/* SPDX-License-Identifier: GPL-2.0-only */ /* * AnnaConnect is a silly little text-based connect 4 game c: * Copyright (C) 2025 Anna Snoeijs. anna.snoeijs@hotmail.com * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 2 of the License * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . */ #include "logic.h" static inline int top( const int a, const int b ){ return a < b ? b : a; } static inline int bottom( const int a, const int b ){ return a < b ? a : b; } static inline int heightMask( const int a ){ return ( 1 << a ) - 1; } static inline int safeHeightMask( const int a ){ return a > 0 ? heightMask( a ) : 0; } static inline int bottomHeightMask( const int a, const int b ){ return safeHeightMask( bottom( a, b ) ); } inline void playMove( board_t *boardptr, const int column ){ boardptr->column [ column ] |= boardptr->player << boardptr->height [ column ]; boardptr->height [ column ]++; } inline void calcWins( wins_t *wins, const board_t board, const int column ){ // First the simplest win, the humble tower // Check for lil towers wins->same.vertical2 [ column ] = ~( board.column [ column ] ^ board.column [ column ] >> 1 ) & safeHeightMask( board.height [ column ] - 1 ); // Actually check for wins column_t newcolumn = wins->same.vertical2 [ column ] & wins->same.vertical2 [ column ] >> 1 & wins->same.vertical2 [ column ] >> 2; // Count 'em if there's a new one if( wins->same.vertical4 [ column ] != newcolumn ){ if( ( newcolumn ^ wins->same.vertical4 [ column ] ) & board.column [ column ] ){ wins->count1.vertical ++; } else { wins->count0.vertical ++; } wins->same.vertical4 [ column ] = newcolumn; } // Now the rest of the wins // First connect 2 for( int i = top( column - 1, 0 ); i < bottom( column + 1, board.columns - 1 ); i++ ){ wins->same.horizontal2 [ i ] = ~( board.column [ i ] ^ board.column [ i + 1 ] ) & bottomHeightMask( board.height [ i ], board.height [ i + 1 ] ); wins->same.diagonalUp2 [ i ] = ~( board.column [ i ] ^ board.column [ i + 1 ] >> 1 ) & bottomHeightMask( board.height [ i ], board.height [ i + 1 ] - 1 ); wins->same.diagonalDown2 [ i ] = ~( board.column [ i ] ^ board.column [ i + 1 ] << 1 ) & bottomHeightMask( board.height [ i ], board.height [ i + 1 ] + 1 ) & ~1; // A diagonal line down ain't starts at the floor innit? } // Then stitch the twos together and count for( int i = top( column - 3, 0 ); i < bottom( column + 1, board.columns - 3 ); i++ ){ newcolumn = wins->same.horizontal2 [ i ] & wins->same.horizontal2 [ i + 1 ] & wins->same.horizontal2 [ i + 2 ]; 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 + 1 ] >> 1 & wins->same.diagonalUp2 [ i + 2 ] >> 2; 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 + 1 ] << 1 & wins->same.diagonalDown2 [ i + 2 ] << 2; if( wins->same.diagonalDown4 [ i ] != newcolumn ){ if( ( newcolumn ^ wins->same.diagonalDown4 [ i ] ) & board.column [ i ] ){ wins->count1.diagonalDown++; } else { wins->count0.diagonalDown++; } wins->same.diagonalDown4 [ i ] = newcolumn; } } wins->count0.total = wins->count0.vertical + wins->count0.horizontal + wins->count0.diagonalUp + wins->count0.diagonalDown; wins->count1.total = wins->count1.vertical + wins->count1.horizontal + wins->count1.diagonalUp + wins->count1.diagonalDown; }