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minimax.c
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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#define MAX 1000000
#define MAX1 10000
/* Structura necesara pentru a defini toate proprietatile unui arbore generic*/
typedef struct NextTree
{ /* Tabla de joc */
char **gametable;
/*Caracterul ce se afla intr-o anumita zona ('X' sau 'O') */
char caracter;
/*Numarul de muchii */
int muchie;
/*Valoarea numerica stocata de un nod */
int val;
/*Mutarea spre un nod */
struct NextTree **Next_Node;
}
GenericTree;
/*Structura necesara pentru accesarea nodurilor din stiva*/
typedef struct Node_Stack_Tree
{
/*Informatia stocata intr-un nod din stiva*/
GenericTree* data;
/*Merg mai departe in stiva*/
struct Node_Stack_Tree *next;
}
Node_Stack_Tree;
/* Structura necesara pentru a defini coordonatele unui punct pe tabla*/
typedef struct PozGame
{ /*Abscisa*/
int X_ABS;
/*Ordonata*/
int Y_ORD;
}
PozTable;
/*Stiva pentru memorarea nodurilor*/
typedef struct Stack
{
/*Capul listei*/
struct Node_Stack_Tree *top;
/*Lungimea listei*/
int len;
}
Stack;
/*Afisarea arborelui in cazul in care se foloseste -c3*/
void Afisare_MINIMAX (GenericTree *, FILE *, int);
/*Afisarea arborelui in cazul in care se foloseste -c1*/
void Afisare_ARBORE (GenericTree *, FILE *, int);
/*Distruge arborele*/
void Eliberare_Memorie (GenericTree *);
/*Afisarea arborelui in cazul in care se foloseste -c2*/
void Afisare_ARBORE_TF (GenericTree *, FILE *, int);
/*Adaugare in stiva*/
int Add_Stack (Stack *,GenericTree *);
int contor1 = 0;
/*Functia de initiere*/
void
Init_Stack(Stack** s)
{
*s=(Stack *)calloc(1 ,sizeof(Stack));
(*s)->top=NULL;
(*s)->len=0;
}
/*Functia de adaugare in tabla de joc(pentru prima problema)*/
GenericTree *
Adaugare (GenericTree * Tree, char **tablegame, int x_abs, int y_ord,
int value, char X_O_char,Stack* Stack_Tree)
{ /*Variabile ajutatoare */
int contor4, contor11, contor12, contor13, contor14, contor15 = 1;
int contor16 =
0, contor17, contor18, contor19, contor20, contor21, contor22, contor23,
contor24 = 0;
PozTable prel;
char **prelucrare = (char **) calloc (10 ,sizeof (char *));
char char1 = 'X', char2 = 'O', char3= '-';
for (contor4 = 1; contor4 <= 3; contor4++)
prelucrare[contor4] = (char *) calloc (10 ,sizeof (char));
GenericTree *rz = NULL ;
PozTable *v = (PozTable *) calloc ((value + 1) ,sizeof (PozTable));
if (value >= 0)
{ /* Construiesc arborele de joc */
Tree = (GenericTree *) calloc (1 ,sizeof (GenericTree));
/*Aloc memorie pentru tabla de joc asociata arborelui */
Tree->gametable = (char **) calloc (10 ,sizeof (char *));
for (contor4 = 1; contor4 <= 3; contor4++)
Tree->gametable[contor4] = (char *) calloc (10 ,sizeof (char));
/*Daca punctul nu se afla la inceput */
if (x_abs != 0 && y_ord != 0)
/*Adaug in tabla ajutatoare */
tablegame[x_abs][y_ord] = X_O_char;
for (x_abs = 1; x_abs <= 3; x_abs++)
for (y_ord = 1; y_ord <= 3; y_ord++)
/*Adaug in tabla principala */
Tree->gametable[x_abs][y_ord] = tablegame[x_abs][y_ord];
/*Daca s-a plasat O */
if (X_O_char == char2)
{ /*Plasez X */
Tree->caracter = char1;
}
else
{
Tree->caracter = char2;
}
/*Memorez numarul de muchii */
