301 lines
8.8 KiB
C
301 lines
8.8 KiB
C
/* SPDX-License-Identifier: GPL-2.0-only */
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/*
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* AnnaConnect is a silly little text-based connect 4 game c:
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* Copyright (C) 2025 Anna Snoeijs. anna.snoeijs@hotmail.com
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#include <stdlib.h>
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#include <stdbit.h>
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#include <stdio.h>
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#include "logic.h"
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#include "macros.h"
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static column_t heightMask( const rowsint_t a ){
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return ( 1 << (column_t)a ) - (column_t)1;
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}
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static column_t safeHeightMask( const rowsint_t a ){
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return a > 0 ? heightMask( a ) : 0;
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}
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static column_t bottomHeightMask( const rowsint_t a, const rowsint_t b ){
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return safeHeightMask( bottom( a, b ) );
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}
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static void updateTotal( wincount_t *count ){
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count->total =
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count->horizontal
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+ count->vertical
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+ count->diagonalUp
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+ count->diagonalDown;
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}
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// popcount for a column
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static winint_t popcnt_column( column_t column ){
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winint_t i = (winint_t)__builtin_popcountg( (uint64_t)column );
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//if( i > 32 ) printf( "%d %lb", i, column ); // TODO: REMOVE
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return i;
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}
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// Reset a wincount
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static void resetcount( wincount_t *count ){
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count->total = 0;
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count->horizontal = 0;
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count->vertical = 0;
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count->diagonalUp = 0;
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count->diagonalDown = 0;
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}
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// Returns 0 if counts are the same
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winint_t countcmp( const board_t a, const board_t b ){
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winint_t i = 0;
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if( a.count0.total != b.count0.total ) i+=1;
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if( a.count1.total != b.count1.total ) i+=2;
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return i;
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}
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// return a random valid column
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columnsint_t randomColumn( const board_t board ){
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columnsint_t i = 0;
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do{
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if( i == board.columns ) return QUITCOLUMN;
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}while( board.height[ i++ ] == board.rows );
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columnsint_t column;
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do{
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column = (columnsint_t)rand() % board.columns;
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}while( board.height[ column ] == board.rows );
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return column;
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}
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// Play a move
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void playMove(
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board_t *boardptr,
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const columnsint_t column
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){
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boardptr->column [ column ] |=
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boardptr->player << boardptr->height [ column ];
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boardptr->height [ column ]++;
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}
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// Reference implementation of calcWins()
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// Not intended for use in the main program, only for testing purposes
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// Has silly behaviour for unknown reasons
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void calcWins_slow( board_t *boardptr ){
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resetcount( &boardptr->count0 );
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resetcount( &boardptr->count1 );
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for( columnsint_t column = 0; column < boardptr->columns; column++ ){
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boardptr->count0.vertical += popcnt_column(
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~(boardptr->column[ column ]
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| boardptr->column[ column ] >> 1
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| boardptr->column[ column ] >> 2
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| boardptr->column[ column ] >> 3
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)&safeHeightMask( boardptr->height[ column ] - 3 )
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);
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boardptr->count1.vertical += popcnt_column(
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boardptr->column[ column ]
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& boardptr->column[ column ] >> 1
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& boardptr->column[ column ] >> 2
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& boardptr->column[ column ] >> 3
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);
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};
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for( columnsint_t column = 0; column < boardptr->columns - 3; column++ ){
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boardptr->count0.horizontal += popcnt_column(
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~(boardptr->column[ column ]
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| boardptr->column[ column + 1 ]
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| boardptr->column[ column + 2 ]
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| boardptr->column[ column + 3 ]
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)
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& safeHeightMask( boardptr->height[ column ] )
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& safeHeightMask( boardptr->height[ column + 1 ] )
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& safeHeightMask( boardptr->height[ column + 2 ] )
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& safeHeightMask( boardptr->height[ column + 3 ] )
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& ( ( (column_t)1 << (column_t)boardptr->rows ) - (column_t)1 )
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);
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boardptr->count1.horizontal += popcnt_column(
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boardptr->column[ column ]
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& boardptr->column[ column + 1 ]
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& boardptr->column[ column + 2 ]
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& boardptr->column[ column + 3 ]
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);
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boardptr->count0.diagonalUp += popcnt_column(
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~(boardptr->column[ column ]
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| boardptr->column[ column + 1 ] >> 1
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| boardptr->column[ column + 2 ] >> 2
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| boardptr->column[ column + 3 ] >> 3
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)
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& safeHeightMask( boardptr->height[ column ] )
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& safeHeightMask( boardptr->height[ column + 1 ] - 1 )
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& safeHeightMask( boardptr->height[ column + 2 ] - 2 )
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& safeHeightMask( boardptr->height[ column + 3 ] - 3 )
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& ( ( (column_t)1 << (column_t)boardptr->rows ) - (column_t)1 )
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);
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boardptr->count1.diagonalUp += popcnt_column(
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boardptr->column[ column ]
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& boardptr->column[ column + 1 ] >> 1
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& boardptr->column[ column + 2 ] >> 2
