* corresponds to position (0,0), bit 4 is position (4,0) and bit 25
* is position (4, 4).
*
- * game[0] - the board mask, all bits set except one indicating the
- * absense of a tile at this position.
- * game[1] - least significant bit of the tile's colour.
- * game[2] - tile colour.
- * game[3] - most significant bit of the tile's colour.
+ * game[0] - least significant bit of the tile's colour.
+ * game[1] - tile colour.
+ * game[2] - most significant bit of the tile's colour.
+ * game[3] - No internal meaning. The game_reset function will clear
+ * the bit at the empty position and set all others, and
+ * game_do_move will adjust it.
*/
uint_least32_t game[4];
return (col << 5*y1) & (col >> 5*(4-y0));
}
+/*
+ * Return the board bitmap setting locations on or above row y.
+ */
+static inline uint_fast32_t board_above(int y)
+{
+ uint_fast32_t val = board_row(y);
+
+ return val | (val-1);
+}
+
+/*
+ * Return the board bitmap setting locations on or below row y.
+ */
+static inline uint_fast32_t board_below(int y)
+{
+ uint_fast32_t val = board_row(y);
+
+ return val | (~val + 1);
+}
+
+/*
+ * Return the board bitmap setting locations on or left of column x.
+ */
+static inline uint_fast32_t board_left(int x)
+{
+ uint_fast32_t val = board_column(x);
+
+ return val | (val - 0x108421);
+}
+
+/*
+ * Return the board bitmap setting locations on or right of column x.
+ */
+static inline uint_fast32_t board_right(int x)
+{
+ uint_fast32_t val = board_column(x);
+
+ return ~val + 0x108421;
+}
+
/*
* Move the bits in the game bitmaps according to a move at position (x, y),
* and update the location of the empty position which, if the move was valid
*/
int game_do_move(struct board *board, int x, int y);
+/*
+ * Returns 1 if the game is in a winning position, or 0 otherwise.
+ */
+int game_check_goal(struct board *board);
+
/*
* Initialize the game RNG such that the next call to game_reset will produce a
* new board that is entirely dependent on the given seed value.
*/
void game_reset(struct board *board);
+/*
+ * Disable new moves and clear all tile bits other than the 9 goal tiles.
+ */
+void game_finish(struct board *board);
+
#endif