Tree->muchie = value;
if (Tree->muchie != 0)
{ /*Aloc memorie pentru nodurile ce vor reprezenta starile intregului joc
Evident,fiecare nod are cate o tabla de joc asociata */
Tree->Next_Node =
(GenericTree **) calloc ((value + 1) ,sizeof (GenericTree *));
for (contor4 = 1; contor4 <= value; contor4++)
Tree->Next_Node[contor4] = NULL;
} /*Un algoritm construit pentru a vedea/numara pozitiile lui X folosind contori */
for (contor17 = 1; contor17 <= 3; contor17++)
for (contor18 = 1; contor18 <= 3; contor18++)
if (Tree->gametable[contor17][contor18] == char3)
/*Numar spatiile goale din tabla de joc */
contor16++;
for (contor19 = 1; contor19 <= 3; contor19++)
{
contor17 = 0;
contor18 = 0;
for (contor20 = 1; contor20 <= 3; contor20++)
{
if (Tree->gametable[contor19][contor20] == char1)
contor17 = contor17 + 1;
if (Tree->gametable[contor20][contor19] == char1)
contor18 = contor18 + 1;
}
if (contor17 == 3 || contor18 == 3)
contor16 = -1;
}
contor21 = 0;
contor22 = 0;
for (contor23 = 1; contor23 <= 3; contor23++)
if (Tree->gametable[contor23][contor23] == char1)
contor21 = contor21 + 1;
contor19 = 1;
contor20 = 3;
while (contor19 <= 3 && contor20 >= 1)
{
if (Tree->gametable[contor19][contor20] == char1)
contor22 = contor22 + 1;
contor19++;
contor20--;
}
if (contor21 == 3 || contor22 == 3)
contor16 = -1;
/*Acelasi algoritm pentru 'O' */
/*Initializez totul cu 0 */
contor17 = 0;
contor18 = 0;
contor19 = 0;
contor20 = 0;
contor21 = 0;
contor22 = 0;
contor23 = 0;
for (contor17 = 1; contor17 <= 3; contor17++)
for (contor18 = 1; contor18 <= 3; contor18++)
if (Tree->gametable[contor17][contor18] == char3)
/*Numar spatiile goale din tabla de joc */
contor24++;
for (contor19 = 1; contor19 <= 3; contor19++)
{
contor17 = 0;
contor18 = 0;
for (contor20 = 1; contor20 <= 3; contor20++)
{
if (Tree->gametable[contor19][contor20] == char2)
contor17 = contor17 + 1;
if (Tree->gametable[contor20][contor19] == char2)
contor18 = contor18 + 1;
}
if (contor17 == 3 || contor18 == 3)
contor24 = -1;
}
contor21 = 0;
contor22 = 0;
for (contor23 = 1; contor23 <= 3; contor23++)
if (Tree->gametable[contor23][contor23] == char2)
contor21 = contor21 + 1;
contor19 = 1;
contor20 = 3;
while (contor19 <= 3 && contor20 >= 1)
{
if (Tree->gametable[contor19][contor20] == char2)
contor22 = contor22 + 1;
contor19++;
contor20--;
}
if (contor21 == 3 || contor22 == 3)
contor24 = -1;
/*Initializez totul cu 0 */
contor17 = 0;
contor18 = 0;
contor19 = 0;
contor20 = 0;
contor21 = 0;
contor22 = 0;
contor23 = 0;
/*Daca am completat corespunzator cu 'X' si 'O' */
if (contor16 == -1 || contor24 == -1)
{
for (contor4 = 1; contor4 <= 3; contor4++)
/*Eliberez memoria pentru 'prelucrare' si returnez arborele de joc */
free (prelucrare[contor4]);
free (prelucrare);
free (v);
return Tree;
}
for (contor11 = 1; contor11 <= 3; contor11++)
for (contor12 = 1; contor12 <= 3; contor12++)
/*Daca mai am de completat */
/*Salvez intr-un vector de pozitii anumite coordonate */
if (Tree->gametable[contor11][contor12] == char3)
{
v[contor15].X_ABS = contor11;
v[contor15].Y_ORD = contor12;
contor15++;
}
contor15 = contor15 - 1;
/* Completez respectand acea conditie din cerinta */
