AnnaConnect/logic.c
2025-06-25 11:41:51 +02:00

167 lines
4.4 KiB
C

/* 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 <https://www.gnu.org/licenses/>.
*/
#include "logic.h"
#include "macros.h"
static column_t heightMask( const rowsint_t a ){
return ( 1 << a ) - 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 ) );
}
void playMove(
board_t *boardptr,
const columnsint_t column
){
boardptr->column [ column ] |=
boardptr->player << boardptr->height [ column ];
boardptr->height [ column ]++;
}
void calcWins(
wins_t *wins,
const board_t board,
const columnsint_t 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(
columnsint_t i = clipped_subtract( column, 1 );
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(
columnsint_t i = clipped_subtract( column, 3 );
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;
}