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#include <stdlib.h>
#include <stdio.h>
#include <memory.h>
#include <time.h>
#include "ttt.h"
SQUARE g_sComputerPlays = O_MARK; // what side comp plays
unsigned int g_uPly = 0;
MOVE g_mvBest = { 0 };
//+----------------------------------------------------------------------------
//
// Function: SquareContentsToChar
//
// Synopsis: Helper function for DrawBoard
//
// Arguments: IN SQUARE s - a square to return a char to represent
//
// Returns: char - character representing square
//
//+----------------------------------------------------------------------------
char SquareContentsToChar(IN SQUARE s)
{
static char c;
switch(s)
{
case X_MARK:
c = 'X';
break;
case O_MARK:
c = 'O';
break;
case EMPTY:
c = '_';
break;
default:
ASSERT(FALSE);
c = '?';
break;
}
return(c);
}
//+----------------------------------------------------------------------------
//
// Function: DrawBoard
//
// Synopsis: Draw the board
//
// Arguments: IN POSITION *p - pointer to a position whose board to draw
//
// Returns: void
//
//+----------------------------------------------------------------------------
void DrawBoard(IN POSITION *p)
{
COORD x, y;
for (y = 0; y < BOARD_SIZE; y++)
{
for (x = 0; x < BOARD_SIZE; x++)
{
printf("%c ", SquareContentsToChar(p->sBoard[y][x]));
}
printf("\n");
}
ASSERT(X_OR_O(p->sWhoseTurn));
printf("\n%c to move.\n", SquareContentsToChar(p->sWhoseTurn));
}
//+----------------------------------------------------------------------------
//
// Function: ClearBoard
//
// Synopsis: Clear the board
//
// Arguments: IN OUT POSITION *p - pointer to position whose board to clear
//
// Returns: void
//
//+----------------------------------------------------------------------------
void ClearBoard(IN OUT POSITION *p)
{
memset(p->sBoard, 0, sizeof(p->sBoard));
p->sWhoseTurn = X_MARK; // x's go first
p->uNumEmpty = (BOARD_SIZE * BOARD_SIZE);
}
//+----------------------------------------------------------------------------
//
// Function: IsLegalMove
//
// Synopsis: Determine if a given move is legal on a given board
//
// Arguments: IN POSITION *p - the board to play the move on
// IN MOVE *m - the move in question
//
// Returns: BOOL - TRUE if it's legal, FALSE otherwise
//
//+----------------------------------------------------------------------------
BOOL IsLegalMove(IN POSITION *p, IN MOVE *m)
{
if ((m->cVpos < BOARD_SIZE) && (m->cHpos < BOARD_SIZE))
{
if (IS_SQUARE_EMPTY(p->sBoard[m->cVpos][m->cHpos]))
{
return(TRUE);
}
}
return(FALSE);
}
//+----------------------------------------------------------------------------
//
// Function: GetHumanMove
//
// Synopsis: Ask the human for a move
//
// Arguments: IN POSITION *p - the current board
// OUT MOVE *m - the move the human made; this struct is populated
// as a side-effect of this function.
//
// Returns: void* (populates the move struct)
//
//+----------------------------------------------------------------------------
void GetHumanMove(IN POSITION *p, OUT MOVE *m)
{
unsigned int x;
do
{
printf("Enter your move number: ");
scanf("%u", &x);
m->cHpos = NUM_TO_HPOS(x);
m->cVpos = NUM_TO_VPOS(x);
m->sMark = OPPOSITE_MARK(g_sComputerPlays);
}
while(FALSE == IsLegalMove(p, m));
}
//+----------------------------------------------------------------------------
//
// Function: GameOver
//
// Synopsis: Is the game over?
//
// Arguments: IN POSITION *p - the board
// OUT SQUARE *psWhoWon - who won the game (if it's over)
//
// Returns: TRUE if the game is over. Also sets psWhoWon telling
// which side one if the game is over. This also serves
// as a very simple evaluation routine for the search.
//
// FALSE if the game is not over.