for (contor13 = 1; contor13 < contor15; contor13++)
for (contor14 = contor13 + 1; contor14 <= contor15; contor14++)
if (v[contor14].X_ABS * 3 + v[contor14].Y_ORD <
v[contor13].X_ABS * 3 + v[contor13].Y_ORD)
{
prel = v[contor14];
v[contor14] = v[contor13];
v[contor13] = prel;
}
for (contor4 = 1; contor4 <= value; contor4++)
{
for (x_abs = 1; x_abs <= 3; x_abs++)
for (y_ord = 1; y_ord <= 3; y_ord++)
/*Apelez recursiv pentru a continua procesul de completare */
prelucrare[x_abs][y_ord] = Tree->gametable[x_abs][y_ord];
/*Daca am completat cu 'X' */
if (X_O_char == char1)
{
/*Creez tabla de joc a unui nod */
/*Continui cu 'O' daca am avut 'X' */
/*Decrementez 'value' */
Tree->Next_Node[contor4] =
Adaugare (Tree->Next_Node[contor4], prelucrare,
v[contor4].X_ABS, v[contor4].Y_ORD, value - 1, char2, Stack_Tree);
/*Salvez in stiva*/
Add_Stack(Stack_Tree, Tree->Next_Node[contor4]);
}
else
{
Tree->Next_Node[contor4] =
/*Continui cu 'X' daca am avut 'O' */
/*Decrementez 'value' */
Adaugare (Tree->Next_Node[contor4], prelucrare,
v[contor4].X_ABS, v[contor4].Y_ORD, value - 1, char1, Stack_Tree);
/*Salvez in stiva*/
Add_Stack(Stack_Tree, Tree->Next_Node[contor4]);
}
}
/*Eliberez memoria si returnez arborele prelucrat */
for (contor4 = 1; contor4 <= 3; contor4++)
free (prelucrare[contor4]);
free (prelucrare);
free (v);
return Tree;
}
for (contor4 = 1; contor4 <= 3; contor4++)
free (prelucrare[contor4]);
free (prelucrare);
free (v);
return rz;
}
/*Functia de verificare*/
int
Verif_Empty_Stack(Stack *s)
{
if(s->top==NULL && s->len==0)
return 0;
else
return 1;
}
/*Adaugare in stiva*/
int
Add_Stack(Stack *s,GenericTree* data)
{ Node_Stack_Tree* nou;
nou=(Node_Stack_Tree*)calloc(1,sizeof(Node_Stack_Tree));
nou->data=data;
nou->next=s->top;
s->top=nou;
s->len++;
if(s->top!=NULL)
{
/*Returnez 1 daca adaugarea s-a efectuat cu succes*/
return 1;
s->len++;
}
/*Returnez 0 daca adaugarea a dat gres*/
return 0;
}
/*Functia de adaugare in tabla de joc(pentru a doua problema)*/
void
Prelucrare_Arbore_TF (GenericTree * Tree, char X_O_char,Stack * Stack_Tree)
{ /*Variabile ajutatoare */
int index, index_1, contor = 0;
char char1 = 'T', char2 = 'F', char3 = 'X', char4 = 'O',char5 = '-';
int contor16 =
0, contor17, contor18, contor19, contor20, contor21, contor22, contor23;
int contor24 = 0, contor25 = 0;
/*Formez tabla T_F fiecarui nod(recursivitate) */
for (index = 1; index <= Tree->muchie; index++)
if (Tree->Next_Node[index] != NULL)
{
Prelucrare_Arbore_TF (Tree->Next_Node[index], X_O_char, Stack_Tree);
/*Adaug nodul in stiva*/
Add_Stack (Stack_Tree, Tree->Next_Node[index]);
}
/*Un algoritm construit pentru a vedea/numara pozitiile variabilei X_O_char folosind contori */
for (contor17 = 1; contor17 <= 3; contor17++)
for (contor18 = 1; contor18 <= 3; contor18++)
/*Numar spatiile goale */
if (Tree->gametable[contor17][contor18] == char5)
contor16++;
for (contor19 = 1; contor19 <= 3; contor19++)
{
contor17 = 0;
contor18 = 0;
for (contor20 = 1; contor20 <= 3; contor20++)
{
if (Tree->gametable[contor19][contor20] == X_O_char)
contor17 = contor17 + 1;
if (Tree->gametable[contor20][contor19] == X_O_char)
contor18 = contor18 + 1;
}
if (contor17 == 3 || contor18 == 3)
