mirror of
https://github.com/libretro/scummvm.git
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793 lines
18 KiB
C++
793 lines
18 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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 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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*
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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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*/
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#include "groovie/cell.h"
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namespace Groovie {
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CellGame::CellGame() {
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_startX = _startY = _endX = _endY = 255;
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_stack_index = _boardStackPtr = 0;
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_flag4 = false;
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_flag2 = false;
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_coeff3 = 0;
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_moveCount = 0;
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}
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byte CellGame::getStartX() {
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if (_startX > BOARDSIZE) {
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warning ("CellGame::getStartX: not calculated yet (%d)!", _startX);
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return 0;
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} else {
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return _startX;
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}
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}
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byte CellGame::getStartY() {
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if (_startY > BOARDSIZE) {
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warning ("CellGame::getStartY: not calculated yet (%d)!", _startY);
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return 6;
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} else {
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return _startY;
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}
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}
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byte CellGame::getEndX() {
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if (_endX > BOARDSIZE) {
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warning ("CellGame::getEndX: not calculated yet (%d)!", _endX);
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return 1;
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} else {
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return _endX;
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}
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}
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byte CellGame::getEndY() {
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if (_endY > BOARDSIZE) {
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warning ("CellGame::getEndY: not calculated yet (%d)!", _endY);
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return 6;
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} else {
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return _endY;
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}
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}
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CellGame::~CellGame() {
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}
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const int8 possibleMoves[][9] = {
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{ 1, 7, 8, -1 },
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{ 0, 2, 7, 8, 9, -1 },
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{ 1, 3, 8, 9, 10, -1 },
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{ 2, 4, 9, 10, 11, -1 },
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{ 3, 5, 10, 11, 12, -1 },
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{ 4, 6, 11, 12, 13, -1 }, // 5
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{ 5, 12, 13, -1 },
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{ 0, 1, 8, 14, 15, -1 },
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{ 0, 1, 2, 7, 9, 14, 15, 16, -1 },
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{ 1, 2, 3, 8, 10, 15, 16, 17, -1 },
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{ 2, 3, 4, 9, 11, 16, 17, 18, -1 }, // 10
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{ 3, 4, 5, 10, 12, 17, 18, 19, -1 },
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{ 4, 5, 6, 11, 13, 18, 19, 20, -1 },
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{ 5, 6, 12, 19, 20, -1 },
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{ 7, 8, 15, 21, 22, -1 },
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{ 7, 8, 9, 14, 16, 21, 22, 23, -1 }, // 15
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{ 8, 9, 10, 15, 17, 22, 23, 24, -1 },
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{ 9, 10, 11, 16, 18, 23, 24, 25, -1 },
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{ 10, 11, 12, 17, 19, 24, 25, 26, -1 },
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{ 11, 12, 13, 18, 20, 25, 26, 27, -1 },
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{ 12, 13, 19, 26, 27, -1 }, // 20
