/* 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
#include
#include
#include "logic.h"
#include "macros.h"
static column_t heightMask( const rowsint_t a ){
return ( 1 << (column_t)a ) - (column_t)1;
}
static column_t safeHeightMask( const rowsint_t a ){
return a > 0 ? heightMask( a ) : 0;
}
static column_t bottomHeightMask( const rowsint_t a, const rowsint_t b ){
return safeHeightMask( bottom( a, b ) );
}
static void updateTotal( wincount_t *count ){
count->total =
count->horizontal
+ count->vertical
+ count->diagonalUp
+ count->diagonalDown;
}
// popcount for a column
static winint_t popcnt_column( column_t column ){
winint_t i = (winint_t)__builtin_popcountg( (uint64_t)column );
return i;
}
// Reset a wincount
static void resetcount( wincount_t *count ){
count->total = 0;
count->horizontal = 0;
count->vertical = 0;
count->diagonalUp = 0;
count->diagonalDown = 0;
}
// Returns 0 if counts are the same
winint_t countcmp( const board_t a, const board_t b ){
winint_t i = 0;
if( a.count0.total != b.count0.total ) i+=1;
if( a.count1.total != b.count1.total ) i+=2;
return i;
}
// return a random valid column
columnsint_t randomColumn( const board_t board ){
columnsint_t i = 0;
do{
if( i == board.columns ) return QUITCOLUMN;
}while( board.height[ i++ ] == board.rows );
columnsint_t column;
do{
column = (columnsint_t)rand() % board.columns;
}while( board.height[ column ] == board.rows );
return column;
}
// Play a move
void playMove(
board_t *boardptr,
const columnsint_t column
){
boardptr->column [ column ] |=
boardptr->player << boardptr->height [ column ];
boardptr->height [ column ]++;
}
// Reference implementation of calcWins()
// Not intended for use in the main program, only for testing purposes
// Has silly behaviour for unknown reasons
void calcWins_slow( board_t *boardptr ){
resetcount( &boardptr->count0 );
resetcount( &boardptr->count1 );
for( columnsint_t column = 0; column < boardptr->columns; column++ ){
boardptr->count0.vertical += popcnt_column(
~(boardptr->column[ column ]
| boardptr->column[ column ] >> 1
| boardptr->column[ column ] >> 2
| boardptr->column[ column ] >> 3
)&safeHeightMask( boardptr->height[ column ] - 3 )
);
boardptr->count1.vertical += popcnt_column(
boardptr->column[ column ]
& boardptr->column[ column ] >> 1
& boardptr->column[ column ] >> 2
& boardptr->column[ column ] >> 3
);
};
for( columnsint_t column = 0; column < boardptr->columns - 3; column++ ){
boardptr->count0.horizontal += popcnt_column(
~(boardptr->column[ column ]
| boardptr->column[ column + 1 ]
| boardptr->column[ column + 2 ]
| boardptr->column[ column + 3 ]
)
& safeHeightMask( boardptr->height[ column ] )
& safeHeightMask( boardptr->height[ column + 1 ] )
& safeHeightMask( boardptr->height[ column + 2 ] )
& safeHeightMask( boardptr->height[ column + 3 ] )
& ( ( (column_t)1 << (column_t)boardptr->rows ) - (column_t)1 )
);
boardptr->count1.horizontal += popcnt_column(
boardptr->column[ column ]
& boardptr->column[ column + 1 ]
& boardptr->column[ column + 2 ]
& boardptr->column[ column + 3 ]
);
boardptr->count0.diagonalUp += popcnt_column(
~(boardptr->column[ column ]
| boardptr->column[ column + 1 ] >> 1
| boardptr->column[ column + 2 ] >> 2
| boardptr->column[ column + 3 ] >> 3
)
& safeHeightMask( boardptr->height[ column ] )