contor16 = -1;
}
contor21 = 0;
contor22 = 0;
for (contor23 = 1; contor23 <= 3; contor23++)
if (Tree->gametable[contor23][contor23] == X_O_char)
contor21 = contor21 + 1;
contor19 = 1;
contor20 = 3;
while (contor19 <= 3 && contor20 >= 1)
{
if (Tree->gametable[contor19][contor20] == X_O_char)
contor22 = contor22 + 1;
contor19++;
contor20--;
}
if (contor21 == 3 || contor22 == 3)
contor16 = -1;
/*Initializez totul cu 0 */
contor17 = 0;
contor18 = 0;
contor19 = 0;
contor20 = 0;
contor21 = 0;
contor22 = 0;
contor23 = 0;
/*Acelasi algoritm pentru 'O' */
for (contor17 = 1; contor17 <= 3; contor17++)
for (contor18 = 1; contor18 <= 3; contor18++)
/*Numar spatiile goale */
if (Tree->gametable[contor17][contor18] == char5)
contor24++;
for (contor19 = 1; contor19 <= 3; contor19++)
{
contor17 = 0;
contor18 = 0;
for (contor20 = 1; contor20 <= 3; contor20++)
{
if (Tree->gametable[contor19][contor20] == char4)
contor17 = contor17 + 1;
if (Tree->gametable[contor20][contor19] == char4)
contor18 = contor18 + 1;
}
if (contor17 == 3 || contor18 == 3)
contor24 = -1;
}
contor21 = 0;
contor22 = 0;
for (contor23 = 1; contor23 <= 3; contor23++)
if (Tree->gametable[contor23][contor23] == char4)
contor21 = contor21 + 1;
contor19 = 1;
contor20 = 3;
while (contor19 <= 3 && contor20 >= 1)
{
if (Tree->gametable[contor19][contor20] == char4)
contor22 = contor22 + 1;
contor19++;
contor20--;
}
if (contor21 == 3 || contor22 == 3)
contor24 = -1;
/*Initializez totul cu 0 */
contor17 = 0;
contor18 = 0;
contor19 = 0;
contor20 = 0;
contor21 = 0;
contor22 = 0;
contor23 = 0;
/*Acelasi algoritm pentru 'X' */
for (contor17 = 1; contor17 <= 3; contor17++)
for (contor18 = 1; contor18 <= 3; contor18++)
/*Numar spatiile goale */
if (Tree->gametable[contor17][contor18] == char5)
contor25++;
for (contor19 = 1; contor19 <= 3; contor19++)
{
contor17 = 0;
contor18 = 0;
for (contor20 = 1; contor20 <= 3; contor20++)
{
if (Tree->gametable[contor19][contor20] == char3)
contor17 = contor17 + 1;
if (Tree->gametable[contor20][contor19] == char3)
contor18 = contor18 + 1;
}
if (contor17 == 3 || contor18 == 3)
contor25 = -1;
}
contor21 = 0;
contor22 = 0;
for (contor23 = 1; contor23 <= 3; contor23++)
if (Tree->gametable[contor23][contor23] == char3)
contor21 = contor21 + 1;
contor19 = 1;
contor20 = 3;
while (contor19 <= 3 && contor20 >= 1)
{
if (Tree->gametable[contor19][contor20] == char3)
contor22 = contor22 + 1;
contor19++;
contor20--;
}
if (contor21 == 3 || contor22 == 3)
contor25 = -1;
/*Initializez totul cu 0 */
contor17 = 0;
contor18 = 0;
contor19 = 0;
contor20 = 0;
contor21 = 0;
contor22 = 0;
contor23 = 0;
/*Daca indeplinesc conditia */
if (contor16 == -1)
/*Plasez 'T' */
Tree->caracter = char1;
/*Daca indeplinesc cealalta conditie */
else
if ((X_O_char == char3 && contor24 == -1)
|| (X_O_char == char4 && contor25 == -1))
/*Plasez 'F' */
Tree->caracter = char2;
else if (Tree->muchie == 0)
Tree->caracter = char2;
/*Ma mut pe celalalt nivel */
else
{
for (index_1 = 1; index_1 <= Tree->muchie; index_1++)
if (Tree->Next_Node[index_1]->caracter == char1)
contor++;
/*Daca nu am gasit 'T' */
if (!contor)
Tree->caracter = char2;
else if (contor == Tree->muchie)
Tree->caracter = char1;
