Removed __builtin_popcount() from logic by making calcWins() just increment stuff with new wins instead of fully counting everything

This commit is contained in:
AnnaSnoeijs 2025-06-06 21:31:59 +02:00
parent a6df3ae0dd
commit 8810175693
2 changed files with 75 additions and 62 deletions

View file

@ -45,16 +45,6 @@ extern char _binary_LICENSE_end[];
int main( int argc, char *argv[] ){ int main( int argc, char *argv[] ){
// Initialise variables // Initialise variables
wins_t wins = {
.count0 = {
.total = 0,
.vertical = 0,
.horizontal = 0,
.diagonalUp = 0,
.diagonalDown = 0,
},
};
wins.count1 = wins.count0;
board_t playboard = { board_t playboard = {
.player = 0, .player = 0,
.rows = BOARD_HEIGHT, .rows = BOARD_HEIGHT,
@ -148,18 +138,29 @@ int main( int argc, char *argv[] ){
"under certain condtions. See `%s --license`\n", argv[0] "under certain condtions. See `%s --license`\n", argv[0]
); );
// board, innit? // board, innit?
wins_t wins = {
.count0 = {
.total = 0,
.vertical = 0,
.horizontal = 0,
.diagonalUp = 0,
.diagonalDown = 0,
},
};
wins.count1 = wins.count0;
// Allocate the board
playboard.height = calloc( playboard.columns, sizeof(int) ); playboard.height = calloc( playboard.columns, sizeof(int) );
playboard.column = calloc( playboard.columns, sizeof(int) ); playboard.column = calloc( playboard.columns, sizeof(column_t) );
wins.win0 = calloc( playboard.columns, sizeof(int) ); wins.win0 = calloc( playboard.columns, sizeof(column_t) );
wins.win1 = calloc( playboard.columns, sizeof(int) ); wins.win1 = calloc( playboard.columns, sizeof(column_t) );
wins.same.vertical2 = calloc( playboard.columns, sizeof(int) ); wins.same.vertical2 = calloc( playboard.columns, sizeof(column_t) );
wins.same.horizontal2 = calloc( playboard.columns, sizeof(int) ); wins.same.horizontal2 = calloc( playboard.columns, sizeof(column_t) );
wins.same.diagonalUp2 = calloc( playboard.columns, sizeof(int) ); wins.same.diagonalUp2 = calloc( playboard.columns, sizeof(column_t) );
wins.same.diagonalDown2 = calloc( playboard.columns, sizeof(int) ); wins.same.diagonalDown2 = calloc( playboard.columns, sizeof(column_t) );
wins.same.vertical4 = calloc( playboard.columns, sizeof(int) ); wins.same.vertical4 = calloc( playboard.columns, sizeof(column_t) );
wins.same.horizontal4 = calloc( playboard.columns, sizeof(int) ); wins.same.horizontal4 = calloc( playboard.columns, sizeof(column_t) );
wins.same.diagonalUp4 = calloc( playboard.columns, sizeof(int) ); wins.same.diagonalUp4 = calloc( playboard.columns, sizeof(column_t) );
wins.same.diagonalDown4 = calloc( playboard.columns, sizeof(int) ); wins.same.diagonalDown4 = calloc( playboard.columns, sizeof(column_t) );
initBoard( playboard ); initBoard( playboard );
// Begin loopin // Begin loopin
for(;; playboard.player = !playboard.player ){ for(;; playboard.player = !playboard.player ){