& safeHeightMask( boardptr->height[ column + 1 ] - 1 )
& safeHeightMask( boardptr->height[ column + 2 ] - 2 )
& safeHeightMask( boardptr->height[ column + 3 ] - 3 )
& ( ( (column_t)1 << (column_t)boardptr->rows ) - (column_t)1 )
);
boardptr->count1.diagonalUp += popcnt_column(
boardptr->column[ column ]
& boardptr->column[ column + 1 ] >> 1
& boardptr->column[ column + 2 ] >> 2
& boardptr->column[ column + 3 ] >> 3
);
boardptr->count0.diagonalDown += popcnt_column(
~(boardptr->column[ column ]
| boardptr->column[ column + 1 ] << 1
| boardptr->column[ column + 2 ] << 2
| boardptr->column[ column + 3 ] << 3
| 0x07 // A line diagonal down don't start at one of the bottom 3
)
& bottomHeightMask(
bottom( boardptr->height[ column ],
boardptr->height[ column + 1 ] + 1
),
bottom( boardptr->height[ column + 2 ] + 2,
boardptr->height[ column + 3 ] + 3
)
)
& ( ( (column_t)1 << (column_t)boardptr->rows ) - (column_t)1 )
);
boardptr->count1.diagonalDown += popcnt_column(
boardptr->column[ column ]
& boardptr->column[ column + 1 ] << 1
& boardptr->column[ column + 2 ] << 2
& boardptr->column[ column + 3 ] << 3
);
};
updateTotal( &boardptr->count0 );
updateTotal( &boardptr->count1 );
}
// Less slow implementation of calcWins();
// Only works if called after avery move
void calcWins(
wins_t *wins,
board_t *boardptr,
const columnsint_t column
){
// If no remembering between runs, run the reference implementation
if( wins == NULL ) {
calcWins_slow( boardptr );
return;
}
// First the simplest win, the humble tower
// Check for lil towers
wins->same.vertical2 [ column ] =
~( boardptr->column [ column ]
^ boardptr->column [ column ] >> 1 )
& safeHeightMask( boardptr->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 ]
) & boardptr->column [ column ]
){
boardptr->count1.vertical ++;
} else {
boardptr->count0.vertical ++;
}
wins->same.vertical4 [ column ] = newcolumn;
}
// Now the rest of the wins
// First connect 2
for(
columnsint_t i = clipped_subtract( column, 1 );
i < bottom( column + 1, boardptr->columns - 1 );
i++
){
wins->same.horizontal2 [ i ] =
~( boardptr->column [ i ]
^ boardptr->column [ i + 1 ] )
& bottomHeightMask(
boardptr->height [ i ],
boardptr->height [ i + 1 ]
);
wins->same.diagonalUp2 [ i ] =
~( boardptr->column [ i ]
^ boardptr->column [ i + 1 ] >> 1 )
& bottomHeightMask(
boardptr->height [ i ],
boardptr->height [ i + 1 ] - 1
);
wins->same.diagonalDown2 [ i ] =
~( boardptr->column [ i ]
^ boardptr->column [ i + 1 ] << 1 )
& bottomHeightMask(
boardptr->height [ i ],
boardptr->height [ i + 1 ] + 1
)
& ~(column_t)1; // A diagonal line down ain't starts at the floor innit?
}
// Then stitch the twos together and count
for(
columnsint_t i = clipped_subtract( column, 3 );
i < bottom( column + 1, boardptr->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 ]
) & boardptr->column [ i ]
){
boardptr->count1.horizontal++;
} else {
boardptr->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 ]
) & boardptr->column [ i ]
){
boardptr->count1.diagonalUp++;
} else {
boardptr->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 ]
) & boardptr->column [ i ]
){
boardptr->count1.diagonalDown++;
} else {
boardptr->count0.diagonalDown++;
}
wins->same.diagonalDown4 [ i ] = newcolumn;
}
}
updateTotal( &boardptr->count0 );
updateTotal( &boardptr->count1 );
}