Exemplo n.º 1
0
int countLines(int *board, int x, int y) {
	switch(board[xyToIndex(x, y)] & FULL_BOX) {
		case FULL_BOX:
			return 4;
		case THREE_OPEN_TOP:
		case THREE_OPEN_RIGHT:
		case THREE_OPEN_BOTTOM:
		case THREE_OPEN_LEFT:
			return 3;
		case TWO_TOP_RIGHT:
		case TWO_TOP_BOTTOM:
		case TWO_TOP_LEFT:
		case TWO_RIGHT_BOTTOM:
		case TWO_RIGHT_LEFT:
		case TWO_BOTTOM_TWO:
			return 2;
		case TOP_LINE:
		case RIGHT_LINE:
		case BOTTOM_LINE:
		case LEFT_LINE:
			return 1;
		default:
			return 0;
	}
}
Exemplo n.º 2
0
uint8_t MatrixDisplay::getPixel(uint8_t displayNum, uint8_t x, uint8_t y, bool useShadow)
{
    // Encode XY to an appropriate XY address
    uint8_t address = xyToIndex(x, y);
	
	// offset to the correct buffer for the display
    address += backBufferSize * displayNum;
    	

    uint8_t bit = CalcBit(y);
	
    // fetch the value byte from the buffer
	address = (backBufferSize * displayNum) + address;
	uint8_t value = 0;
	
	if(useShadow)
	{
		value = pShadowBuffers[address];
	}else{
		value = pDisplayBuffers[address];
	}
    
  	
	return (value & bit) ? 1 : 0; 
}
Exemplo n.º 3
0
void MatrixDisplay::setPixel(uint8_t displayNum, uint8_t x, uint8_t y, uint8_t value, bool paint, bool useShadow)
{
    // calculate a pointer into the display buffer (6 bit offset)
    uint8_t address = xyToIndex(x, y);
	uint8_t dispAddress = address;
   
    // offset to the correct buffer for the display
    address += backBufferSize * displayNum;	
    uint8_t bit = CalcBit(y);
	
	
	// ...and apply the value
    if(value)
    {
		if(useShadow)
		{
			pShadowBuffers[address] |= bit;
		}else{
			pDisplayBuffers[address] |= bit;
		}
    }
    else
    {
		if(useShadow)
		{
			pShadowBuffers[address] &= ~bit;
		}else{
			pDisplayBuffers[address] &= ~bit;
		}
    }
	
    if(useShadow) return;
	
	if(!paint)
	{
		// flag the display as dirty
		//pDisplayPins[displayNum] |= DIRTY_BIT;
	}else{
		uint8_t dispAddress = displayXYToIndex(x, y);
	    uint8_t value = pDisplayBuffers[address];
		if(y>=4) // Devide y by 4. Work out whether it's odd or even. 8 pixels packed into 1 byte. 16 pixels are in two bytes. We need to figure out whether to shift the buffer
		{
			value = pDisplayBuffers[address]  >> 4;
		}
	
		writeNibbles(displayNum, dispAddress, &value, 1);
	}
Exemplo n.º 4
0
boardEvaluation *evaluateBoard(int *board, move *lastMove) {
	// Variables
	
	int x, y, i, o;
	boardEvaluation *temp;

	// Allocate our structure
	
	temp = malloc(sizeof(boardEvaluation));

	// Initialize it

	temp->noSides = 0;
	temp->oneSides = 0;
	temp->twoSides = 0;
	temp->threeSides = 0;
	temp->playerOneOwned = 0;
	temp->playerTwoOwned = 0;
	temp->playerOtherOwned = 0;
	temp->winner = PLAYER_OTHER;
	temp->moveLength = -1;

	// Now we count

	for (y = 0; y < boardHeight; y++) {
		for (x = 0; x < boardWidth; x++) {
			i = countLines(board, x, y);

//			printf("%d, %d: %d with %d lines\n", x, y, gameBoard[xyToIndex(x, y)], i);
			
			switch(i) {
				case 0:
					temp->noSides++;
					break;
				case 1:
					temp->oneSides++;
					break;
				case 2:
					temp->twoSides++;
					break;
				case 3:
					temp->threeSides++;
					break;
				case 4:
					o = board[xyToIndex(x, y)] & OWNER_MASK;

					switch(o) {
						case OWNED_BY_PLAYER_ONE:
							temp->playerOneOwned++;
							break;
						case OWNED_BY_PLAYER_TWO:
							temp->playerTwoOwned++;
							break;
						case OWNED_BY_OTHER:
							temp->playerOtherOwned++;
							break;
						default:
							printf("Recieved an unknown owner! It was %d.\n", o);
							exit(1);
					}
					
					break;
				default:
					printf("Box %d, %d had an invalid number of lines! Got %d.\n", x, y, i);
					exit(1);
			}
		}
	}

