373 lines
10 KiB
C
373 lines
10 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) 2024 Anna Snoeijs. anna@snoeijs.tech
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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 <stdio.h>
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#define BOARD_WIDTH 7
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#define BOARD_HEIGTH 6
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#define FIRST_NUMBER 1
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#define XSTR(s) STR(s)
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#define STR(s) #s
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typedef enum {
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PUT,
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POP
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} move_t;
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typedef struct {
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int player;
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int heigth [ BOARD_WIDTH ];
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int column [ BOARD_WIDTH ];
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} board_t;
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typedef struct {
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int vertical2 [ BOARD_WIDTH ];
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int horizontal2 [ BOARD_WIDTH - 1 ];
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int diagonalUp2 [ BOARD_WIDTH - 1 ];
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int diagonalDown2 [ BOARD_WIDTH - 1 ];
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int vertical4 [ BOARD_WIDTH ];
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int horizontal4 [ BOARD_WIDTH - 3 ];
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int diagonalUp4 [ BOARD_WIDTH - 3 ];
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int diagonalDown4 [ BOARD_WIDTH - 3 ];
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} directions_t;
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typedef struct {
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int total;
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int horizontal;
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int vertical;
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int diagonalUp;
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int diagonalDown;
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} wincount_t;
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typedef struct {
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wincount_t count0;
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wincount_t count1;
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int win0 [ BOARD_WIDTH ];
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int win1 [ BOARD_WIDTH ];
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directions_t same;
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} wins_t;
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static inline int bottom( const int a, const int b ){
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return a < b ? a : b;
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}
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static inline int heigthMask( const int a ){
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return ( 1 << a ) - 1;
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}
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static inline int safeHeigthMask( const int a ){
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return a > 0 ? heigthMask( a ) : 0;
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}
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static inline int bottomHeigthMask( const int a, const int b ){
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return safeHeigthMask( bottom( a, b ) );
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}
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#define BOARD_WIDTH_CHARS ( 3 * BOARD_WIDTH + 6 )
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#define SCOREBOARD_OFFSET 5
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#define SCOREBOARD_WIDTH 27
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#define SCOREBOARD_HEIGTH 9
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static void initBoard( void ){
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printf( "\n\n " );
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for( int column = 0; column < BOARD_WIDTH; column++ )
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printf( "%2d ", column + FIRST_NUMBER );
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putchar( '\n' );
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for( int row = BOARD_HEIGTH - 1; row > -1; row-- ){
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// begin row
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printf( "%2d " , row + FIRST_NUMBER );
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for( int column = 0; column < BOARD_WIDTH; column++ )
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printf( "[ ]" );
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// end of row
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printf( "%2d" , row + FIRST_NUMBER );
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switch( row ){
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}
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putchar( '\n' );
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}
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// end of board
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printf( " " );
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for( int column = 0; column < BOARD_WIDTH; column++ )
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printf( "%2d ", column + FIRST_NUMBER );
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#define SCOREBOARD_LINE_END "\033[B\033["XSTR(SCOREBOARD_WIDTH)"D"
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printf("\033["XSTR(SCOREBOARD_OFFSET)"C\033["XSTR(SCOREBOARD_HEIGTH)"A"
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"┌───────────────┬────┬────┐"SCOREBOARD_LINE_END
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"│ player │ 0 │ 1 │"SCOREBOARD_LINE_END
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"├───────────────┼────┼────┤"SCOREBOARD_LINE_END
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"│ vertical │ │ │"SCOREBOARD_LINE_END
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"│ horizontal │ │ │"SCOREBOARD_LINE_END
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"│ diagonal up │ │ │"SCOREBOARD_LINE_END
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"│ diagonal down │ │ │"SCOREBOARD_LINE_END
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"├───────────────┼────┼────┤"SCOREBOARD_LINE_END
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"│ total │ │ │"SCOREBOARD_LINE_END
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"└───────────────┴────┴────┘"SCOREBOARD_LINE_END
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);
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#undef SCOREBOARD_LINE_END
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putchar( '\n' );
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putchar( '\n' );
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}
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static void updateBoard(
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const wins_t wins,
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const board_t board,
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const move_t move,
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const int column
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){
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int heigth = board.heigth [ column ];
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switch( move ){
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case PUT: // Only print the put one
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printf(
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"\033[%dA\033[%dC%c\033[%dB",
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heigth + 3,
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column * 3 + 4,
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'0' + !!( board.player ),
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heigth + 1