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{ 14, 15, 22, 28, 29, -1 },
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{ 14, 15, 16, 21, 23, 28, 29, 30, -1 },
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{ 15, 16, 17, 22, 24, 29, 30, 31, -1 },
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{ 16, 17, 18, 23, 25, 30, 31, 32, -1 },
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{ 17, 18, 19, 24, 26, 31, 32, 33, -1 }, // 25
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{ 18, 19, 20, 25, 27, 32, 33, 34, -1 },
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{ 19, 20, 26, 33, 34, -1 },
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{ 21, 22, 29, 35, 36, -1 },
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{ 21, 22, 23, 28, 30, 35, 36, 37, -1 },
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{ 22, 23, 24, 29, 31, 36, 37, 38, -1 }, // 30
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{ 23, 24, 25, 30, 32, 37, 38, 39, -1 },
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{ 24, 25, 26, 31, 33, 38, 39, 40, -1 },
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{ 25, 26, 27, 32, 34, 39, 40, 41, -1 },
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{ 26, 27, 33, 40, 41, -1 },
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{ 28, 29, 36, 42, 43, -1 }, // 35
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{ 28, 29, 30, 35, 37, 42, 43, 44, -1 },
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{ 29, 30, 31, 36, 38, 43, 44, 45, -1 },
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{ 30, 31, 32, 37, 39, 44, 45, 46, -1 },
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{ 31, 32, 33, 38, 40, 45, 46, 47, -1 },
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{ 32, 33, 34, 39, 41, 46, 47, 48, -1 }, // 40
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{ 33, 34, 40, 47, 48, -1 },
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{ 35, 36, 43, -1 },
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{ 35, 36, 37, 42, 44, -1 },
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{ 36, 37, 38, 43, 45, -1 },
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{ 37, 38, 39, 44, 46, -1 }, // 45
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{ 38, 39, 40, 45, 47, -1 },
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{ 39, 40, 41, 46, 48, -1 },
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{ 40, 41, 47, -1 }
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};
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const int8 strategy2[][17] = {
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{ 2, 9, 14, 15, 16, -1 },
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{ 3, 10, 14, 15, 16, 17, -1 },
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{ 0, 4, 7, 11, 14, 15, 16, 17, 18, -1 },
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{ 1, 5, 8, 12, 15, 16, 17, 18, 19, -1 },
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{ 2, 6, 9, 13, 16, 17, 18, 19, 20, -1 },
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{ 3, 10, 17, 18, 19, 20, -1 }, // 5
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{ 4, 11, 18, 19, 20, -1 },
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{ 2, 9, 16, 21, 22, 23, -1 },
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{ 3, 10, 17, 21, 22, 23, 24, -1 },
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{ 0, 4, 7, 11, 14, 18, 21, 22, 23, 24, 25, -1 },
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{ 1, 5, 8, 12, 15, 19, 22, 23, 24, 25, 26, -1 }, // 10
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{ 2, 6, 9, 13, 16, 20, 23, 24, 25, 26, 27, -1 },
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{ 3, 10, 17, 24, 25, 26, 27, -1 },
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{ 4, 11, 18, 25, 26, 27, -1 },
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{ 0, 1, 2, 9, 16, 23, 28, 29, 30, -1 },
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{ 0, 1, 2, 3, 10, 17, 24, 28, 29, 30, 31, -1 }, // 15
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{ 0, 1, 2, 3, 4, 7, 11, 14, 18, 21, 25, 28, 29, 30, 31, 32, -1 },
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{ 1, 2, 3, 4, 5, 8, 12, 15, 19, 22, 26, 29, 30, 31, 32, 33, -1 },
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{ 2, 3, 4, 5, 6, 9, 13, 16, 20, 23, 27, 30, 31, 32, 33, 34, -1 },
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{ 3, 4, 5, 6, 10, 17, 24, 31, 32, 33, 34, -1 },
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{ 4, 5, 6, 11, 18, 25, 32, 33, 34, -1 }, // 20
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{ 7, 8, 9, 16, 23, 30, 35, 36, 37, -1 },
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{ 7, 8, 9, 10, 17, 24, 31, 35, 36, 37, 38, -1 },
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{ 7, 8, 9, 10, 11, 14, 18, 21, 25, 28, 32, 35, 36, 37, 38, 39, -1 },
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{ 8, 9, 10, 11, 12, 15, 19, 22, 26, 29, 33, 36, 37, 38, 39, 40, -1 },
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{ 9, 10, 11, 12, 13, 16, 20, 23, 27, 30, 34, 37, 38, 39, 40, 41, -1 }, // 25
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{ 10, 11, 12, 13, 17, 24, 31, 38, 39, 40, 41, -1 },
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{ 11, 12, 13, 18, 25, 32, 39, 40, 41, -1 },
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{ 14, 15, 16, 23, 30, 37, 42, 43, 44, -1 },