/*Daca jucatorul cu 'X'/'O' castiga */
else if (Tree->caracter == X_O_char)
Tree->caracter = char1;
else
Tree->caracter = char2;
}
}
/*Functia de golire*/
GenericTree*
Eliminate_Stack(Stack *s)
{ GenericTree* val;
if(s->top==NULL)
return NULL;
Node_Stack_Tree* elem;
elem=s->top;
val=elem->data;
s->top=elem->next;
s->len--;
if(s->len==0)
s->top=NULL;
free(elem);
return val;
}
/*Functia de formare a arborelui folosind algoritmul minimax(pentru a treia problema)*/
void
Arbore_Minimax (GenericTree * Tree, int value_1, int value,Stack * Stack_Tree)
{
int index, max, min, contor0;
if (value > 0 && value != 1 && value != 2)
{
/*Ma indrept spre nivelul inferior(recursivitate) */
for (index = 1; index <= Tree->muchie; index++)
if (value_1 != 1)
{
/*Salvez in stiva*/
Add_Stack(Stack_Tree, Tree->Next_Node[index]);
Arbore_Minimax (Tree->Next_Node[index],
1, value - 1, Stack_Tree);
}
else
{ /*Salvez in stiva*/
Add_Stack(Stack_Tree, Tree->Next_Node[index]);
Arbore_Minimax (Tree->Next_Node[index],
- 1, value - 1, Stack_Tree);
}
if (Tree->muchie != 0)
{
if (value_1 == 1)
{ /*Algoritm pentru a determina valoarea lui max */
max = Tree->Next_Node[1]->val;
for (contor0 = 2; contor0 <= Tree->muchie; contor0++)
/*Parcurg toate valorile numerice stocate de noduri */
if (Tree->Next_Node[contor0]->val > max)
max = Tree->Next_Node[contor0]->val;
/*Adaug in nod valoarea gasita */
Tree->val = max;
}
else
{ /*Algoritm pentru a determina valoarea lui min */
min = Tree->Next_Node[1]->val;
for (contor0 = 2; contor0 <= Tree->muchie; contor0++)
/*Parcurg toate valorile numerice stocate de noduri */
if (Tree->Next_Node[contor0]->val < min)
min = Tree->Next_Node[contor0]->val;
/*Adaug in nod valoarea gasita */
Tree->val = min;
}
}
}
/*Ramura pentru completarea nivelului inferior ('value' tot scade) */
else
{
if (Tree->muchie != 0)
{
if (value_1 == 1)
{ /*Algoritm pentru a determina valoarea lui max */
max = Tree->Next_Node[1]->val;
for (value = 2; value <= Tree->muchie; value++)
/*Parcurg toate valorile numerice stocate de noduri */
if (Tree->Next_Node[value]->val > max)
max = Tree->Next_Node[value]->val;
/*Adaug in nod valoarea gasita */
Tree->val = max;
}
else
{ /*Algoritm pentru a determina valoarea lui min */
min = Tree->Next_Node[1]->val;
for (contor0 = 2; contor0 <= Tree->muchie; contor0++)
/*Parcurg toate valorile numerice stocate de noduri */
if (Tree->Next_Node[contor0]->val < min)
min = Tree->Next_Node[contor0]->val;
/*Adaug in nod valoarea gasita */
Tree->val = min;
}
}
}
}
int
main (int argc, char *argv[])
{ /*Variabila ce reprezinta arborele */
GenericTree *Tree = NULL;
/*Variabila ce prelucreaza arborele */
/*Variabile auxiliare folosite pentru eliberarea memoriei(cele cu _Free) */
GenericTree **Tree_Build = NULL;
GenericTree **Tree_Aux = NULL, **Tree_Aux_Free1 = NULL, ** *Tree_Aux_Free2 =
NULL;
/*Formez stiva*/
Stack *Stack_Tree = NULL;
Init_Stack(&Stack_Tree);
FILE *f;
FILE *f1;
/*Variabile folosite pentru extragerea informatiilor din fisierul de intrare */
char *sir1 = NULL, *sir2 = NULL, *sir3 = NULL;
char letter, char1 = 'X',char2 = 'O',char3 = '-';
/*Variabile ajutatoare pentru prelucrare */
