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go-moku.pas
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Pascal/Delphi Source File
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1985-10-24
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21KB
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694 lines
{
Copyright (C) 1985 by Borland International, INC.
┌─┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┐
├─┼─┼─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┼─┼─┤
├─┼─┤ GO-MOKU.PAS main module. ├─┼─┤
├─┼─┤ Last modified: 10/24/85 ├─┼─┤
├─┼─┼─┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┬─┼─┼─┤
└─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┴─┘
This program plays a very old Japanese game called GO-MOKU,
perhaps better known as 5-in-line. The game is played on
a board with 19 x 19 squares, and the object of the game is
to get 5 stones in a row.
System requirements: IBM PC and true compatibles
TURBO PASCAL 2.0
DOS 1.0 or later
128 K-bytes system memory (minimum)
List of include modules:
GO-HELP.INC
List of data files:
GO-MOKU.HLP - Help text
}
{$C-}
program Gomoku;
const
N = 19; { Size of the board }
Esc = #27;
CtrlC = #3;
Return = #13;
Space = #32;
AttackFactor = 4; { Importance of attack (1..16) }
{ Value of having 0, 1,2,3,4 or 5 pieces in line }
Weight : array[0..6] of integer = (0, 0, 4, 20, 100, 500, 0);
NormalColor : integer = White;
BorderColor : integer = Yellow;
BoardColor : integer = Cyan;
HeadingColor : integer = Brown;
type
TypeOfWin = (Null, Horiz, DownLeft, DownRight, Vert);
BoardType = (Empty, Cross, Nought); { Contents of a square }
ColorType = Cross..Nought; { The two players }
IndexType = 1..N; { Index to the board }
NumberType = 0..5; { Number of pieces in a line }
LineType = array[ColorType] of NumberType;
{ Value of square for each player }
ValueType = array[ColorType] of integer;
MaxString = string[255]; { Used only as a procedure parameter }
var
Board : array[IndexType, IndexType] of BoardType; { The board }
Player : ColorType; { The player whose move is next }
TotalLines : integer; { The number of empty lines left }
GameWon : boolean; { Set if one of the players has won }
FileRead : boolean; { Help file read? ... Help system ... }
{ Number of pieces in each of all possible lines }
Line : array[0..3, IndexType, IndexType] of LineType;
{ Value of each square for each player }
Value : array[IndexType, IndexType] of ValueType;
X, Y : IndexType; { Move coordinates }
Command : char; { Command from keyboard }
AutoPlay : boolean; { The program plays against itself }
procedure Abort;
{ Exit from the program }
begin
NormVideo;
Window(1, 1, 80, 25);
GotoXY(1, 24);
Halt;
end; { Abort }
procedure SetUpScreen;
{ Sets up the screen with an empty board }
type
Str5=string[5];
procedure WriteBoard(N : integer; Top, Middle, Bottom : Str5);
{ Print the empty board and the border }
var
I, J : IndexType;
procedure WriteLetters;
{ Write the letters }
begin
TextColor(BorderColor);
Write(' ');
for I := 1 to N do
Write(Chr(Ord('A') + I - 1):2);
WriteLn;
end; { WriteLetters }
procedure WriteBoardLine(J : integer; S : Str5);
