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board.cpp
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board.cpp
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#include "board.h"
#include "eval.h" //for evaluateStep
// zobrist base table for signature creating
//u64 Board::zobrist[PLAYER_NUM][PIECE_NUM][SQUARE_NUM];
ThirdRep* Board::thirdRep_;
Eval* Board::eval_;
Glob glob;
int threadsNum = 0;
int threadIds[MAX_THREADS];
//#define DEBUG_TRAPCHECK_ON
#ifdef DEBUG_TRAPCHECK_ON
#define DEBUG_TRAPCHECK(x) x
#else
#define DEBUG_TRAPCHECK(x) ((void) 0)
#endif
// switch to know when to init static variables in class Board
bool Board::classInit = false;
//---------------------------------------------------------------------
// section Global
//---------------------------------------------------------------------
//---------------------------------------------------------------------
Glob::Glob()
{
for (int i = 0; i < MAX_THREADS; i++){
bpool_[i] = NULL;
thirdRep_[i] = NULL;
}
init();
}
//---------------------------------------------------------------------
void Glob::init()
{
assert(threadsNum < MAX_THREADS);
for (int i = 0; i < MAX_THREADS; i++){
if (bpool_[i] != NULL){
delete bpool_[i];
bpool_[i] = NULL;
}
if (thirdRep_[i] != NULL){
delete thirdRep_[i];
thirdRep_[i] = NULL;
}
if (grand_[i] != NULL){
delete grand_[i];
grand_[i] = NULL;
}
}
threadsNum_ = 0;
}
//---------------------------------------------------------------------
int Glob::tti()
{
int index = pthread_self();
for (int i = 0; i < threadsNum_; i++){
if (threadIds_[i] == index){
return i;
}
}
return add_thread();
}
//---------------------------------------------------------------------
int Glob::add_thread() {
pthread_mutex_lock(&lock);
threadIds_[threadsNum_] = pthread_self();
bpool_[threadsNum_] = new Bpool();
thirdRep_[threadsNum_] = new ThirdRep();
grand_[threadsNum_] = new Grand(rand());
int ret = threadsNum_;
threadsNum_++;
pthread_mutex_unlock(&lock);
return ret;
}
//---------------------------------------------------------------------
void globalStructuresInit()
{
uint seed = (unsigned) time(NULL);
//uint seed = 1244026459;
srand(seed);
bits::initZobrist();
initCachedFunctions();
}
//---------------------------------------------------------------------
bool parsePieceChar(char pieceChar, player_t &player, piece_t& piece)
{
player = GOLD;
if (islower(pieceChar)){
player = SILVER;
}
pieceChar = tolower(pieceChar);
switch(pieceChar) {
case 'e' : piece = ELEPHANT; break;
case 'm' : piece = CAMEL; break;
case 'h' : piece = HORSE; break;
case 'd' : piece = DOG; break;
case 'c' : piece = CAT; break;
case 'r' : piece = RABBIT; break;
default:
//logError("Incorrect piece Character encountered.");
return false;
break;
}
return true;
}
//---------------------------------------------------------------------
string coordToStr(coord_t coord)
{
stringstream ss;
string columnRefStr("abcdefgh");
ss << columnRefStr[coord % 8] << coord / 8 + 1;
return ss.str();
}
//---------------------------------------------------------------------
//---------------------------------------------------------------------
// section Soldier
//---------------------------------------------------------------------
Soldier::Soldier(player_t player, piece_t piece, coord_t coord)
: player_(player), piece_(piece), coord_(coord)
{
}
//---------------------------------------------------------------------
string Soldier::toString()
{
stringstream ss;
string pieceRefStr(" RCDHMErcdhme");
ss << pieceRefStr[piece_ + 6 * player_] << coordToStr(coord_);
return ss.str();
}
//---------------------------------------------------------------------
// section Step
//---------------------------------------------------------------------
Step::Step( )
{
stepType_ = STEP_NULL;
}
//---------------------------------------------------------------------
