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-rw-r--r--include/actions.c680
1 files changed, 340 insertions, 340 deletions
diff --git a/include/actions.c b/include/actions.c
index 4f226e1..795c135 100644
--- a/include/actions.c
+++ b/include/actions.c
@@ -1,18 +1,18 @@
/*
- This file is part of ct.
+ This file is part of ct.
- 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 3 of the License, or
- (at your option) any later version.
+ 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 3 of the License, or
+ (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.
+ 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 ct. If not, see <https://www.gnu.org/licenses/>.
+ You should have received a copy of the GNU General Public License
+ along with ct. If not, see <https://www.gnu.org/licenses/>.
*/
#include "actions.h"
@@ -27,13 +27,13 @@
static inline void
list_append(action_list_t *list, const enum A_TYPE type,
- const int8_t loc, const uint8_t data0,
- const uint8_t data1);
+ const int8_t loc, const uint8_t data0,
+ const uint8_t data1);
static inline void
list_prepend(action_list_t *list, const enum A_TYPE type,
- const int8_t loc, const uint8_t data0,
- const uint8_t data1);
+ const int8_t loc, const uint8_t data0,
+ const uint8_t data1);
static inline void
inline_next_ply(void);
@@ -46,336 +46,336 @@ inline_prev_ply(void);
// ===================================================================
int action_move_to_front(const action_t action,
- action_list_t *list) {
- action_node_t *n = list->head;
+ action_list_t *list) {
+ action_node_t *n = list->head;
- // TODO: what if it's not in the list?
+ // TODO: what if it's not in the list?
- while (n) {
- if (n->action == action) {
- const action_t t = list->head->action;
- list->head->action = action;
- n->action = t;
- return EXIT_SUCCESS;
- }
- n = n->next;
- }
+ while (n) {
+ if (n->action == action) {
+ const action_t t = list->head->action;
+ list->head->action = action;
+ n->action = t;
+ return EXIT_SUCCESS;
+ }
+ n = n->next;
+ }
- return EXIT_FAILURE;
+ return EXIT_FAILURE;
}
void action_list_free(action_list_t *list) {
- if (list) {
- action_node_t *n = list->head, *nn;
- while (n) {
- nn = n->next;
- free(n);
- n = nn;
- }
- free(list);
- }
+ if (list) {
+ action_node_t *n = list->head, *nn;
+ while (n) {
+ nn = n->next;
+ free(n);
+ n = nn;
+ }
+ free(list);
+ }
}
// Keep track of move offsets
int8_t move_deltas[4];
void action_list_init(void) {
- move_deltas[0] = +board_size;
- move_deltas[1] = -board_size;
- move_deltas[2] = -1;
- move_deltas[3] = +1;
+ move_deltas[0] = +board_size;
+ move_deltas[1] = -board_size;
+ move_deltas[2] = -1;
+ move_deltas[3] = +1;
}
// We bias place over move by prepending place actions and appending
// move actions to the generated list
action_list_t *action_list_generate(void) {
- action_list_t *list = malloc(sizeof(struct action_list_s));
-
- // TODO: trap errno
- list->length = 0;
- list->head = NULL;
+ action_list_t *list = malloc(sizeof(struct action_list_s));
- /*
- * The check for whether it's a black piece to be played is actually
- * black = (ply < 2) ? (ply==1) : (ply & 1),
- * but material will always be sufficient in ply < 2 so we might as
- * well save on the conditional.
- */
+ // TODO: trap errno
+ list->length = 0;
+ list->head = NULL;
- const uint8_t material = (ply & 1) ? black_count : white_count,
- flat = material & 0x7F,
- cap = ((ply >= 2) && (material & 0x80)),
- standing = ((ply >= 2) && flat);
+ /*
+ * The check for whether it's a black piece to be played is actually
+ * black = (ply < 2) ? (ply==1) : (ply & 1),
+ * but material will always be sufficient in ply < 2 so we might as
+ * well save on the conditional.
