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Landon Curt Noll 4ee4c731f7 convert markdown copyright TAB chars into SPACE chars
While not strictly necessary, replacing the two ASCII tab characters
in the markdown copyright comment makes it easier to detect problematic
TAB indentation within markdown files.

After this commit, only 90 markdown files have leading ASCII TAB
characters.  And again, while not strictly necessary, we can consider
running expand on those 90 markdown files to see what effect that
might have on the HTML files they produce.

Replace leading ASCII TAB characters with multiples of 8 ASCII SPACE
characters (the default action of the `expand(1)` tool) might have
an negative effect on some HTML formatting where **hack-a-round**
formatting was attempted to fix broken indentation caused by
problematic ASCII TAB characters.

Think of this as a baseline for evaluating leading
TAB characters within markdown files.

TODO: Consider either using `expand(1)` to replace leading ASCII
TAB characters with multiples of 8 ASCII SPACE characters AND/OR
modifying the appropriate `bin` tool to convert leading ASCII TAB
characters into multiples of 8 ASCII SPACE characters.
2024-06-22 22:15:25 -07:00

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<h1>The International Obfuscated C Code Contest</h1>
<h2>2005/toledo - Best game</h2>
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<a class="Left" href="../timwi/index.html">&larr; timwi</a>
<a class="Left" href="../index.html">&uarr; 2005 &uarr;</a>
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<a class="Right" href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2005/toledo/toledo.c">C code</a>
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<h2 id="author">Author:</h2>
<ul>
<li>Name: <a href="../../authors.html#Oscar_Toledo">Oscar Toledo G.</a><br>
Location: <a href="../../location.html#MX">MX</a> - <em>United Mexican States</em> (<em>Mexico</em>)</li>
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<h2 id="to-build">To build:</h2>
<pre><code> make</code></pre>
<h2 id="to-use">To use:</h2>
<pre><code> ./toledo [a ...]</code></pre>
<h2 id="try">Try:</h2>
<pre><code> ./toledo a
./toledo a b</code></pre>
<h2 id="alternate-code">Alternate code:</h2>
<p>Two alternate versions of this entry, <a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2005/toledo/toledo2.c">toledo2.c</a> and
<a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2005/toledo/toledo3.c">toledo3.c</a> are provided.</p>
<h3 id="alternate-build">Alternate build:</h3>
<p>To compile the alternate versions:</p>
<pre><code> make alt</code></pre>
<h3 id="alternate-use">Alternate use:</h3>
<p>Use Use <code>toledo2</code> and <code>toledo3</code> as you would <code>toledo</code> above.</p>
<h2 id="judges-remarks">Judges’ remarks:</h2>
<p>Challenge yourself with your ability to look 5, 6 or more moves ahead.
Challenge your knowledge of C operator precedence. The following is the
move analysis via recursion while it executes moves. All while playing
by the rules of C and Chess within a single function!</p>
<h3 id="historical-note">Historical note:</h3>
<p>When this entry was submitted the code was a recursive call to <code>main()</code> - that
was it. In 2023 due to problems with <code>clang</code> <code>main()</code> calls another function,
<code>pain()</code>, which calls itself. But it might be said that the Chess is still a
single function.</p>
<h2 id="authors-remarks">Author’s remarks:</h2>
<h3 id="what-does-this-program">What does this program</h3>
<p>This is a <a href="https://en.wikipedia.org/wiki/Chess">chess</a> program, it can work in
two modes: two-players, and one player (always white) against the machine. To
get the first mode, run the program without arguments:</p>
<pre><code> ./toledo</code></pre>
<p>The other mode is accessible running the program with one argument
(5-<a href="https://en.wikipedia.org/wiki/Ply_(game_theory)">ply</a>
analysis):</p>
<pre><code> ./toledo a</code></pre>
<p>Two arguments for 6-<a href="https://en.wikipedia.org/wiki/Ply_(game_theory)">ply</a>
analysis:</p>
<pre><code> ./toledo a b</code></pre>
<p>And each successive argument will analyze one
<a href="https://en.wikipedia.org/wiki/Ply_(game_theory)">ply</a> more. There is no ply
limit, but beyond 7 ply is very slow, try it at your own risk and computing
time.</p>
<h3 id="entering-movements">Entering movements</h3>
<p>When it is your turn, you can enter your move, for example, as <code>d2d4</code> and press the
enter key. This will move the pawn at <code>D2</code> to <code>D4</code>, assuming that a pawn is
there (as it would be in the beginning). The computer will check move legality
and will warn you of illegal moves. All legal chess moves are permitted.</p>
<p>One special case is when you are doing promotion, you must enter the move with
an extra letter indicating the desired piece.</p>
<p>For example <code>f7f8n</code> (supposing you have a pawn on <code>F7</code>), will promote it to a
knight; substitute <code>n</code> for the desired piece (<code>N</code>/<code>Q</code>/<code>R</code>/<code>B</code>).</p>
<p>Note that the program requires the piece letter; it will not select
automatically a queen, so don’t be surprised if it doesn’t accept your move.</p>
<h3 id="game-status">Game status</h3>
<p>The computer will check for checkmate and stalemate. Also, after each machine
move, it will show the score of the position: a higher number is better for
the computer, i.e. worse for you.</p>
<h3 id="quirks">Quirks</h3>
<p>None.</p>
<h3 id="program-operation">Program operation</h3>
<p>This is a good example of a chess program reduced to the essential. In order
to get it into the contest limits, I used short but slow and unintelligible
algorithms.</p>
<p>The interface accounts for only a fraction of the code, the core does multiples
functions: it is called recursively to analyze and evaluate each
<a href="https://en.wikipedia.org/wiki/Ply_(game_theory)">ply</a>, does <a href="https://en.wikipedia.org/wiki/Alpha-beta_pruning">alpha-beta
pruning</a>, move generation,
machine playing, check detection, illegal move verification and does moves after
they are verified.</p>
<p>It also sets a standard on ultra-mini-chess programs. The player and the
computer can do all legal chess moves.</p>
<h3 id="additional-features">Additional features</h3>
<p>Other features are:</p>
<ul>
<li>Illegal move verification.</li>
<li><a href="https://en.wikipedia.org/wiki/Checkmate">Checkmate</a> detection.</li>
<li>Stalemate detection.</li>
<li>Computer is tough (check
7-<a href="https://en.wikipedia.org/wiki/Ply_(game_theory)">ply</a> and even in 5 ply can give a surprise to
amateur players.</li>
</ul>
<h3 id="obfuscation-tricks">Obfuscation tricks</h3>
<ul>
<li>Only one very modular C function.</li>
<li>Extensive use of the ternary and comma operators; save a hard drive today.</li>
<li>Extensive use of C operator precedence; all good C programmers remember
it… I cannot.</li>
<li>Exchanged operands every place possible. Someday someone will
understand it.</li>
<li>Mixed and multifunction expressions on statements, in good old-BASIC
style.</li>
<li>Macros used to hide C syntax: check unbalanced parenthesis and calls with
empty arguments!</li>
<li>Only includes strictly necessary standard headers, the linker takes care,
and compiles faster… but I’m still not seeing the difference.</li>
<li>Uses only one string, very easy to
<a href="https://en.wikipedia.org/wiki/Internationalization_and_localization">i18n</a> ;)</li>
</ul>
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<li><a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2005/toledo/toledo.c">toledo.c</a> - entry source code</li>
<li><a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2005/toledo/Makefile">Makefile</a> - entry Makefile</li>
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