Removed __builtin_popcount() from logic by making calcWins() just increment stuff with new wins instead of fully counting everything
This commit is contained in:
parent
a6df3ae0dd
commit
8810175693
2 changed files with 75 additions and 62 deletions
43
connect4.c
43
connect4.c
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@ -45,16 +45,6 @@ extern char _binary_LICENSE_end[];
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int main( int argc, char *argv[] ){
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int main( int argc, char *argv[] ){
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// Initialise variables
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// Initialise variables
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wins_t wins = {
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.count0 = {
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.total = 0,
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.vertical = 0,
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.horizontal = 0,
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.diagonalUp = 0,
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.diagonalDown = 0,
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},
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};
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wins.count1 = wins.count0;
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board_t playboard = {
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board_t playboard = {
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.player = 0,
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.player = 0,
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.rows = BOARD_HEIGHT,
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.rows = BOARD_HEIGHT,
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@ -148,18 +138,29 @@ int main( int argc, char *argv[] ){
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"under certain condtions. See `%s --license`\n", argv[0]
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"under certain condtions. See `%s --license`\n", argv[0]
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);
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);
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// board, innit?
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// board, innit?
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wins_t wins = {
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.count0 = {
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.total = 0,
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.vertical = 0,
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.horizontal = 0,
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.diagonalUp = 0,
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.diagonalDown = 0,
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},
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};
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wins.count1 = wins.count0;
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// Allocate the board
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playboard.height = calloc( playboard.columns, sizeof(int) );
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playboard.height = calloc( playboard.columns, sizeof(int) );
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playboard.column = calloc( playboard.columns, sizeof(int) );
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playboard.column = calloc( playboard.columns, sizeof(column_t) );
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wins.win0 = calloc( playboard.columns, sizeof(int) );
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wins.win0 = calloc( playboard.columns, sizeof(column_t) );
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wins.win1 = calloc( playboard.columns, sizeof(int) );
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wins.win1 = calloc( playboard.columns, sizeof(column_t) );
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wins.same.vertical2 = calloc( playboard.columns, sizeof(int) );
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wins.same.vertical2 = calloc( playboard.columns, sizeof(column_t) );
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wins.same.horizontal2 = calloc( playboard.columns, sizeof(int) );
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wins.same.horizontal2 = calloc( playboard.columns, sizeof(column_t) );
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wins.same.diagonalUp2 = calloc( playboard.columns, sizeof(int) );
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wins.same.diagonalUp2 = calloc( playboard.columns, sizeof(column_t) );
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wins.same.diagonalDown2 = calloc( playboard.columns, sizeof(int) );
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wins.same.diagonalDown2 = calloc( playboard.columns, sizeof(column_t) );
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wins.same.vertical4 = calloc( playboard.columns, sizeof(int) );
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wins.same.vertical4 = calloc( playboard.columns, sizeof(column_t) );
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wins.same.horizontal4 = calloc( playboard.columns, sizeof(int) );
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wins.same.horizontal4 = calloc( playboard.columns, sizeof(column_t) );
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wins.same.diagonalUp4 = calloc( playboard.columns, sizeof(int) );
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wins.same.diagonalUp4 = calloc( playboard.columns, sizeof(column_t) );
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wins.same.diagonalDown4 = calloc( playboard.columns, sizeof(int) );
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wins.same.diagonalDown4 = calloc( playboard.columns, sizeof(column_t) );
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initBoard( playboard );
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initBoard( playboard );
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// Begin loopin
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// Begin loopin
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for(;; playboard.player = !playboard.player ){
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for(;; playboard.player = !playboard.player ){
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94
logic.c
94
logic.c
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@ -62,34 +62,30 @@ void calcWins(
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const int column
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const int column
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){
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){
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// First the simplest win, the humble tower
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// First the simplest win, the humble tower
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wins->count0.vertical = 0;
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wins->count1.vertical = 0;
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// Check for lil towers
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// Check for lil towers
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wins->same.vertical2 [ column ] =
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wins->same.vertical2 [ column ] =
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~( board.column [ column ]
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~( board.column [ column ]
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^ board.column [ column ] >> 1 )
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^ board.column [ column ] >> 1 )
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& safeHeightMask( board.height [ column ] - 1 );
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& safeHeightMask( board.height [ column ] - 1 );
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// Actually check for win
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// Actually check for wins
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wins->same.vertical4 [ column ] =
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column_t newcolumn =
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wins->same.vertical2 [ column ]
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wins->same.vertical2 [ column ]
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& wins->same.vertical2 [ column ] >> 1
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& wins->same.vertical2 [ column ] >> 1
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& wins->same.vertical2 [ column ] >> 2;
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& wins->same.vertical2 [ column ] >> 2;
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// Count 'em
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// Count 'em if there's a new one
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for( int i = 0; i < board.columns; i++ ){
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if( wins->same.vertical4 [ column ] != newcolumn ){
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wins->count0.vertical += __builtin_popcount(
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if(
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wins->same.vertical4 [ i ] & ~board.column [ i ]