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{ 14, 15, 16, 17, 24, 31, 38, 42, 43, 44, 45, -1 },
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{ 14, 15, 16, 17, 18, 21, 25, 28, 32, 35, 39, 42, 43, 44, 45, 46, -1 }, // 30
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{ 15, 16, 17, 18, 19, 22, 26, 29, 33, 36, 40, 43, 44, 45, 46, 47, -1 },
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{ 16, 17, 18, 19, 20, 23, 27, 30, 34, 37, 41, 44, 45, 46, 47, 48, -1 },
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{ 17, 18, 19, 20, 24, 31, 38, 45, 46, 47, 48, -1 },
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{ 18, 19, 20, 25, 32, 39, 46, 47, 48, -1 },
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{ 21, 22, 23, 30, 37, 44, -1 }, // 35
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{ 21, 22, 23, 24, 31, 38, 45, -1 },
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{ 21, 22, 23, 24, 25, 28, 32, 35, 39, 42, 46, -1 },
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{ 22, 23, 24, 25, 26, 29, 33, 36, 40, 43, 47, -1 },
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{ 23, 24, 25, 26, 27, 30, 34, 37, 41, 44, 48, -1 },
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{ 24, 25, 26, 27, 31, 38, 45, -1 }, // 40
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{ 25, 26, 27, 32, 39, 46, -1 },
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{ 28, 29, 30, 37, 44, -1 },
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{ 28, 29, 30, 31, 38, 45, -1 },
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{ 28, 29, 30, 31, 32, 35, 39, 42, 46, -1 },
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{ 29, 30, 31, 32, 33, 36, 40, 43, 47, -1 }, // 45
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{ 30, 31, 32, 33, 34, 37, 41, 44, 48, -1 },
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{ 31, 32, 33, 34, 38, 45, -1 },
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{ 32, 33, 34, 39, 46, -1 }
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};
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void CellGame::copyToTempBoard() {
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for (int i = 0; i < 53; ++i) {
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_tempBoard[i] = _board[i];
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}
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}
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void CellGame::copyFromTempBoard() {
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for (int i = 0; i < 53; ++i) {
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_board[i] = _tempBoard[i];
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}
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}
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void CellGame::copyToShadowBoard() {
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_board[53] = 0;
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_board[55] = 1;
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_board[56] = 0;
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for (int i = 0; i < 49; ++i) {
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_shadowBoard[i] = _board[i];
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}
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}
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void CellGame::pushBoard() {
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assert(_boardStackPtr < 57 * 9);
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for (int i = 0; i < 57; ++i)
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_boardStack[_boardStackPtr + i] = _board[i];
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_boardStackPtr += 57;
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}
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void CellGame::popBoard() {
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assert(_boardStackPtr > 0);
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_boardStackPtr -= 57;
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for (int i = 0; i < 57; ++i) {
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_board[i] = _boardStack[_boardStackPtr + i];
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}
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}
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void CellGame::pushShadowBoard() {
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assert(_boardStackPtr < 57 * 9);
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for (int i = 0; i < 57; ++i)
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_boardStack[_boardStackPtr + i] = _shadowBoard[i];
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_boardStackPtr += 57;
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}
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void CellGame::popShadowBoard() {
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assert(_boardStackPtr > 0);
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_boardStackPtr -= 57;
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for (int i = 0; i < 57; ++i) {
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_shadowBoard[i] = _boardStack[_boardStackPtr + i];
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}
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}
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void CellGame::clearMoves() {
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_stack_startXY[0] = _board[53];
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_stack_endXY[0] = _board[54];
