X1 + L][Y1], Opponent);
441 }
442 }
443
444 for (K = 0; K <= 4; K++) { /* Diagonal lines, from lower left to
445 * upper right */
446 X1 = X - K;
447 Y1 = Y - K;
448 if ((1 <= X1) && (X1 <= SIZE - 4) &&
449 (1 <= Y1) && (Y1 <= SIZE - 4)) {
450 Add(&Line[1][X1][Y1][Player]);
451 if (GameWon && (WinningLine == Null)) /* Save winning line */
452 WinningLine = DownLeft;
453 for (L = 0; L <= 4; L++)
454 Update(Line[1][X1][Y1], Value[X1 + L][Y1 + L], Opponent);
455 }
456 } /* for */
457
458 for (K = 0; K <= 4; K++) { /* Diagonal lines, down right to upper left */
459 X1 = X + K;
460 Y1 = Y - K;
461 if ((5 <= X1) && (X1 <= SIZE) &&
462 (1 <= Y1) && (Y1 <= SIZE - 4)) {
463 Add(&Line[3][X1][Y1][Player]);
464 if (GameWon && (WinningLine == Null)) /* Save winning line */
465 WinningLine = DownRight;
466 for (L = 0; L <= 4; L++)
467 Update(Line[3][X1][Y1], Value[X1 - L][Y1 + L], Opponent);
468 }
469 } /* for */
470
471 for (K = 0; K <= 4; K++) { /* Vertical lines, from down to up */
472 X1 = X;
473 Y1 = Y - K;
474 if ((1 <= Y1) && (Y1 <= SIZE - 4)) {
475 Add(&Line[2][X1][Y1][Player]);
476 if (GameWon && (WinningLine == Null)) /* Save winning line */
477 WinningLine = Vert;
478 for (L = 0; L <= 4; L++)
479 Update(Line[2][X1][Y1], Value[X1][Y1 + L], Opponent);
480 }
481 }
482
483 Board[X][Y] = Player; /* Place piece in board */
484 if (GameWon)
485 BlinkWinner(Player, X, Y, WinningLine);
486 else
487 PrintMove(Player, X, Y);/* Print move on screen */
488 Player = Opponent; /* The opponent is next to move */
489}
490
491int GameOver()
492/* A game is over if one of the players have
493won, or if there are no more Empty lines */
494{
495 return(GameWon || (TotalLines <= 0));
496}
497
498/* Finds a move X,Y for player, simply by picking the one with the
499highest value */
500void FindMove(X, Y)
501int *X, *Y;
502{
503 int Opponent;
504 int I, J;
505 int Max, Valu;
506
507 Opponent = OpponentColor(Player);
508 Max = -10000;
509 /* If no square has a high value then pick the one in the middle */
510 *X = (SIZE + 1) / 2;
511 *Y = (SIZE + 1) / 2;
512 if (Board[*X][*Y] == Empty) Max = 4;
513 /* The evaluation for a square is simply the value of the square for
514 * the player (attack points) plus the value for the opponent
515 * (defense points). Attack is more important than defense, since it
516 * is better to get 5 in line yourself than to prevent the op- ponent
517 * from getting it. */
518
519 /* For all Empty squares */
520 for (I = 1; I <= SIZE; I++) for (J = 1; J <= SIZE; J++)
521 if (Board[I][J] == Empty) {
522 /* Calculate evaluation */
523 Valu = Value[I][J][Player] * (16 + AttackFactor) / 16 + Value[I][J][Opponent] + Random(4);
524 /* Pick move with highest value */
525 if (Valu > Max) {
526 *X = I;
527 *Y = J;
528 Max = Valu;
529 }
530 }
531}
532
533char GetChar()
534/* Get a character from the keyboard */
535{
536 int c;
537
538 c = getch();
539 if (c < 0) abort();
540 if (c == '\033') { /* arrow key */
541 if ((c = getch()) == '[') {
542 c = getch();
543 switch (c) {
544 case 'A': c = 'U'; break;
545 case 'B': c = 'D'; break;
546 case 'C': c = 'R'; break;
547 case 'D': c = 'L'; break;
548 default:
549 c = '?';
550 break;
551 }
552 }
553 else
554 c = '?';
555 }
556 if (islower(c))
557 return toupper(c);
558 else
559 return c;
560}
561
562/* Reads in a valid command character */
563void ReadCommand(X, Y, Command)
564int X, Y;
565char *Command;
566{
567 int ValidCommand;
568
569 do {
570 ValidCommand = TRUE;
571 GotoSquare(X, Y); /* Goto square */
