/*************************************************************************** * __________ __ ___. * Open \______ \ ____ ____ | | _\_ |__ _______ ___ * Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ / * Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < < * Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \ * \/ \/ \/ \/ \/ * $Id$ * * Copyright (c) 2006 Alexander Levin * * All files in this archive are subject to the GNU General Public License. * See the file COPYING in the source tree root for full license agreement. * * This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY * KIND, either express or implied. * ****************************************************************************/ /* * Reversi. Code is heavily based on othello code by Claudio Clemens which is * copyright (c) 2003-2006 Claudio Clemens and is * released under the GNU General Public License as published by the Free * Software Foundation; either version 2, or (at your option) any later version. */ #include #include "reversi-game.h" /* * Constants for directions. The values are chosen so that * they can be bit combined. */ #define DIR_UP 1 /* UP */ #define DIR_DO 2 /* DOWN */ #define DIR_LE 4 /* LEFT */ #define DIR_RI 8 /* RIGHT */ #define DIR_UL 16 /* UP LEFT */ #define DIR_UR 32 /* UP RIGHT */ #define DIR_DL 64 /* DOWN LEFT */ #define DIR_DR 128 /* DOWN RIGHT */ /* Array of directions for easy iteration through all of them */ static int DIRECTIONS[] = {DIR_UP, DIR_DO, DIR_LE, DIR_RI, DIR_UL, DIR_UR, DIR_DL, DIR_DR}; #define NUM_OF_DIRECTIONS 8 /* Initializes a reversi game */ void reversi_init_game(reversi_board_t *game) { int r, c; for (r = 0; r < BOARD_SIZE; r++) { for (c = 0; c < BOARD_SIZE; c++) { game->board[r][c] = FREE; } } game->board[3][3] = WHITE; game->board[4][4] = WHITE; game->board[3][4] = BLACK; game->board[4][3] = BLACK; /* Invalidate the history */ c = sizeof(game->history) / sizeof(game->history[0]); for (r = 0; r < c; r++) { game->history[r] = MOVE_INVALID; } } /* Returns the 'flipped' color, e.g. WHITE for BLACK and vice versa */ int reversi_flipped_color(const int color) { switch (color) { case WHITE: return BLACK; case BLACK: return WHITE; default: return FREE; } } /* Counts and returns the number of occupied cells on the board. * If white_count and/or black_count is not null, the number of * white/black stones is placed there. */ int reversi_count_occupied_cells(const reversi_board_t *game, int *white_count, int *black_count) { int w_cnt, b_cnt, r, c; w_cnt = b_cnt = 0; for (r = 0; r < BOARD_SIZE; r++) { for (c = 0; c < BOARD_SIZE; c++) { if (game->board[r][c] == WHITE) { w_cnt++; } else if (game->board[r][c] == BLACK) { b_cnt++; } } } if (white_count != NULL) { *white_count = w_cnt; } if (black_count != NULL) { *black_count = b_cnt; } return w_cnt + b_cnt; } /* Returns the number of free cells on the board */ static int reversi_count_free_cells(const reversi_board_t *game) { int cnt; cnt = reversi_count_occupied_cells(game, NULL, NULL); return BOARD_SIZE*BOARD_SIZE - cnt; } /* Checks whether the game is finished. That means that nobody * can make a move. Note that the implementation is not correct * as a game may be finished even if there are free cells */ bool reversi_game_is_finished(const reversi_board_t *game, int player) { return (reversi_count_free_cells(game) == 0) || (reversi_count_passes(game,player) == 2); } /* Returns the total number of moves made so far */ int reversi_count_moves(const reversi_board_t *game) { int cnt; cnt = reversi_count_occupied_cells(game, NULL, NULL); return cnt - INIT_STONES; } /* Returns the number of moves made by the specified * player (WHITE or BLACK) so far */ static int reversi_count_player_moves(const reversi_board_t *game, const int player) { int moves, cnt, i; moves = reversi_count_moves(game); cnt = 0; for (i = 0; i < moves; i++) { if (MOVE_PLAYER(game->history[i]) == player) { cnt++; } } return cnt; } /* Returns the number of moves available for the specified player */ int reversi_count_player_available_moves(const reversi_board_t *game, const int player) { int cnt = 0, row, col; for(row=0;row= 0) && (row < BOARD_SIZE) && (col >= 0) && (col < BOARD_SIZE); } /* Returns the delta for row to move in the specified direction */ static int reversi_row_delta(const int direction) { switch (direction) { case DIR_UP: case DIR_UL: case DIR_UR: return -1; case DIR_DO: case DIR_DL: case DIR_DR: return 1; default: return 0; } } /* Returns the delta for column to move in the specified direction */ static int reversi_column_delta(const int direction) { switch (direction) { case DIR_LE: case DIR_UL: case DIR_DL: return -1; case DIR_RI: case DIR_UR: case DIR_DR: return 1; default: return 0; } } /* Checks if some stones would be captured in the specified direction * if a stone were placed in the specified cell by the specified player. * * Returns 0 if no stones would be captured or 'direction' otherwise */ static int reversi_is_valid_direction(const reversi_board_t *game, const int row, const int col, const int player, const int direction) { int row_delta, col_delta, r, c; int other_color; int flip_cnt; /* Number of stones that would be flipped */ row_delta = reversi_row_delta(direction); col_delta = reversi_column_delta(direction); other_color = reversi_flipped_color(player); r = row + row_delta; c = col + col_delta; flip_cnt = 0; while (reversi_is_position_on_board(r, c) && (game->board[r][c] == other_color)) { r += row_delta; c += col_delta; flip_cnt++; } if ((flip_cnt > 0) && reversi_is_position_on_board(r, c) && (game->board[r][c] == player)) { return direction; } else { return 0; } } /* Checks whether the move at the specified position would be valid. * Params: * - game: current state of the game * - row: 0-based row number of the move in question * - col: 0-based column number of the move in question * - player: who is about to make the move (WHITE/BLACK) * * Checks if the place is empty, the coordinates are legal, * and some stones can be captured. * * Returns 0 if the move is not valid or, otherwise, the or'd * directions in which stones would be captured. */ int reversi_is_valid_move(const reversi_board_t *game, const int row, const int col, const int player) { int dirs, i; dirs = 0; /* Check if coordinates are legal */ if (!reversi_is_position_on_board(row, col)) { return dirs; } /* Check if the place is free */ if (game->board[row][col] != FREE) { return dirs; } /* Check the directions of capture */ for (i = 0; i < NUM_OF_DIRECTIONS; i++) { dirs |= reversi_is_valid_direction(game, row, col, player, DIRECTIONS[i]); } return dirs; } /* Flips the stones in the specified direction after the specified * player has placed a stone in the specified cell. The move is * assumed to be valid. * * Returns the number of flipped stones in that direction */ static int reversi_flip_stones(reversi_board_t *game, const int row, const int col, const int player, const int direction) { int row_delta, col_delta, r, c; int other_color; int flip_cnt; /* Number of stones flipped */ row_delta = reversi_row_delta(direction); col_delta = reversi_column_delta(direction); other_color = reversi_flipped_color(player); r = row + row_delta; c = col + col_delta; flip_cnt = 0; while (reversi_is_position_on_board(r, c) && (game->board[r][c] == other_color)) { game->board[r][c] = player; r += row_delta; c += col_delta; flip_cnt++; } return flip_cnt; } /* Tries to make a move (place a stone) at the specified position. * If the move is valid the board is changed. Otherwise nothing happens. * * Params: * - game: current state of the game * - row: 0-based row number of the move to make * - col: 0-based column number of the move to make * - player: who makes the move (WHITE/BLACK) * * Returns the number of flipped (captured) stones (>0) iff the move * was valid or 0 if the move was not valid. Note that in the case of * a valid move, the stone itself is not counted. */ int reversi_make_move(reversi_board_t *game, const int row, const int col, const int player) { int dirs, cnt, i; dirs = reversi_is_valid_move(game, row, col, player); if (dirs == 0) { return 0; } /* Place the stone into the cell */ game->board[row][col] = player; /* Capture stones in all possible directions */ cnt = 0; for (i = 0; i < NUM_OF_DIRECTIONS; i++) { if (dirs & DIRECTIONS[i]) { cnt += reversi_flip_stones(game, row, col, player, DIRECTIONS[i]); } } /* Remember the move */ i = reversi_count_moves(game); game->history[i-1] = MAKE_MOVE(row, col, player); return cnt; }