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( newcolumn
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);
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^ wins->same.vertical4 [ column ]
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wins->count1.vertical += __builtin_popcount(
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) & board.column [ column ]
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wins->same.vertical4 [ i ] & board.column [ i ]
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){
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);
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wins->count1.vertical ++;
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} else {
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wins->count0.vertical ++;
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}
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wins->same.vertical4 [ column ] = newcolumn;
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}
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}
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// Now the rest of the wins
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// Now the rest of the wins
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wins->count0.horizontal = 0;
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wins->count1.horizontal = 0;
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wins->count0.diagonalUp = 0;
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wins->count1.diagonalUp = 0;
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wins->count0.diagonalDown = 0;
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wins->count1.diagonalDown = 0;
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// First connect 2
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// First connect 2
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for(
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for(
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int i = top( column - 1, 0 );
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int i = top( column - 1, 0 );
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@ -125,38 +121,54 @@ void calcWins(
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i < bottom( column + 1, board.columns - 3 );
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i < bottom( column + 1, board.columns - 3 );
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i++
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i++
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){
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){
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wins->same.horizontal4 [ i ] =
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newcolumn =
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wins->same.horizontal2 [ i ]
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wins->same.horizontal2 [ i ]
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& wins->same.horizontal2 [ i + 1 ]
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& wins->same.horizontal2 [ i + 1 ]
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& wins->same.horizontal2 [ i + 2 ];
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& wins->same.horizontal2 [ i + 2 ];
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wins->same.diagonalUp4 [ i ] =
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if( wins->same.horizontal4 [ i ] != newcolumn ){
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if(
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( newcolumn
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^ wins->same.horizontal4 [ i ]
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) & board.column [ i ]
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){
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wins->count1.horizontal++;
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} else {
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wins->count0.horizontal++;
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}
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wins->same.horizontal4 [ i ] = newcolumn;
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}
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newcolumn =
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wins->same.diagonalUp2 [ i ]
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wins->same.diagonalUp2 [ i ]
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& wins->same.diagonalUp2 [ i + 1 ] >> 1
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& wins->same.diagonalUp2 [ i + 1 ] >> 1
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& wins->same.diagonalUp2 [ i + 2 ] >> 2;
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& wins->same.diagonalUp2 [ i + 2 ] >> 2;
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wins->same.diagonalDown4 [ i ] =
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if( wins->same.diagonalUp4 [ i ] != newcolumn ){
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if(
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( newcolumn
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^ wins->same.diagonalUp4 [ i ]
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) & board.column [ i ]
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){
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wins->count1.diagonalUp++;
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} else {
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wins->count0.diagonalUp++;
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}
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wins->same.diagonalUp4 [ i ] = newcolumn;
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}
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newcolumn =
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wins->same.diagonalDown2 [ i ]
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wins->same.diagonalDown2 [ i ]
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& wins->same.diagonalDown2 [ i + 1 ] << 1
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& wins->same.diagonalDown2 [ i + 1 ] << 1
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& wins->same.diagonalDown2 [ i + 2 ] << 2;
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& wins->same.diagonalDown2 [ i + 2 ] << 2;
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}
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if( wins->same.diagonalDown4 [ i ] != newcolumn ){
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for( int i = 0; i < board.columns - 3; i++ ){
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if(
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wins->count0.horizontal += __builtin_popcount(
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( newcolumn
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wins->same.horizontal4 [ i ] & ~board.column [ i ]
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^ wins->same.diagonalDown4 [ i ]
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);
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) & board.column [ i ]
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wins->count1.horizontal += __builtin_popcount(
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){
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wins->same.horizontal4 [ i ] & board.column [ i ]
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wins->count1.diagonalDown++;
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);
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} else {
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wins->count0.diagonalUp += __builtin_popcount(
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wins->count0.diagonalDown++;
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wins->same.diagonalUp4 [ i ] & ~board.column [ i ]
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}
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);
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wins->same.diagonalDown4 [ i ] = newcolumn;
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wins->count1.diagonalUp += __builtin_popcount(
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}
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wins->same.diagonalUp4 [ i ] & board.column [ i ]
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);
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wins->count0.diagonalDown += __builtin_popcount(
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wins->same.diagonalDown4 [ i ] & ~board.column [ i ]
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);
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wins->count1.diagonalDown += __builtin_popcount(
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wins->same.diagonalDown4 [ i ] & board.column [ i ]
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);
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}
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}
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wins->count0.total =
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wins->count0.total =
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wins->count0.vertical
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wins->count0.vertical
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