Beispiel #1
0
static void copiedGamesHasSameAttributes(void) {
  Game game = exampleStartedGame();
  Game *copy = copyGame(&game);
  assert(game.actualPlayer == copy->actualPlayer);
  assert(game.status == copy->status);
  assert(&game != copy);
}
Beispiel #2
0
/*Determine whether given Move exposes King, if not - Move is valid*/
int isValidMove(Game *game, Move *move){
	int res = 0;
	Color col = getColFromLoc(game->board, move->source);
	col = oppositeCol(col);
	Game *copyG = (Game*)malloc(sizeof(Game));
	if (copyG== NULL) exitOnError("malloc");
	copyGame(game, copyG);
	updateBoard(copyG, move);
	if (!canKillKing(copyG, col)){
		res = 1;
	}
	free(copyG);
	return res;
}
Beispiel #3
0
/*Build Minimax Tree of fixed depth via DFS*/
MinimaxNode *getMinimaxTreeFixedDepth(Game *game, int depth, Move *move, Color uCol) {
    MinimaxNode *curr = (MinimaxNode*)malloc(sizeof(MinimaxNode));
    if (curr == NULL) exitOnError("malloc");
    curr->game = (Game*)malloc(sizeof(Game));
    if (curr->game == NULL) exitOnError("malloc");
    struct ListNode *moves;
    int i = 0;
    curr->depth = depth;
    copyGame(game, curr->game);
    curr->sons = NULL;
    curr->sonsK = 0;
    if (move != NULL) {
        updateBoard(curr->game, move);
    }
    if (depth == 1) {
        curr->move = move;
    }
    else {
        freeMove(move);
        curr->move = NULL;
    }
    if (depth == game->difficulty) {
        return curr;
    }
    if ((depth % 2 == 0 && uCol == WHITE) || (depth % 2 == 1 && uCol == BLACK)) {
        moves = getMoves(curr->game, WHITE);
    }
    else {
        moves = getMoves(curr->game, BLACK);
    }
    int size = listSize(moves);
    curr->sonsK = size;
    if (!size) {
        free(moves);
        return curr;
    }
    else {
        curr->sons = (MinimaxNode**)malloc(sizeof(MinimaxNode)*size);
        if (curr->sons == NULL) exitOnError("malloc");
        struct ListNode *temp = moves;
        for (i = 0; i < size; i++) {
            Move* tMove = copyMove(temp->move);
            curr->sons[i] = getMinimaxTreeFixedDepth(curr->game, depth + 1, tMove, uCol);
            temp = temp->next;
        }
        freeList(moves);
    }
    return curr;
}
Beispiel #4
0
/*Build Minimax Tree for Best Difficulty using BFS Algorithm*/
MinimaxNode *getMinimaxTreeBestDepth(Game *game, Color uCol) {
    MinimaxNode *root = (MinimaxNode*)malloc(sizeof(MinimaxNode));
    if (root == NULL)exitOnError("malloc");
    root->game = (Game*)malloc(sizeof(Game));
    if (root->game == NULL) exitOnError("malloc");
    root->val = 0;
    MinimaxNode *curr;
    ListNode *moves;
    int i;
    int leavesLocal = 1;
    Queue *q = setQueue(); /*Create empty Queue for BFS Traversing*/
    int size = 0;
    root->depth = 0;
    root->move = NULL;
    copyGame(game, root->game);
    root->sons = NULL;
    root->sonsK = 0;
    enqueue(q, root);
    /*While Queue is not empty and there are less than MAX_BOARDS_TO_EVAL Leaves in Tree*/
    while (q->size&&leavesLocal + size <= MAX_BOARDS_TO_EVAL) {
        curr = dequeue(q); /*Pop from Queue*/
        if (curr->depth % 2 == 0)moves = getMoves(curr->game, uCol); /*Get possible Moves at current Board state*/
        else moves = getMoves(curr->game, oppositeCol(uCol));
        size = listSize(moves);
        if (!size) {
            free(moves);
            continue;
        }
        curr->sons = (MinimaxNode**)malloc(sizeof(MinimaxNode)*size);
        if (curr->sons == NULL) exitOnError("malloc");
        curr->sonsK = size;
        ListNode *temp = moves;
        for (i = 0; i < size; i++) { /*Add Nodes for each possible Move*/
            curr->sons[i] = (MinimaxNode*)malloc(sizeof(MinimaxNode));
            if (curr->sons[i] == NULL) exitOnError("malloc");
            curr->sons[i]->game = (Game*)malloc(sizeof(Game));
            if (curr->sons[i]->game == NULL) exitOnError("malloc");
            curr->sons[i]->val = 0;
            copyGame(curr->game, curr->sons[i]->game);
            Move* tMove = copyMove(temp->move);
            updateBoard(curr->sons[i]->game, tMove);
            curr->sons[i]->depth = curr->depth + 1;
            if (curr->sons[i]->depth == 1) {
                curr->sons[i]->move = tMove;
            }
            else {
                freeMove(tMove);
                curr->sons[i]->move = NULL;
            }
            curr->sons[i]->sons = NULL;
            curr->sons[i]->sonsK = 0;
            enqueue(q, curr->sons[i]); /*Push to Queue*/
            temp = temp->next;
        }
        /*Update amount of Leaves in Tree*/
        freeList(moves);
        leavesLocal += size;
        if (size) leavesLocal--;
    }
    freeQueue(q);
    return root;
}
Beispiel #5
0
int main()
{
    char level_data_line[20*16];
    LEVELDATA this_level_data = {
        {&level_data_line[0],   &level_data_line[20], &level_data_line[40], &level_data_line[60],
         &level_data_line[80], &level_data_line[100],&level_data_line[120],&level_data_line[140],
         &level_data_line[160],&level_data_line[180],&level_data_line[200],&level_data_line[220],
         &level_data_line[240],&level_data_line[260],&level_data_line[280],&level_data_line[300]},
        19,11
    };
    // Initializations
    srvInit();  // services
    aptInit();  // applets
    hidInit();  // input
	gfxInitDefault();
//	gfxSet3D(true); // uncomment if using stereoscopic 3D
    gfxSetDoubleBuffering(GFX_TOP, true);
    gfxSetDoubleBuffering(GFX_BOTTOM, false);

