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khet/src/game.c

264 lines
5.4 KiB
C

/* -*- c-basic-offset: 4 -*- */
#include <assert.h>
#include <stdlib.h>
#include "net.h"
#include "game.h"
pieceinfo_t pieceinfo[] = {
{ // NONE
.num = 0,
.name = "" },
{
.num = 1,
.name = "pharao" },
{ // DJHED
.num = 2,
.name = "djhed" },
{ // PYRAMID
.num = 7,
.name = "pyramid" },
{ // OBELISK
.num = 4,
.name = "obelisk" },
{ // OBELISK2
.num = 0,
.name = "stacked obelisk" },
};
sideinfo_t sideinfo[] = {
{ .ch = '.', .name = "silver" },
{ .ch = '=', .name = "red" }
};
char classic_setup[] =
"H40" // PHARAO
"E40E51" // DJHED
"H22G73E22D21E91D92C32" // PYRAMID
"H30H30H50H50" // OBELISK
;
int
laser_at(game_t *game, int x, int y)
{
return game->laser_pos[0] == x && game->laser_pos[1] == y;
}
int
laser(game_t *game, int side) {
#define lreturn(v) do { retval=(v); goto ret; } while (0);
int x, y, dir;
int ddir;
int retval;
/*
dir:
0
3 X 1
2
*/
net_all_printf("LASER (%s)\n", sideinfo[side].name);
assert(side == 0 || side == 1);
switch (side) {
case 0:
x=9; y=7; dir=0;
break;
case 1:
x=0; y=0; dir=2;
break;
}
for (;;) {
net_all_printf("pos: (%d,%d)\n", y, x);
switch (game->board[x][y].piece) {
case NONE:
break;
case PHARAO:
game->last_hit = game->board[x][y];
lreturn(SILVER_WINS + 1-game->board[x][y].side); /* GAME OVER */
case OBELISK2:
game->last_hit = game->board[x][y];
game->board[x][y].piece = OBELISK;
lreturn(L_PIECE);
case OBELISK:
game->last_hit = game->board[x][y];
game->board[x][y].piece = NONE;
lreturn(L_PIECE);
case DJHED:
ddir = (game->board[x][y].dir - dir) & 3;
dir=(dir + 1 - 2*(ddir & 1)) & 3;
break;
case PYRAMID:
ddir = (game->board[x][y].dir - dir) & 3;
if (ddir & 2) {
game->last_hit = game->board[x][y];
game->board[x][y].piece = NONE;
lreturn(L_PIECE);
}
dir=(dir + 1 - 2*(ddir & 1)) & 3;
break;
}
switch (dir & 3) {
case 0: y--;
if (y<0) lreturn(L_WALL);
break;
case 1: x++;
if (x>BOARD_WIDTH-1) lreturn(L_WALL);
break;
case 2: y++;
if (y>BOARD_HEIGHT-1) lreturn(L_WALL);
break;
case 3: x--;
if (x<0) lreturn(L_WALL);
break;
}
}
ret:
game->laser_pos[0] = x;
game->laser_pos[1] = y;
return retval;
}
int
movable(game_t *game, int row, int col, int side)
{
return
row>=0 && row<BOARD_HEIGHT &&
col>=0 && col<BOARD_WIDTH &&
game->board[col][row].piece != NONE &&
game->board[col][row].side == side;
}
int
rotate(game_t *game, int side, int row, int col, rot_t dir)
{
int incr;
if (!movable(game, row, col, side))
return E_ILLEGAL_MOVE;
assert(dir==R_CW || dir==R_CCW);
incr = dir==R_CW ? 1 : -1;
game->board[col][row].dir = (game->board[col][row].dir + incr) & 3;
return HUGE_SUCCESS;
}
int
move(game_t *game, int side, int row, int col, int dir, int flags) {
if (!movable(game, row, col, side))
return E_ILLEGAL_MOVE;
/* dir =
0 1 2
7 X 3
6 5 4
*/
assert((dir>=0) || (dir<=7));
int nrow = row - (dir<3) + ((dir>3) && (dir<7));
int ncol = col + ((dir>1) && (dir<5)) - ((dir<1) || (dir>5));
if ((ncol<0) || (ncol>9) || (nrow<0) || (nrow>7))
return E_ILLEGAL_MOVE;
if (flags & F_SPLIT) {
if (game->board[ncol][nrow].piece || (game->board[col][row].piece != OBELISK2))
return E_ILLEGAL_MOVE;
game->board[col][row].piece = OBELISK;
game->board[ncol][nrow].piece = OBELISK;
game->board[ncol][nrow].side = game->board[col][row].side;
return HUGE_SUCCESS;
}
if (game->board[ncol][nrow].piece &&
!((game->board[col][row].piece == DJHED) &&
((game->board[ncol][nrow].piece != DJHED) &&
(game->board[ncol][nrow].piece != PHARAO))))
return E_ILLEGAL_MOVE;
struct square tmp;
tmp = game->board[ncol][nrow];
game->board[ncol][nrow] = game->board[col][row];
game->board[col][row] = tmp;
return HUGE_SUCCESS;
}
void
place(game_t *game, int row, int col, int piece, int side, int dir)
{
if (game->board[col][row].piece == OBELISK &&
game->board[col][row].side == side &&
piece == OBELISK) {
piece = OBELISK2;
} else if (game->board[col][row].piece != NONE &&
piece != NONE) {
fprintf(stderr, "error: trying to place a piece on a non-empty square\n");
exit(EXIT_FAILURE);
}
game->board[col][row].piece = piece;
game->board[col][row].side = side;
game->board[col][row].dir = dir;
}
void
clear_board(game_t *game)
{
int i, j;
for (i = 0; i < BOARD_HEIGHT; i++)
for (j = 0; j < BOARD_WIDTH; j++)
place(game, i, j, 0, 0, 0);
}
void
setup_board_place_piece(game_t *game, int piece, int side, char *place_desc)
{
int row, col, dir;
row = place_desc[0]-'A';
col = place_desc[1]-'0';
dir = place_desc[2]-'0';
if (side == 1) {
row = BOARD_HEIGHT-row-1;
col = BOARD_WIDTH-col-1;
dir = (dir+2)&3;
}
place(game, row, col, piece, side, dir);
}
void
setup_board(game_t *game, char *desc)
{
int side, piece, num, i;
clear_board(game);
for (side = 0; side < 2; side++) {
i = 0;
for (piece = 0; piece < N_PIECE_TYPES; piece++) {
for (num = 0; num < pieceinfo[piece].num; num++) {
setup_board_place_piece(game, piece, side,
&desc[i*3]);
i++;
}
}
}
}
void
init_game(game_t *game)
{
game->move = 0;
game->winner = -1;
game->laser_pos[0] = game->laser_pos[1] = -1;
clear_board(game);
}