Created
November 8, 2011 13:30
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#include <stdio.h> | |
#include <stdlib.h> | |
#include <time.h> | |
#include <string.h> | |
/*Type Definitions*/ | |
typedef enum oxb {nought, cross, blank} oxb_t ; | |
typedef enum mode {vsAI, vsHuman} gamemode_t ; | |
typedef enum bool {false, true} boolean ; | |
/*Global Variables*/ | |
oxb_t board[10] ; | |
/*Functions*/ | |
char whatis_position(int i) ; /*returns visual representation of the symbol in a given position */ | |
oxb_t player_select(void) ; /*allows player selection */ | |
gamemode_t game_mode(void) ; /*allows game mode selection */ | |
void display_board(void) ; /*prints visual representation of board */ | |
void initialise_board(void) ; /*resets board to all blanks */ | |
int make_move( oxb_t current_player ) ; /*accepts input of current player's move */ | |
int make_computer_move( oxb_t current_player ) ; /*Calculates and returns near-optimal move */ | |
void update_board( oxb_t current_player, int move ) ; /*updates board with a given player's move */ | |
boolean gamewon(void) ; /*returns a true value if game has been won, false otherwise */ | |
boolean gamedrawn(void) ; /*returns a true value if game is a draw */ | |
void wait(int t) ; /*Waits for t milliseconds */ | |
int make_computer_move_easy(void) ; /*Returns random valid move */ | |
/*Main Function*/ | |
int main(void) | |
{ | |
/*Initialisation*/ | |
gamemode_t mode; | |
int diff ; | |
oxb_t current_player, human_player, ai_player; | |
mode = game_mode(); | |
if (mode == vsAI) | |
{ | |
do | |
{ | |
printf("1: Easy\n2: Hard\n> ") ; | |
scanf("%d", &diff) ; | |
} while (diff != 1 && diff != 2); | |
current_player = player_select(); | |
} | |
else | |
{ | |
current_player = cross ; | |
} | |
ai_player = (current_player == nought) ? cross : nought; | |
human_player = current_player ; | |
initialise_board() ; | |
display_board() ; | |
/*Gameplay*/ | |
while((gamewon() == 0 ) && (gamedrawn() == 0)) /*This loop makes up one turn*/ | |
{ | |
if(mode == vsHuman) /*Vs Human mode*/ | |
{ | |
update_board( current_player, make_move(current_player)) ; /*make human move*/ | |
current_player = (current_player == nought) ? cross : nought; /*switch player*/ | |
} | |
else /*Vs AI mode*/ | |
{ | |
if(current_player == human_player) | |
{ | |
update_board( human_player, make_move(human_player)); /*make human move*/ | |
current_player = ai_player ; | |
} | |
else | |
{ | |
switch(diff) /*make computer move*/ | |
{ | |
case 1 : update_board( ai_player, make_computer_move_easy()) ; break ; | |
case 2 : update_board( ai_player, make_computer_move( ai_player )) ; break ; | |
} | |
current_player = human_player ; | |
} | |
} | |
display_board() ; | |
} | |
/*Result Checking*/ | |
if (gamewon() == 1) | |
{ | |
if(mode == vsHuman) | |
{ | |
switch(current_player) | |
{ | |
case nought : printf("\nA Winner is Crosses!\n\n") ; break ; | |
case cross : printf("\nA Winner is Noughts!\n\n") ; break ; | |
default: printf("\nERROR") ; | |
} | |
} | |
else | |
{ | |
if(current_player == human_player) | |
{ | |
printf("\nYou lose. How about a nice game of chess?\n\n") ; | |