572 refresh();
573 *Command = GetChar(); /* Read from keyboard */
574 switch (*Command) {
575 case '\n': /* '\n', '\r' or space means place a */
576 case '\r':
577 case ' ':
578 *Command = 'E';
579 break; /* stone at the cursor position */
580
581 case 'L':
582 case 'R':
583 case 'U':
584 case 'D':
585 case '7':
586 case '9':
587 case '1':
588 case '3':
589 case 'N':
590 case 'Q':
591 case 'A':
592 case 'P':
593 case 'H':
594 break;
595
596 case '8': *Command = 'U'; break;
597 case '2': *Command = 'D'; break;
598 case '4': *Command = 'L'; break;
599 case '6': *Command = 'R'; break;
600 default:
601 {
602 if (GameOver())
603 *Command = 'P';
604 else
605 ValidCommand = FALSE;
606 break;
607 }
608 }
609 } while (!ValidCommand);
610}
611
612void InterpretCommand(Command)
613char Command;
614{
615 int Temp;
616
617 switch (Command) {
618 case 'N':{ /* Start new game */
619 ResetGame(FALSE); /* ResetGame but only redraw
620 * the board */
621 X = (SIZE + 1) / 2;
622 Y = X;
623 break;
624 }
625 case 'H':
626 FindMove(&X, &Y);
627 break; /* Give the user a hint */
628 case 'L':
629 X = (X + SIZE - 2) % SIZE + 1;
630 break; /* Left */
631 case 'R':
632 X = X % SIZE + 1;
633 break; /* Right */
634 case 'D':
635 Y = (Y + SIZE - 2) % SIZE + 1;
636 break; /* Down */
637 case 'U':
638 Y = Y % SIZE + 1;
639 break; /* Up */
640 case '7':{
641 if ((X == 1) || (Y == SIZE)) { /* Move diagonally *//* t
642 * owards upper left */
643 Temp = X;
644 X = Y;
645 Y = Temp;
646 } else {
647 X = X - 1;
648 Y = Y + 1;
649 }
650 break;
651 }
652 case '9':{ /* Move diagonally */
653 if (X == SIZE) {/* toward upper right */
654 X = (SIZE - Y) + 1;
655 Y = 1;
656 } else if (Y == SIZE) {
657 Y = (SIZE - X) + 1;
658 X = 1;
659 } else {
660 X = X + 1;
661 Y = Y + 1;
662 }
663 break;
664 }
665 case '1':{ /* Move diagonally */
666 if (Y == 1) { /* toward lower left */
667 Y = (SIZE - X) + 1;
668 X = SIZE;
669 } else if (X == 1) {
670 X = (SIZE - Y) + 1;
671 Y = SIZE;
672 } else {
673 X = X - 1;
674 Y = Y - 1;
675 }
676 break;
677 }
678 case '3':{ /* Move diagonally */
679 if ((X == SIZE) || (Y == 1)) { /* toward lower right */
680 Temp = X;
681 X = Y;
682 Y = Temp;
683 } else {
684 X = X + 1;
685 Y = Y - 1;
686 }
687 break;
688 }
689 case 'A':
690 AutoPlay = TRUE;
691 break; /* Auto play mode */
692 } /* case */
693} /* InterpretCommand */
694
695void PlayerMove()
696/* Enter and make a move */
697{
698 if (Board[X][Y] == Empty) {
699 MakeMove(X, Y);
700 if (GameWon) PrintMsg("Congratulations, You won!");
701 Command = 'P';
702 }
703 refresh();
704} /* PlayerMove */
705
706void ProgramMove()
707/* Find and perform programs move */
708{
709 do {
710 if (GameOver()) {
711 AutoPlay = FALSE;
712 if ((Command != 'Q') && (!GameWon)) PrintMsg("Tie game!");
713 } else {
714 FindMove(&X, &Y);
715 MakeMove(X, Y);
716 if (GameWon) PrintMsg("I won!");
717 }
718 refresh();
719 } while (AutoPlay);
720}
721
722int main()
723{
724 Initialize();
725 ResetGame(TRUE); /* ResetGame and draw the entire screen */
726 refresh();
727 X = (SIZE + 1) / 2; /* Set starting position to */
728 Y = X; /* the middle of the board */
729 do {
730 ReadCommand(X, Y, &Command);
731 if (GameOver())
732 if (Command != 'Q') Command = 'N';
733 InterpretCommand(Command);
734 if (Command == 'E') PlayerMove();
735 if (Command == 'P' || Command == 'A') ProgramMove();
736 } while (Command != 'Q');
737 Abort("Good bye!");
738 return(0);
739}
Note: See TracBrowser for help on using the repository browser.