{ Write one line of the board }
begin
TextColor(BorderColor);
Write(J:2, ' ');
TextColor(BoardColor);
Write(s[1]);
for I := 2 to N - 1 do
Write(S[2], S[3]);
Write(S[4], S[5]);
TextColor(BorderColor);
WriteLn(' ', J:2);
end; { WriteBoardLine }
begin { WriteBoard }
GotoXY(1, 1);
WriteLetters;
WriteBoardLine(N, Top);
for J := N - 1 downto 2 do
WriteBoardLine(J, Middle);
WriteBoardLine(1, Bottom);
WriteLetters;
end; { WriteBoard }
begin { SetUpScreen }
WriteBoard(N, '┌─┬─┐',
'├─┼─┤',
'└─┴─┘');
TextColor(NormalColor);
end; { SetUpScreen }
procedure GotoSquare(X, Y : IndexType);
begin
GotoXY(2 + X * 2, N + 2 - Y);
end; { GotoSquare }
procedure PrintMove(Piece : ColorType; X, Y : IndexType);
{ Prints a move }
const
PieceChar : array[ColorType] of char = ('X', '0');
PieceColor : array[ColorType] of byte = (White, LightGreen);
begin
TextColor(PieceColor[Piece]);
GotoXY(49, 9);
Write(PieceChar[Piece], Chr(Ord('A') + X - 1):2, Y);
ClrEOL;
GotoSquare(X, Y);
Write(PieceChar[Piece]);
GotoSquare(X, Y);
TextColor(NormalColor);
end; { PrintMove }
procedure ClearMove;
{ Clears the line where a move is displayed }
begin
GotoXY(49, 9);
ClrEOL;
end; { ClearMove }
procedure PrintMsg(Str : MaxString);
{ Prints a message }
begin
TextColor(NormalColor);
GotoXY(1, 23);
Write(Str);
end; { Print }
procedure ClearMsg;
{ Clears the message about the winner }
begin
GotoXY(1,23);
ClrEOL;
end; { ClearMsg }
procedure WriteHelp(S : MaxString; HiLen : byte);
{ Use one video background for HiLen bytes of
string, use other for HiLen + 1 to Length(s) }
begin
TextBackground(NormalColor);
TextColor(Black);
Write(Copy(S, 1, HiLen));
TextBackground(Black);
TextColor(NormalColor);
Write(Copy(S, HiLen + 1, Length(s) - HiLen));
end; { WriteHelp }
{
Please note that the help system is modular and may be easily
removed or incorporated into other programs.
To remove the help system:
1. Delete all lines with the comment ... Help system ...
2. Delete the line that includes the HELP.INC file
To incorporate the help system:
1. Declare a global type: MaxString = string[255]
2. Include all lines with the comment ... Help system ...
3. Include the HELP.INC file
}
{$I GO-HELP.INC ... Help system ... }
procedure WriteCommand(S : MaxString);
{ Highlights the first letter of S }
begin
TextColor(NormalColor);
Write(S[1]);
TextColor(NormalColor - 8);
Write(Copy(S, 2, Length(s) - 1));
end; { WriteCommand }
procedure ResetGame(FirstGame : boolean);
{ Resets global variables to start a new game }
var
I, J : IndexType;
D : 0..3;
C : ColorType;
begin
SetUpScreen;
if FirstGame then
begin
TextColor(HeadingColor);
GotoXY(49, 1);
Write('T U R B O - G O M O K U');
GotoXY(49, 3);
WriteCommand('Newgame ');
WriteCommand('Quit ');
WriteCommand('Auto ');
WriteCommand('Play ');
WriteCommand('Hint');
GotoXY(49, 5); { ... Help system ... }
WriteHelp('?-for Help ', 1); { ... Help system ... }
FirstGame := false;
end
else
begin
ClearMsg;
ClearMove;
end;
for I := 1 to N do
for J := 1 to N do
begin { Clear tables }
Board[I, J] := Empty;
for C := Cross to Nought do
begin
Value[I, J, C] := 0;
for D := 0 to 3 do
Line[D, I, J, C] := 0;
end;
end; { for }
