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/* This file is a part of othello-ai-guile-c
*
* Copyright (C) 2021 Robby Zambito
*
* othello-ai-guile-c is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* othello-ai-guile-c is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
#define _GNU_SOURCE
#include <stdio.h>
#include <errno.h>
#include <libguile.h>
#include <readline/history.h>
#include <readline/readline.h>
#include <stdlib.h>
#include <string.h>
#include "othello.h"
#include "othello_move.h"
#define STREQ(a, b) (strcmp(a, b) == 0)
static enum player_color current_player;
enum player_color get_current_player(void) { return current_player; }
struct move (*player_one_get_move)();
struct move (*player_two_get_move)();
static struct move current_player_move(enum player_color current_player,
FILE *player_one_strategy,
FILE *player_two_strategy) {
struct move move = {-1, -1};
if ((current_player == WHITE && player_one_strategy == NULL) ||
(current_player == BLACK && player_two_strategy == NULL)) {
move = prompt_get_move(current_player);
} else if (current_player == WHITE) {
move = get_scm_move(player_one_strategy);
} else if (current_player == BLACK) {
move = get_scm_move(player_two_strategy);
}
return move;
}
enum player_color game_loop(FILE *player_one_strategy,
FILE *player_two_strategy) {
initialize_board();
if (player_one_strategy == NULL || player_two_strategy == NULL) {
using_history();
}
current_player = WHITE;
#define other_player (current_player == WHITE ? BLACK : WHITE)
while (has_valid_moves(current_player)) {
struct move move = prompt_get_move(current_player);
if (apply_move(current_player, move)) {
current_player = other_player;
}
}
#undef other_player
if (player_one_strategy == NULL || player_two_strategy == NULL) {
rl_clear_history();
}
return get_winner();
}
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