} | |
else | |
{ | |
printf("\nConglaturations! You have just completed a great game.\n\n") ; | |
} | |
} | |
} | |
else | |
{ | |
printf("\nStrange game. The only winning move is not to play.\n\n") ; | |
} | |
return 0 ; | |
} | |
char whatis_position(int i) /*returns visual representation of the symbol in a given position*/ | |
{ | |
switch (board[i]) | |
{ | |
case nought : return 'O' ; break ; | |
case cross : return 'X' ; break ; | |
default : return ' ' ; break ; | |
} | |
} | |
oxb_t player_select(void) | |
{ | |
char symbol ; | |
do | |
{ | |
printf("Select your symbol: [O/X]\n> ") ; | |
scanf("\n") ; | |
scanf("%c", &symbol) ; | |
switch(symbol) | |
{ | |
case 'X' : | |
case 'x' : return cross ; | |
case 'O' : | |
case 'o' : return nought ; | |
} | |
} | |
while(1); | |
} | |
gamemode_t game_mode(void) | |
{ | |
int imode; | |
do | |
{ | |
printf("1: vs AI\n2: vs Human\n> ") ; | |
scanf("%d", &imode) ; | |
switch (imode) | |
{ | |
case 1: return vsAI;; | |
case 2: return vsHuman; | |
} | |
} | |
while(1); | |
} | |
void display_board(void) /*prints visual representation of board*/ | |
{ | |
printf("\n%c|%c|%c\n-----\n%c|%c|%c\n-----\n%c|%c|%c\n", | |
whatis_position(7), whatis_position(8), whatis_position(9), | |
whatis_position(4), whatis_position(5), whatis_position(6), | |
whatis_position(1), whatis_position(2), whatis_position(3) | |
) ; | |
} | |
void initialise_board(void) /*resets board to all blanks*/ | |
{ | |
int i ; | |
for(i = 1 ; i < 10 ; i++){ | |
board[i] = blank ; | |
} | |
} | |
int make_move( oxb_t current_player ) /*accepts input of current player's move*/ | |
{ | |
int move ; | |
do{ | |
switch (current_player){ | |
case cross : printf("\nCross, please press desired position on numpad > ") ; break ; | |
case nought : printf("\nNought, please press desired position on numpad > ") ; break ; | |
default: printf("ERROR") ; | |
} | |
scanf("%d", &move) ; | |
} | |
while (board[move] != blank) ; | |
return move ; | |
} | |
int make_computer_move( oxb_t current_player ) | |
{ | |
wait(500) ; /*to make it seem like the computer is thinking >.>*/ | |
int mask[8][3] = {{1, 2, 3}, | |
{4, 5, 6}, | |
{7, 8, 9}, | |
{1, 4, 7}, | |
{2, 5, 8}, | |
{3, 6, 9}, | |
{1, 5, 9}, | |
{3, 5, 7}} ; | |
int i, j, keysquare1 = 0, keysquare2 = 0 ; | |
for( i=0 ; i<8 ; i++ ) /*checks for winning or blocking opportunities*/ | |
{ | |
for( j = 0 ; j < 3 ; j++ ){ | |
if((board[mask[i][j]] == board[mask[i][((j+1)%3)]]) && (board[mask[i][((j+2)%3)]] == blank) && (board[mask[i][j]] != blank)) | |
{ | |
printf("\nAI plays %d to win or block\n", mask[i][((j+2)%3)]) ; | |
return mask[i][((j+2)%3)] ; | |
} | |
} | |
} | |
for( i=1 ; i<8 ; i++ ) /*checks for forking opportunities*/ | |
{ | |
for( j = 0 ; j < 2 ; j++ ) | |
{ | |
if((board[mask[i][j]] == board[mask[i][(j+1)%3]]) && (board[mask[i][(j+2)%3]] != blank) && (board[mask[i][j]] == blank)) | |
{ | |
if((mask[i][j] == keysquare1) || (mask[i][(j+1)%3] == keysquare1)) | |
{ | |
printf("\nAI plays %d to fork or prevent a fork\n", keysquare1) ; | |
return keysquare1 ; | |
} | |