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& boardptr->column[ column + 3 ] >> 3
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);
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boardptr->count0.diagonalDown += popcnt_column(
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~(boardptr->column[ column ]
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| boardptr->column[ column + 1 ] << 1
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| boardptr->column[ column + 2 ] << 2
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| boardptr->column[ column + 3 ] << 3
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| 0x07 // A line diagonal down don't start at one of the bottom 3
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)
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& bottomHeightMask(
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bottom( boardptr->height[ column ],
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boardptr->height[ column + 1 ] + 1
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),
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bottom( boardptr->height[ column + 2 ] + 2,
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boardptr->height[ column + 3 ] + 3
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)
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)
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& ( ( (column_t)1 << (column_t)boardptr->rows ) - (column_t)1 )
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);
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boardptr->count1.diagonalDown += popcnt_column(
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boardptr->column[ column ]
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& boardptr->column[ column + 1 ] << 1
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& boardptr->column[ column + 2 ] << 2
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& boardptr->column[ column + 3 ] << 3
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);
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};
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updateTotal( &boardptr->count0 );
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updateTotal( &boardptr->count1 );
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}
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// Less slow implementation of calcWins();
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// Only works if called after avery move
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void calcWins(
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wins_t *wins,
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board_t *boardptr,
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const columnsint_t column
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){
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// If no remembering between runs, run the reference implementation
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if( wins == NULL ) {
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calcWins_slow( boardptr );
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return;
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}
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// First the simplest win, the humble tower
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// Check for lil towers
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wins->same.vertical2 [ column ] =
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~( boardptr->column [ column ]
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^ boardptr->column [ column ] >> 1 )
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& safeHeightMask( boardptr->height [ column ] - 1 );
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// Actually check for wins
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column_t newcolumn =
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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 ] >> 2;
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// Count 'em if there's a new one
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if( wins->same.vertical4 [ column ] != newcolumn ){
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if(
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( newcolumn
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^ wins->same.vertical4 [ column ]
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) & boardptr->column [ column ]
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){
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boardptr->count1.vertical ++;
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} else {
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boardptr->count0.vertical ++;
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}
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wins->same.vertical4 [ column ] = newcolumn;
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}
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// Now the rest of the wins
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// First connect 2
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for(
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columnsint_t i = clipped_subtract( column, 1 );
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i < bottom( column + 1, boardptr->columns - 1 );
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i++
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){
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wins->same.horizontal2 [ i ] =
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~( boardptr->column [ i ]
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^ boardptr->column [ i + 1 ] )
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& bottomHeightMask(
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boardptr->height [ i ],
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boardptr->height [ i + 1 ]
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);
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wins->same.diagonalUp2 [ i ] =
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~( boardptr->column [ i ]
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^ boardptr->column [ i + 1 ] >> 1 )
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& bottomHeightMask(
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boardptr->height [ i ],
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boardptr->height [ i + 1 ] - 1
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);
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wins->same.diagonalDown2 [ i ] =
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~( boardptr->column [ i ]
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^ boardptr->column [ i + 1 ] << 1 )
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& bottomHeightMask(
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boardptr->height [ i ],
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boardptr->height [ i + 1 ] + 1
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)
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& ~(column_t)1; // A diagonal line down ain't starts at the floor innit?
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}
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// Then stitch the twos together and count
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for(
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columnsint_t i = clipped_subtract( column, 3 );
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i < bottom( column + 1, boardptr->columns - 3 );
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i++
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){
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newcolumn =
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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 + 2 ];
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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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) & boardptr->column [ i ]
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){
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boardptr->count1.horizontal++;
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} else {
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boardptr->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 + 1 ] >> 1
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& wins->same.diagonalUp2 [ i + 2 ] >> 2;
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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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) & boardptr->column [ i ]
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){
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boardptr->count1.diagonalUp++;
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} else {
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boardptr->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 + 1 ] << 1
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& wins->same.diagonalDown2 [ i + 2 ] << 2;
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if( wins->same.diagonalDown4 [ i ] != newcolumn ){
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if(
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( newcolumn
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^ wins->same.diagonalDown4 [ i ]
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) & boardptr->column [ i ]
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){
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boardptr->count1.diagonalDown++;
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} else {
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boardptr->count0.diagonalDown++;
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}
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wins->same.diagonalDown4 [ i ] = newcolumn;
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}
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}
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updateTotal( &boardptr->count0 );
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updateTotal( &boardptr->count1 );
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}
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