spot_index
cbp->c_vertex = (spot_index)(sp - board);
init_overlap_frame(int fia, int ra, int offa, spot_index s, int mask)
spot_index s = fa->c_vertex;
should_highlight(spot_index s)
spot_index
spot_index c_vertex; /* F: frame head,
spot_index moves[BSZ * BSZ]; /* log of all played moves */
spot_index win_spot; /* the winning move, or 0 */
extern spot_index intersect[FAREA * FAREA]; /* frame [a][b] intersection */
spot_index get_coord(void);
const char *stoc(spot_index);
spot_index ctos(const char *);
int makemove(player_color, spot_index);
spot_index pickmove(player_color);
static spot_index
spot_index s = get_coord();
spot_index curmove = 0;
static spot_index
parse_spot(const char **pp, spot_index *out)
spot_index s, s1, s2;
spot_index intersect[FAREA * FAREA]; /* frame [a][b] intersection */
static spot_index readinput(FILE *);
game.win_spot = (spot_index)(fsp - board);
update_overlap_same_direction(spot_index s1, spot_index s2,
spot_index s = s1;
spot_index es = 0;
update_overlap_different_direction(spot_index os, frame_index a, direction rb)
update_overlap(spot_index os)
spot_index s1 = os;
spot_index s2 = s1 - d;
static void update_overlap(spot_index);
makemove(player_color us, spot_index mv)
spot_index s = cbp->c_vertex;
spot_index *ip = &intersect[n];
spot_index s = ip[tcbp - frames];
spot_index s = ip[cbp - frames];
spot_index os = PT(BSZ, BSZ); /* our spot */
spot_index ts = PT(BSZ, BSZ); /* their spot */
for (spot_index s = PT(BSZ, BSZ); s-- > PT(1, 1); ) {
spot_index bs = us == BLACK ? os : ts;
spot_index ws = us == BLACK ? ts : os;
better(spot_index as, spot_index bs, player_color us)
four_in_a_row(player_color color, spot_index s, direction r)
n = (spot_index)(sp - board);
BIT_SET(tmpmap, (spot_index)n);
for (spot_index s = PT(BSZ, BSZ) + 1; s-- > PT(1, 1); ) {
ncbp->c_vertex = (spot_index)(osp - board);
spot_index o_intersect; /* intersection spot */
for (spot_index s = PT(BSZ, BSZ) + 1; s-- > PT(1, 1); ) {
stoc((spot_index)(sp - board)));
static bool better(spot_index, spot_index, player_color);
ncbp->c_vertex = (spot_index)(osp - board);
spot_index
stoc((spot_index)(sp - board)),
for (spot_index s = PT(BSZ, BSZ) + 1; s-- > PT(1, 1); ) {
spot_index s = tcbp->c_vertex;
stoc(spot_index s)
spot_index