	// Now figure out if someone won

	if (temp->playerOneOwned + temp->playerTwoOwned + temp->playerOtherOwned == boardWidth * boardHeight) {
		// The game is over
		if (temp->playerOneOwned > temp->playerTwoOwned) {
			temp->winner = PLAYER_ONE;
		} else if (temp->playerOneOwned == temp->playerTwoOwned) {
			temp->winner = PLAYER_TIE;
		} else {
			temp->winner = PLAYER_TWO;
		}
	} else {
		temp->winner = NO_WINNER_YET;
	}

	if (lastMove != null) {
		temp->moveLength = abs(lastMove->from_x - lastMove->to_x) + abs(lastMove->from_y + lastMove->to_y);
	}

	// Return it, note that the caller MUST FREE THE STRUCTURE

	return temp;
}
Exemplo n.º 5
0
void runMove(int player, int from_x, int from_y, int to_x, int to_y, int test_only, int *board) {
	// This function makes a move on the board

	int x, y, i, count, c;

	// First, draw the new line

	if (from_x == to_x) {
		// It's a virticle line

		x = from_x;

		for (i = from_y; i < to_y; i++) {
			// Mark the left line if needed
			if (x != boardWidth)
				board[xyToIndex(x,i)] = board[xyToIndex(x, i)] | LEFT_LINE;
			// Mark the right line if needed
			if (x != 0)
				board[xyToIndex(x - 1, i)] = board[xyToIndex(x - 1, i)] | RIGHT_LINE;
		}
	} else {
		// It's a horizontal line

		y = from_y;

		for (i = from_x; i < to_x; i++) {
			// Mark the top line if needed
			if (y != boardHeight)
				board[xyToIndex(i, y)] = board[xyToIndex(i, y)] | TOP_LINE;
			// Mark the bottom line if needed
			if (y != 0)
				board[xyToIndex(i, y - 1)] = board[xyToIndex(i, y - 1)] | BOTTOM_LINE;
		}
	}

	// Now mark any new boxes with the owner

	for (y = 0; y < boardHeight; y++) {
		for (x = 0; x < boardWidth; x++) {
			c = board[xyToIndex(x, y)];
			if (((c & FULL_BOX) == FULL_BOX) && ((c & OWNER_MASK) == 0)) {
				// It's a new box! Mark it as the correct player
				int bit;

				switch(player) {
					case PLAYER_ONE:
						bit = OWNED_BY_PLAYER_ONE;
						break;
					case PLAYER_TWO:
						bit = OWNED_BY_PLAYER_TWO;
						break;
					case PLAYER_OTHER:
						bit = OWNED_BY_OTHER;
						break;
					default:
						printf("ERROR: Got bad player: %d\n", player);
						exit(1);
				}

				if (test_only == false) {
					board[xyToIndex(x, y)] = c | bit;	// Mark the owner
				}
			}
		}
	}
}
Exemplo n.º 6
0
void generateMoveList() {
	// First, we'll figure out the horizontal moves that are possible

	int x, y, i, j;
	int start, end;
	move *temp;

	for (y = 0; y < boardHeight; y++) {
		end = -1;
		
		while (end < boardWidth) {
			start = -1;		

			// First, find the first place where we can start a line
			for (x = end + 1; x < boardWidth; x++) {
				if ((gameBoard[xyToIndex(x, y)] & TOP_LINE) == 0) {
					start = x;
					break;
				}
			}

			if (start == -1)
				break;	// No free lines on this line

			// Now that we know where to start, we'll find where to end

			end = boardWidth;	// So if we don't find lines, we have a good endpoint

			for (x = start; x < boardWidth; x++) {
				if (gameBoard[xyToIndex(x, y)] & TOP_LINE) {
					// We found a place with a line! Stop just before it
					end = x;
					break;
				}
			}

			// Now that we've got that, we create the list of possible lines

			for (i = start; i < end; i++) {
				for (j = i + 1; j <= end; j++) {
					addPossibleMove(i, y, j, y);
				}
			}
		}
	}
	
	// We have to handle the last line specially, because we have to check for BOTTOM_LINE, not TOP

	end = -1;

	y = boardHeight - 1;

	while (end < boardWidth) {
		start = -1;