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_stack_pass[0] = _board[55];
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_stack_index = 1;
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}
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void CellGame::pushMove() {
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_stack_startXY[_stack_index] = _board[53];
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_stack_endXY[_stack_index] = _board[54];
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_stack_pass[_stack_index] = _board[55];
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_stack_index++;
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}
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void CellGame::resetMove() {
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_board[53] = 0;
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_board[54] = 0;
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_board[55] = 0;
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}
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void CellGame::takeCells(uint16 whereTo, int8 color) {
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int cellN;
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const int8 *str;
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str = possibleMoves[whereTo];
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while (1) {
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cellN = *str++;
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if (cellN < 0)
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break;
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if (_tempBoard[cellN] > 0) {
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--_tempBoard[_tempBoard[cellN] + 48];
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_tempBoard[cellN] = color;
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++_tempBoard[color + 48];
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}
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}
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}
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void CellGame::countAllCells() {
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_board[49] = 0;
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_board[50] = 0;
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_board[51] = 0;
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_board[52] = 0;
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for (int i = 0; i < 49; i++) {
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switch (_board[i]) {
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case 1: // CELL_BLUE
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_board[49]++;
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break;
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case 2: // CELL_GREEN
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_board[50]++;
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break;
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case 3:
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_board[51]++;
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break;
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case 4:
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_board[52]++;
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break;
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}
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}
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}
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int CellGame::countCellsOnTempBoard(int8 color) {
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const int8 *str;
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int res = 0;
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int i;
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for (i = 0; i < 49; i++)
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_boardSum[i] = 0;
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for (i = 0; i < 49; i++) {
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if (_tempBoard[i] == color) {
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for (str = possibleMoves[i]; *str > 0; str++) {
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if (!_tempBoard[*str])
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++_boardSum[*str];
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}
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}
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}
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for (i = 0; i < 49; i++)
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res += _boardSum[i];
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return res;
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}
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bool CellGame::canMoveFunc1(int8 color) {
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const int8 *str;
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if (_board[55] == 1) {
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for (; _board[53] < 49; _board[53]++) {
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if (_shadowBoard[_board[53]] == color) {
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str = &possibleMoves[_board[53]][_board[56]];
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for (;_board[56] < 8; _board[56]++) {