Player := Cross; { Cross starts }
TotalLines := 2 * 2 * (N * (N - 4) + (N - 4) * (N - 4)); { Total number }
GameWon := false; { of lines }
end; { ResetGame }
function OpponentColor(Player : ColorType) : ColorType;
begin
if Player = Cross then
OpponentColor := Nought
else
OpponentColor := Cross;
end; { OpponentColor }
procedure BlinkWinner(Piece : ColorType;
X, Y : IndexType;
WinningLine : TypeOfWin);
{ Prints the 5 winning stones in blinking color }
const
PieceChar : array[ColorType] of char = ('X', '0');
PieceColor : array[ColorType] of byte = (White, LightGreen);
var
XHold, YHold : integer; { Used to store the position of the winning move }
Dx, Dy : integer; { Change in X and Y }
procedure BlinkRow(X, Y, Dx, Dy : integer);
{ Blink the row of 5 stones }
var
I : integer;
begin
TextColor(PieceColor[Piece] + blink);
for I := 1 to 5 do
begin
GotoSquare(X, Y);
Write(PieceChar[Piece]);
X := X - Dx;
Y := Y - Dy;
end;
end; { BlinkRow }
begin { BlinkRow }
TextColor(PieceColor[Piece]);
GotoXY(49, 9);
Write(PieceChar[Piece],
Chr(Ord('A') + X - 1):2, Y); { display winning move }
ClrEOL;
XHold := X; { preserve winning position }
YHold := Y;
case WinningLine of
Horiz : begin
Dx := 1;
Dy := 0;
end;
DownLeft : begin
Dx := 1;
Dy := 1;
end;
Vert : begin
Dx := 0;
Dy := 1;
end;
DownRight : begin
Dx := -1;
Dy := 1;
end;
end; { case }
while (Board[X + Dx, Y + Dy] <> Empty) { go to topmost, leftmost }
and (Board[X + Dx, Y + Dy] = Piece ) do
begin
X := X + Dx;
Y := Y + Dy;
end;
BlinkRow(X, Y, Dx, Dy);
X := XHold; { restore winning position }
Y := YHold;
GotoSquare(X, Y); { go back to winning square }
TextColor(NormalColor);
end; { BlinkWinner }
procedure MakeMove(X, Y : IndexType);
{ Performs the move X,Y for player, and updates the global variables
(Board, Line, Value, Player, GameWon, TotalLines and the screen) }
var
Opponent : ColorType;
X1 ,Y1 : integer;
K, L : NumberType;
WinningLine : TypeOfWin;
procedure Add(var Num : NumberType);
{ Adds one to the number of pieces in a line }
begin
Num := Num + 1; { Adds one to the number. }
if Num = 1 then { If it is the first piece in }
TotalLines := TotalLines - 1; { the line, then the opponent }
{ cannot use it any more. }
if Num = 5 then { The game is won if there }
GameWon := true; { are 5 in line. }
end; { Add }
procedure Update(Lin : LineType; var Valu : ValueType);
{ Updates the value of a square for each player, taking into
account that player has placed an extra piece in the square.
The value of a square in a usable line is Weight[Lin[Player]+1]
where Lin[Player] is the number of pieces already placed
in the line }
begin
{ If the opponent has no pieces in the line, then simply
update the value for player }
if Lin[Opponent] = 0 then
Valu[Player] := Valu[Player] +
Weight[Lin[Player] + 1] - Weight[Lin[Player]]
else
{ If it is the first piece in the line, then the line is
spoiled for the opponent }
if Lin[Player] = 1 then
Valu[Opponent] := Valu[Opponent] - Weight[Lin[Opponent] + 1];
end; { Update }
begin { MakeMove }
WinningLine := Null;
Opponent := OpponentColor(Player);
GameWon := false;
{ Each square of the board is part of 20 different lines.