/*Vectorii vr si br vor fi folositi pentru eliberarea memoriei */
int contor8 = 1, contor9, contor7 =
1, contor2, contor3, contor4, contor5, contor6, contor10 =
1, elem, vr[MAX1 * 10] = { 0
}, br[MAX1 * 10] =
{
0}, mi = 1, li = 0, semn = 1;
long numar = 0;
/*Variabile ajutatoare pentru algoritmii folositi */
int contor17, contor18, contor19, contor20, contor21, contor22, contor23;
int contor16 = 0, contor24 = 0, contor25 = 2, gh = 0;
/*Aloc memorie */
sir1 = (char *) calloc (MAX, sizeof (char));
sir2 = (char *) calloc (MAX, sizeof (char));
sir3 = sir2;
/*Extrag tabla initiala din fisier (pentru problema 1 si pentru problema 2) */
char **table = (char **) calloc (MAX, sizeof (char *));
for (contor3 = 1; contor3 <= 3; contor3++)
table[contor3] = (char *) calloc (MAX, sizeof (char));
f = freopen (argv[2], "r+", stdin);
f1 = fopen (argv[3], "w");
/*Procesul de citire si scriere */
while (fgets (sir1, MAX, f))
{ /*Prelucrarea liniilor din fisierul de intrare */
while (sir1[li] == ' ' || sir1[li] == '\n' || sir1[li] == '\t')
{
li++;
}
if (sir1[li] == '+' || sir1[li] == '-')
{
if (sir1[li] == '-')
{
semn = -1;
}
li++;
}
while (sir1[li] && (sir1[li] >= '0' && sir1[li] <= '9'))
{
numar = numar * 10 + (sir1[li] - '0');
li++;
}
if (strlen (sir1) == 1 || strlen (sir1) == 2 || strlen (sir1) == 3)
if ((numar * semn) != 0)
{
elem = semn * numar;
}
else
/*Daca se rezolva problema1 sau problema2 */
letter = sir1[0];
else
{ /*Salvez tabla initiala din fisierul de intrare */
if (argv[1][2] != '3')
{
for (contor9 = 0; contor9 < 3; contor9++)
{
table[contor8][contor9 + 1] = sir1[contor25 * contor9];
}
contor8++;
}
/*Ramura pentru rezolvarea problemei 3 */
else
{
if (!Tree)
{ /*Aloc memorie pentru arbori */
Tree = (GenericTree *) calloc (1 ,sizeof (GenericTree));
numar = 0;
li = 0;
semn = 1;
while ((sir1 + 1)[li] == ' ' || (sir1 + 1)[li] == '\n'
|| (sir1 + 1)[li] == '\t')
{
li++;
}
if ((sir1 + 1)[li] == '+' || (sir1 + 1)[li] == '-')
{
if ((sir1 + 1)[li] == '-')
{
semn = -1;
}
li++;
}
while ((sir1 + 1)[li]
&& ((sir1 + 1)[li] >= '0' && (sir1 + 1)[li] <= '9'))
{
numar = numar * 10 + ((sir1 + 1)[li] - '0');
li++;
}
Tree->muchie = numar * semn;
Tree->Next_Node =
(GenericTree **) calloc ((Tree->muchie + 1) ,
sizeof (GenericTree *));
Tree_Build =
(GenericTree **) calloc (contor25 ,sizeof (GenericTree *));
Tree_Build[1] = Tree;
contor7 = 1;
}
else
{
sir2 = strtok (sir1, " ");
contor6 = 0;
/*Realocarea memoriei este necesara intrucat se tot formeaza muchii */
for (contor4 = 1; contor4 <= contor7; contor4++)
contor6 = contor6 + Tree_Build[contor4]->muchie;
/*Aloc memorie pentru variabilele ajutatoare */
if (Tree_Aux_Free2 == NULL)
Tree_Aux_Free2 =
(GenericTree ***) calloc (MAX, sizeof (GenericTree **));
if (Tree_Aux_Free1 == NULL)
Tree_Aux_Free1 =
(GenericTree **) calloc (MAX, sizeof (GenericTree *));
Tree_Aux =
(GenericTree **) realloc (Tree_Aux,
(contor6 +
1) * sizeof (GenericTree *));
contor10 = 1;
/*Parcurg sirul de forma (num1) [num2] (num3)... */
while (sir2)
{
contor1 = 1;
/*Cunosc numarul de fii */
if (sir2[0] == '(')
{
numar = 0;
li = 0;
semn = 1;
while ((sir2 + 1)[li] == ' '
|| (sir2 + 1)[li] == '\n'
|| (sir2 + 1)[li] == '\t')
{
li++;
}
if ((sir2 + 1)[li] == '+' || (sir2 + 1)[li] == '-')
