2acc0ac542
later. We still need to hunt down snippets used that are not. 1324 modified files... http://www.rockbox.org/mail/archive/rockbox-dev-archive-2008-06/0060.shtml git-svn-id: svn://svn.rockbox.org/rockbox/trunk@17847 a1c6a512-1295-4272-9138-f99709370657
380 lines
11 KiB
C
380 lines
11 KiB
C
/***************************************************************************
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* __________ __ ___.
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* Open \______ \ ____ ____ | | _\_ |__ _______ ___
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* Source | _// _ \_/ ___\| |/ /| __ \ / _ \ \/ /
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* Jukebox | | ( <_> ) \___| < | \_\ ( <_> > < <
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* Firmware |____|_ /\____/ \___ >__|_ \|___ /\____/__/\_ \
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* \/ \/ \/ \/ \/
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* $Id$
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*
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* Copyright (c) 2006 Alexander Levin
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This software is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY
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* KIND, either express or implied.
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*
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****************************************************************************/
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/*
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* Reversi. Code is heavily based on othello code by Claudio Clemens which is
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* copyright (c) 2003-2006 Claudio Clemens <asturio at gmx dot net> and is
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* released under the GNU General Public License as published by the Free
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* Software Foundation; either version 2, or (at your option) any later version.
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*/
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#include <stddef.h>
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#include "reversi-game.h"
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/*
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* Constants for directions. The values are chosen so that
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* they can be bit combined.
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*/
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#define DIR_UP 1 /* UP */
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#define DIR_DO 2 /* DOWN */
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#define DIR_LE 4 /* LEFT */
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#define DIR_RI 8 /* RIGHT */
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#define DIR_UL 16 /* UP LEFT */
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#define DIR_UR 32 /* UP RIGHT */
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#define DIR_DL 64 /* DOWN LEFT */
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#define DIR_DR 128 /* DOWN RIGHT */
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/* Array of directions for easy iteration through all of them */
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static int DIRECTIONS[] =
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{DIR_UP, DIR_DO, DIR_LE, DIR_RI, DIR_UL, DIR_UR, DIR_DL, DIR_DR};
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#define NUM_OF_DIRECTIONS 8
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/* Initializes a reversi game */
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void reversi_init_game(reversi_board_t *game) {
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int r, c;
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for (r = 0; r < BOARD_SIZE; r++) {
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for (c = 0; c < BOARD_SIZE; c++) {
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game->board[r][c] = FREE;
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}
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}
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game->board[3][3] = WHITE;
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game->board[4][4] = WHITE;
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game->board[3][4] = BLACK;
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game->board[4][3] = BLACK;
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/* Invalidate the history */
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c = sizeof(game->history) / sizeof(game->history[0]);
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for (r = 0; r < c; r++) {
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game->history[r] = MOVE_INVALID;
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}
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}
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/* Returns the 'flipped' color, e.g. WHITE for BLACK and vice versa */
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int reversi_flipped_color(const int color) {
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switch (color) {
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case WHITE:
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return BLACK;
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case BLACK:
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return WHITE;
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default:
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return FREE;
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}
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}
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/* Counts and returns the number of occupied cells on the board.
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* If white_count and/or black_count is not null, the number of
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* white/black stones is placed there. */
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int reversi_count_occupied_cells(const reversi_board_t *game,
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int *white_count, int *black_count) {
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int w_cnt, b_cnt, r, c;
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w_cnt = b_cnt = 0;
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for (r = 0; r < BOARD_SIZE; r++) {
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for (c = 0; c < BOARD_SIZE; c++) {
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if (game->board[r][c] == WHITE) {
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w_cnt++;
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} else if (game->board[r][c] == BLACK) {
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b_cnt++;
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}
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}
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}
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if (white_count != NULL) {
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*white_count = w_cnt;
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}
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if (black_count != NULL) {
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*black_count = b_cnt;
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}
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return w_cnt + b_cnt;
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}
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/* Returns the number of free cells on the board */
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static int reversi_count_free_cells(const reversi_board_t *game) {
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int cnt;
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cnt = reversi_count_occupied_cells(game, NULL, NULL);
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return BOARD_SIZE*BOARD_SIZE - cnt;
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}
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/* Checks whether the game is finished. That means that nobody
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* can make a move. Note that the implementation is not correct
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* as a game may be finished even if there are free cells
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*/
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bool reversi_game_is_finished(const reversi_board_t *game, int player) {
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return (reversi_count_free_cells(game) == 0)
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|| (reversi_count_passes(game,player) == 2);
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}
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/* Returns the total number of moves made so far */
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int reversi_count_moves(const reversi_board_t *game) {
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int cnt;
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cnt = reversi_count_occupied_cells(game, NULL, NULL);
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return cnt - INIT_STONES;
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}
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/* Returns the number of moves made by the specified
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* player (WHITE or BLACK) so far
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*/
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static int reversi_count_player_moves(const reversi_board_t *game,
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const int player) {
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int moves, cnt, i;
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moves = reversi_count_moves(game);
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cnt = 0;
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for (i = 0; i < moves; i++) {
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if (MOVE_PLAYER(game->history[i]) == player) {
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cnt++;
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}
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}
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return cnt;
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}
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/* Returns the number of moves available for the specified player */
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int reversi_count_player_available_moves(const reversi_board_t *game,
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const int player) {
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int cnt = 0, row, col;
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for(row=0;row<BOARD_SIZE;row++) {
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for(col=0;col<BOARD_SIZE;col++) {
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if(reversi_is_valid_move(game, row, col, player)) cnt++;
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}
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}
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return cnt;
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}
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/* Returns the number of players who HAVE to pass (2 == game is stuck) */
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int reversi_count_passes(const reversi_board_t *game, const int player) {
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if(reversi_count_player_available_moves(game,player)==0) {
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if(reversi_count_player_available_moves(game,
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reversi_flipped_color(player))==0) {
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return 2;
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}
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return 1;
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}
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return 0;
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}
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/* Returns the number of moves made by WHITE so far */
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int reversi_count_white_moves(const reversi_board_t *game) {
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return reversi_count_player_moves(game, WHITE);
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}
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/* Returns the number of moves made by BLACK so far */
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int reversi_count_black_moves(const reversi_board_t *game) {
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return reversi_count_player_moves(game, BLACK);
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}
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/* Checks whether the specified position is on the board
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* (and not beyond)
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*/
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static bool reversi_is_position_on_board(const int row, const int col) {
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return (row >= 0) && (row < BOARD_SIZE) &&
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(col >= 0) && (col < BOARD_SIZE);
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}
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/* Returns the delta for row to move in the specified direction */
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static int reversi_row_delta(const int direction) {
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switch (direction) {
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case DIR_UP:
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case DIR_UL:
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case DIR_UR:
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return -1;
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case DIR_DO:
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case DIR_DL:
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case DIR_DR:
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return 1;
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default:
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return 0;
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}
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}
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/* Returns the delta for column to move in the specified direction */
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static int reversi_column_delta(const int direction) {
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switch (direction) {
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case DIR_LE:
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case DIR_UL:
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case DIR_DL:
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return -1;
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case DIR_RI:
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case DIR_UR:
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case DIR_DR:
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return 1;
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default:
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return 0;
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}
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}
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/* Checks if some stones would be captured in the specified direction
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* if a stone were placed in the specified cell by the specified player.
