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/* 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 <http://www.gnu.org/licenses/>.
*
*
* This file is dual-licensed.
* In addition to the GPLv2 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<int> 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
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