+ */
- // Step across the board
- for (int row = 0; row < board_size; row++) {
- for (int col = 0; col < board_size; col++) {
- // We'll need these at various points: the location of this
- // square and the maximum number of stones we could pick up
- const int loc = THE_COORDS(col, row);
- const uint8_t count = DANGER_MIN(COUNT_AT(loc), board_size);
+ const uint8_t material = (ply & 1) ? black_count : white_count,
+ flat = material & 0x7F,
+ cap = ((ply >= 2) && (material & 0x80)),
+ standing = ((ply >= 2) && flat);
- // Only try moves after CPS and if the colour is correct
- if (count) {
- if (ply >= 2 && ((colours[loc] & 1) == current_colour)) {
+ // Step across the board
+ for (int row = 0; row < board_size; row++) {
+ for (int col = 0; col < board_size; col++) {
+ // We'll need these at various points: the location of this
+ // square and the maximum number of stones we could pick up
+ const int loc = THE_COORDS(col, row);
+ const uint8_t count = DANGER_MIN(COUNT_AT(loc), board_size);
- // Pre-compute end-stops and crushes
- uint8_t end_stops[4], crushes[4] = {0, 0, 0, 0};
+ // Only try moves after CPS and if the colour is correct
+ if (count) {
+ if (ply >= 2 && ((colours[loc] & 1) == current_colour)) {
- // These are upper bounds, not counting walls and such.
- // UP DOWN LEFT RIGHT
- end_stops[0] = DANGER_MIN(board_size - row - 1, count);
- end_stops[1] = DANGER_MIN(row, count);
- end_stops[2] = DANGER_MIN(col, count);
- end_stops[3] = DANGER_MIN(board_size - col - 1, count);
+ // Pre-compute end-stops and crushes
+ uint8_t end_stops[4], crushes[4] = {0, 0, 0, 0};
- // Now we check for caps and walls
- const uint8_t cap_top = STONE_AT(loc) == STONE_CAPSTONE;
- for (int d = 0; d < 4; d++){
- const int delta = move_deltas[d];
- const int stop = end_stops[d];
- end_stops[d] = 0;
- for (int k = 1; k <= stop; k++) {
- const enum STONE_VARIANT stone = STONE_AT(loc+k*delta);
- if (stone == STONE_STANDING) {
- if (cap_top) {
- crushes[d] = 0xFF;
- end_stops[d]++;
- }
- break;
- } else if (stone == STONE_CAPSTONE) {
- break;
- }
- end_stops[d]++;
- }
- }
- /*
- * For each direction, generate all possible ordered integer
- * partitions of 1 ≤ num ≤ count whose number of summands is
- * exactly 1 ≤ summands ≤ min(end_stops[dir], num) -- we
- * write summands as steps.
- *
- * We exploit the `gaps' bijection here and elsewhere
- * between ordered {integer partitions of n with s summands}
- * and {binary strings of length n-1 with s-1 set bits}.
- */
- for (enum MOVE_DIRECTION dir=M_UP; dir<=M_RIGHT; dir++) {
- for (uint8_t num = 1; num <= count; num++) {
- for (uint8_t steps = 1;
- steps <= end_stops[dir] && steps <= num;
- steps++) {
- uint8_t gaps =
- ((1<<(board_size - 2)) - 1) >> (board_size-steps-1);
- // For 5x5 this givess 0b0000[0XXX] where steps-1 of
- // those X's are 1s (starting with LSB) because 4-1=3
- // and 5-1=4
- do {
- /*
- * We skip the partition if it calls for multiple
- * stones at the end with a crush.
- */
- const uint8_t last_drop_check =
- (num > 1) ? (gaps & (1 << (num - 2))) : 1;
- if (crushes[dir] == 0 || last_drop_check) {
- // We have to record a crush!
- const uint8_t crush =
- (steps == end_stops[dir]) && crushes[dir];
- // Store the move
+ // These are upper bounds, not counting walls and such.