/* this constructor is mainly used for
* STEP_NULL or step_pass which don't use other values than stepType */
Step::Step( stepType_t stepType, player_t player )
{
stepType_ = stepType;
player_ = player;
}
//---------------------------------------------------------------------
Step::Step( stepType_t stepType, player_t player, piece_t piece, coord_t from, coord_t to){
stepType_ = stepType;
player_ = player;
piece_ = piece;
from_ = from;
to_ = to;
oppPiece_ = NO_PIECE;
oppFrom_ = NO_SQUARE;
oppTo_ = NO_SQUARE;
}
//---------------------------------------------------------------------
Step::Step( stepType_t stepType, player_t player, piece_t piece, coord_t from, coord_t to,
piece_t oppPiece, coord_t oppFrom, coord_t oppTo)
{
stepType_ = stepType;
player_ = player;
piece_ = piece;
from_ = from;
to_ = to;
oppPiece_ = oppPiece;
oppFrom_ = oppFrom;
oppTo_ = oppTo;
}
//---------------------------------------------------------------------
void Step::setValues( stepType_t stepType, player_t player, piece_t piece, coord_t from, coord_t to)
{
stepType_ = stepType;
player_ = player;
piece_ = piece;
from_ = from;
to_ = to;
}
//---------------------------------------------------------------------
void Step::setValues( stepType_t stepType, player_t player, piece_t piece, coord_t from, coord_t to,
piece_t oppPiece, coord_t oppFrom, coord_t oppTo)
{
stepType_ = stepType;
player_ = player;
piece_ = piece;
from_ = from;
to_ = to;
oppPiece_ = oppPiece;
oppFrom_ = oppFrom;
oppTo_ = oppTo;
}
//---------------------------------------------------------------------
player_t Step::getPlayer() const
{
return player_;
}
//---------------------------------------------------------------------
bool Step::isPass() const
{
return stepType_ == STEP_PASS;
}
//---------------------------------------------------------------------
bool Step::isNull() const
{
return stepType_ == STEP_NULL;
}
//---------------------------------------------------------------------
bool Step::isSingleStep() const
{
return (stepType_ == STEP_SINGLE);
}
//---------------------------------------------------------------------
bool Step::isPushPull() const
{
return (stepType_ == STEP_PUSH || stepType_ == STEP_PULL);
}
//---------------------------------------------------------------------
int Step::count() const
{
switch (stepType_){
case STEP_SINGLE: return 1;
case STEP_PUSH: return 2;
case STEP_PULL: return 2;
default : return 0;
}
}
//---------------------------------------------------------------------
Step Step::toNew() const
{
//already new
if (pieceMoved() && (player_ == GOLD || player_ == SILVER)){
assert(false);
return *this;
}
Step s = (*this);
s.from_ = SQUARE_TO_INDEX_64(s.from_);
s.to_ = SQUARE_TO_INDEX_64(s.to_);
s.oppTo_ = SQUARE_TO_INDEX_64(s.oppTo_);
s.oppFrom_ = SQUARE_TO_INDEX_64(s.oppFrom_);
s.player_ = OLD_PLAYER_TO_NEW(s.player_);
return s;
}
//---------------------------------------------------------------------
bool Step::inversed(const Step& s) const
{
if (from_ == s.to_ && to_ == s.from_ &&
( (stepType_ == s.stepType_ && stepType_ == STEP_SINGLE) ||
(isPushPull() && s.isPushPull() &&
oppFrom_ == s.oppTo_ && oppTo_ == s.oppFrom_ ))){
assert(((stepType_ == s.stepType_) == STEP_SINGLE) ||
(isPushPull() && s.isPushPull()));
assert(pieceMoved() && s.pieceMoved());
assert(player_ == s.player_ && piece_ == s.piece_);
return true;
}
return false;
}
//---------------------------------------------------------------------
/* returns true if any piece was moved
* i.e. returns false if pass or no_step */
bool Step::pieceMoved() const
{
return (stepType_ == STEP_SINGLE || stepType_ == STEP_PUSH ||
stepType_ == STEP_PULL);
}
//---------------------------------------------------------------------
bool Step::operator== ( const Step& other) const
{
if ( stepType_ == other.stepType_ ){ // necessary condition !
