-/* $NetBSD: bdinit.c,v 1.5 2003/08/07 09:37:15 agc Exp $ */
+/* $NetBSD: bdinit.c,v 1.9 2012/10/13 20:57:35 dholland Exp $ */
/*
* Copyright (c) 1994
#if 0
static char sccsid[] = "from: @(#)bdinit.c 8.2 (Berkeley) 5/3/95";
#else
-__RCSID("$NetBSD: bdinit.c,v 1.5 2003/08/07 09:37:15 agc Exp $");
+__RCSID("$NetBSD: bdinit.c,v 1.9 2012/10/13 20:57:35 dholland Exp $");
#endif
#endif /* not lint */
#include <string.h>
#include "gomoku.h"
+static void init_overlap(void);
+
void
-bdinit(bp)
- struct spotstr *bp;
+bdinit(struct spotstr *bp)
{
int i, j, r;
struct spotstr *sp;
sp = bp;
for (i = BSZ2; --i >= 0; sp++) {
sp->s_occ = BORDER; /* top border */
- sp->s_flg = BFLAGALL;
+ sp->s_flags = BFLAGALL;
}
/* fill entire board with EMPTY spots */
for (j = 0; ++j < BSZ1; sp++) { /* for each row */
for (i = 0; ++i < BSZ1; sp++) { /* for each column */
sp->s_occ = EMPTY;
- sp->s_flg = 0;
+ sp->s_flags = 0;
sp->s_wval = 0;
if (j < 5) {
/* directions 1, 2, 3 are blocked */
- sp->s_flg |= (BFLAG << 1) | (BFLAG << 2) |
+ sp->s_flags |= (BFLAG << 1) | (BFLAG << 2) |
(BFLAG << 3);
sp->s_fval[BLACK][1].s = MAXCOMBO;
sp->s_fval[BLACK][2].s = MAXCOMBO;
}
if (i > (BSZ - 4)) {
/* directions 0, 1 are blocked */
- sp->s_flg |= BFLAG | (BFLAG << 1);
+ sp->s_flags |= BFLAG | (BFLAG << 1);
sp->s_fval[BLACK][0].s = MAXCOMBO;
sp->s_fval[BLACK][1].s = MAXCOMBO;
sp->s_fval[WHITE][0].s = MAXCOMBO;
sp->s_fval[BLACK][0].s = 0x500;
sp->s_fval[WHITE][0].s = 0x500;
/* if direction 1 is not blocked */
- if (!(sp->s_flg & (BFLAG << 1))) {
+ if (!(sp->s_flags & (BFLAG << 1))) {
sp->s_fval[BLACK][1].s = 0x500;
sp->s_fval[WHITE][1].s = 0x500;
}
sp->s_fval[WHITE][0].s = 0x401;
if (i < 5) {
/* direction 3 is blocked */
- sp->s_flg |= (BFLAG << 3);
+ sp->s_flags |= (BFLAG << 3);
sp->s_fval[BLACK][3].s = MAXCOMBO;
sp->s_fval[WHITE][3].s = MAXCOMBO;
} else if (i == 5 &&
- !(sp->s_flg & (BFLAG << 3))) {
+ !(sp->s_flags & (BFLAG << 3))) {
sp->s_fval[BLACK][3].s = 0x500;
sp->s_fval[WHITE][3].s = 0x500;
}
* Allocate a frame structure for non blocked frames.
*/
for (r = 4; --r >= 0; ) {
- if (sp->s_flg & (BFLAG << r))
+ if (sp->s_flags & (BFLAG << r))
continue;
cbp->c_combo.s = sp->s_fval[BLACK][r].s;
cbp->c_vertex = sp - board;
}
}
sp->s_occ = BORDER; /* left & right border */
- sp->s_flg = BFLAGALL;
+ sp->s_flags = BFLAGALL;
}
/* mark the borders as such */
for (i = BSZ1; --i >= 0; sp++) {
sp->s_occ = BORDER; /* bottom border */
- sp->s_flg = BFLAGALL;
+ sp->s_flags = BFLAGALL;
}
sortframes[BLACK] = (struct combostr *)0;
* As pieces are played, it can make frames not overlap if there are no
* common open spaces shared between the two frames.
*/
-void
-init_overlap()
+static void
+init_overlap(void)
{
struct spotstr *sp1, *sp2;
struct combostr *cbp;
+ unsigned frameix;
int i, f, r, n, d1, d2;
int mask, bmask, vertex, s;
u_char *str;
memset(intersect, 0, sizeof(intersect));
str = &overlap[FAREA * FAREA];
ip = &intersect[FAREA * FAREA];
- for (cbp = frames + FAREA; --cbp >= frames; ) { /* each frame */
+ for (frameix = FAREA; frameix-- > 0; ) { /* each frame */
+ cbp = &frames[frameix];
str -= FAREA;
ip -= FAREA;
sp1 = &board[vertex = cbp->c_vertex];
for (f = 0; f < 6; f++, sp2 -= d2) {
if (sp2->s_occ == BORDER)
break;
- if (sp2->s_flg & bmask)
+ if (sp2->s_flags & bmask)
continue;
n = sp2->s_frame[r] - frames;
ip[n] = vertex;