ae75f9d4e5
- 755 -> 644
739 lines
16 KiB
C
739 lines
16 KiB
C
/* gomoku - 5 in a row game Author: ? */
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/* This program plays a very old Japanese game called GO-MOKU,
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perhaps better known as 5-in-line. The game is played on
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a board with 19 x 19 squares, and the object of the game is
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to get 5 stones in a row.
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*/
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#include <sys/types.h>
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#include <curses.h>
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#include <ctype.h>
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#include <stdlib.h>
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#include <unistd.h>
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/* Size of the board */
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#define SIZE 19
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/* Importance of attack (1..16) */
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#define AttackFactor 4
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/* Value of having 0, 1,2,3,4 or 5 pieces in line */
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int Weight[7] = {0, 0, 4, 20, 100, 500, 0};
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#define Null 0
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#define Horiz 1
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#define DownLeft 2
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#define DownRight 3
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#define Vert 4
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/* The two players */
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#define Empty 0
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#define Cross 1
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#define Nought 2
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char PieceChar[Nought + 1] = {' ', 'X', '0'};
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int Board[SIZE + 1][SIZE + 1];/* The board */
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int Player; /* The player whose move is next */
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int TotalLines; /* The number of Empty lines left */
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int GameWon; /* Set if one of the players has won */
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int Line[4][SIZE + 1][SIZE + 1][Nought + 1];
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/* Value of each square for each player */
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int Value[SIZE + 1][SIZE + 1][Nought + 1];
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int X, Y; /* Move coordinates */
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char Command; /* Command from keyboard */
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int AutoPlay = FALSE; /* The program plays against itself */
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_PROTOTYPE(void Initialize, (void));
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_PROTOTYPE(int Abort, (char *s));
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_PROTOTYPE(void WriteLetters, (void));
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_PROTOTYPE(void WriteLine, (int j, int *s));
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_PROTOTYPE(void WriteBoard, (int N, int *Top, int *Middle, int *Bottom));
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_PROTOTYPE(void SetUpScreen, (void));
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_PROTOTYPE(void GotoSquare, (int x, int y));
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_PROTOTYPE(void PrintMove, (int Piece, int X, int Y));
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_PROTOTYPE(void ClearMove, (void));
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_PROTOTYPE(void PrintMsg, (char *Str));
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_PROTOTYPE(void ClearMsg, (void));
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_PROTOTYPE(void WriteCommand, (char *S));
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_PROTOTYPE(void ResetGame, (int FirstGame));
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_PROTOTYPE(int OpponentColor, (int Player));
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_PROTOTYPE(void BlinkRow, (int X, int Y, int Dx, int Dy, int Piece));
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_PROTOTYPE(void BlinkWinner, (int Piece, int X, int Y, int WinningLine));
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_PROTOTYPE(int Random, (int x));
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_PROTOTYPE(void Add, (int *Num));
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_PROTOTYPE(void Update, (int Lin[], int Valu[], int Opponent));
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_PROTOTYPE(void MakeMove, (int X, int Y));
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_PROTOTYPE(int GameOver, (void));
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_PROTOTYPE(void FindMove, (int *X, int *Y));
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_PROTOTYPE(char GetChar, (void));
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_PROTOTYPE(void ReadCommand, (int X, int Y, char *Command));
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_PROTOTYPE(void InterpretCommand, (int Command));
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_PROTOTYPE(void PlayerMove, (void));
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_PROTOTYPE(void ProgramMove, (void));
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_PROTOTYPE(int main, (void));
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/* Set terminal to raw mode. */
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void Initialize()
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{
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srand(getpid() + 13); /* Initialize the random seed with our pid */
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initscr();
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raw();
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noecho();
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clear();
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}
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/* Reset terminal and exit from the program. */
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int Abort(s)
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char *s;
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{
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move(LINES - 1, 0);
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refresh();
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endwin();
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exit(0);
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}
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/* Set up the screen ----------------------------------------------- */
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/* Write the letters */
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void WriteLetters()
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{
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int i;
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addch(' ');
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addch(' ');
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for (i = 1; i <= SIZE; i++) printw(" %c", 'A' + i - 1);
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addch('\n');
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}
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/* Write one line of the board */
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void WriteLine(j, s)
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int j;
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int *s;
