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https://salsa.debian.org/games-team/bsdgames
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252 lines
7.5 KiB
C
252 lines
7.5 KiB
C
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/* $NetBSD: bdinit.c,v 1.5 2003/08/07 09:37:15 agc Exp $ */
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/*
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* Copyright (c) 1994
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* The Regents of the University of California. All rights reserved.
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*
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* This code is derived from software contributed to Berkeley by
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* Ralph Campbell.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. Neither the name of the University nor the names of its contributors
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* may be used to endorse or promote products derived from this software
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* without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGE.
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*/
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#include <sys/cdefs.h>
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#ifndef lint
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#if 0
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static char sccsid[] = "from: @(#)bdinit.c 8.2 (Berkeley) 5/3/95";
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#else
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__RCSID("$NetBSD: bdinit.c,v 1.5 2003/08/07 09:37:15 agc Exp $");
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#endif
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#endif /* not lint */
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#include <string.h>
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#include "gomoku.h"
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void
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bdinit(bp)
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struct spotstr *bp;
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{
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int i, j, r;
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struct spotstr *sp;
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struct combostr *cbp;
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movenum = 1;
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/* mark the borders as such */
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sp = bp;
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for (i = BSZ2; --i >= 0; sp++) {
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sp->s_occ = BORDER; /* top border */
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sp->s_flg = BFLAGALL;
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}
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/* fill entire board with EMPTY spots */
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memset(frames, 0, sizeof(frames));
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cbp = frames;
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for (j = 0; ++j < BSZ1; sp++) { /* for each row */
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for (i = 0; ++i < BSZ1; sp++) { /* for each column */
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sp->s_occ = EMPTY;
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sp->s_flg = 0;
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sp->s_wval = 0;
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if (j < 5) {
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/* directions 1, 2, 3 are blocked */
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sp->s_flg |= (BFLAG << 1) | (BFLAG << 2) |
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(BFLAG << 3);
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sp->s_fval[BLACK][1].s = MAXCOMBO;
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sp->s_fval[BLACK][2].s = MAXCOMBO;
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sp->s_fval[BLACK][3].s = MAXCOMBO;
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sp->s_fval[WHITE][1].s = MAXCOMBO;
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sp->s_fval[WHITE][2].s = MAXCOMBO;
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sp->s_fval[WHITE][3].s = MAXCOMBO;
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} else if (j == 5) {
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/* five spaces, blocked on one side */
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sp->s_fval[BLACK][1].s = 0x500;
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sp->s_fval[BLACK][2].s = 0x500;
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sp->s_fval[BLACK][3].s = 0x500;
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sp->s_fval[WHITE][1].s = 0x500;
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sp->s_fval[WHITE][2].s = 0x500;
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sp->s_fval[WHITE][3].s = 0x500;
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} else {
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/* six spaces, not blocked */
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sp->s_fval[BLACK][1].s = 0x401;
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sp->s_fval[BLACK][2].s = 0x401;
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sp->s_fval[BLACK][3].s = 0x401;
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sp->s_fval[WHITE][1].s = 0x401;
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sp->s_fval[WHITE][2].s = 0x401;
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sp->s_fval[WHITE][3].s = 0x401;
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}
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if (i > (BSZ - 4)) {
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/* directions 0, 1 are blocked */
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sp->s_flg |= BFLAG | (BFLAG << 1);
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sp->s_fval[BLACK][0].s = MAXCOMBO;
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sp->s_fval[BLACK][1].s = MAXCOMBO;
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sp->s_fval[WHITE][0].s = MAXCOMBO;
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sp->s_fval[WHITE][1].s = MAXCOMBO;
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} else if (i == (BSZ - 4)) {
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sp->s_fval[BLACK][0].s = 0x500;
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sp->s_fval[WHITE][0].s = 0x500;
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/* if direction 1 is not blocked */
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if (!(sp->s_flg & (BFLAG << 1))) {
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sp->s_fval[BLACK][1].s = 0x500;
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sp->s_fval[WHITE][1].s = 0x500;
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}
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} else {
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sp->s_fval[BLACK][0].s = 0x401;
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sp->s_fval[WHITE][0].s = 0x401;
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if (i < 5) {
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/* direction 3 is blocked */
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sp->s_flg |= (BFLAG << 3);
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sp->s_fval[BLACK][3].s = MAXCOMBO;
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sp->s_fval[WHITE][3].s = MAXCOMBO;
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} else if (i == 5 &&
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!(sp->s_flg & (BFLAG << 3))) {
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sp->s_fval[BLACK][3].s = 0x500;
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sp->s_fval[WHITE][3].s = 0x500;
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}
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}
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/*
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* Allocate a frame structure for non blocked frames.