{
if ((sir2 + 1)[li] == '-')
{
semn = -1;
}
li++;
}
while ((sir2 + 1)[li]
&& ((sir2 + 1)[li] >= '0'
&& (sir2 + 1)[li] <= '9'))
{
numar = numar * 10 + ((sir2 + 1)[li] - '0');
li++;
}
if (vr[contor10] == 1 || br[contor10] == 1)
Tree_Aux_Free1[mi] = Tree_Aux[contor10];
/*Construiesc nodurile */
Tree_Aux[contor10] =
(GenericTree *) calloc (1 ,sizeof (GenericTree));
/*Adaug numarul de fii */
Tree_Aux[contor10]->muchie = numar * semn;
Tree_Aux[contor10]->val = 0;
/*Mai multi arbori */
Tree_Aux[contor10]->Next_Node =
(GenericTree **)
calloc ((Tree_Aux[contor10]->muchie +
1) ,sizeof (GenericTree *));
/*Acea variabila triplu-pointer contribuie la eliberarea memoriei */
Tree_Aux_Free2[mi] = Tree_Aux[contor10]->Next_Node;
vr[contor10] = 1;
}
else
/*Cunosc valoarea stocata de nod(frunza) */
if (sir2[0] == '[')
{
numar = 0;
li = 0;
semn = 1;
while ((sir2 + 1)[li] == ' '
|| (sir2 + 1)[li] == '\n'
|| (sir2 + 1)[li] == '\t')
{
li++;
}
if ((sir2 + 1)[li] == '+' || (sir2 + 1)[li] == '-')
{
if ((sir2 + 1)[li] == '-')
{
semn = -1;
}
li++;
}
while ((sir2 + 1)[li]
&& ((sir2 + 1)[li] >= '0'
&& (sir2 + 1)[li] <= '9'))
{
numar = numar * 10 + ((sir2 + 1)[li] - '0');
li++;
}
if (vr[contor10] == 1 || br[contor10] == 1)
Tree_Aux_Free1[mi] = Tree_Aux[contor10];
/*Construiesc nodurile */
Tree_Aux[contor10] =
(GenericTree *) calloc (1 ,sizeof (GenericTree));
/*Adaug valoarea in nod */
Tree_Aux[contor10]->val = numar * semn;
/*O frunza nu are fii */
Tree_Aux[contor10]->muchie = 0;
br[contor10] = 1;
}
/*Merg mai departe */
contor10++;
mi++;
/*Continui parcurgerea */
sir2 = strtok (NULL, " ");
}
contor10--;
contor6 = 0;
/*Salvez in arborele principal */
for (contor4 = 1; contor4 <= contor7; contor4++)
{
for (contor5 = 1;
contor5 <= Tree_Build[contor4]->muchie; contor5++)
{
Tree_Build[contor4]->Next_Node[contor5] =
Tree_Aux[contor6 + contor5];
}
contor6 = contor6 + Tree_Build[contor4]->muchie;
}
/*Realocarea este necesara intrucat adaug muchii */
contor7 = contor10;
Tree_Build =
(GenericTree **) realloc (Tree_Build,
(contor7 +
1) * sizeof (GenericTree *));
for (contor4 = 1; contor4 <= contor7; contor4++)
Tree_Build[contor4] = Tree_Aux[contor4];
}
}
}
}
/*Partea principala din program*/
/*Acest algoritm rezolva toate problemele*/
if (argv[1][2] != '3')
{ /*Pentru problema 1 sau problema 2 */
for (contor7 = 1; contor7 < 2; contor7++)
{ /*Daca se incepe cu 'O' */
if (letter == char2)
/*Continui cu 'X' */
letter = char1;
else
letter = char2;
/*Un algoritm construit pentru a vedea/numara pozitiile caracterului 'X' folosind contori */
for (contor17 = 1; contor17 <= 3; contor17++)
for (contor18 = 1; contor18 <= 3; contor18++)
/*Numar spatiile goale */
if (table[contor17][contor18] == char3)
contor16++;
for (contor19 = 1; contor19 <= 3; contor19++)
{
contor17 = 0;
contor18 = 0;
for (contor20 = 1; contor20 <= 3; contor20++)
{
if (table[contor19][contor20] == char1)
contor17 = contor17 + 1;
if (table[contor20][contor19] == char1)
contor18 = contor18 + 1;
}
if (contor17 == 3 || contor18 == 3)
contor16 = -1;
}
contor21 = 0;
contor22 = 0;
for (contor23 = 1; contor23 <= 3; contor23++)
if (table[contor23][contor23] == char1)
contor21 = contor21 + 1;