+ // UP DOWN LEFT RIGHT
+ end_stops[0] = DANGER_MIN(board_size - row - 1, count);
+ end_stops[1] = DANGER_MIN(row, count);
+ end_stops[2] = DANGER_MIN(col, count);
+ end_stops[3] = DANGER_MIN(board_size - col - 1, count);
- list_append(list, A_MOVE, loc,
- (crush << 7) | gaps,
- (dir<<4) | num);
- }
- /*
- * With thanks to
- * https://graphics.stanford.edu/~seander/bithacks.html#NextBitPermutation
- * we have the following magic to generate the next
- * permutation of steps-many set bits
- */
- uint8_t t = (gaps | (gaps - 1));
- gaps = (t + 1)
- | (((~t & -~t) - 1) >> (__builtin_ctz(gaps) + 1));
- } while (gaps && (gaps + 1 <= (1 << (num - 1))));
- }
- }
- }
- }
- } // end of if (count) { ... }
- else if (material) {
- // Empty square, generate placements
- if (flat) {
- list_prepend(list, A_PLACE, loc, STONE_FLAT, 0);
- if (standing)
- list_prepend(list, A_PLACE, loc, STONE_STANDING,0);
- }
- if (cap)
- list_prepend(list, A_PLACE, loc, STONE_CAPSTONE, 0);
- }
+ // Now we check for caps and walls
+ const uint8_t cap_top = STONE_AT(loc) == STONE_CAPSTONE;
+ for (int d = 0; d < 4; d++){
+ const int delta = move_deltas[d];
+ const int stop = end_stops[d];
+ end_stops[d] = 0;
+ for (int k = 1; k <= stop; k++) {
+ const enum STONE_VARIANT stone = STONE_AT(loc+k*delta);
+ if (stone == STONE_STANDING) {
+ if (cap_top) {
+ crushes[d] = 0xFF;
+ end_stops[d]++;
}
+ break;
+ } else if (stone == STONE_CAPSTONE) {
+ break;
+ }
+ end_stops[d]++;
+ }
+ }
+ /*
+ * For each direction, generate all possible ordered integer
+ * partitions of 1 ≤ num ≤ count whose number of summands is
+ * exactly 1 ≤ summands ≤ min(end_stops[dir], num) -- we
+ * write summands as steps.
+ *
+ * We exploit the `gaps' bijection here and elsewhere
+ * between ordered {integer partitions of n with s summands}
+ * and {binary strings of length n-1 with s-1 set bits}.
+ */
+ for (enum MOVE_DIRECTION dir=M_UP; dir<=M_RIGHT; dir++) {
+ for (uint8_t num = 1; num <= count; num++) {
+ for (uint8_t steps = 1;
+ steps <= end_stops[dir] && steps <= num;
+ steps++) {
+ uint8_t gaps =
+ ((1<<(board_size - 2)) - 1) >> (board_size-steps-1);
+ // For 5x5 this givess 0b0000[0XXX] where steps-1 of
+ // those X's are 1s (starting with LSB) because 4-1=3
+ // and 5-1=4
+ do {
+ /*
+ * We skip the partition if it calls for multiple
+ * stones at the end with a crush.
+ */
+ const uint8_t last_drop_check =
+ (num > 1) ? (gaps & (1 << (num - 2))) : 1;
+ if (crushes[dir] == 0 || last_drop_check) {
+ // We have to record a crush!