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);
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break;
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default: // Print all the pieces in the column and the air above
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printf( "\033[%dA", heigth + 4 );
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if( heigth < BOARD_HEIGTH ) printf( "\033[%dC ", column * 3 + 4 );
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else printf( "\033[%dC", column * 3 + 5 );
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for( int row = heigth; row --> 0; )
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printf(
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"\033[B\033[D%c",
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'0' + !!( board.column [ column ] & ( 1 << row ) )
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);
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printf( "\033[2B" );
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}
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printf(
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"\r\033[7A\033[%dC"
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"%3d │%3d\033[B\033[8D"
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"%3d │%3d\033[B\033[8D"
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"%3d │%3d\033[B\033[8D"
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"%3d │%3d\033[2B\033[8D"
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"%3d │%3d\033[2B"
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,BOARD_WIDTH_CHARS + SCOREBOARD_WIDTH - 8
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,wins.count0.vertical, wins.count1.vertical
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,wins.count0.horizontal, wins.count1.horizontal
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,wins.count0.diagonalUp, wins.count1.diagonalUp
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,wins.count0.diagonalDown, wins.count1.diagonalDown
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,wins.count0.total, wins.count1.total
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);
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printf( "\033[2K\n" );
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}
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#undef BOARD_WIDTH_CHARS
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#undef SCOREBOARD_OFFSET
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#undef SCOREBOARD_WIDTH
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#undef SCOREBOARD_HEIGTH
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static void playMove(
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board_t *boardptr,
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const move_t move,
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const int column
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){
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switch( move ){
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case PUT: // Put a new piece in the board
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boardptr->column [ column ] |=
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boardptr->player << boardptr->heigth [ column ];
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boardptr->heigth [ column ]++;
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break;
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case POP: // Pop out the lowest and make all above fall down
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boardptr->column [ column ] >>= 1;
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boardptr->heigth [ column ]--;
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}
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}
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static int askColumn(
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const board_t board,
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const move_t move
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){
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int column;
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for(;;){
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switch( move ){
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case PUT: printf( "Wher player %d put? ", board.player );
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break;
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case POP: printf( "Wher player %d pop? ", board.player );
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}
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printf( "\033[K" ); // clear everything after cursor
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scanf( "%d", &column );
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column -= FIRST_NUMBER;
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if( column >= 0 && column < BOARD_WIDTH )
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switch( move ){
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case PUT:
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if( board.heigth [ column ] < BOARD_HEIGTH )
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return column;
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else printf( "\033[2Apls enter a column that ain't full" );
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break;
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case POP:
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if( board.heigth [ column ] != 0 )
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return column;
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else printf( "\033[2Apls enter a column that ain't empty" );
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}
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else
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printf( "\033[2Apls enter valid column" );
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putchar( '\n' );
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}
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}
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static move_t askMove( void ){
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move_t move = PUT;
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// TODO: actually ask what move
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return move;
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}
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static void calcWins(
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wins_t *wins,
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const board_t board
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){
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// First the simplest win, the humble tower
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wins->count0.vertical = 0;
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wins->count1.vertical = 0;
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for( int i = 0; i < BOARD_WIDTH; i++ ){
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// Check for lil towers
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wins->same.vertical2 [ i ] =
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~( board.column [ i ]
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^ board.column [ i ] >> 1 )
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& safeHeigthMask( board.heigth [ i ] - 1 );
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// Actually check for win
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wins->same.vertical4 [ i ] =
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wins->same.vertical2 [ i ]
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& wins->same.vertical2 [ i ] >> 1
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& wins->same.vertical2 [ i ] >> 2;
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// Count 'em
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wins->count0.vertical += __builtin_popcount(
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wins->same.vertical4 [ i ] & ~board.column [ i ]
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);
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wins->count1.vertical += __builtin_popcount(
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wins->same.vertical4 [ i ] & board.column [ i ]
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);
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}