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_board[54] = *str++;
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if (_board[54] < 0)
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break;
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if (!_shadowBoard[_board[54]]) {
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_shadowBoard[_board[54]] = -1;
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++_board[56];
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return true;
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}
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}
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_board[56] = 0;
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}
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}
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_board[53] = 0;
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_board[55] = 2;
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_board[56] = 0;
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}
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if (_board[55] == 2) {
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for (; _board[53] < 49; _board[53]++) {
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if (_shadowBoard[_board[53]] == color) {
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str = &strategy2[_board[53]][_board[56]];
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for (;_board[56] < 16; _board[56]++) {
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_board[54] = *str++;
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if (_board[54] < 0)
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break;
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if (!_board[_board[54]]) {
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++_board[56];
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return true;
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}
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}
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_board[56] = 0;
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}
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}
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}
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return false;
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}
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bool CellGame::canMoveFunc3(int8 color) {
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const int8 *str;
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if (_board[55] == 1) {
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for (; _board[53] < 49; _board[53]++) {
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if (_shadowBoard[_board[53]] == color) {
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str = &possibleMoves[_board[53]][_board[56]];
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for (;_board[56] < 8; _board[56]++) {
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_board[54] = *str++;
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if (_board[54] < 0)
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break;
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if (!_shadowBoard[_board[54]]) {
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_shadowBoard[_board[54]] = -1;
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++_board[56];
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return true;
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}
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}
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_board[56] = 0;
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}
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}
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_board[53] = 0;
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_board[55] = 2;
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_board[56] = 0;
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for (int i = 0; i < 49; ++i)
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_shadowBoard[i] = _board[i];
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}
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if (_board[55] == 2) {
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for (; _board[53] < 49; _board[53]++) {
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if (_shadowBoard[_board[53]] == color) {
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str = &strategy2[_board[53]][_board[56]];
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for (;_board[56] < 16; _board[56]++) {
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_board[54] = *str++;
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if (_board[54] < 0)
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break;
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if (!_shadowBoard[_board[54]]) {
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_shadowBoard[_board[54]] = -1;
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++_board[56];
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return true;
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}
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}
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_board[56] = 0;
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}
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}
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}