+ const uint8_t crush =
+ (steps == end_stops[dir]) && crushes[dir];
+ // Store the move
+
+ list_append(list, A_MOVE, loc,
+ (crush << 7) | gaps,
+ (dir<<4) | num);
+ }
+ /*
+ * With thanks to
+ * https://graphics.stanford.edu/~seander/bithacks.html#NextBitPermutation
+ * we have the following magic to generate the next
+ * permutation of steps-many set bits
+ */
+ uint8_t t = (gaps | (gaps - 1));
+ gaps = (t + 1)
+ | (((~t & -~t) - 1) >> (__builtin_ctz(gaps) + 1));
+ } while (gaps && (gaps + 1 <= (1 << (num - 1))));
+ }
+ }
+ }
+ }
+ } // end of if (count) { ... }
+ else if (material) {
+ // Empty square, generate placements
+ if (flat) {
+ list_prepend(list, A_PLACE, loc, STONE_FLAT, 0);
+ if (standing)
+ list_prepend(list, A_PLACE, loc, STONE_STANDING,0);
}
- return list;
+ if (cap)
+ list_prepend(list, A_PLACE, loc, STONE_CAPSTONE, 0);
+ }
+ }
+ }
+ return list;
}
void action_take(const action_t action) {
- const int8_t loc = A_GET_LOC(action);
- if (A_GET_TYPE(action) == A_PLACE) {
- const uint8_t black = (current_colour == C_BLACK);
- switch (A_GET_DATA0(action)) {
- case STONE_FLAT: {
- if (black) black_count--;
- else white_count--;
- colours[loc] = current_colour;
- celldat[loc] = NUM_INC | STONE_FLAT;
- break;
- }
- case STONE_STANDING: {
- if (black) black_count--;
- else white_count--;
- colours[loc] = current_colour;
- celldat[loc] = NUM_INC | STONE_STANDING;
- break;
- }
- default: {
- if (black) black_count &= 0x7F;
- else white_count &= 0x7F;
- colours[loc] = current_colour;
- celldat[loc] = NUM_INC | STONE_CAPSTONE;
- break;
- }
- }
- } else {
- /*
- * See the discussion around line 135 for an explanation of the
- * encoding. Here we are not interested in whether we crushed, it
- * will work out by anyway because we overwrite the top stone
- * type. See (*) later for when we do need to know.
- */
- const uint8_t gaps = A_GET_DATA0(action) & 0x7F,
- num = A_GET_DATA1(action) & 0x0F, // unpack
- dir = A_GET_DATA1(action) >> 4;
- int8_t delta = move_deltas[dir];
+ const int8_t loc = A_GET_LOC(action);
+ if (A_GET_TYPE(action) == A_PLACE) {
+ const uint8_t black = (current_colour == C_BLACK);
+ switch (A_GET_DATA0(action)) {
+ case STONE_FLAT: {
+ if (black) black_count--;
+ else white_count--;
+ colours[loc] = current_colour;
+ celldat[loc] = NUM_INC | STONE_FLAT;
+ break;
+ }
+ case STONE_STANDING: {
+ if (black) black_count--;
+ else white_count--;
+ colours[loc] = current_colour;
+ celldat[loc] = NUM_INC | STONE_STANDING;
+ break;
+ }
+ default: {
+ if (black) black_count &= 0x7F;
+ else white_count &= 0x7F;
+ colours[loc] = current_colour;
+ celldat[loc] = NUM_INC | STONE_CAPSTONE;
+ break;
+ }
+ }
+ } else {
+ /*
+ * See the discussion around line 135 for an explanation of the
+ * encoding. Here we are not interested in whether we crushed, it
+ * will work out by anyway because we overwrite the top stone
+ * type. See (*) later for when we do need to know.