94
logic.c
View file

@ -62,34 +62,30 @@ void calcWins(
const int column const int column
){ ){
// First the simplest win, the humble tower // First the simplest win, the humble tower
wins->count0.vertical = 0;
wins->count1.vertical = 0;
// Check for lil towers // Check for lil towers
wins->same.vertical2 [ column ] = wins->same.vertical2 [ column ] =
~( board.column [ column ] ~( board.column [ column ]
^ board.column [ column ] >> 1 ) ^ board.column [ column ] >> 1 )
& safeHeightMask( board.height [ column ] - 1 ); & safeHeightMask( board.height [ column ] - 1 );
// Actually check for win // Actually check for wins
wins->same.vertical4 [ column ] = column_t newcolumn =
wins->same.vertical2 [ column ] wins->same.vertical2 [ column ]
& wins->same.vertical2 [ column ] >> 1 & wins->same.vertical2 [ column ] >> 1
& wins->same.vertical2 [ column ] >> 2; & wins->same.vertical2 [ column ] >> 2;
// Count 'em // Count 'em if there's a new one
for( int i = 0; i < board.columns; i++ ){ if( wins->same.vertical4 [ column ] != newcolumn ){
wins->count0.vertical += __builtin_popcount( if(
wins->same.vertical4 [ i ] & ~board.column [ i ] ( newcolumn
); ^ wins->same.vertical4 [ column ]
wins->count1.vertical += __builtin_popcount( ) & board.column [ column ]
wins->same.vertical4 [ i ] & board.column [ i ] ){
); wins->count1.vertical ++;
} else {
wins->count0.vertical ++;
}
wins->same.vertical4 [ column ] = newcolumn;
} }
// Now the rest of the wins // Now the rest of the wins
wins->count0.horizontal = 0;
wins->count1.horizontal = 0;
wins->count0.diagonalUp = 0;
wins->count1.diagonalUp = 0;
wins->count0.diagonalDown = 0;
wins->count1.diagonalDown = 0;
// First connect 2 // First connect 2
for( for(
int i = top( column - 1, 0 ); int i = top( column - 1, 0 );
@ -125,38 +121,54 @@ void calcWins(
i < bottom( column + 1, board.columns - 3 ); i < bottom( column + 1, board.columns - 3 );
i++ i++
){ ){
wins->same.horizontal4 [ i ] = newcolumn =
wins->same.horizontal2 [ i ] wins->same.horizontal2 [ i ]
& wins->same.horizontal2 [ i + 1 ] & wins->same.horizontal2 [ i + 1 ]
& wins->same.horizontal2 [ i + 2 ]; & wins->same.horizontal2 [ i + 2 ];
wins->same.diagonalUp4 [ i ] = if( wins->same.horizontal4 [ i ] != newcolumn ){
if(
( newcolumn
^ wins->same.horizontal4 [ i ]
) & board.column [ i ]
){
wins->count1.horizontal++;
} else {
wins->count0.horizontal++;
}
wins->same.horizontal4 [ i ] = newcolumn;
}
newcolumn =
wins->same.diagonalUp2 [ i ] wins->same.diagonalUp2 [ i ]
& wins->same.diagonalUp2 [ i + 1 ] >> 1 & wins->same.diagonalUp2 [ i + 1 ] >> 1
& wins->same.diagonalUp2 [ i + 2 ] >> 2; & wins->same.diagonalUp2 [ i + 2 ] >> 2;
wins->same.diagonalDown4 [ i ] = if( wins->same.diagonalUp4 [ i ] != newcolumn ){
if(
( newcolumn
^ wins->same.diagonalUp4 [ i ]
) & board.column [ i ]
){
wins->count1.diagonalUp++;
} else {
wins->count0.diagonalUp++;
}
wins->same.diagonalUp4 [ i ] = newcolumn;
}
newcolumn =
wins->same.diagonalDown2 [ i ] wins->same.diagonalDown2 [ i ]
& wins->same.diagonalDown2 [ i + 1 ] << 1 & wins->same.diagonalDown2 [ i + 1 ] << 1
& wins->same.diagonalDown2 [ i + 2 ] << 2; & wins->same.diagonalDown2 [ i + 2 ] << 2;
} if( wins->same.diagonalDown4 [ i ] != newcolumn ){
for( int i = 0; i < board.columns - 3; i++ ){ if(
wins->count0.horizontal += __builtin_popcount( ( newcolumn
wins->same.horizontal4 [ i ] & ~board.column [ i ] ^ wins->same.diagonalDown4 [ i ]
); ) & board.column [ i ]
wins->count1.horizontal += __builtin_popcount( ){
wins->same.horizontal4 [ i ] & board.column [ i ] wins->count1.diagonalDown++;
); } else {
wins->count0.diagonalUp += __builtin_popcount( wins->count0.diagonalDown++;
wins->same.diagonalUp4 [ i ] & ~board.column [ i ] }
); wins->same.diagonalDown4 [ i ] = newcolumn;
wins->count1.diagonalUp += __builtin_popcount( }
wins->same.diagonalUp4 [ i ] & board.column [ i ]
);
wins->count0.diagonalDown += __builtin_popcount(
wins->same.diagonalDown4 [ i ] & ~board.column [ i ]
);
wins->count1.diagonalDown += __builtin_popcount(
wins->same.diagonalDown4 [ i ] & board.column [ i ]
);
} }
wins->count0.total = wins->count0.total =
wins->count0.vertical wins->count0.vertical