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engines/groovie/logic/othello.h
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101
engines/groovie/logic/othello.h
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/* 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 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 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*
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* This file is dual-licensed.
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* In addition to the GPLv3 license mentioned above, MojoTouch has exclusively licensed
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* this code on November 10th, 2021, to be use in closed-source products.
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* Therefore, any contributions (commits) to it will also be dual-licensed.
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*
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*/
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#ifndef GROOVIE_LOGIC_OTHELLO_H
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#define GROOVIE_LOGIC_OTHELLO_H
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#include "common/random.h"
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#include "common/system.h"
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namespace Groovie {
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/*
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* Othello/Reversi Cursed Coins puzzle in Clandestiny and UHP.
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*/
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struct Freeboard {
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int _score;
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byte _boardstate[8][8]; // 0 is empty, 1 is player, 2 is AI
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// for sorting an array of pointers
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friend bool operator<(const Freeboard &a, const Freeboard &b) {
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return a._score > b._score;
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}
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};
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class OthelloGame {
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public:
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OthelloGame(bool easierAi);
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void run(byte *scriptVariables);
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private:
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int scoreEdge(byte (&board)[8][8], int x, int y, int slopeX, int slopeY);
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int scoreEarlyGame(Freeboard *freeboard);
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int scoreLateGame(Freeboard *freeboard);
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int scoreBoard(Freeboard *board);
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void restart(void);
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void writeBoardToVars(Freeboard *board, byte *vars);
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void readBoardStateFromVars(byte *vars);
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Freeboard getPossibleMove(Freeboard *freeboard, int moveSpot);
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void checkPossibleMove(Freeboard *board, Freeboard (&boards)[30], int8 **lineSpot, int &numPossibleMoves, int moveSpot, byte player, byte opponent);
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int getAllPossibleMoves(Freeboard *board, Freeboard (&boards)[30]);
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int aiRecurse(Freeboard *board, int depth, int parentScore, int opponentBestScore);
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byte aiDoBestMove(Freeboard *pBoard);
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void initLines(void);
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uint makeMove(Freeboard *freeboard, uint8 x, uint8 y);
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byte getLeader(Freeboard *f);
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void opInit(byte *vars);
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void tickBoard();
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void opPlayerMove(byte *vars);
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void op3(byte *vars);
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void opAiMove(byte *vars);
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void op5(byte *vars);
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void test();
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void testMatch(Common::Array<int> moves, bool playerWin);
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Common::RandomSource _random;
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byte _flag1;
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int8 _flag2;
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const int _depths[60];
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int _counter;
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const int _movesLateGame; // this is 52, seems to be a marker of when to change the function pointer to an aleternate scoring algorithm for the late game
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bool _isLateGame; // used to choose the scoring function, true means scoreLateGame
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const int8 _lookupPlayer[3]; // used to convert from internal values that represent piece colors to what the script uses in vars, {21, 40, 31}
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const int8 _scores[3][4];
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const int8 _edgesScores[112];
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const int _cornersScores[105];
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int _isAiTurn;
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int8 **_lines[64];
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int8 *_linesStorage[484];
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int8 _lineStorage[2016];
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Freeboard _board;
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bool _easierAi;
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};
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} // End of Groovie namespace
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#endif // GROOVIE_LOGIC_OTHELLO_H
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