+ */
+ const uint8_t gaps = A_GET_DATA0(action) & 0x7F,
+ num = A_GET_DATA1(action) & 0x0F, // unpack
+ dir = A_GET_DATA1(action) >> 4;
+ int8_t delta = move_deltas[dir];
- // Use the Kernighan method to count the set bits
- int8_t steps = 1;
- for (uint8_t _gaps = gaps; _gaps; steps++) _gaps &= _gaps - 1;
+ // Use the Kernighan method to count the set bits
+ int8_t steps = 1;
+ for (uint8_t _gaps = gaps; _gaps; steps++) _gaps &= _gaps - 1;
- // Move top stone type to destination
- celldat[loc+steps*delta] &= CLR_STONE; // necessary for crushing
- celldat[loc+steps*delta] |= STONE_AT(loc);
- celldat[loc] &= CLR_STONE;
- celldat[loc] |= STONE_FLAT; // should be optimised out
+ // Move top stone type to destination
+ celldat[loc+steps*delta] &= CLR_STONE; // necessary for crushing
+ celldat[loc+steps*delta] |= STONE_AT(loc);
+ celldat[loc] &= CLR_STONE;
+ celldat[loc] |= STONE_FLAT; // should be optimised out
- uint8_t total = 1, gap_bit = 1 << (num - 2); // it's not important
- // what negative
- // shifts do here, we
- // don't use gap_bit
- // if num < 2
- // move stuff starting at destination
- for (uint8_t d = 1; d < num; d++, total++, gap_bit >>= 1) {
- // We took a step, move everything over so far
- if (gaps & gap_bit) {
- colours[loc+steps*delta] <<= total;
- colours[loc+steps*delta] |= colours[loc] & ((1 << total) - 1);
- colours[loc] >>= total;
- celldat[loc+steps*delta] += total*NUM_INC;
- celldat[loc] -= total*NUM_INC;
- // Reset for next step
- total = 0;
- steps--;
- }
- }
- // Move what remains (steps == 1 here always, so we simplify)
- colours[loc+delta] <<= total;
- colours[loc+delta] |= colours[loc] & ((1 << total) - 1);
- colours[loc] >>= total;
- celldat[loc+delta] += total*NUM_INC;
- celldat[loc] -= total*NUM_INC;
- }
- // Next ply
- inline_next_ply();
+ uint8_t total = 1, gap_bit = 1 << (num - 2); // it's not important
+ // what negative
+ // shifts do here, we
+ // don't use gap_bit
+ // if num < 2
+ // move stuff starting at destination
+ for (uint8_t d = 1; d < num; d++, total++, gap_bit >>= 1) {
+ // We took a step, move everything over so far
+ if (gaps & gap_bit) {
+ colours[loc+steps*delta] <<= total;
+ colours[loc+steps*delta] |= colours[loc] & ((1 << total) - 1);
+ colours[loc] >>= total;
+ celldat[loc+steps*delta] += total*NUM_INC;
+ celldat[loc] -= total*NUM_INC;
+ // Reset for next step
+ total = 0;
+ steps--;
+ }
+ }
+ // Move what remains (steps == 1 here always, so we simplify)
+ colours[loc+delta] <<= total;
+ colours[loc+delta] |= colours[loc] & ((1 << total) - 1);
+ colours[loc] >>= total;
+ celldat[loc+delta] += total*NUM_INC;
+ celldat[loc] -= total*NUM_INC;
+ }
+ // Next ply
+ inline_next_ply();
}
void action_undo(const action_t action) {
- // Previous ply
- inline_prev_ply();
+ // Previous ply
+ inline_prev_ply();
- const int8_t loc = A_GET_LOC(action);
- if (A_GET_TYPE(action) == A_PLACE) {
- const uint8_t black = (current_colour == C_BLACK);
- celldat[loc] = 0;
- if (A_GET_DATA0(action) == STONE_CAPSTONE) {
- if (black) black_count |= 0x80;
- else white_count |= 0x80;
- } else {
- if (black) black_count++;
- else white_count++;
- }
- } else {
- // See action_take for comments, this is the time reversal, but
- // there is one caveat -- undoing a crush! (*)
