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545 lines
12 KiB
545 lines
12 KiB
/* Yo Emacs, this -*- C++ -*-
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Copyright (C) 2001 Jens Hoefkens
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jens@hoefkens.com
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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#include "kbgstatus.h"
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#include "kbgstatus.moc"
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#include <stdlib.h>
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#include <stdio.h>
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/*
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* Parse a rawboard description from FIBS and initialize members.
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*/
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KBgtqStatus::KBgtqStatus(const TQString &rawboard)
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{
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/*
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* This is the format string from hell...
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*/
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const char *format = ("%*[^:]%*[:]%99[^:]%*[:]%99[^:]%*[:]%i%*[:]%i%*[:]%i%*[:]"
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"%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]"
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"%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]"
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"%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]"
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"%i%*[:]"
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"%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]"
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"%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]%i%*[:]"
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"%i%*[:]%i%*[:]");
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char opponent[100], player[100];
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TQString cap;
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int board[26], ldice[2][2], maydouble[2], scratch[4], onhome[2], onbar[2];
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int points[2];
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int tomove, lturn, color, cube, direction, redoubles, bar, home, length;
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// split the incoming line at colons - latin1() is fine, since the string comes from FIBS.
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sscanf (rawboard.latin1(), format,
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player, opponent,
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&length,
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&points[0], &points[1],
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&board[ 0], &board[ 1], &board[ 2], &board[ 3], &board[ 4], &board[ 5],
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&board[ 6], &board[ 7], &board[ 8], &board[ 9], &board[10], &board[11],
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&board[12], &board[13], &board[14], &board[15], &board[16], &board[17],
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&board[18], &board[19], &board[20], &board[21], &board[22], &board[23],
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&board[24], &board[25],
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<urn,
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&ldice[US ][0], &ldice[US ][1], &ldice[THEM][0], &ldice[THEM][1],
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&cube,
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&maydouble[US], &maydouble[THEM],
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&doubled_,
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&color,
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&direction,
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&home, &bar,
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&onhome[US], &onhome[THEM], // on home
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&onbar[US], &onbar[THEM], // on bar
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&tomove,
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&scratch[2], &scratch[3], // forced move & did crawford
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&redoubles);
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player_[US] = player;
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player_[THEM] = opponent;
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setCube(cube, maydouble[US], maydouble[THEM]);
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setDirection(direction);
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setColor(color);
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for (int i = 1; i < 25; i++) {
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if (board[i] == 0 || color == board[i]/abs(board[i]))
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setBoard(i, US, abs(board[i]));
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else
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setBoard(i, THEM, abs(board[i]));
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}
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setDice(US , 0, ldice[US ][0]);
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setDice(US , 1, ldice[US ][1]);
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setDice(THEM, 0, ldice[THEM][0]);
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setDice(THEM, 1, ldice[THEM][1]);
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setHome(US, onhome[US ]);
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setHome(THEM, onhome[THEM]);
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setBar(US, board[ bar]);
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setBar(THEM, board[25-bar]);
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setPoints(US, points[0]);
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setPoints(THEM, points[1]);
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if (lturn == 0)
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setLength(-1);
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else
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setLength(length);
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int t = lturn*color;
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if (t > 0) setTurn(US);
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if (t < 0) setTurn(THEM);
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if (t == 0) setTurn(NONE);
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}
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/*
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* Constructor initializes the status to an empty board with cube one
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* and empty dice.
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*/
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KBgtqStatus::KBgtqStatus()
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: TQObject()
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{
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/*
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* Initialize members
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*/
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for (int i = 0; i < 26; ++i)
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setBoard(i, US, 0);
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for (int i = US; i <= THEM; i++) {
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setDice (i, 0, 0);
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setDice (i, 1, 0);
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setHome (i, 0);
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setBar (i, 0);
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setPoints(i, -1);
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setPlayer(i, TQString());
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}
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setColor(White, US);
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setCube(1, BOTH); // also initializes maydouble
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setDirection(1);
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setLength(-1);
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setTurn(NONE);
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// initialize members without assignment functions
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doubled_ = 0;
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}
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/*
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* Copy constructor calls private utility function.
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*/
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KBgtqStatus::KBgtqStatus(const KBgtqStatus &rhs)
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: TQObject()
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{
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copy(rhs);
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}
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/*
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* Destructor
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*/
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KBgtqStatus::~KBgtqStatus()
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{
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// nothing to do
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}
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/*
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* Assignment operator shares a lot of code with the copy
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* constructor.