		// First, find the first place where we can start a line
		for (x = end + 1; x < boardWidth; x++) {
			if ((gameBoard[xyToIndex(x, y)] & BOTTOM_LINE) == 0) {
				start = x;
				break;
			}
		}
		
		if (start == -1)
			break;	// No free lines on this line

		// Now that we know where to start, we'll find where to end

		end = boardWidth;	// So if we don't find lines, we have a good endpoint

		for (x = start; x < boardWidth; x++) {
			if (gameBoard[xyToIndex(x, y)] & BOTTOM_LINE) {
				// We found a place with a line! Stop just before it
				end = x;
				break;
			}
		}

		// Now that we've got that, we create the list of possible lines

		for (i = start; i < end; i++) {
			for (j = i + 1; j <= end; j++) {
				addPossibleMove(i, boardHeight, j, boardHeight);
			}
		}
	}

	// Now, the same thing, only for virticle lines

	for (x = 0; x < boardWidth; x++) {
		end = -1;
		
		while (end < boardHeight) {
			start = -1;

			// First, find the first place where we can start a line
			for (y = end + 1; y < boardHeight; y++) {
				if ((gameBoard[xyToIndex(x, y)] & LEFT_LINE) == 0) {
					start = y;
					break;
				}
			}
			
			if (start == -1)
				break;	// No free lines on this line

			// Now that we know where to start, we'll find where to end

			end = boardHeight;	// So if we don't find lines, we have a good endpoint

			for (y = start; y < boardHeight; y++) {
				if (gameBoard[xyToIndex(x, y)] & LEFT_LINE) {
					// We found a place with a line! Stop just before it
					end = y;
					break;
				}
			}

			// Now that we've got that, we create the list of possible lines

			for (i = start; i < end; i++) {
				for (j = i + 1; j <= end; j++) {
					addPossibleMove(x, i, x, j);
				}
			}
		}
	}
	
	// We have to handle the last line specially, because we have to check for BOTTOM_LINE, not TOP

	end = -1;

	x = boardWidth - 1;

	while (end < boardHeight) {
		start = -1;

		// First, find the first place where we can start a line
		for (y = end + 1; y < boardHeight; y++) {
			if ((gameBoard[xyToIndex(x, y)] & RIGHT_LINE) == 0) {
				start = y;
				break;
			}
		}
		
		if (start == -1)
			break;	// No free lines on this line

		// Now that we know where to start, we'll find where to end

		end = boardHeight;	// So if we don't find lines, we have a good endpoint

		for (y = start; y < boardHeight; y++) {
			if (gameBoard[xyToIndex(x, y)] & RIGHT_LINE) {
				// We found a place with a line! Stop just before it
				end = y;
				break;
			}
		}

		// Now that we've got that, we create the list of possible lines

		for (i = start; i < end; i++) {
			for (j = i + 1; j <= end; j++) {
				addPossibleMove(boardWidth, i, boardWidth, j);
			}
		}
	}

	// That's it, the possible move list is full!
}
Exemplo n.º 7
0
void printBoard(int *board) {
	int x, y, outputLine, c;

	printf("\n");

	// Draw the board (except the last line)

	for (outputLine = 0; outputLine < 2 * boardHeight; outputLine++) {
		y = outputLine / 2;

		for (x = 0; x < boardWidth; x++) {
			c = board[xyToIndex(x, y)];
			
			if (outputLine % 2 == false) {
				// This is a horizontal line
				printf("*");	// Put a dot

				if (c & TOP_LINE)
					printf("-");	//	There was a line on top
				else
					printf(" ");	// No line on top
			} else {
				// Print the virticle line if needed
				
				if (c & LEFT_LINE)
					printf("|");	// There was a line on left
				else
					printf(" ");

				// Print the box's owner

				switch(c & OWNER_MASK) {
					case OWNED_BY_PLAYER_ONE:
						printf("1");
						break;
					case OWNED_BY_PLAYER_TWO:
						printf("2");
						break;
					case OWNED_BY_OTHER:
						printf("X");
						break;
					case OWNED_BY_NO_ONE:
						printf(" ");
						break;
					default:
						printf("Recieved an unknown owner! It was %d.\n", c & OWNER_MASK);
						exit(1);
				}
			}
		}

		// Now the ending characters on the line

		if (outputLine % 2 == false) {
			printf("*\n");	// The last dot on thel ine
		} else {
			if (board[xyToIndex(x - 1, y)] & RIGHT_LINE)	// Is the right line set on the last box?
				printf("|");
			printf("\n");
		}
	}

	// Now we draw the last line

	y = boardHeight - 1;

	for (x = 0; x < boardWidth; x++) {
		// This is a horizontal line
		printf("*");	// Put a dot

		if (board[xyToIndex(x, y)] & BOTTOM_LINE)
			printf("-");	//	There was a line on bottom
		else
			printf(" ");	// No line on top
	}
	
	printf("*\n\n");	// Print the last dot, and two new lines.
}