TILE_MAX
};
-enum { GOAL_SHIFT = 6 };
+#define GOAL_SHIFT 6
+#define GOAL_MASK 0x739c0ul
+
struct board {
/*
* Bit planes representing the current game area.
* 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] - the board mask, all bits set except one indicating the
- * absense of a tile at this position.
+ * 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