The procedure adds one to the number of pieces in each
of these lines. Then it updates the value for each of the 5
squares in each of the 20 lines. Finally Board is updated, and
the move is printed on the screen. }
for K := 0 to 4 do { Horizontal lines, from left to right }
begin
X1 := X - K; { Calculate starting point }
Y1 := Y;
if (1 <= X1) and (X1 <= N - 4) then { Check starting point }
begin
Add(Line[0, X1, Y1, Player]); { Add one to line }
if GameWon and (WinningLine = Null) then { Save winning line }
WinningLine := Horiz;
for L := 0 to 4 do { Update value for the 5 squares in the line }
Update(Line[0, X1, Y1], Value[X1 + L, Y1]);
end;
end; { for }
for K := 0 to 4 do { Diagonal lines, from lower left to upper right }
begin
X1 := X - K;
Y1 := Y - K;
if (1 <= X1) and (X1 <= N - 4) and
(1 <= Y1) and (Y1 <= N - 4) then
begin
Add(Line[1, X1, Y1, Player]);
if GameWon and (WinningLine = Null) then { Save winning line }
WinningLine := DownLeft;
for L := 0 to 4 do
Update(Line[1, X1, Y1], Value[X1 + L, Y1 + L]);
end;
end; { for }
for K := 0 to 4 do { Diagonal lines, down right to upper left }
begin
X1 := X + K;
Y1 := Y - K;
if (5 <= X1) and (X1 <= N) and
(1 <= Y1) and (Y1 <= N - 4) then
begin
Add(Line[3, X1, Y1, Player]);
if GameWon and (WinningLine = Null) then { Save winning line }
WinningLine := DownRight;
for L := 0 to 4 do
Update(Line[3, X1, Y1], Value[X1 - L, Y1 + L]);
end;
end; { for }
for K := 0 to 4 do { Vertical lines, from down to up }
begin
X1 := X;
Y1 := Y - K;
if (1 <= Y1) and (Y1 <= N - 4) then
begin
Add(Line[2, X1, Y1, Player]);
if GameWon and (WinningLine = Null) then { Save winning line }
WinningLine := Vert;
for L := 0 to 4 do
Update(Line[2, X1, Y1], Value[X1, Y1 + L]);
end;
end; { for }
Board[X, Y] := Player; { Place piece in board }
if GameWon then
BlinkWinner(Player, X, Y, WinningLine)
else
PrintMove(Player, X, Y); { Print move on screen }
Player := Opponent; { The opponent is next to move }
end; { MakeMove }
function GameOver : boolean;
{ A game is over if one of the players have
won, or if there are no more empty lines }
begin
GameOver := GameWon or (TotalLines <= 0);
end; { GameOver }
procedure FindMove(var X, Y : IndexType);
{ Finds a move X,Y for player, simply by
picking the one with the highest value }
var
Opponent : ColorType;
I, J : IndexType;
Max, Valu : integer;
begin
Opponent := OpponentColor(Player);
Max := -MaxInt;
{ If no square has a high value then pick the one in the middle }
X := (N + 1) DIV 2;
Y := (N + 1) DIV 2;
if Board[X, Y] = Empty then Max := 4;
{ The evaluation for a square is simply the value of the square
for the player (attack points) plus the value for the opponent
(defense points). Attack is more important than defense, since
it is better to get 5 in line yourself than to prevent the op-
ponent from getting it. }
for I := 1 to N do { For all empty squares }
for J := 1 to N do
if Board[I, J] = Empty then
begin
{ Calculate evaluation }
Valu := Value[I, J, Player] * (16 + AttackFactor) DIV
16 + Value[I, J, Opponent] + Random(4);
if Valu > Max then { Pick move with highest value }
begin
X := I;
Y := J;
Max := Valu;
end;
end; { if }
end; { FindMove }
procedure ClearBuffer;
{ Clear the keyboard buffer }
var
Ch : char;
begin
While KeyPressed do
Read(KBD, Ch);
end; { ClearBuffer }
procedure GetChar(var Ch : char);
{ Get a character from the keyboard }
begin
Read(KBD, Ch);
Ch := UpCase(Ch);
end; { GetChar }
procedure ReadCommand(X, Y : IndexType; var Command : char);