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// Now the rest of the wins
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wins->count0.horizontal = 0;
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wins->count1.horizontal = 0;
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wins->count0.diagonalUp = 0;
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wins->count1.diagonalUp = 0;
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wins->count0.diagonalDown = 0;
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wins->count1.diagonalDown = 0;
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// First connect 2
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for( int i = 0; i < BOARD_WIDTH - 1; i++ ){
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wins->same.horizontal2 [ i ] =
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~( board.column [ i ]
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^ board.column [ i + 1 ] )
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& bottomHeigthMask(
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board.heigth [ i ],
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board.heigth [ i + 1 ]
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);
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wins->same.diagonalUp2 [ i ] =
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~( board.column [ i ]
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^ board.column [ i + 1 ] >> 1 )
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& bottomHeigthMask(
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board.heigth [ i ],
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board.heigth [ i + 1 ] - 1
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);
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wins->same.diagonalDown2 [ i ] =
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~( board.column [ i ]
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^ board.column [ i + 1 ] << 1 )
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& bottomHeigthMask(
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board.heigth [ i ],
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board.heigth [ i + 1 ] + 1
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)
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& ~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( int i = 0; i < BOARD_WIDTH - 3; i++ ){
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wins->same.horizontal4 [ i ] =
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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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wins->same.diagonalUp4 [ i ] =
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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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wins->same.diagonalDown4 [ i ] =
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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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wins->count0.horizontal += __builtin_popcount(
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wins->same.horizontal4 [ i ] & ~board.column [ i ]
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);
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wins->count1.horizontal += __builtin_popcount(
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wins->same.horizontal4 [ i ] & board.column [ i ]
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);
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wins->count0.diagonalUp += __builtin_popcount(
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wins->same.diagonalUp4 [ i ] & ~board.column [ i ]
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);
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wins->count1.diagonalUp += __builtin_popcount(
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wins->same.diagonalUp4 [ i ] & board.column [ i ]
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);
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wins->count0.diagonalDown += __builtin_popcount(
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wins->same.diagonalDown4 [ i ] & ~board.column [ i ]
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);
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wins->count1.diagonalDown += __builtin_popcount(
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wins->same.diagonalDown4 [ i ] & board.column [ i ]
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);
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}
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wins->count0.total =
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wins->count0.vertical
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+ wins->count0.horizontal
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+ wins->count0.diagonalUp
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+ wins->count0.diagonalDown;
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wins->count1.total =
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wins->count1.vertical
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+ wins->count1.horizontal
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+ wins->count1.diagonalUp
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+ wins->count1.diagonalDown;
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}
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int main(){
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// First the boilerplate stuffs
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printf(
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"AnnaConnect version 2024, Copyright (C) Anna Snoeijs\n"
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"AnnaConnect comes with ABSOLUTELY NO WARRANTY\n"
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"This is free software, and you are welcome to redistribute it\n"
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"under certain condtions\n"
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);
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// board, innit?
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board_t playboard = {
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.player = 0,
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.column = {0},
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.heigth = {0},
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};
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wins_t wins = {
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.count0 = {
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.total = 0,
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.vertical = 0,
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.horizontal = 0,
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.diagonalUp = 0,
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.diagonalDown = 0,
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},
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.count1 = {
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.total = 0,
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.vertical = 0,
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.horizontal = 0,
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.diagonalUp = 0,
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.diagonalDown = 0,
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},
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.win0 = {0},
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.win1 = {0},
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};
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move_t move = PUT;
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initBoard();
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for( int column = 0;; playboard.player = !playboard.player ){
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move = askMove();
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column = askColumn( playboard, move );
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playMove( &playboard, move, column );
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calcWins( &wins, playboard );
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updateBoard( wins, playboard, move, column );
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}
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}
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