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{
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int i;
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printw("%2d ", j);
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addch(s[0]);
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for (i = 2; i <= SIZE - 1; i++) {
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addch(s[1]);
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addch(s[2]);
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}
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addch(s[1]);
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addch(s[3]);
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printw(" %-2d\n", j);
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}
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/* Print the Empty board and the border */
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void WriteBoard(N, Top, Middle, Bottom)
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int N;
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int *Top, *Middle, *Bottom;
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{
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int j;
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move(1, 0);
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WriteLetters();
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WriteLine(N, Top);
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for (j = N - 1; j >= 2; j--) WriteLine(j, Middle);
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WriteLine(1, Bottom);
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WriteLetters();
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}
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/* Sets up the screen with an Empty board */
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void SetUpScreen()
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{
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int top[4], middle[4], bottom[4];
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top[0] = ACS_ULCORNER;
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top[1] = ACS_HLINE;
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top[2] = ACS_TTEE;
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top[3] = ACS_URCORNER;
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middle[0] = ACS_LTEE;
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middle[1] = ACS_HLINE;
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middle[2] = ACS_PLUS;
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middle[3] = ACS_RTEE;
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bottom[0] = ACS_LLCORNER;
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bottom[1] = ACS_HLINE;
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bottom[2] = ACS_BTEE;
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bottom[3] = ACS_LRCORNER;
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WriteBoard(SIZE, top, middle, bottom);
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}
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/* Show moves ----------------------------------------------- */
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void GotoSquare(x, y)
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int x, y;
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{
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move(SIZE + 2 - y, 1 + x * 2);
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}
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/* Prints a move */
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void PrintMove(Piece, X, Y)
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int Piece;
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int X, Y;
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{
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move(22, 49);
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printw("%c %c %d", PieceChar[Piece], 'A' + X - 1, Y);
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clrtoeol();
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GotoSquare(X, Y);
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addch(PieceChar[Piece]);
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GotoSquare(X, Y);
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refresh();
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}
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/* Clears the line where a move is displayed */
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void ClearMove()
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{
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move(22, 49);
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clrtoeol();
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}
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/* Message handling ---------------------------------------------- */
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/* Prints a message */
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void PrintMsg(Str)
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char *Str;
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{
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mvprintw(23, 1, "%s", Str);
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}
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/* Clears the message about the winner */
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void ClearMsg()
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{
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move(23, 1);
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clrtoeol();
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}
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/* Highlights the first letter of S */
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void WriteCommand(S)
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char *S;
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{
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standout();
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addch(*S);
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standend();
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printw("%s", S + 1);
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}
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/* Display the board ----------------------------------------------- */
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/* Resets global variables to start a new game */
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void ResetGame(FirstGame)
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int FirstGame;
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{
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int I, J;
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int C, D;
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SetUpScreen();
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if (FirstGame) {
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move(1, 49);
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addstr("G O M O K U");
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move(3, 49);
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WriteCommand("Newgame ");
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WriteCommand("Quit ");
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move(5, 49);
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WriteCommand("Auto");
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move(7, 49);
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WriteCommand("Play");
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move(9, 49);
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WriteCommand("Hint");
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move(14, 60);
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WriteCommand("Left, ");
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WriteCommand("Right, ");
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move(16, 60);