    PrintConsole /*topScreen, */bottomScreen;
    consoleInit(GFX_BOTTOM, &bottomScreen);
//    consoleInit(GFX_TOP, &topScreen);
    clear_char_stack();
    int level = 0;
    int mode = MODE_INIT;
//    int mode_status  = 0;
    hcount = 0;

int timer = 0;
    // Main loop
    while (aptMainLoop())
    {
        hidScanInput();
        u32 kDown = hidKeysDown();
        u32 kUp   = hidKeysUp();
        u32 kHeld = hidKeysHeld();
        if (kDown & KEY_START){
            break; // break in order to return to hbmenu
        }

        if (mode == MODE_INIT){
//            consoleSelect(&topScreen);
//            printf("\033[2J");
            copyGame(level,&this_level_data);
            gspWaitForVBlank();
            printGame(&this_level_data);
            mode = MODE_GAME;
        }else if (mode == MODE_CLEAR){
            if ((kUp & KEY_A) || (kUp & KEY_B) || (kUp & KEY_X) || (kUp & KEY_Y)){
                level++;
                if (level >= sizeof(level_data)/sizeof(LEVELDATA)) {
                    mode = MODE_ALL_CLEAR;
                }else{
                    mode = MODE_INIT;
                }
            }
            if (level < sizeof(level_data)/sizeof(LEVELDATA)) {
                consoleSelect(&bottomScreen);
                printf("\033[2J");
                printf("\x1b[21;12HStage cleared!!");
                printf("\x1b[23;12HPush A to next Next Stage");
            }
        }else if (mode == MODE_ALL_CLEAR){
            level = 0;
            consoleSelect(&bottomScreen);
            printf("\033[2J");
            printf("\x1b[21;12HGame cleared!!!");
            printf("\x1b[23;12HPush Start to exit game");
            mode = MODE_NULL;
        }else if (mode == MODE_GAME){

        // Your code goes here


#ifdef DEBUG
consoleSelect(&bottomScreen);
if (timer%10==0){
//if (1    != 0){printf("\x1b[10;12HkUp  =%08x",(unsigned int)kUp);}
//if (1    != 0){printf("\x1b[11;12HkDown=%08x",(unsigned int)kDown);}
//if (1    != 0){printf("\x1b[12;12HkHeld=%08x",(unsigned int)kHeld);}
//printf("\x1b[22;12HKEY_CPAD_UP=%x",KEY_UP);
//printf("\x1b[23;12HKEY_CPAD_DN=%x",KEY_DOWN);
printf("\x1b[20;12HRest: [SELECT]");
printf("\x1b[22;12HExit: [START]");
printf("\x1b[24;12HTime: %08d",timer);
}
timer++;
#endif
            if (kDown != 0 || kHeld != 0){
                if (kDown & KEY_SELECT){
                    mode = MODE_INIT;
                }else{
                    moveMan(kDown, kHeld,level,&this_level_data);
                    if(checkCleared(&this_level_data,level)==0){ mode = MODE_CLEAR;}
                    gspWaitForVBlank();
                    draw_char_stack(this_level_data,spriteData, sizeof(spriteData)/sizeof(SPRITEDATA));
                }
            }else{
                gspWaitForVBlank();
            }
        }

        // Flush and swap framebuffers
        gfxFlushBuffers();
        gfxSwapBuffers();
    }

    gfxExit();
    hidExit();
    aptExit();
    srvExit();
	return 0;
}
Beispiel #6
0
static void copiedGameHasCopiedBoard(void) {
  Game game = exampleStartedGame();
  Game *copy = copyGame(&game);
  sameBoardsOnDifferentMemoryLocation(&copy->board, &game.board);
}