ScummVM API documentation
othello.h
1/* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * This program is free software: you can redistribute it and/or modify
8 * it under the terms of the GNU General Public License as published by
9 * the Free Software Foundation, either version 3 of the License, or
10 * (at your option) any later version.
11 *
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
16 *
17 * You should have received a copy of the GNU General Public License
18 * along with this program. If not, see <http://www.gnu.org/licenses/>.
19 *
20 *
21 * This file is dual-licensed.
22 * In addition to the GPLv3 license mentioned above, MojoTouch has exclusively licensed
23 * this code on November 10th, 2021, to be use in closed-source products.
24 * Therefore, any contributions (commits) to it will also be dual-licensed.
25 *
26 */
27
28#ifndef GROOVIE_LOGIC_OTHELLO_H
29#define GROOVIE_LOGIC_OTHELLO_H
30
31#include "common/random.h"
32#include "common/system.h"
33
34namespace Groovie {
35
36/*
37 * Othello/Reversi Cursed Coins puzzle in Clandestiny and UHP.
38 */
39struct Freeboard {
40 int _score;
41 byte _boardstate[8][8]; // 0 is empty, 1 is player, 2 is AI
42
43 // for sorting an array of pointers
44 friend bool operator<(const Freeboard &a, const Freeboard &b) {
45 return a._score > b._score;
46 }
47};
48
50public:
51 OthelloGame(bool easierAi);
52 void run(byte *scriptVariables);
53
54private:
55 int scoreEdge(byte (&board)[8][8], int x, int y, int slopeX, int slopeY);
56 int scoreEarlyGame(Freeboard *freeboard);
57 int scoreLateGame(Freeboard *freeboard);
58 int scoreBoard(Freeboard *board);
59 void restart(void);
60 void writeBoardToVars(Freeboard *board, byte *vars);
61 void readBoardStateFromVars(byte *vars);
62 Freeboard getPossibleMove(Freeboard *freeboard, int moveSpot);
63 void checkPossibleMove(Freeboard *board, Freeboard (&boards)[30], int8 **lineSpot, int &numPossibleMoves, int moveSpot, byte player, byte opponent);
64 int getAllPossibleMoves(Freeboard *board, Freeboard (&boards)[30]);
65 int aiRecurse(Freeboard *board, int depth, int parentScore, int opponentBestScore);
66 byte aiDoBestMove(Freeboard *pBoard);
67 void initLines(void);
68 uint makeMove(Freeboard *freeboard, uint8 x, uint8 y);
69 byte getLeader(Freeboard *f);
70 void opInit(byte *vars);
71 void tickBoard();
72 void opPlayerMove(byte *vars);
73 void op3(byte *vars);
74 void opAiMove(byte *vars);
75 void op5(byte *vars);
76
77 void test();
78 void testMatch(Common::Array<int> moves, bool playerWin);
79
81 byte _flag1;
82 int8 _flag2;
83 const int _depths[60];
84 int _counter;
85 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
86 bool _isLateGame; // used to choose the scoring function, true means scoreLateGame
87 const int8 _lookupPlayer[3]; // used to convert from internal values that represent piece colors to what the script uses in vars, {21, 40, 31}
88 const int8 _scores[3][4];
89 const int8 _edgesScores[112];
90 const int _cornersScores[105];
91 int _isAiTurn;
92 int8 **_lines[64];
93 int8 *_linesStorage[484];
94 int8 _lineStorage[2016];
95 Freeboard _board;
96 bool _easierAi;
97};
98
99} // End of Groovie namespace
100
101#endif // GROOVIE_LOGIC_OTHELLO_H
Definition: random.h:44
Definition: othello.h:49
Definition: cursor.h:32
Definition: othello.h:39