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WriteCommand("Up, ");
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WriteCommand("Down");
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move(18, 60);
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standout();
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addstr("SPACE");
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move(20, 49);
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WriteCommand(" NOTE: Use Num Lock & arrows");
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standend();
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mvaddstr(14, 49, "7 8 9");
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mvaddch(15, 52, ACS_UARROW);
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mvaddch(16, 49, '4');
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addch(ACS_LARROW);
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mvaddch(16, 54, ACS_RARROW);
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addch('6');
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mvaddch(17, 52, ACS_DARROW);
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mvaddstr(18, 49, "1 2 3");
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FirstGame = FALSE;
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} else {
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ClearMsg();
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ClearMove();
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}
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/* Clear tables */
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for (I = 1; I <= SIZE; I++) for (J = 1; J <= SIZE; J++) {
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Board[I][J] = Empty;
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for (C = Cross; C <= Nought; C++) {
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Value[I][J][C] = 0;
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for (D = 0; D <= 3; D++) Line[D][I][J][C] = 0;
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}
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}
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/* Cross starts */
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Player = Cross;
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/* Total number of lines */
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TotalLines = 2 * 2 * (SIZE * (SIZE - 4) + (SIZE - 4) * (SIZE - 4));
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GameWon = FALSE;
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}
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int OpponentColor(Player)
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int Player;
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{
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if (Player == Cross)
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return Nought;
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else
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return Cross;
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}
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/* Blink the row of 5 stones */
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void BlinkRow(X, Y, Dx, Dy, Piece)
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int X, Y, Dx, Dy, Piece;
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{
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int I;
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attron(A_BLINK);
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for (I = 1; I <= 5; I++) {
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GotoSquare(X, Y);
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addch(PieceChar[Piece]);
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X = X - Dx;
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Y = Y - Dy;
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}
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attroff(A_BLINK);
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}
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/* Prints the 5 winning stones in blinking color */
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void BlinkWinner(Piece, X, Y, WinningLine)
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int Piece, X, Y, WinningLine;
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{
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/* Used to store the position of the winning move */
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int XHold, YHold;
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/* Change in X and Y */
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int Dx, Dy;
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/* Display winning move */
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PrintMove(Piece, X, Y);
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/* Preserve winning position */
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XHold = X;
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YHold = Y;
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switch (WinningLine) {
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case Horiz:
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{
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Dx = 1;
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Dy = 0;
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break;
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}
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case DownLeft:
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{
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Dx = 1;
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Dy = 1;
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break;
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}
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case Vert:
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{
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Dx = 0;
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Dy = 1;
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break;
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}
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case DownRight:
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{
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Dx = -1;
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Dy = 1;
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break;
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}
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}
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/* Go to topmost, leftmost */
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while (Board[X + Dx][Y + Dy] != Empty && Board[X + Dx][Y + Dy] == Piece) {
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X = X + Dx;
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Y = Y + Dy;
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}
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BlinkRow(X, Y, Dx, Dy, Piece);
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/* Restore winning position */
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X = XHold;
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Y = YHold;
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/* Go back to winning square */
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GotoSquare(X, Y);
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}
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/* Functions for playing a game -------------------------------- */
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int Random(x)
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int x;
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{
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return((rand() / 19) % x);
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}
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/* Adds one to the number of pieces in a line */