{ Reads in a valid command character }
var
ValidCommand : boolean;
begin
repeat
ValidCommand := true;
GotoSquare(X, Y); { Goto square }
GetChar(Command); { Read from keyboard }
case Command of
'?' : Help; { ... Help system ... }
CtrlC : Command := 'Q'; { Ctrl-C means quit }
Return, { Return or space means place a }
Space : Command := 'E'; { stone at the cursor position }
Esc : begin
if KeyPressed then
begin { Get cursor movement keys }
GetChar(Command);
case Command of
'K' : Command := 'L'; { Left arrow }
'M' : Command := 'R'; { Right arrow }
'P' : Command := 'D'; { Down arrow }
'H' : Command := 'U'; { Up arrow }
'G' : Command := '7'; { Home key }
'I' : Command := '9'; { PgUp key }
'O' : Command := '1'; { End key }
'Q' : Command := '3'; { PgDn key }
else
begin
ValidCommand := false;
ClearBuffer;
end; { case else }
end; { case }
end { if }
else
if GameOver then command := 'P' { GameOver? treat Esc }
else { like any other key }
begin
ValidCommand := false; { ignore Esc during game }
ClearBuffer;
end; { ignore Esc }
end; { Esc }
'N','Q','A','P','H' : ;
else
begin
ValidCommand := false;
ClearBuffer;
end; { case else }
end; { case }
until ValidCommand;
end; { ReadCommand }
procedure Initialize;
begin
ClrScr;
Randomize;
AutoPlay := false;
FileRead := false; { Help file not read yet }
end; { Initialize }
procedure InterpretCommand(Command : char);
var
Temp : integer;
begin
case Command of
'N': begin { Start new game }
ResetGame(false); { ResetGame but only redraw the board }
X := (N + 1) DIV 2;
Y := X;
end;
'H': FindMove(X, Y); { Give the user a hint }
'L': X := (X + N - 2) MOD N + 1; { Left }
'R': X := X MOD N + 1; { Right }
'D': Y := (Y + N - 2) MOD N + 1; { Down }
'U': Y := Y MOD N + 1; { Up }
'7': begin
if (X = 1) or (Y = N) then { Move diagonally }
begin { towards upper left }
Temp := X;
X := Y;
Y := Temp;
end
else
begin
X := X - 1;
Y := Y + 1;
end;
end;
'9': begin { Move diagonally }
if X = N then { toward upper right }
begin
X := (N - Y) + 1;
Y := 1;
end
else if Y = N then
begin
Y := (N - X) + 1;
X := 1;
end
else
begin
X := X + 1;
Y := Y + 1;
end
end;
'1': begin { Move diagonally }
if Y = 1 then { toward lower left }
begin
Y := (N - X) + 1;
X := N;
end
else if X = 1 then
begin
X := (N - Y) + 1;
Y := N;
end
else
begin
X := X - 1;
Y := Y - 1;
end;
end;
'3': begin { Move diagonally }
if (X = N) or (Y = 1) then { toward lower right }
begin
Temp := X;
X := Y;
Y := Temp;
end
else
begin
X := X + 1;
Y := Y - 1;
end;
end;
'A': AutoPlay := true; { Auto play mode }
end; { case }
end; { InterpretCommand }
procedure PlayerMove;
{ Enter and make a move }
begin
if Board[X, Y] = Empty then
begin
MakeMove(X, Y);
if GameWon then
PrintMsg('Congratulations, You won!');
Command := 'P';
end;
end; { PlayerMove }
procedure ProgramMove;
{ Find and perform programs move }
begin
repeat
if KeyPressed then
ClearBuffer;
if GameOver then
begin
AutoPlay := false;
if (Command <> 'Q') and (not GameWon) then
PrintMsg('Tie game!');
end
else
begin
FindMove(X, Y);
MakeMove(X, Y);
if GameWon then
PrintMsg('I won!');
end;
until AutoPlay = false;
end; { ProgramMove }
begin { Program Body }
Initialize;
ResetGame(true); { ResetGame and draw the entire screen }
X := (N + 1) DIV 2; { Set starting position to }
Y := X; { the middle of the board }
repeat
ReadCommand(X, Y, Command);
if GameOver then
if Command <> 'Q' then
Command := 'N';
InterpretCommand(Command);
if Command = 'E' then
PlayerMove;
if Command in ['P', 'A'] then
ProgramMove;
until Command in ['Q', CtrlC];
Abort;
end.