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/*
* Othello engine.
*
* This program keeps track of the current state of the board and renders it
* appropriately. It calls the respective players, validates and implements
* their moves. It furthermore keeps track of the players' move time limits.
*/
#include <cstdio>
#include <cassert>
#include <cstdlib>
#include <cstring>
#include <sys/types.h> // mode_t
#include <sys/stat.h> // mkfifo()
#include <unistd.h> // unlink(), fork()
#include <signal.h> // signal()
#include "board.h"
#include "mcp.h"
bool serialize_state(int fd, const game_state *state) { return state->dump_to_fd(fd); }
void initialize_state(game_state *state, char const *init)
{
if (init[0] == 'O')
state->player(0);
else
state->player(1);
for (unsigned r = 0; r < state->rows(); ++r) {
for (unsigned c = 0; c < state->columns(); ++c) {
char field = init[r * state->columns() + c + 1];
FieldType t;
switch(field) {
case '.': t = EMPTY; break;
case 'O': t = PLAYER_1; break;
case 'X': t = PLAYER_2; break;
default: t = OUT_OF_BOUNDS; break;
}
state->set(r+1,c+1,t);
}
}
}
bool is_final_state(game_state const *state) { return state->finished(); }
bool deserialize_move(int fd, game_move *move)
{
char buf[128];
memset(buf,0,128);
ssize_t r = read(fd, buf, 128);
if (r != 3) return false;
int res = sscanf(buf, "%u,%u", &move->row, &move->col);
if (res != 2) return false;
return true;
}
bool apply_move(game_state *state,
const game_move *move)
{
// skip move only if it's really impossible
if ((move->row == 0) &&
(move->col == 0) &&
!state->can_move()) {
state->skipped();
return true;
}
return state->move(move->row, move->col);
}