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void Add(Num)
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int *Num;
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{
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/* Adds one to the number. */
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*Num = *Num + 1;
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/* If it is the first piece in the line, then the opponent cannot use
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* it any more. */
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if (*Num == 1) TotalLines = TotalLines - 1;
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/* The game is won if there are 5 in line. */
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if (*Num == 5) GameWon = TRUE;
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}
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/* Updates the value of a square for each player, taking into
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account that player has placed an extra piece in the square.
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The value of a square in a usable line is Weight[Lin[Player]+1]
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where Lin[Player] is the number of pieces already placed
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in the line */
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void Update(Lin, Valu, Opponent)
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int Lin[];
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int Valu[];
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int Opponent;
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{
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/* If the opponent has no pieces in the line, then simply update the
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* value for player */
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if (Lin[Opponent] == 0)
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Valu[Player] += Weight[Lin[Player] + 1] - Weight[Lin[Player]];
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else
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/* If it is the first piece in the line, then the line is
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* spoiled for the opponent */
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if (Lin[Player] == 1) Valu[Opponent] -= Weight[Lin[Opponent] + 1];
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}
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/* Performs the move X,Y for player, and updates the global variables
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(Board, Line, Value, Player, GameWon, TotalLines and the screen) */
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void MakeMove(X, Y)
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int X, Y;
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{
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int Opponent;
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int X1, Y1;
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int K, L, WinningLine;
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WinningLine = Null;
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Opponent = OpponentColor(Player);
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GameWon = FALSE;
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/* Each square of the board is part of 20 different lines. The adds
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* one to the number of pieces in each of these lines. Then it
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* updates the value for each of the 5 squares in each of the 20
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* lines. Finally Board is updated, and the move is printed on the
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* screen. */
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/* Horizontal lines, from left to right */
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for (K = 0; K <= 4; K++) {
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X1 = X - K; /* Calculate starting point */
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Y1 = Y;
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if ((1 <= X1) && (X1 <= SIZE - 4)) { /* Check starting point */
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Add(&Line[0][X1][Y1][Player]); /* Add one to line */
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if (GameWon && (WinningLine == Null)) /* Save winning line */
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WinningLine = Horiz;
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for (L = 0; L <= 4; L++) /* Update value for the
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* 5 squares in the line */
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Update(Line[0][X1][Y1], Value[X1 + L][Y1], Opponent);
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}
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}
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for (K = 0; K <= 4; K++) { /* Diagonal lines, from lower left to
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* upper right */
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X1 = X - K;
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Y1 = Y - K;
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if ((1 <= X1) && (X1 <= SIZE - 4) &&
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(1 <= Y1) && (Y1 <= SIZE - 4)) {
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Add(&Line[1][X1][Y1][Player]);
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if (GameWon && (WinningLine == Null)) /* Save winning line */
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WinningLine = DownLeft;
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for (L = 0; L <= 4; L++)
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Update(Line[1][X1][Y1], Value[X1 + L][Y1 + L], Opponent);
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}
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} /* for */
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for (K = 0; K <= 4; K++) { /* Diagonal lines, down right to upper left */
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X1 = X + K;
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Y1 = Y - K;
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if ((5 <= X1) && (X1 <= SIZE) &&
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(1 <= Y1) && (Y1 <= SIZE - 4)) {
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Add(&Line[3][X1][Y1][Player]);
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if (GameWon && (WinningLine == Null)) /* Save winning line */
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WinningLine = DownRight;
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for (L = 0; L <= 4; L++)
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Update(Line[3][X1][Y1], Value[X1 - L][Y1 + L], Opponent);
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}
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} /* for */
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for (K = 0; K <= 4; K++) { /* Vertical lines, from down to up */
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X1 = X;
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Y1 = Y - K;
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if ((1 <= Y1) && (Y1 <= SIZE - 4)) {
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Add(&Line[2][X1][Y1][Player]);
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if (GameWon && (WinningLine == Null)) /* Save winning line */
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WinningLine = Vert;
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for (L = 0; L <= 4; L++)
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Update(Line[2][X1][Y1], Value[X1][Y1 + L], Opponent);
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}
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}
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Board[X][Y] = Player; /* Place piece in board */