contor19 = 1;
contor20 = 3;
while (contor19 <= 3 && contor20 >= 1)
{
if (table[contor19][contor20] == char1)
contor22 = contor22 + 1;
contor19++;
contor20--;
}
if (contor21 == 3 || contor22 == 3)
contor16 = -1;
/*Initializez totul cu 0 */
contor2 = contor16;
contor17 = 0;
contor18 = 0;
contor19 = 0;
contor20 = 0;
contor21 = 0;
contor22 = 0;
contor23 = 0;
/*Un algoritm construit pentru a vedea/numara pozitiile caracterului 'O' folosind contori */
for (contor17 = 1; contor17 <= 3; contor17++)
for (contor18 = 1; contor18 <= 3; contor18++)
if (table[contor17][contor18] == char3)
contor24++;
for (contor19 = 1; contor19 <= 3; contor19++)
{
contor17 = 0;
contor18 = 0;
for (contor20 = 1; contor20 <= 3; contor20++)
{
if (table[contor19][contor20] == char2)
contor17 = contor17 + 1;
if (table[contor20][contor19] == char2)
contor18 = contor18 + 1;
}
if (contor17 == 3 || contor18 == 3)
contor24 = -1;
}
contor21 = 0;
contor22 = 0;
for (contor23 = 1; contor23 <= 3; contor23++)
if (table[contor23][contor23] == char2)
contor21 = contor21 + 1;
contor19 = 1;
contor20 = 3;
while (contor19 <= 3 && contor20 >= 1)
{
if (table[contor19][contor20] == char2)
contor22 = contor22 + 1;
contor19++;
contor20--;
}
if (contor21 == 3 || contor22 == 3)
contor24 = -1;
contor2 = contor24;
contor17 = 0;
contor18 = 0;
contor19 = 0;
contor20 = 0;
contor21 = 0;
contor22 = 0;
contor23 = 0;
/*Apelez functia pentru construirea arborelui */
Tree = Adaugare (Tree, table, contor19, contor23, contor2, letter, Stack_Tree);
if (argv[contor7][2] == '1')
{ /*Daca se cere problema1 rezolvata */
Afisare_ARBORE (Tree, f1, Tree->muchie);
}
if (argv[contor7][2] == '2')
{ /*Daca se cere problema2 rezolvata */
Prelucrare_Arbore_TF (Tree, Tree->caracter, Stack_Tree);
Afisare_ARBORE_TF (Tree, f1, Tree->muchie);
}
}
/*Eliberez toata memoria */
Eliberare_Memorie (Tree);
for (contor3 = 1; contor3 <= 3; contor3++)
free (table[contor3]);
free (table);
}
else
/*Pentru problema 3 */
{ /*Construiesc arborele */
Arbore_Minimax (Tree, 1, elem, Stack_Tree);
/*Afisez */
Afisare_MINIMAX (Tree, f1, gh);
/*Eliberez intreaga memorie */
for (contor3 = 1; contor3 <= 3; contor3++)
free (table[contor3]);
free (table);
for (contor7 = 1; contor7 <= contor10; contor7++)
{
free (Tree_Aux[contor7]);
}
for (contor7 = 1; contor7 < mi; contor7++)
{
free (Tree_Aux_Free2[contor7]);
free (Tree_Aux_Free1[contor7]);
}
free (Tree_Aux_Free2);
free (Tree_Aux_Free1);
free (Tree_Aux);
free (Tree_Build);
free (Tree->Next_Node);
free (Tree);
}
/*Eliberez memoria */
if (contor1 == 1)
free (sir3);
else
free (sir2);
free (sir1);
/*Distrug stiva*/
while(Verif_Empty_Stack(Stack_Tree))
Eliminate_Stack(Stack_Tree);
free(Stack_Tree);
/*Inchid fisierele */
fclose (f);
fclose (f1);
return 0;
}
/*Functia de afisare pentru problema 3*/
void
Afisare_MINIMAX (GenericTree * Tree, FILE * fisier_iesire, int value)
{
int index, index_1;
/*Identare corespunzatoare */
for (index = 1; index <= value; index++)
fprintf (fisier_iesire, "\t");
fprintf (fisier_iesire, "%d\n", Tree->val);
for (index_1 = 1; index_1 <= Tree->muchie; index_1++)
if (Tree->Next_Node[index_1])
Afisare_MINIMAX (Tree->Next_Node[index_1], fisier_iesire, value + 1);
}