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return false;
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}
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bool CellGame::canMoveFunc2(int8 color) {
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const int8 *str;
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while (1) {
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while (_board[_board[54]]) {
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++_board[54];
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if (_board[54] >= 49)
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return false;
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}
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if (!_board[55]) {
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str = possibleMoves[_board[54]];
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while (1) {
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_board[53] = *str++;
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if (_board[53] < 0)
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break;
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if (_board[_board[53]] == color) {
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_board[55] = 1;
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return true;
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}
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}
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_board[55] = 1;
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}
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if (_board[55] == 1) {
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_board[55] = 2;
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_board[56] = 0;
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}
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if (_board[55] == 2) {
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str = &strategy2[_board[54]][_board[56]];
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for (; _board[56] < 16; _board[56]++) {
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_board[53] = *str++;
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if (_board[53] < 0)
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break;
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if (_board[_board[53]] == color) {
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++_board[56];
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return true;
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}
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}
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++_board[54];
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_board[55] = 0;
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if (_board[54] >= 49)
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break;
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}
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}
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return false;
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}
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void CellGame::makeMove(int8 color) {
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copyToTempBoard();
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_tempBoard[_board[54]] = color;
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++_tempBoard[color + 48];
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if (_board[55] == 2) {
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_tempBoard[_board[53]] = 0;
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--_tempBoard[color + 48];
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}
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takeCells(_board[54], color);
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}
|
|
|
|
int CellGame::getBoardWeight(int8 color1, int8 color2) {
|
|
int8 celln;
|
|
const int8 *str;
|
|
byte cellCnt[8];
|
|
|
|
str = possibleMoves[_board[54]];
|
|
cellCnt[1] = _board[49];
|
|
cellCnt[2] = _board[50];
|
|
cellCnt[3] = _board[51];
|
|
cellCnt[4] = _board[52];
|
|
if (_board[55] != 2)
|
|
++cellCnt[color2];
|
|
celln = *str++;
|
|
|
|
celln = _board[celln];
|
|
if (celln > 0) {
|
|
--cellCnt[celln];
|
|
++cellCnt[color2];
|
|
}
|
|
celln = *str++;
|
|
|
|
celln = _board[celln];
|
|
if (celln > 0) {
|
|
--cellCnt[celln];
|
|
++cellCnt[color2];
|
|
}
|
|
celln = *str++;
|
|
|
|
celln = _board[celln];
|
|
if (celln > 0) {
|
|
--cellCnt[celln];
|
|
++cellCnt[color2];
|
|
}
|
|
while (1) {
|
|
celln = *str++;
|
|
if (celln < 0)
|
|
break;
|
|
celln = _board[celln];
|
|
if (celln > 0) {
|
|
--cellCnt[celln];
|
|
++cellCnt[color2];
|
|
}
|
|
}
|
|
return _coeff3 + 2 * (2 * cellCnt[color1] - cellCnt[1] - cellCnt[2] - cellCnt[3] - cellCnt[4]);
|
|
}
|
|
|
|
void CellGame::chooseBestMove(int8 color) {
|
|
int moveIndex = 0;
|
|
|
|
if (_flag2) {
|
|
int bestWeight = 32767;
|
|
for (int i = 0; i < _stack_index; ++i) {
|
|
_board[53] = _stack_startXY[i];
|
|
_board[54] = _stack_endXY[i];
|
|
_board[55] = _stack_pass[i];
|
|
makeMove(color);
|
|
int curWeight = countCellsOnTempBoard(color);
|
|
if (curWeight <= bestWeight) {
|
|
if (curWeight < bestWeight)
|
|
moveIndex = 0;
|
|
bestWeight = curWeight;
|
|
_stack_startXY[moveIndex] = _board[53];
|
|
_stack_endXY[moveIndex] = _board[54];
|
|
_stack_pass[moveIndex++] = _board[55];
|
|
}
|
|
}
|
|
_stack_index = moveIndex;
|
|
}
|
|
|
|
_startX = _stack_startXY[0] % 7;
|
|
_startY = _stack_startXY[0] / 7;