else if ((mask[i][j] == keysquare2) || (mask[i][(j+1)%3] == keysquare2)) | |
{ | |
printf("\nAI plays %d to fork or prevent a fork\n", keysquare2) ; | |
return keysquare2 ; | |
} | |
else | |
{ | |
keysquare1 = mask[i][j] ; | |
keysquare2 = mask[i][(j+1)%3] ; | |
} | |
} | |
} | |
} | |
if(board[5] == blank) /*play the centre*/ | |
{ | |
printf("\nAI plays the centre\n") ; | |
return 5 ; | |
} | |
if((board[1] == !current_player) && (board[9] == blank)) /*play the opposite corner*/ | |
{ | |
printf("\nAI plays the opposite corner\n") ; | |
return 9 ; | |
} | |
else if((board[9] == !current_player) && (board[1] == blank)) | |
{ | |
printf("\nAI plays the opposite corner\n") ; | |
return 1 ; | |
} | |
else if((board[7] == !current_player) && (board[3] == blank)) | |
{ | |
printf("\nAI plays the opposite corner\n") ; | |
return 3 ; | |
} | |
else if((board[3] == !current_player) && (board[7] == blank)) | |
{ | |
printf("\nAI plays the opposite corner\n") ; | |
return 7 ; | |
} | |
if(board[1] == blank) /*play an empty corner*/ | |
{ | |
printf("\nAI plays 1\n") ; | |
return 1 ; | |
} | |
if(board[3] == blank) | |
{ | |
printf("\nAI plays 3\n") ; | |
return 3 ; | |
} | |
if(board[7] == blank) | |
{ | |
printf("\nAI plays 7\n") ; | |
return 7 ; | |
} | |
if(board[9] == blank) | |
{ | |
printf("\nAI plays 9\n") ; | |
return 9 ; | |
} | |
if(board[2] == blank) /*play an empty side*/ | |
{ | |
printf("\nAI plays 2\n") ; | |
return 2 ; | |
} | |
if(board[4] == blank) | |
{ | |
printf("\nAI plays 4\n") ; | |
return 4 ; | |
} | |
if(board[6] == blank) | |
{ | |
printf("\nAI plays 6\n") ; | |
return 6 ; | |
} | |
if(board[8] == blank) | |
{ | |
printf("\nAI plays 8\n") ; | |
return 8 ; | |
} | |
} | |
void update_board( oxb_t current_player, int move ) /*updates board with a given player's move*/ | |
{ | |
board[move] = current_player ; | |
} | |
boolean gamewon(void) /*returns a true value if game has been won, false otherwise*/ | |
{ | |
int i ; | |
int mask[8][3] = {{1, 2, 3}, | |
{4, 5, 6}, | |
{7, 8, 9}, | |
{1, 4, 7}, | |
{2, 5, 8}, | |
{3, 6, 9}, | |
{1, 5, 9}, | |
{3, 5, 7}} ; | |
boolean result = false ; | |
for(i = 0; i < 8; i++) | |
{ | |
result = result || | |
( (board[mask[i][0]] != blank) && | |
(board[mask[i][0]] == board[mask[i][1]]) && | |
(board[mask[i][1]] == board[mask[i][2]]) ) ; | |
} | |
return result ; | |
} | |
boolean gamedrawn(void) /*returns a true value if game is a draw*/ | |
{ | |
int i ; | |
boolean unfilled = false ; | |
boolean draw = false ; | |
for(i=1 ; i<10 ; i++ ) | |
{ | |
unfilled = unfilled || (board[i] == blank) ; | |
} | |
draw = (!unfilled && !gamewon()) ; | |
return draw; | |
} | |
void wait(int t) /*Waits for t milliseconds*/ | |
{ | |
int millisec = t; | |
struct timespec req; | |
memset (&req, 0, sizeof (req)); | |
req.tv_nsec = millisec * 1000000L; | |
nanosleep(&req, (struct timespec *)NULL); | |
} | |
int make_computer_move_easy() | |
{ | |
time_t t ; | |
int move ; | |
do | |
{ | |
srand((unsigned) time(&t)) ; | |
move = (rand() % 9) + 1 ; | |
} | |
while(board[move] != blank) ; | |
return move ; | |
} |
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