ref: 48531e4fd34f0f14b9fec0e844603d15cd3e184b
dir: /engine.c/
#include "port.h" #include "util.h" #include "engine.h" #include "netclient.h" int difficulty = DEasy; int state; int turn = 0; int ptype[2] = {Human, Computer}; int grid[SzX][SzY]; int pgrid[SzX][SzY]; /* for undo */ int ogrid[SzX][SzY]; /* so we can restart levels */ void initlevel(void) { int i, cnt, x, y; for(x = 0; x < SzX; x++) for(y = 0; y < SzY; y++) ogrid[x][y] = Prev; switch(difficulty) { case DEasy: cnt = 10 + nrand(5); break; case DMed: cnt = 5 + nrand(5); break; case DHard: cnt = 1 + nrand(5); break; case DImp: default: cnt = 0; break; } ogrid[SzX/2][SzY/2] = Glenda; setmap: for(i = 0 ; i < cnt ; i++) { /* ensure we don't over place walls in glenda or walls (again) */ do { x = nrand(SzX); y = nrand(SzY); }while(ogrid[x][y] == Glenda || ogrid[x][y] == Wall); ogrid[x][y] = Wall; } /* ensure we don't make an unfair map */ if(checkstate() == Won && findmin(Pt(SzX/2, SzY/2)) > 100) goto setmap; memcpy(grid, ogrid, sizeof grid); state = Start; turn = 0; } Point movedir(int dir, Point p) { int x = p.x; int y = p.y; switch(dir) { case NE: return Pt(x+(y%2?1:0), y-1); case E: return Pt(x+1, y); case SE: return Pt(x+(y%2?1:0), y+1); case SW: return Pt(x+(y%2?0:-1), y+1); case W: return Pt(x-1, y); case NW: return Pt(x+(y%2?0:-1), y-1); default: sysfatal("andrey messed up big time"); /* should we keep that line around? it might be more useful than sysfatal */ // return Pt(-1, -1); } } /* reverse of movedir, tells the direction for a dst from src */ int pointdir(Point src, Point dst) { Point p; /* if(src.x < 0 || src.x > SzX || src.y < 0 || src.y > SzY) ||(dst.x < 0 || dst.x > SzX || dst.y < 0 || dst.y > SzY) return Err; */ /* hacky */ for(int i = NE ; i <= NW ; i++) { p = movedir(i, src); if(p.x == dst.x && p.y == dst.y) return i; } return Err; } /* Point movedir(int dir, Point p) { switch(dir) { case NE: if(p.y % 2) return Pt(p.x+1, p.y-1); else return Pt(p.x, p.y-1); case E: return Pt(p.x+1, p.y); case SE: if(p.y % 2) return Pt(p.x+1, p.y+1); else return Pt(p.x, p.y+1); case SW: if(p.y % 2) return Pt(p.x, p.y+1); else return Pt(p.x-1, p.y+1); case W: return Pt(p.x-1, p.y); case NW: if(p.y % 2) return Pt(p.x, p.y-1); else return Pt(p.x-1, p.y-1); default: return Pt(-1, -1); } } */ int domove(int dir) { Point src, dst; src = findglenda(); dst = movedir(dir, src); if(grid[dst.x][dst.y] == Wall) return Wall; if(networked) return netmove(dir); grid[dst.x][dst.y] = Glenda; grid[src.x][src.y] = Prev; turn++; /* server should tell us */ if(ptype[1] == Human && !networked) checkstate(); return Ok; } int doput(Point p) { /* clients are expected to do their own error checking */ if(p.x > SzX || p.x < 0 || p.y > SzY || p.y < 0) return Err; if(grid[p.x][p.y] == Wall) return Wall; if(grid[p.x][p.y] == Glenda) return Glenda; if(networked) return netput(p.x, p.y); /* take a copy for undo */ memcpy(pgrid, grid, sizeof grid); grid[p.x][p.y] = Wall; /* assumes defenders start game first */ if(state == Start) state = Playing; turn++; /* reset the board scores */ for(int x = 0; x < SzX; x++) for(int y = 0; y < SzY; y++) if(grid[x][y] != Wall && grid[x][y] != Glenda) grid[x][y] = 100; /* we need it to check game state, even if not playing with computer */ if(ptype[1] == Computer) nextglenda(); else if(ptype[1] == Human && !networked) checkstate(); return Ok; } Point findglenda(void) { for(int x = 0; x < SzX; x++) for(int y = 0; y < SzY; y++) if(grid[x][y] == 1000) return Pt(x, y); return Pt(-1, -1); } int checknext(int dir, Point p) { int x = p.x; int y = p.y; switch(dir) { case NE: return grid[x+(y%2?1:0)][y-1]; case E: return grid[x+1][y]; case SE: return grid[x+(y%2?1:0)][y+1]; case SW: return grid[x+(y%2?0:-1)][y+1]; case W: return grid[x-1][y]; case NW: return grid[x+(y%2?0:-1)][y-1]; default: sysfatal("andrey messed up big time"); } } /* the following two routines constitute the "game AI" * they score the field based on the number of moves * required to reach the edge from a particular point * scores > 100 are "dead spots" (this assumes the field * is not larger than ~100*2 * * routines need to run at least twice to ensure a field is properly * scored: there are errors that creep up due to the nature of * traversing the board */ int score1(Point p) { int min = 999; if(p.x == 0 || p.x == SzX-1 || p.y == 0 || p.y == SzY-1) return 1; /* we can always escape from the edges */ if(findmin(p) < min) min = findmin(p); if(min >= 998) return 998; return 1+min; } void calc(void) { for(int i = 0; i < SzX; i++) /* assumes SzX = SzY */ for(int x = i; x < SzX-i; x++) for(int y = i; y < SzY-i; y++) if(grid[x][y] != Wall && grid[x][y] != Glenda) grid[x][y] = score1(Pt(x, y)); } int findmin(Point p) { int next, min = 998; for(int dir = NE; dir <= NW; dir++) { next = checknext(dir, p); if(next < min) min = next; } return min; } void nextglenda(void) { int min = 999, next, dir, nextdir = 0, count = 0; Point p = findglenda(); if(networked) return; calc(); calc(); calc(); for(dir = NE; dir <= NW; dir++) { next = checknext(dir, p); if(next < min) { min = next; nextdir = dir; ++count; } else if(next == min) nextdir = (nrand(++count) == 0) ? dir : nextdir; } if(min > 100) state = Won; else domove(nextdir); p = findglenda(); if(p.x == 0 || p.x == SzX-1 || p.y == 0 || p.y == SzY-1) state = Lost; } int checkstate(void) { Point p = findglenda(); calc(); calc(); calc(); if(findmin(p) > 100) state = Won; if(p.x == 0 || p.x == SzX-1 || p.y == 0 || p.y == SzY-1) state = Lost; return state; } void restart(void) { turn = 0; memcpy(grid, ogrid, sizeof grid); state = Start; } void undo(void) { int g[SzX][SzY]; if(state == Start || turn < 2) return; /* revert turn counter, can be abused by one side */ turn -= 2; /* swap grids */ memcpy(g, grid, sizeof grid); memcpy(grid, pgrid, sizeof grid); memcpy(pgrid, g, sizeof grid); }