if ((stepType_ == STEP_PASS && player_ == other.player_) || stepType_ == STEP_NULL )
return true;
if ( other.player_ == player_ && other.piece_ == piece_ && other.from_ == from_ && other.to_ == to_ ) {
if ( stepType_ == STEP_SINGLE )
return true;
else
if ( other.oppPiece_ == oppPiece_ && other.oppFrom_ == oppFrom_ && other.oppTo_ == oppTo_ )
return true;
}
}
return false;
}
//---------------------------------------------------------------------
bool Step::operator< ( const Step& other) const
{
//TODO optimize
if (*this == other){
return false;
}
int items[] = {stepType_ - other.stepType_, player_ - other.player_,
from_ - other.from_, to_ - other.to_,
piece_ - other.piece_,
oppFrom_ - other.oppFrom_, oppTo_ - other.oppTo_,
oppPiece_ - other.oppPiece_};
const int itemsNum = sizeof(items)/sizeof(int);
for (int i = 0; i < itemsNum; i++){
if (items[i] < 0 ) {
return true;
}
if (items[i] > 0 ) {
return false;
}
}
return false; //equality
}
//---------------------------------------------------------------------
string Step::toString() const
{
stringstream ss;
ss.str("");
//dirty
if (pieceMoved() && (player_ != GOLD && player_ != SILVER)){
return toNew().toString();
}
switch (stepType_) {
case STEP_PASS:
break;
case STEP_SINGLE:
ss << oneSteptoString(player_, piece_, from_, to_);
break;
case STEP_PUSH:
ss << oneSteptoString(OPP(player_), oppPiece_, oppFrom_, oppTo_)
<< oneSteptoString(player_, piece_, from_, to_ );
break;
case STEP_PULL:
ss << oneSteptoString(player_, piece_, from_, to_ )
<< oneSteptoString(OPP(player_), oppPiece_, oppFrom_, oppTo_);
break;
case STEP_NULL:
ss << "NULL";
break;
default:
assert(false);
break;
}
return ss.str();
}
//---------------------------------------------------------------------
const string Step::oneSteptoString(player_t player, piece_t piece, coord_t from, coord_t to) const
{
stringstream s;
s.str("");
string pieceRefStr(" RCDHMErcdhme");
string columnRefStr("abcdefgh");
s << pieceRefStr[piece + 6 * player] << columnRefStr[from % 8] << from / 8 + 1;
//s << pieceRefStr[piece + 6 * PLAYER_TO_INDEX(player)] << columnRefStr[from % 10 - 1] << from / 10;
switch (to - from)
{
case NORTH : s << "n"; break;
case WEST : s << "w"; break;
case EAST : s << "e"; break;
case SOUTH : s << "s"; break;
default :
//assert(false);
break;
}
s << " ";
return s.str();
}
//---------------------------------------------------------------------
// section KillInfo
//---------------------------------------------------------------------
KillInfo::KillInfo()
{
active_ = false;
}
//---------------------------------------------------------------------
KillInfo::KillInfo( player_t player, piece_t piece, coord_t coord):
player_ (player), piece_ (piece), coord_(coord)
{
active_ = false;
}
//---------------------------------------------------------------------
void KillInfo::setValues( player_t player, piece_t piece, coord_t coord)
{
active_ = true;
player_ = player;
piece_ = piece;
coord_ = coord;
}
//---------------------------------------------------------------------
const string KillInfo::toString() const
{
if (! active_ )
return "";
stringstream s;
string pieceRefStr(" RCDHMErcdhme");
string columnRefStr("abcdefgh");
s << pieceRefStr[piece_ + 6 * player_] << columnRefStr[coord_ % 8]
<< coord_ / 8 + 1;
//s << pieceRefStr[piece_ + 6 * PLAYER_TO_INDEX(player_)] << columnRefStr[square_ % 10 - 1] << square_ / 10;
s << "x ";
return s.str();
}
//---------------------------------------------------------------------
// section StepWithKills
//---------------------------------------------------------------------
StepWithKills::StepWithKills()
{
assert(false);
}
//---------------------------------------------------------------------
StepWithKills::StepWithKills(Step step, const Board* board):
Step(step)
{
addKills(board);
}
//---------------------------------------------------------------------
void StepWithKills::addKills(const Board* board)
{
switch (stepType_) {
case STEP_SINGLE:
board->checkKillForward(from_, to_, &kills[0]);
break;
case STEP_PUSH:
board->checkKillForward(oppFrom_, oppTo_, &kills[0]);
board->checkKillForward(from_, to_, &kills[1]);
break;
case STEP_PULL:
board->checkKillForward(from_, to_, &kills[0]);
board->checkKillForward(oppFrom_, oppTo_, &kills[1]);
break;
}
}
//---------------------------------------------------------------------
string StepWithKills::toString() const
{
stringstream ss;
stringstream ssOut;
ss << Step::toString();
string firstPart, secondPart;
ss >> firstPart;
ss >> secondPart;
if (firstPart != ""){
firstPart += " ";
}
if (secondPart != ""){
secondPart += " ";
}
ssOut << firstPart << kills[0].toString()
<< secondPart << kills[1].toString();
return ssOut.str();
}
//---------------------------------------------------------------------
// section Move
//---------------------------------------------------------------------
Move::Move()
{
opening_ = false;
stepCount_ = 0;
}
//---------------------------------------------------------------------
Move::Move(string moveStr)
{
opening_ = false;
assert(moveStr != "");
stringstream ss(moveStr);
while (ss.good()){
recordAction_e recordAction;
string token;
player_t player;
piece_t piece;
coord_t from;
coord_t to;
ss >> token;
recordAction = parseRecordActionToken(token, player, piece, from, to);
//TODO this way even push/pulls are represented as single steps ... weird !