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*
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* Returns 0 if no stones would be captured or 'direction' otherwise
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*/
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static int reversi_is_valid_direction(const reversi_board_t *game,
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const int row, const int col, const int player, const int direction) {
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int row_delta, col_delta, r, c;
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int other_color;
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int flip_cnt; /* Number of stones that would be flipped */
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row_delta = reversi_row_delta(direction);
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col_delta = reversi_column_delta(direction);
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other_color = reversi_flipped_color(player);
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r = row + row_delta;
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c = col + col_delta;
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flip_cnt = 0;
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while (reversi_is_position_on_board(r, c) &&
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(game->board[r][c] == other_color)) {
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r += row_delta;
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c += col_delta;
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flip_cnt++;
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}
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if ((flip_cnt > 0) && reversi_is_position_on_board(r, c) &&
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(game->board[r][c] == player)) {
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return direction;
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} else {
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return 0;
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}
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}
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/* Checks whether the move at the specified position would be valid.
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* Params:
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* - game: current state of the game
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* - row: 0-based row number of the move in question
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* - col: 0-based column number of the move in question
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* - player: who is about to make the move (WHITE/BLACK)
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*
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* Checks if the place is empty, the coordinates are legal,
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* and some stones can be captured.
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*
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* Returns 0 if the move is not valid or, otherwise, the or'd
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* directions in which stones would be captured.
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*/
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int reversi_is_valid_move(const reversi_board_t *game,
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const int row, const int col, const int player) {
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int dirs, i;
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dirs = 0;
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/* Check if coordinates are legal */
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if (!reversi_is_position_on_board(row, col)) {
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return dirs;
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}
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/* Check if the place is free */
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if (game->board[row][col] != FREE) {
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return dirs;
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}
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/* Check the directions of capture */
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for (i = 0; i < NUM_OF_DIRECTIONS; i++) {
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dirs |= reversi_is_valid_direction(game, row, col, player, DIRECTIONS[i]);
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}
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return dirs;
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}
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/* Flips the stones in the specified direction after the specified
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* player has placed a stone in the specified cell. The move is
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* assumed to be valid.
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*
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* Returns the number of flipped stones in that direction
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*/
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static int reversi_flip_stones(reversi_board_t *game,
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const int row, const int col, const int player, const int direction) {
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int row_delta, col_delta, r, c;
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int other_color;
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int flip_cnt; /* Number of stones flipped */
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row_delta = reversi_row_delta(direction);
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col_delta = reversi_column_delta(direction);
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other_color = reversi_flipped_color(player);
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r = row + row_delta;
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c = col + col_delta;
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flip_cnt = 0;
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while (reversi_is_position_on_board(r, c) &&
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(game->board[r][c] == other_color)) {
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game->board[r][c] = player;
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r += row_delta;
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c += col_delta;
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flip_cnt++;
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}
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return flip_cnt;
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}
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/* Tries to make a move (place a stone) at the specified position.
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* If the move is valid the board is changed. Otherwise nothing happens.
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*
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* Params:
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* - game: current state of the game
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* - row: 0-based row number of the move to make
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* - col: 0-based column number of the move to make
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* - player: who makes the move (WHITE/BLACK)
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*
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* Returns the number of flipped (captured) stones (>0) iff the move
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* was valid or 0 if the move was not valid. Note that in the case of
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* a valid move, the stone itself is not counted.
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*/
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int reversi_make_move(reversi_board_t *game,
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const int row, const int col, const int player) {
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int dirs, cnt, i;
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dirs = reversi_is_valid_move(game, row, col, player);
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if (dirs == 0) {
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return 0;
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}
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/* Place the stone into the cell */
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game->board[row][col] = player;
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/* Capture stones in all possible directions */
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cnt = 0;
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for (i = 0; i < NUM_OF_DIRECTIONS; i++) {
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if (dirs & DIRECTIONS[i]) {
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cnt += reversi_flip_stones(game, row, col, player, DIRECTIONS[i]);
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}
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}
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/* Remember the move */
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i = reversi_count_moves(game);
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game->history[i-1] = MAKE_MOVE(row, col, player);
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return cnt;
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}
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