/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * * * This file is dual-licensed. * In addition to the GPLv3 license mentioned above, MojoTouch has exclusively licensed * this code on November 10th, 2021, to be use in closed-source products. * Therefore, any contributions (commits) to it will also be dual-licensed. * */ #ifndef GROOVIE_LOGIC_OTHELLO_H #define GROOVIE_LOGIC_OTHELLO_H #include "common/random.h" #include "common/system.h" namespace Groovie { /* * Othello/Reversi Cursed Coins puzzle in Clandestiny and UHP. */ struct Freeboard { int _score; byte _boardstate[8][8]; // 0 is empty, 1 is player, 2 is AI // for sorting an array of pointers friend bool operator<(const Freeboard &a, const Freeboard &b) { return a._score > b._score; } }; class OthelloGame { public: OthelloGame(bool easierAi); void run(byte *scriptVariables); private: int scoreEdge(byte (&board)[8][8], int x, int y, int slopeX, int slopeY); int scoreEarlyGame(Freeboard *freeboard); int scoreLateGame(Freeboard *freeboard); int scoreBoard(Freeboard *board); void restart(void); void writeBoardToVars(Freeboard *board, byte *vars); void readBoardStateFromVars(byte *vars); Freeboard getPossibleMove(Freeboard *freeboard, int moveSpot); void checkPossibleMove(Freeboard *board, Freeboard (&boards)[30], int8 **lineSpot, int &numPossibleMoves, int moveSpot, byte player, byte opponent); int getAllPossibleMoves(Freeboard *board, Freeboard (&boards)[30]); int aiRecurse(Freeboard *board, int depth, int parentScore, int opponentBestScore); byte aiDoBestMove(Freeboard *pBoard); void initLines(void); uint makeMove(Freeboard *freeboard, uint8 x, uint8 y); byte getLeader(Freeboard *f); void opInit(byte *vars); void tickBoard(); void opPlayerMove(byte *vars); void op3(byte *vars); void opAiMove(byte *vars); void op5(byte *vars); void test(); void testMatch(Common::Array moves, bool playerWin); Common::RandomSource _random; byte _flag1; int8 _flag2; const int _depths[60]; int _counter; 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 bool _isLateGame; // used to choose the scoring function, true means scoreLateGame const int8 _lookupPlayer[3]; // used to convert from internal values that represent piece colors to what the script uses in vars, {21, 40, 31} const int8 _scores[3][4]; const int8 _edgesScores[112]; const int _cornersScores[105]; int _isAiTurn; int8 **_lines[64]; int8 *_linesStorage[484]; int8 _lineStorage[2016]; Freeboard _board; bool _easierAi; }; } // End of Groovie namespace #endif // GROOVIE_LOGIC_OTHELLO_H