Step step = Step(STEP_SINGLE, player, piece, from, to);
switch (recordAction){
case ACTION_PLACEMENT:
opening_ = true;
appendStep(step);
break;
case ACTION_STEP:
assert(opening_ == false);
appendStep(step);
updateStepCount(step);
break;
case ACTION_TRAP_FALL:
case ACTION_ERROR:
break;
}
}
}
//---------------------------------------------------------------------
void Move::appendStep(Step step)
{
stepList_.push_back(step);
updateStepCount(step);
}
//---------------------------------------------------------------------
void Move::prependStep(Step step)
{
stepList_.push_front(step);
updateStepCount(step);
}
//---------------------------------------------------------------------
void Move::appendStepList(StepList stepList)
{
for (StepListIter it = stepList.begin(); it != stepList.end(); it++){
stepList_.push_back(*it);
updateStepCount(*it);
}
}
//---------------------------------------------------------------------
StepList Move::getStepList() const
{
return stepList_;
}
//---------------------------------------------------------------------
int Move::getStepCount() const
{
return stepCount_;
}
//---------------------------------------------------------------------
bool Move::isOpening() const
{
return opening_;
}
//---------------------------------------------------------------------
player_t Move::getPlayer() const
{
if (stepList_.empty()) {
return NO_PLAYER;
}
return stepList_.begin()->getPlayer();
}
//---------------------------------------------------------------------
bool Move::operator==(const Move& other) const
{
if (stepCount_ != other.stepCount_ ) {
return false;
}
StepList::const_iterator it = stepList_.begin();
StepList::const_iterator jt = other.stepList_.begin();
for (; it != stepList_.end() && jt != other.stepList_.end(); it++, jt++){
if (! (*it == *jt)) {
return false;
}
}
return true;
}
//---------------------------------------------------------------------
string Move::toString() const
{
string s;
for (StepList::const_iterator it = stepList_.begin(); it != stepList_.end(); it++){
s = s + (*it).toString();
}
return s;
}
//---------------------------------------------------------------------
recordAction_e Move::parseRecordActionToken(const string& token, player_t& player, piece_t& piece, coord_t& from, coord_t& to)
{
assert(token.length() == 3 || token.length() == 4);
recordAction_e recordAction = ACTION_STEP;
if (token.length() == 3)
recordAction = ACTION_PLACEMENT;
else if (token[3] == 'x') //kill in trap
recordAction = ACTION_TRAP_FALL;
//parse player/piece
if (! parsePieceChar(token[0], player, piece)) {
//logError("Invalid piece char");
return ACTION_ERROR;
}
//parse from
string columnRefStr("abcdefgh");
string::size_type col = columnRefStr.find(token[1], 0);
assert(col != string::npos);
uint row = token[2] - '1';
assert(row >= 0 && row < 8);
from = (row) * 8 + col;
if (recordAction == ACTION_STEP){
uint direction = 0;
switch (token[3]){
case 'n': direction = NORTH;
break;
case 's': direction = SOUTH;
break;
case 'e': direction = EAST;
break;
case 'w': direction = WEST;
break;
default:
assert(false);
break;
}
to = from + direction;
}
return recordAction;
}
//---------------------------------------------------------------------
void Move::updateStepCount(const Step& step)
{
switch (step.stepType_) {
case STEP_NULL:
case STEP_PASS : break;
case STEP_PUSH:
case STEP_PULL: stepCount_++;
case STEP_SINGLE : stepCount_++;
break;
}
}
//---------------------------------------------------------------------
