#include #include #include /* 0000 0000 0000 0000 0000 0000 0000 0000 rc topscore botflag. botscore. topflag x x 0000 0000 0000 0000 0000 0000 0000 0000 xd4. d3.d 2.d1 .d0. prng state.... .... */ typedef struct { uint8_t topflag_w_roll; uint8_t topscore; uint8_t botflag; uint8_t botscore; uint16_t dice; uint16_t seed; } ytz_state; /* ROLLS */ #define GET_ROLL(s) ((uint8_t)((s & 0xC0) >> 6)) /* top 2 bits */ #define SET_ROLL(s, x) (s & 0x3F | ((uint8_t)x << 6)) /* TOP NUMBERS */ #define GET_NUM(s, x) ((uint8_t)((s & (1 << x)) >> x)) #define GET_ACE(s) (GET_NUM(s, 0)) #define GET_TWO(s) (GET_NUM(s, 1)) #define GET_THREE(s) (GET_NUM(s, 2)) #define GET_FOUR(s) (GET_NUM(s, 3)) #define GET_FIVE(s) (GET_NUM(s, 4)) #define GET_SIX(s) (GET_NUM(s, 5)) #define SET_NUM(s, x) (s | (1 << x)) #define SET_ACE(s) (SET_NUM(s, 0)) #define SET_TWO(s) (SET_NUM(s, 1)) #define SET_THREE(s) (SET_NUM(s, 2)) #define SET_FOUR(s) (SET_NUM(s, 3)) #define SET_FIVE(s) (SET_NUM(s, 4)) #define SET_SIX(s) (SET_NUM(s, 5)) /* DICE */ #define GET_D(s, x) ((uint8_t)((s & (0x07 << (3 * x))) >> (3 * x))) #define GET_D0(s) (GET_D(s, 0)) #define GET_D1(s) (GET_D(s, 1)) #define GET_D2(s) (GET_D(s, 2)) #define GET_D3(s) (GET_D(s, 3)) #define GET_D4(s) (GET_D(s, 4)) #define SET_D(s, x, y) (s & (0xFFFF ^ (0x0007 << (3 * x))) | (y << (3 * x))) #define SET_D0(s, y) (SET_D(s, 0, y)) #define SET_D1(s, y) (SET_D(s, 1, y)) #define SET_D2(s, y) (SET_D(s, 2, y)) #define SET_D3(s, y) (SET_D(s, 3, y)) #define SET_D4(s, y) (SET_D(s, 4, y)) /* 16-bit prng, with thanks/apologies to Dr. Lemire (https://lemire.me/blog/2019/07/03/a-fast-16-bit-random-number-generator/) */ uint32_t hash16(uint32_t input, uint32_t key) { uint32_t hash = input * key; return ((hash >> 16) ^ hash) & 0xFFFF; } uint16_t wyhash16(uint16_t* seed) { *seed += 0xfc15; return hash16(*seed, 0x2ab); } uint16_t roll_die(uint16_t* seed) { const uint16_t s = 6; /* generating in the range of [0,6) */ uint16_t x = wyhash16(seed); uint32_t m = (uint32_t)x * (uint32_t)s; uint32_t l = (uint16_t)m; if (l < s) { uint16_t t = -s % s; while (l < t) { x = wyhash16(seed); m = (uint32_t)x * (uint32_t)s; l = (uint16_t)m; } } return (m >> 16) + 1; /* we ultimately want [1,7) */ } void print_dice(ytz_state* state) { char* label = "die %d "; char* top = ",---,"; char* mid = "| %d | "; char* bot = "'---'"; for (int i = 0; i < 5; i++) printf(label, i); printf("\n%s %s %s %s %s\n", top, top, top, top, top); for (int i = 0; i < 5; i++) printf(mid, GET_D(state->dice, i)); printf("\n%s %s %s %s %s\n", bot, bot, bot, bot, bot); } void ask_for_rerolls(ytz_state* state) { char buf[10]; printf("which dice should be re-rolled? "); fgets(buf, sizeof(buf), stdin); int dice[6] = { -1, -1, -1, -1, -1, -1 }; /* we only ever look for 5 dice, so should always hit -1 at some point */ sscanf(buf, "%d %d %d %d %d", &dice[0], &dice[1], &dice[2], &dice[3], &dice[4]); for (int i = 0; i < 5; i++) { if (dice[i] == -1) break; state->dice = SET_D(state->dice, dice[i], 0); } } void do_turn(ytz_state* state) { int roll = GET_ROLL(state->topflag_w_roll); bool reset = false; // if we're out of rolls, reset if (roll == 3) { reset = true; roll = 0; } for (int i = 0; i < 5; i++) { if (reset || (GET_D(state->dice, i) == 0)) { state->dice = SET_D(state->dice, i, roll_die(&(state->seed))); } } state->topflag_w_roll = SET_ROLL(state->topflag_w_roll, ++roll); } void init_ytz_state(ytz_state* state) { state->topflag_w_roll = 0; state->topscore = 0; state->botflag = 0; state->botscore = 0; state->dice = 0; state->seed = 13; /* TODO this isn't random */ } void main() { ytz_state y; init_ytz_state(&y); /* * until the win condition is met * - roll all dice * - up to 2 times, ask user which dice to reroll * - ask user which category to mark it in * - validate and update state * * */ do_turn(&y); printf("new roll: %d\n", GET_ROLL(y.topflag_w_roll)); printf("new d1: %d\n", GET_D0(y.dice)); printf("new d2: %d\n", GET_D1(y.dice)); printf("new d3: %d\n", GET_D2(y.dice)); printf("new d4: %d\n", GET_D3(y.dice)); printf("new d5: %d\n", GET_D4(y.dice)); print_dice(&y); ask_for_rerolls(&y); do_turn(&y); printf("newer roll: %d\n", GET_ROLL(y.topflag_w_roll)); printf("newer d1: %d\n", GET_D0(y.dice)); printf("newer d2: %d\n", GET_D1(y.dice)); printf("newer d3: %d\n", GET_D2(y.dice)); printf("newer d4: %d\n", GET_D3(y.dice)); printf("newer d5: %d\n", GET_D4(y.dice)); }