/* 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.tech * * 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 heigthMask( const int a ){ return ( 1 << a ) - 1; } static inline int safeHeigthMask( const int a ){ return a > 0 ? heigthMask( a ) : 0; } static inline int bottomHeigthMask( const int a, const int b ){ return safeHeigthMask( bottom( a, b ) ); } void playMove( board_t *boardptr, #ifndef ONLYPUT const move_t move, #endif /* ! ONLYPUT */ const int column ){ #ifndef ONLYPUT switch( move ){ case PUT: // Put a new piece in the board #endif /* ! ONLYPUT */ boardptr->column [ column ] |= boardptr->player << boardptr->heigth [ column ]; boardptr->heigth [ column ]++; #ifndef ONLYPUT break; case POP: // Pop out the lowest and make all above fall down boardptr->column [ column ] >>= 1; boardptr->heigth [ column ]--; } #endif /* ! ONLYPUT */ } void calcWins( wins_t *wins, const board_t board ){ // First the simplest win, the humble tower wins->count0.vertical = 0; wins->count1.vertical = 0; for( int i = 0; i < BOARD_WIDTH; i++ ){ // Check for lil towers wins->same.vertical2 [ i ] = ~( board.column [ i ] ^ board.column [ i ] >> 1 ) & safeHeigthMask( board.heigth [ i ] - 1 ); // Actually check for win wins->same.vertical4 [ i ] = wins->same.vertical2 [ i ] & wins->same.vertical2 [ i ] >> 1 & wins->same.vertical2 [ i ] >> 2; // Count 'em wins->count0.vertical += __builtin_popcount( wins->same.vertical4 [ i ] & ~board.column [ i ] ); wins->count1.vertical += __builtin_popcount( wins->same.vertical4 [ i ] & board.column [ i ] ); } // 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 for( int i = 0; i < BOARD_WIDTH - 1; i++ ){ wins->same.horizontal2 [ i ] = ~( board.column [ i ] ^ board.column [ i + 1 ] ) & bottomHeigthMask( board.heigth [ i ], board.heigth [ i + 1 ] ); wins->same.diagonalUp2 [ i ] = ~( board.column [ i ] ^ board.column [ i + 1 ] >> 1 ) & bottomHeigthMask( board.heigth [ i ], board.heigth [ i + 1 ] - 1 ); wins->same.diagonalDown2 [ i ] = ~( board.column [ i ] ^ board.column [ i + 1 ] << 1 ) & bottomHeigthMask( board.heigth [ i ], board.heigth [ 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 = 0; i < BOARD_WIDTH - 3; i++ ){ wins->same.horizontal4 [ i ] = wins->same.horizontal2 [ i ] & wins->same.horizontal2 [ i + 1 ] & wins->same.horizontal2 [ i + 2 ]; wins->same.diagonalUp4 [ i ] = wins->same.diagonalUp2 [ i ] & wins->same.diagonalUp2 [ i + 1 ] >> 1 & wins->same.diagonalUp2 [ i + 2 ] >> 2; wins->same.diagonalDown4 [ i ] = wins->same.diagonalDown2 [ i ] & wins->same.diagonalDown2 [ i + 1 ] << 1 & wins->same.diagonalDown2 [ i + 2 ] << 2; wins->count0.horizontal += __builtin_popcount( wins->same.horizontal4 [ i ] & ~board.column [ i ] ); wins->count1.horizontal += __builtin_popcount( wins->same.horizontal4 [ i ] & board.column [ i ] ); wins->count0.diagonalUp += __builtin_popcount( wins->same.diagonalUp4 [ i ] & ~board.column [ i ] ); 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.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; }