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*/
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KBgtqStatus& KBgtqStatus::operator=(const KBgtqStatus &rhs)
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{
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if (this == &rhs) return *this;
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copy(rhs);
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return *this;
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}
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void KBgtqStatus::copy(const KBgtqStatus &rhs)
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{
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for (int i = 0; i < 26; i++)
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board_[i] = rhs.board_[i];
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for (int i = US; i <= THEM; i++) {
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home_[i] = rhs.home_[i];
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bar_ [i] = rhs.bar_ [i];
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dice_[i][0] = rhs.dice_[i][0];
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dice_[i][1] = rhs.dice_[i][1];
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maydouble_[i] = rhs.maydouble_[i];
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player_ [i] = rhs.player_ [i];
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points_ [i] = rhs.points_ [i];
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}
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cube_ = rhs.cube_;
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direction_ = rhs.direction_;
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color_ = rhs.color_;
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turn_ = rhs.turn_;
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doubled_ = rhs.doubled_;
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}
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/*
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* Access functions
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*/
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int KBgtqStatus::board(const int &i) const
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{
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return ((0 < i && i < 25) ? color_*board_[i] : 0);
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}
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int KBgtqStatus::home(const int &w) const
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{
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return ((w == US || w == THEM) ? color_*home_[w] : 0);
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}
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int KBgtqStatus::bar(const int &w) const
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{
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return ((w == US || w == THEM) ? color_*bar_[w] : 0);
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}
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int KBgtqStatus::color(const int &w) const
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{
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return ((w == THEM) ? -color_ : color_);
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}
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int KBgtqStatus::direction() const
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{
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return direction_;
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}
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int KBgtqStatus::dice(const int &w, const int &n) const
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{
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if ((w == US || w == THEM) && (n == 0 || n == 1))
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return dice_[w][n];
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else
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return 0;
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}
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int KBgtqStatus::cube(const int &w) const
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{
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if (w == US || w == THEM)
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return ((maydouble_[w]) ? cube_ : -cube_);
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return 0;
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}
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int KBgtqStatus::points(const int& w) const
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{
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return ((w == US || w == THEM) ? points_[w] : -1);
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}
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TQString KBgtqStatus::player(const int &w) const
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{
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return ((w == US || w == THEM) ? player_[w] : TQString());
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}
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int KBgtqStatus::length() const
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{
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return length_;
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}
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int KBgtqStatus::turn() const
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{
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return turn_;
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}
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bool KBgtqStatus::doubled() const
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{
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return doubled_;
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}
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/*
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* Assignment functions
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*/
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void KBgtqStatus::setBoard(const int &i, const int &w, const int &v)
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{
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if (0 < i && i < 25) {
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if (w == US)
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board_[i] = abs(v);
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else if (w == THEM)
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board_[i] = -abs(v);
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}
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}
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void KBgtqStatus::setHome(const int &w, const int &v)
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{
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if (w == US)
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home_[w] = abs(v);
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else if (w == THEM)
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home_[w] = -abs(v);
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}
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void KBgtqStatus::setBar(const int& w, const int& v)
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{
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if (w == US)
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bar_[w] = abs(v);
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else if (w == THEM)
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bar_[w] = -abs(v);
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}
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void KBgtqStatus::setColor(const int &c, const int &w)
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{
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if (w == US)
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color_ = ((c < 0) ? Black : White);
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else if (w == THEM)
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color_ = ((c < 0) ? White : Black);
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}
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void KBgtqStatus::setDirection(const int &dir)
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{
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direction_ = ((dir < 0) ? -1 : +1);
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}
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void KBgtqStatus::setDice(const int &w, const int &n, const int &v)
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{
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if ((w == US || w == THEM) && (n == 0 || n == 1)) {
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if (0 <= v && v <= 6)
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dice_[w][n] = v;
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else
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dice_[w][n] = 0;
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}
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}
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void KBgtqStatus::setCube(const int &c, const bool &us, const bool &them)
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{
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int w = NONE;
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if (us) w = US;
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if (them) w = THEM;
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if (us && them) w = BOTH;
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setCube(c, w);
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}
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void KBgtqStatus::setCube(const int &c, const int &w)
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{
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// assume that int has at least 32 bits...
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for (int i = 0; i < 31; i++) {
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if (1<<i == (cube_ = c)) break;
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cube_ = 0;
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}
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maydouble_[US ] = (w == US || w == BOTH);
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maydouble_[THEM] = (w == THEM || w == BOTH);
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}
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void KBgtqStatus::setPoints(const int &w, const int &p)
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{
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if (w == US || w == THEM)
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points_[w] = p;
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}
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void KBgtqStatus::setPlayer(const int &w, const TQString &name)
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{
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if (w == US || w == THEM)
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player_[w] = name;
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}
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void KBgtqStatus::setLength(const int &l)
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{
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length_ = l;
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}
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void KBgtqStatus::setTurn(const int &w)
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{
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if (w == US || w == THEM || w == BOTH)
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turn_ = w;
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}
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/*
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* Utility functions
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*/
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int KBgtqStatus::moves() const
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{
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int start, dir;
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/*
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* Return an error if it isn't anybodies turn.