|
|
_endX = _stack_endXY[0] % 7;
|
|
_endY = _stack_endXY[0] / 7;
|
|
}
|
|
|
|
int8 CellGame::calcBestWeight(int8 color1, int8 color2, uint16 depth, int bestWeight) {
|
|
int8 res;
|
|
int8 curColor;
|
|
bool canMove;
|
|
int type;
|
|
uint16 i;
|
|
int8 currBoardWeight;
|
|
int8 weight;
|
|
|
|
pushBoard();
|
|
copyFromTempBoard();
|
|
curColor = color2;
|
|
for (i = 0;; ++i) {
|
|
if (i >= 4) {
|
|
res = _coeff3 + 2 * (2 * _board[color1 + 48] - _board[49] - _board[50] - _board[51] - _board[52]);
|
|
popBoard();
|
|
return res;
|
|
}
|
|
++curColor;
|
|
if (curColor > 4)
|
|
curColor = 1;
|
|
|
|
if (_board[curColor + 48]) {
|
|
if (_board[curColor + 48] >= 49 - _board[49] - _board[50] - _board[51] - _board[52]) {
|
|
resetMove();
|
|
canMove = canMoveFunc2(curColor);
|
|
type = 1;
|
|
} else {
|
|
copyToShadowBoard();
|
|
if (depth == 1) {
|
|
canMove = canMoveFunc3(curColor);
|
|
type = 3;
|
|
} else {
|
|
canMove = canMoveFunc1(curColor);
|
|
type = 2;
|
|
}
|
|
}
|
|
if (canMove)
|
|
break;
|
|
}
|
|
}
|
|
if (_flag1) {
|
|
popBoard();
|
|
return bestWeight + 1;
|
|
}
|
|
|
|
depth -= 1;
|
|
if (depth) {
|
|
makeMove(curColor);
|
|
if (type == 1) {
|
|
res = calcBestWeight(color1, curColor, depth, bestWeight);
|
|
} else {
|
|
pushShadowBoard();
|
|
res = calcBestWeight(color1, curColor, depth, bestWeight);
|
|
popShadowBoard();
|
|
}
|
|
} else {
|
|
res = getBoardWeight(color1, curColor);
|
|
}
|
|
|
|
if ((res < bestWeight && color1 != curColor) || _flag4) {
|
|
popBoard();
|
|
return res;
|
|
}
|
|
|
|
currBoardWeight = _coeff3 + 2 * (2 * _board[color1 + 48] - _board[49] - _board[50] - _board[51] - _board[52]);
|
|
while (1) {
|
|
if (type == 1) {
|
|
canMove = canMoveFunc2(curColor);
|
|
} else if (type == 2) {
|
|
canMove = canMoveFunc1(curColor);
|
|
} else {
|
|
canMove = canMoveFunc3(curColor);
|
|
}
|
|
|
|
if (!canMove)
|
|
break;
|
|
if (_flag1) {
|
|
popBoard();
|
|
return bestWeight + 1;
|
|
}
|
|
if (_board[55] == 2) {
|
|
if (getBoardWeight(color1, curColor) == currBoardWeight)
|
|
continue;
|
|
}
|
|
if (!depth) {
|
|
weight = getBoardWeight(color1, curColor);
|
|
if (type == 1) {
|
|
if (_board[55] == 2)
|
|
_board[56] = 16;
|
|
}
|
|
} else {
|
|
makeMove(curColor);
|
|
if (type != 1) {
|
|
pushShadowBoard();
|
|
weight = calcBestWeight(color1, curColor, depth, bestWeight);
|
|
popShadowBoard();
|
|
} else {
|
|
weight = calcBestWeight(color1, curColor, depth, bestWeight);
|
|
}
|
|
}
|
|
if ((weight < res && color1 != curColor) || (weight > res && color1 == curColor))
|
|
res = weight;
|
|
|
|
if ((res < bestWeight && color1 != curColor) || _flag4)
|
|
break;
|
|
}
|
|
popBoard();
|
|
|
|
return res;
|
|
}
|
|
|
|
int16 CellGame::doGame(int8 color, int depth) {
|
|
bool canMove;
|
|
int type;
|
|
|
|
countAllCells();
|
|
if (_board[color + 48] >= 49 - _board[49] - _board[50] - _board[51] - _board[52]) {
|
|
resetMove();
|
|
canMove = canMoveFunc2(color);
|
|
type = true;
|
|
} else {
|
|
copyToShadowBoard();
|
|
canMove = canMoveFunc1(color);
|
|
type = false;
|
|
}
|
|
|
|
if (canMove) {
|
|
int8 w1, w2;
|
|
if (_board[color + 48] - _board[49] - _board[50] - _board[51] - _board[52] == 0)
|
|
depth = 0;
|
|
_coeff3 = 0;
|
|
if (_board[55] == 1)
|
|
_coeff3 = 1;
|
|
clearMoves();
|
|
if (depth) {
|
|
makeMove(color);
|
|
_flag4 = false;
|
|
if (type) {
|
|
w2 = calcBestWeight(color, color, depth, -127);
|
|
} else {
|
|
pushShadowBoard();
|
|
w2 = calcBestWeight(color, color, depth, -127);
|
|
popShadowBoard();
|
|
}
|
|
} else {
|
|
w2 = getBoardWeight(color, color);
|
|
}
|
|
int8 currBoardWeight = 2 * (2 * _board[color + 48] - _board[49] - _board[50] - _board[51] - _board[52]);
|
|
while (1) {
|
|
if (type)
|
|
canMove = canMoveFunc2(color);
|
|
else
|
|
canMove = canMoveFunc1(color);
|
|
|
|
if (!canMove)
|
|
break;
|
|
if (_flag1)
|
|
break;
|
|
_coeff3 = 0;
|
|
if (_board[55] == 2) {
|
|
if (getBoardWeight(color, color) == currBoardWeight)
|
|
continue;
|
|
}
|
|
if (_board[55] == 1)
|
|
_coeff3 = 1;
|
|
if (depth) {
|
|
makeMove(color);
|
|
_flag4 = false;
|
|
if (type) {
|
|
w1 = calcBestWeight(color, color, depth, w2);
|
|
} else {
|
|
pushShadowBoard();
|
|
w1 = calcBestWeight(color, color, depth, w2);
|
|
popShadowBoard();
|
|
}
|
|
} else {
|
|
w1 = getBoardWeight(color, color);
|
|
}
|
|
if (w1 == w2)
|
|
pushMove();
|
|
|
|
if (w1 > w2) {
|
|
clearMoves();
|
|
w2 = w1;
|
|
}
|
|
}
|
|
chooseBestMove(color);
|
|
return 1;
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
const int8 depths[] = { 1, 1, 1, 2, 1, 1, 2, 2, 1, 2, 2, 2, 3, 2, 2, 3, 3, 2, 3, 3, 3 };
|
|
|
|
int16 CellGame::calcMove(int8 color, uint16 depth) {
|
|
int result = 0;
|
|
|
|
_flag1 = false;
|
|
++_moveCount;
|
|
if (depth) {
|
|
if (depth == 1) {
|
|
_flag2 = true;
|
|
result = doGame(color, 0);
|
|
} else {
|
|
int newDepth;
|
|
|
|
newDepth = depths[3 * (depth - 2) + _moveCount % 3];
|
|
_flag2 = true;
|
|
if (newDepth >= 20) {
|
|
assert(0); // This branch is not implemented
|
|
} else {
|
|
result = doGame(color, newDepth);
|
|
}
|
|
}
|
|
} else {
|
|
_flag2 = false;
|
|
result = doGame(color, depth);
|
|
}
|
|
return result;
|
|
}
|
|
|
|
int CellGame::playStauf(byte color, uint16 depth, byte *scriptBoard) {
|
|
int i;
|
|
|
|
for (i = 0; i < 49; i++, scriptBoard++) {
|
|
_board[i] = 0;
|
|
if (*scriptBoard == 50)
|
|
_board[i] = 1;
|
|
if (*scriptBoard == 66)
|
|
_board[i] = 2;
|
|
}
|
|
for (i = 49; i < 57; i++)
|
|
_board[i] = 0;
|
|
|
|
return calcMove(color, depth);
|
|
}
|
|
|
|
|
|
} // End of Groovie namespace
|