- const uint8_t gaps = A_GET_DATA0(action) & 0x7F,
- crush = A_GET_DATA0(action) & 0x80,
- num = A_GET_DATA1(action) & 0x0F,
- dir = A_GET_DATA1(action) >> 4;
- const int8_t delta = move_deltas[dir];
+ const int8_t loc = A_GET_LOC(action);
+ if (A_GET_TYPE(action) == A_PLACE) {
+ const uint8_t black = (current_colour == C_BLACK);
+ celldat[loc] = 0;
+ if (A_GET_DATA0(action) == STONE_CAPSTONE) {
+ if (black) black_count |= 0x80;
+ else white_count |= 0x80;
+ } else {
+ if (black) black_count++;
+ else white_count++;
+ }
+ } else {
+ // See action_take for comments, this is the time reversal, but
+ // there is one caveat -- undoing a crush! (*)
+ const uint8_t gaps = A_GET_DATA0(action) & 0x7F,
+ crush = A_GET_DATA0(action) & 0x80,
+ num = A_GET_DATA1(action) & 0x0F,
+ dir = A_GET_DATA1(action) >> 4;
+ const int8_t delta = move_deltas[dir];
- int8_t steps = 1;
- uint8_t gap_bit = 1, total = 1;
- for (int8_t d = 1; d < num; d++, total++, gap_bit <<= 1) {
- if (gaps & gap_bit) {
- colours[loc] <<= total;
- colours[loc] |= colours[loc+steps*delta] & ((1 << total) - 1);
- colours[loc+steps*delta] >>= total;
- celldat[loc] += total*NUM_INC;
- celldat[loc+steps*delta] -= total*NUM_INC;
- total = 0;
- steps++;
- }
- }
- colours[loc] <<= total;
- colours[loc] |= colours[loc+steps*delta] & ((1 << total) - 1);
- colours[loc+steps*delta] >>= total;
+ int8_t steps = 1;
+ uint8_t gap_bit = 1, total = 1;
+ for (int8_t d = 1; d < num; d++, total++, gap_bit <<= 1) {
+ if (gaps & gap_bit) {
+ colours[loc] <<= total;
+ colours[loc] |= colours[loc+steps*delta] & ((1 << total) - 1);
+ colours[loc+steps*delta] >>= total;
+ celldat[loc] += total*NUM_INC;
+ celldat[loc+steps*delta] -= total*NUM_INC;
+ total = 0;
+ steps++;
+ }
+ }
+ colours[loc] <<= total;
+ colours[loc] |= colours[loc+steps*delta] & ((1 << total) - 1);
+ colours[loc+steps*delta] >>= total;
- celldat[loc] += total*NUM_INC;
- // celldat[loc] &= CLR_STONE; is not necessary, as STONE_FLAT == 0
- celldat[loc] |= STONE_AT(loc+steps*delta);
- celldat[loc+steps*delta] -= total*NUM_INC;
- celldat[loc+steps*delta] &= CLR_STONE;
- if (crush) {
- celldat[loc+steps*delta] |= STONE_STANDING;
- } else {
- celldat[loc+steps*delta] |= STONE_FLAT; // should be optimised out
- }
- }
+ celldat[loc] += total*NUM_INC;
+ // celldat[loc] &= CLR_STONE; is not necessary, as STONE_FLAT == 0
+ celldat[loc] |= STONE_AT(loc+steps*delta);
+ celldat[loc+steps*delta] -= total*NUM_INC;
+ celldat[loc+steps*delta] &= CLR_STONE;
+ if (crush) {
+ celldat[loc+steps*delta] |= STONE_STANDING;
+ } else {
+ celldat[loc+steps*delta] |= STONE_FLAT; // should be optimised out
+ }
+ }
}
void action_to_ptn(const action_t action, char* out_ptn) {
- const int8_t loc = A_GET_LOC(action);
- if (A_GET_TYPE(action) == A_PLACE) {
- generate_place(loc, A_GET_DATA0(action), out_ptn);
- } else {
- const uint8_t gaps = A_GET_DATA0(action) & 0x7F,
- num = A_GET_DATA1(action) & 0x0F, // unpack
- dir = A_GET_DATA1(action) >> 4;
+ const int8_t loc = A_GET_LOC(action);
+ if (A_GET_TYPE(action) == A_PLACE) {
+ generate_place(loc, A_GET_DATA0(action), out_ptn);
+ } else {
+ const uint8_t gaps = A_GET_DATA0(action) & 0x7F,
+ num = A_GET_DATA1(action) & 0x0F, // unpack
+ dir = A_GET_DATA1(action) >> 4;
- uint8_t drops[board_size]; // we only ever need board_size-1 in