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*/
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for (r = 4; --r >= 0; ) {
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if (sp->s_flg & (BFLAG << r))
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continue;
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cbp->c_combo.s = sp->s_fval[BLACK][r].s;
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cbp->c_vertex = sp - board;
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cbp->c_nframes = 1;
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cbp->c_dir = r;
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sp->s_frame[r] = cbp;
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cbp++;
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}
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}
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sp->s_occ = BORDER; /* left & right border */
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sp->s_flg = BFLAGALL;
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}
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/* mark the borders as such */
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for (i = BSZ1; --i >= 0; sp++) {
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sp->s_occ = BORDER; /* bottom border */
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sp->s_flg = BFLAGALL;
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}
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sortframes[BLACK] = (struct combostr *)0;
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sortframes[WHITE] = (struct combostr *)0;
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init_overlap();
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}
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/*
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* Initialize the overlap array.
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* Each entry in the array is a bit mask with eight bits corresponding
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* to whether frame B overlaps frame A (as indexed by overlap[A * FAREA + B]).
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* The eight bits coorespond to whether A and B are open ended (length 6) or
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* closed (length 5).
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* 0 A closed and B closed
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* 1 A closed and B open
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* 2 A open and B closed
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* 3 A open and B open
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* 4 A closed and B closed and overlaps in more than one spot
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* 5 A closed and B open and overlaps in more than one spot
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* 6 A open and B closed and overlaps in more than one spot
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* 7 A open and B open and overlaps in more than one spot
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* As pieces are played, it can make frames not overlap if there are no
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* common open spaces shared between the two frames.
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*/
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void
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init_overlap()
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{
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struct spotstr *sp1, *sp2;
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struct combostr *cbp;
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int i, f, r, n, d1, d2;
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int mask, bmask, vertex, s;
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u_char *str;
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short *ip;
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memset(overlap, 0, sizeof(overlap));
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memset(intersect, 0, sizeof(intersect));
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str = &overlap[FAREA * FAREA];
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ip = &intersect[FAREA * FAREA];
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for (cbp = frames + FAREA; --cbp >= frames; ) { /* each frame */
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str -= FAREA;
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ip -= FAREA;
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sp1 = &board[vertex = cbp->c_vertex];
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d1 = dd[r = cbp->c_dir];
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/*
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* s = 5 if closed, 6 if open.
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* At this point black & white are the same.
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*/
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s = 5 + sp1->s_fval[BLACK][r].c.b;
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/* for each spot in frame A */
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for (i = 0; i < s; i++, sp1 += d1, vertex += d1) {
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/* the sixth spot in frame A only overlaps if it is open */
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mask = (i == 5) ? 0xC : 0xF;
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/* for each direction */
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for (r = 4; --r >= 0; ) {
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bmask = BFLAG << r;
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sp2 = sp1;
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d2 = dd[r];
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/* for each frame that intersects at spot sp1 */
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for (f = 0; f < 6; f++, sp2 -= d2) {
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if (sp2->s_occ == BORDER)
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break;
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if (sp2->s_flg & bmask)
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continue;
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n = sp2->s_frame[r] - frames;
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ip[n] = vertex;
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str[n] |= (f == 5) ? mask & 0xA : mask;
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if (r == cbp->c_dir) {
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/* compute the multiple spot overlap values */
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switch (i) {
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case 0: /* sp1 is the first spot in A */
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if (f == 4)
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str[n] |= 0xA0;
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else if (f != 5)
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str[n] |= 0xF0;
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break;
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case 1: /* sp1 is the second spot in A */
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if (f == 5)
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str[n] |= 0xA0;
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else
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str[n] |= 0xF0;
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break;
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case 4: /* sp1 is the penultimate spot in A */
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if (f == 0)
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str[n] |= 0xC0;
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else
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str[n] |= 0xF0;
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break;
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case 5: /* sp1 is the last spot in A */
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if (f == 1)
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str[n] |= 0xC0;
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else if (f != 0)
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str[n] |= 0xF0;
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break;
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default:
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str[n] |= 0xF0;
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}
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}
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}
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}
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}
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}
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}
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