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*/
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if ((turn() != US) && (turn() != THEM))
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return -1;
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/*
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* Determine tha direction of the current move
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*/
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if ((turn() == US && direction() < 0) || (turn() == THEM && direction() > 0)) {
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start = 25;
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dir = -1;
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} else {
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start = 0;
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dir = 1;
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}
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/*
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* Get the current dice transferred into the move[] array. The
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* final zero is a marker
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*/
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int move[5] = {0, 0, 0, 0, 0};
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move[0] = dice(turn(), 0);
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move[1] = dice(turn(), 1);
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if (move[0] == move[1]) {
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move[3] = move[2] = move[0];
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// saves some work further down
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if (move[0] == 0)
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return 0;
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}
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bool doubledice = (move[3] != 0);
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int count = 4;
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/*
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* Get a copy of ourselves. That way we can mess around with
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* the internals of the game.
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*/
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KBgtqStatus sc(*this);
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/*
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* Start with getting all checkers off the bar
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*/
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while (count > 0 && sc.bar(turn()) != 0) {
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if (move[--count] != 0) {
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if (color(turn())*sc.board(start+dir*move[count]) >= -1) {
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sc.setBar(turn(), abs(sc.bar(turn()))-1);
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sc.setBoard(start + dir*move[count], turn(), 1);
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move[count] = 0;
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}
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}
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}
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/*
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* Collect remaining moves in the beginning of the move array
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*/
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int j = 0;
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for (int i = 0; i < 4; i++) {
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if ((move[j] = move[i]))
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++j;
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if (i > j) move[i] = 0;
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}
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/*
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* Find number of remaining moves
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*/
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int moves = 0;
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move[4] = 0;
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while (move[moves])
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++moves;
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/*
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* Done or no more moves because the bar is not empty
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*/
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if (sc.bar(turn()) != 0 || move[0] == 0)
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return (move[3] ? 4 - moves : 2 - moves);
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/*
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* Try to find possible moves on the board
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*/
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if (moves == 1 || move[0] == move[1]) {
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/*
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* Order doesn't matter, all moves are equal
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*/
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while (--moves >= 0 && movePossible(sc, move[moves], start, dir));
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moves++;
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return (doubledice ? 4 - moves : 2 - moves);
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} else {
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/*
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* Order does matter; try both ways.
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*/
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moves = 0;
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for (int i = 0; i < 25; i++) {
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if (movePossible(sc, move[0], start + i*dir, dir)) {
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moves = 1;
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if (movePossible(sc, move[1], start, dir)) {
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return 2;
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}
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}
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// Restore scratch copy...
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sc = *this;
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}
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for (int i = 0; i < 25; i++) {
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if (movePossible(sc, move[1], start + i*dir, dir)) {
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moves = 1;
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if (movePossible(sc, move[0], start, dir)) {
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return 2;
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}
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}
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// Restore scratch copy...
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sc = *this;
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}
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return moves;
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}
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}
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bool KBgtqStatus::movePossible(KBgtqStatus &sc, int a, int start, int dir) const
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{
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/*
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* Determine where the first checker in moving direction is
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* located
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*/
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int first = (dir > 0) ? 1 : 24;
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int last = (dir > 0) ? 25 : 0;
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while (first != last && color(turn())*sc.board(first) <= 0)
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first += dir;
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/*
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* Are we moving off ?
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*/
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bool off = false;
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if ((dir > 0 && first > 18) || (dir < 0 && first < 7))
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off = true;
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/*
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* Find a move by exhaustive search.
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*/
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while (true) {
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start += dir;
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int final = start+dir*a;
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/*
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* Make absolutely sure that the loop terminates eventually
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*/
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if (start <= 0 || start >= 25)
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return false;
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if (color(turn())*sc.board(start) > 0) {
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if (0 < final && final < 25 && color(turn())*sc.board(final) >= -1) {
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sc.setBoard(start, turn(), abs(sc.board(start)) - 1);
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sc.setBoard(final, turn(), abs(sc.board(final)) + 1);
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return true;
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} else if (off && (final == 0 || final == 25)) {
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sc.setBoard(start, turn(), abs(sc.board(start)) - 1);
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sc.setHome(turn(), abs(sc.home(turn())) + 1);
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return true;
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} else if (off && first == start && (final > 24 || final < 1)) {
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sc.setBoard(start, turn(), abs(sc.board(start)) - 1);
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sc.setHome(turn(), abs(sc.home(turn())) + 1);
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return true;
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}
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}
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}
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}
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// EOF
|