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if (GameWon)
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BlinkWinner(Player, X, Y, WinningLine);
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else
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PrintMove(Player, X, Y);/* Print move on screen */
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Player = Opponent; /* The opponent is next to move */
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}
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int GameOver()
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/* A game is over if one of the players have
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won, or if there are no more Empty lines */
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{
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return(GameWon || (TotalLines <= 0));
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}
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/* Finds a move X,Y for player, simply by picking the one with the
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highest value */
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void FindMove(X, Y)
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int *X, *Y;
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{
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int Opponent;
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int I, J;
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int Max, Valu;
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Opponent = OpponentColor(Player);
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Max = -10000;
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/* If no square has a high value then pick the one in the middle */
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*X = (SIZE + 1) / 2;
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*Y = (SIZE + 1) / 2;
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if (Board[*X][*Y] == Empty) Max = 4;
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/* The evaluation for a square is simply the value of the square for
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* the player (attack points) plus the value for the opponent
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* (defense points). Attack is more important than defense, since it
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* is better to get 5 in line yourself than to prevent the op- ponent
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* from getting it. */
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/* For all Empty squares */
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for (I = 1; I <= SIZE; I++) for (J = 1; J <= SIZE; J++)
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if (Board[I][J] == Empty) {
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/* Calculate evaluation */
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Valu = Value[I][J][Player] * (16 + AttackFactor) / 16 + Value[I][J][Opponent] + Random(4);
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/* Pick move with highest value */
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if (Valu > Max) {
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*X = I;
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*Y = J;
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Max = Valu;
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}
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}
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}
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char GetChar()
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/* Get a character from the keyboard */
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{
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int c;
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c = getch();
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if (c < 0) abort();
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if (c == '\033') { /* arrow key */
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if ((c = getch()) == '[') {
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c = getch();
|
|
switch (c) {
|
|
case 'A': c = 'U'; break;
|
|
case 'B': c = 'D'; break;
|
|
case 'C': c = 'R'; break;
|
|
case 'D': c = 'L'; break;
|
|
default:
|
|
c = '?';
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
c = '?';
|
|
}
|
|
if (islower(c))
|
|
return toupper(c);
|
|
else
|
|
return c;
|
|
}
|
|
|
|
/* Reads in a valid command character */
|
|
void ReadCommand(X, Y, Command)
|
|
int X, Y;
|
|
char *Command;
|
|
{
|
|
int ValidCommand;
|
|
|
|
do {
|
|
ValidCommand = TRUE;
|
|
GotoSquare(X, Y); /* Goto square */
|
|
refresh();
|
|
*Command = GetChar(); /* Read from keyboard */
|
|
switch (*Command) {
|
|
case '\n': /* '\n', '\r' or space means place a */
|
|
case '\r':
|
|
case ' ':
|
|
*Command = 'E';
|
|
break; /* stone at the cursor position */
|
|
|
|
case 'L':
|
|
case 'R':
|
|
case 'U':
|
|
case 'D':
|
|
case '7':
|
|
case '9':
|
|
case '1':
|
|
case '3':
|
|
case 'N':
|
|
case 'Q':
|
|
case 'A':
|
|
case 'P':
|
|
case 'H':
|
|
break;
|
|
|
|
case '8': *Command = 'U'; break;
|
|
case '2': *Command = 'D'; break;
|
|
case '4': *Command = 'L'; break;
|
|
case '6': *Command = 'R'; break;
|
|
default:
|
|
{
|
|
if (GameOver())
|
|
*Command = 'P';
|
|
else
|
|
ValidCommand = FALSE;
|
|
break;
|
|
}
|
|
}
|
|
} while (!ValidCommand);
|
|
}
|
|
|
|
void InterpretCommand(Command)
|
|
char Command;
|
|
{
|
|
int Temp;
|
|
|
|
switch (Command) {
|
|
case 'N':{ /* Start new game */
|
|
ResetGame(FALSE); /* ResetGame but only redraw
|
|
* the board */
|
|
X = (SIZE + 1) / 2;
|
|
Y = X;
|
|
break;
|
|
}
|
|
case 'H':
|
|
FindMove(&X, &Y);
|
|
break; /* Give the user a hint */
|
|
case 'L':
|
|
X = (X + SIZE - 2) % SIZE + 1;
|
|
break; /* Left */
|
|
case 'R':
|
|
X = X % SIZE + 1;
|
|
break; /* Right */
|
|
case 'D':
|
|
Y = (Y + SIZE - 2) % SIZE + 1;
|
|
break; /* Down */
|
|
case 'U':
|
|
Y = Y % SIZE + 1;
|
|
break; /* Up */
|
|
case '7':{
|
|
if ((X == 1) || (Y == SIZE)) { /* Move diagonally *//* t
|
|
* owards upper left */
|
|
Temp = X;
|
|
X = Y;
|
|
Y = Temp;
|
|
} else {
|
|
X = X - 1;
|
|
Y = Y + 1;
|
|
}
|
|
break;
|
|
}
|
|
case '9':{ /* Move diagonally */
|
|
if (X == SIZE) {/* toward upper right */
|
|
X = (SIZE - Y) + 1;
|
|
Y = 1;
|
|
} else if (Y == SIZE) {
|
|
Y = (SIZE - X) + 1;
|
|
X = 1;
|
|
} else {
|
|
X = X + 1;
|
|
Y = Y + 1;
|
|
}
|
|
break;
|
|
}
|
|
case '1':{ /* Move diagonally */
|
|
if (Y == 1) { /* toward lower left */
|
|
Y = (SIZE - X) + 1;
|
|
X = SIZE;
|
|
} else if (X == 1) {
|
|
X = (SIZE - Y) + 1;
|
|
Y = SIZE;
|
|
} else {
|
|
X = X - 1;
|
|
Y = Y - 1;
|
|
}
|
|
break;
|
|
}
|
|
case '3':{ /* Move diagonally */
|
|
if ((X == SIZE) || (Y == 1)) { /* toward lower right */
|
|
Temp = X;
|
|
X = Y;
|
|
Y = Temp;
|
|
} else {
|
|
X = X + 1;
|
|
Y = Y - 1;
|
|
}
|
|
break;
|
|
}
|
|
case 'A':
|
|
AutoPlay = TRUE;
|
|
break; /* Auto play mode */
|
|
} /* case */
|
|
} /* InterpretCommand */
|
|
|
|
void PlayerMove()
|
|
/* Enter and make a move */
|
|
{
|
|
if (Board[X][Y] == Empty) {
|
|
MakeMove(X, Y);
|
|
if (GameWon) PrintMsg("Congratulations, You won!");
|
|
Command = 'P';
|
|
}
|
|
refresh();
|
|
} /* PlayerMove */
|
|
|
|
void ProgramMove()
|
|
/* Find and perform programs move */
|
|
{
|
|
do {
|
|
if (GameOver()) {
|
|
AutoPlay = FALSE;
|
|
if ((Command != 'Q') && (!GameWon)) PrintMsg("Tie game!");
|
|
} else {
|
|
FindMove(&X, &Y);
|
|
MakeMove(X, Y);
|
|
if (GameWon) PrintMsg("I won!");
|
|
}
|
|
refresh();
|
|
} while (AutoPlay);
|
|
}
|
|
|
|
int main()
|
|
{
|
|
Initialize();
|
|
ResetGame(TRUE); /* ResetGame and draw the entire screen */
|
|
refresh();
|
|
X = (SIZE + 1) / 2; /* Set starting position to */
|
|
Y = X; /* the middle of the board */
|
|
do {
|
|
ReadCommand(X, Y, &Command);
|
|
if (GameOver())
|
|
if (Command != 'Q') Command = 'N';
|
|
InterpretCommand(Command);
|
|
if (Command == 'E') PlayerMove();
|
|
if (Command == 'P' || Command == 'A') ProgramMove();
|
|
} while (Command != 'Q');
|
|
Abort("Good bye!");
|
|
return(0);
|
|
}
|