//
//+----------------------------------------------------------------------------
BOOL GameOver(IN POSITION *p, OUT SQUARE *psWhoWon)
{
int iSum;
COORD x, y;
for (x = 0; x < BOARD_SIZE; x++)
{
iSum = 0;
for (y = 0; y < BOARD_SIZE; y++)
{
iSum += p->sBoard[x][y];
}
if (abs(iSum) == BOARD_SIZE) goto winner;
}
for (y = 0; y < BOARD_SIZE; y++)
{
iSum = 0;
for (x = 0; x < BOARD_SIZE; x++)
{
iSum += p->sBoard[x][y];
}
if (abs(iSum) == BOARD_SIZE) goto winner;
}
iSum = 0;
for (x = 0; x < BOARD_SIZE; x++)
{
iSum += p->sBoard[x][x];
}
if (abs(iSum) == BOARD_SIZE) goto winner;
iSum = 0;
for (x = 0; x < BOARD_SIZE; x++)
{
iSum += p->sBoard[x][(BOARD_SIZE - 1 - x)];
}
if (abs(iSum) == BOARD_SIZE) goto winner;
*psWhoWon = EMPTY;
if (p->uNumEmpty == 0)
{
return(TRUE);
}
else
{
return(FALSE);
}
winner:
*psWhoWon = (iSum / BOARD_SIZE);
ASSERT(X_OR_O(*psWhoWon));
return(TRUE);
}
//+----------------------------------------------------------------------------
//
// Function: MakeMove
//
// Synopsis: Make a move on a board
//
// Arguments: IN OUT POSITION *p - the board
// IN MOVE *m - the move
//
// Returns: void
//
//+----------------------------------------------------------------------------
void MakeMove(IN OUT POSITION *p, IN MOVE *m)
{
if (TRUE == IsLegalMove(p, m))
{
ASSERT(p->sBoard[m->cVpos][m->cHpos] == EMPTY);
p->sBoard[m->cVpos][m->cHpos] = m->sMark;
p->uNumEmpty--;
ASSERT(p->uNumEmpty < (BOARD_SIZE * BOARD_SIZE));
p->sWhoseTurn = OPPOSITE_MARK(p->sWhoseTurn);
g_uPly++;
ASSERT(g_uPly > 0);
}
}
//+----------------------------------------------------------------------------
//
// Function: UnmakeMove
//
// Synopsis: The opposite of MakeMove
//
// Arguments: IN OUT POSITION *p - the board
// IN MOVE *m - the move to undo
//
// Returns: void
//
//+----------------------------------------------------------------------------
void UnmakeMove(IN OUT POSITION *p, IN MOVE *m)
{
if (p->sBoard[m->cVpos][m->cHpos] == m->sMark)
{
p->sBoard[m->cVpos][m->cHpos] = EMPTY;
p->uNumEmpty++;
ASSERT(p->uNumEmpty > 0);
ASSERT(p->uNumEmpty <= (BOARD_SIZE * BOARD_SIZE));
p->sWhoseTurn = OPPOSITE_MARK(p->sWhoseTurn);
ASSERT(g_uPly > 0);
g_uPly--;
}
}
int
SimpleSearch(IN POSITION *p)
{
SQUARE sWhoWon;
SQUARE s;
MOVE mv;
int iScore;
int iBestScore = -INFINITY;
//
// Evaluate this position
//
if (TRUE == GameOver(p, &sWhoWon))
{
if (sWhoWon == p->sWhoseTurn)
{
return(+INFINITY);
}
else if (sWhoWon == (p->sWhoseTurn * -1))
{
return(-INFINITY);
}
return(DRAWSCORE);
}
//
// No one won, game is still going. Evaluate every
// possible move from here.
//
ASSERT(p->uNumEmpty > 0);
for (s = 0; s < (BOARD_SIZE * BOARD_SIZE); s++)
{
mv.cHpos = NUM_TO_HPOS(s);
mv.cVpos = NUM_TO_VPOS(s);
mv.sMark = p->sWhoseTurn;
if (IsLegalMove(p, &mv))
{
MakeMove(p, &mv);
iScore = -1 * SimpleSearch(p);
if (iScore > iBestScore)
{
iBestScore = iScore;
if (g_uPly == 1)
{
g_mvBest = mv;
}
}
UnmakeMove(p, &mv);
}
}
return(iBestScore);
}
//+----------------------------------------------------------------------------
//
// Function: SearchForComputerMove
//
// Synopsis: Use our sophisticated search algorithm to find a computer
// move
//
// Arguments: IN POSITION *p - the current board
// OUT MOVE *m - the move the computer chooses; this move struct
// is populated as a side-effect of this function.
//
// Returns: void* (populates move struct)
//
//+----------------------------------------------------------------------------
void SearchForComputerMove(IN POSITION *p, OUT MOVE *m)
{
unsigned int x;
#if defined(PLAY_RANDOMLY)
do
{
x = rand() % (BOARD_SIZE * BOARD_SIZE);
m->cHpos = NUM_TO_HPOS(x);
m->cVpos = NUM_TO_VPOS(x);
m->sMark = g_sComputerPlays;
}
while(FALSE == IsLegalMove(p, m));
#elif defined(SIMPLE_SEARCH)
g_uPly = 0;
SimpleSearch(p);
*m = g_mvBest;
#else
#error "No Search Strategy Defined"
#endif
}
//+----------------------------------------------------------------------------
//
// Function: main
//
// Synopsis: The program entry point and main game loop.
//
// Arguments: void
//
// Returns: int
//
//+----------------------------------------------------------------------------
int main(void)
{
POSITION p;
MOVE mv;
SQUARE sResult;
//
// Randomize: the random numbers returned by rand() will be based on
// the system clock when the program starts up.
//
srand(time(0));
//
// Setup the board and draw it once.
//
ClearBoard(&p);
DrawBoard(&p);
//
// Main game loop
//
do
{
//
// See whose turn it is -- the human's or the computers -- and
// get a move from whoever's turn it is.
//
if (p.sWhoseTurn == g_sComputerPlays)
{
SearchForComputerMove(&p, &mv);
}
else
{
GetHumanMove(&p, &mv);
}
//
// Make the move on the board and draw the board again.
//
MakeMove(&p, &mv);
DrawBoard(&p);
}
while(FALSE == GameOver(&p, &sResult));
//
// If we get here the game is over... see what happened.
//
switch(sResult)
{
case X_MARK:
printf("\nX's win.\n");
break;
case O_MARK:
printf("\nO's win.\n");
break;
default:
printf("Tie (what a surprise)\n");
break;
}
exit(0);
}
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