- // drops actually, the last spot is to
- // skip a bounds check at (**)
- uint8_t mask = 1, steps = 0;
- // Translate to a drop sequence
- drops[0] = 1; mask = 1;
- for (uint8_t d = 1; d < num; d++) {
- if (gaps & mask) {
- steps++;
- drops[steps] = 1; // (**) no bounds check
- } else {
- drops[steps] += 1;
- }
- mask <<= 1;
- }
- generate_move(loc, dir, steps+1, drops, out_ptn);
- }
+ uint8_t drops[board_size]; // we only ever need board_size-1 in
+ // drops actually, the last spot is to
+ // skip a bounds check at (**)
+ uint8_t mask = 1, steps = 0;
+ // Translate to a drop sequence
+ drops[0] = 1; mask = 1;
+ for (uint8_t d = 1; d < num; d++) {
+ if (gaps & mask) {
+ steps++;
+ drops[steps] = 1; // (**) no bounds check
+ } else {
+ drops[steps] += 1;
+ }
+ mask <<= 1;
+ }
+ generate_move(loc, dir, steps+1, drops, out_ptn);
+ }
}
// ===================================================================
@@ -384,61 +384,61 @@ void action_to_ptn(const action_t action, char* out_ptn) {
static inline void
list_append(action_list_t *list, const enum A_TYPE type,
- const int8_t loc, const uint8_t data0,
- const uint8_t data1) {
- action_node_t *new = malloc(sizeof(action_node_t));
- // TODO: trap errno
+ const int8_t loc, const uint8_t data0,
+ const uint8_t data1) {
+ action_node_t *new = malloc(sizeof(action_node_t));
+ // TODO: trap errno
- new->next = NULL;
- new->action = A_BUILD(type, loc, data0, data1);
+ new->next = NULL;
+ new->action = A_BUILD(type, loc, data0, data1);
- if (list->length) {
- list->tail->next = new;
- list->tail = new;
- } else {
- list->head = new;
- list->tail = new;
- }
+ if (list->length) {
+ list->tail->next = new;
+ list->tail = new;
+ } else {
+ list->head = new;
+ list->tail = new;
+ }
- list->length++;
+ list->length++;
}
static inline void
list_prepend(action_list_t *list, const enum A_TYPE type,
- const int8_t loc, const uint8_t data0,
- const uint8_t data1) {
- action_node_t *new = malloc(sizeof(action_list_t));
- // TODO: trap errno
+ const int8_t loc, const uint8_t data0,
+ const uint8_t data1) {
+ action_node_t *new = malloc(sizeof(action_list_t));
+ // TODO: trap errno
- new->next = list->head;
- list->head = new;
- new->action = A_BUILD(type, loc, data0, data1);
+ new->next = list->head;
+ list->head = new;
+ new->action = A_BUILD(type, loc, data0, data1);
- if (list->length == 0) {
- list->tail = new;
- }
+ if (list->length == 0) {
+ list->tail = new;
+ }
- list->length++;
+ list->length++;
}
static inline void
inline_next_ply(void) {
- ply++;
- if (ply == 2) {
- current_colour = C_WHITE;
- } else {
- if (current_colour == C_BLACK) current_colour = C_WHITE;
- else current_colour = C_BLACK;
- }
+ ply++;
+ if (ply == 2) {
+ current_colour = C_WHITE;
+ } else {
+ if (current_colour == C_BLACK) current_colour = C_WHITE;
+ else current_colour = C_BLACK;
+ }
}
static inline void
inline_prev_ply(void) {
- if (ply>0) ply--;
- if (ply == 1) {
- current_colour = C_WHITE;
- } else {
- if (current_colour == C_BLACK) current_colour = C_WHITE;
- else current_colour = C_BLACK;
- }
+ if (ply>0) ply--;
+ if (ply == 1) {
+ current_colour = C_WHITE;
+ } else {
+ if (current_colour == C_BLACK) current_colour = C_WHITE;
+ else current_colour = C_BLACK;
+ }
}