// section ContextMove
//---------------------------------------------------------------------
ContextMove::ContextMove(Move move, const Bitboard& bitboard):
move_(move)
{
StepList steps = move_.getStepList();
mask_ = 0ULL;
//TODO
for (StepListIter it = steps.begin(); it != steps.end(); it++){
assert(it->pieceMoved());
mask_ |= BIT_ON(it->to_) | bits::neighborsOne(it->to_);
mask_ |= BIT_ON(it->from_) | bits::neighborsOne(it->from_);
if (it->isPushPull()){
mask_ |= BIT_ON(it->oppFrom_) | bits::neighborsOne(it->oppFrom_);
mask_ |= BIT_ON(it->oppTo_) | bits::neighborsOne(it->oppTo_);
}
}
for (int i = 0; i < 2; i++){
for (int j = 0; j < PIECE_NUM + 1; j++){
context_[i][j] = mask_ & bitboard[i][j];
}
}
visits_ = 0;
value_ = 0;
/*cerr << "=== Context Move ===" << endl
<< Board::bitboardToString(bitboard)
<< " + " << endl << move.toString() << endl;
bits::print(cerr, mask_);
cerr << " = " << endl
<< Board::bitboardToString(context_);
*/
}
//---------------------------------------------------------------------
float ContextMove::urgency(player_t player, int total) const
{
//cerr << value_ << " " << total << " " << visits_ << endl;
return value_ * (player == GOLD ? 1 : -1) + sqrt(0.2 * log(total)/visits_);
}
//---------------------------------------------------------------------
bool ContextMove::applicable(const Bitboard& bitboard, int stepsLeft) const
{
if (stepsLeft < move_.getStepCount()) {
return false;
}
for (int j = 0; j < PIECE_NUM + 1; j++){
for (int i = 0; i < 2; i++){
if ((mask_ & bitboard[i][j]) != context_[i][j]){
return false;
}
}
}
return true;
}
//---------------------------------------------------------------------
Move ContextMove::getMove() const
{
return move_;
}
//---------------------------------------------------------------------
float ContextMove::getValue() const
{
return move_.getPlayer() == GOLD ? value_ : -1 * value_;
}
//---------------------------------------------------------------------
void ContextMove::update(float sample) {
value_ += (sample - value_)/++visits_;
}
//---------------------------------------------------------------------
// section MoveAdvisor
//---------------------------------------------------------------------
MoveAdvisor::MoveAdvisor()
{
used_ = 0;
}
//---------------------------------------------------------------------
bool MoveAdvisor::getMove(player_t player, const Bitboard& bitboard, int stepsLeft, Move* move)
{
return getMoveRand(player, bitboard, stepsLeft, move);
for (uint i = 0; i < contextMoves[player].size(); i++) {
if (contextMoves[player][i].applicable(bitboard, stepsLeft)){
*move = contextMoves[player][i].getMove();
playedCMs[player].push_back(i);
update_ = true;
return true;
}
}
return false;
}
//---------------------------------------------------------------------
bool MoveAdvisor::getMoveRand(player_t player, const Bitboard& bitboard, int stepsLeft, Move* move)
{
int len = contextMoves[player].size();
if (! len) {
return false;
}
int sample = len;
float bestValue = INT_MIN;
int bestIndex = -1;
//cerr << " ---- " << endl;
for (int i = 0; i < sample; i++) {
int index = i; //grand() % len;
if ( contextMoves[player][index].applicable(bitboard, stepsLeft)
&& contextMoves[player][index].urgency(player, used_) > bestValue
)
{
bestIndex = index;
bestValue = contextMoves[player][index].urgency(player, used_);
}
}
if (bestIndex != -1){
*move = contextMoves[player][bestIndex].getMove();
playedCMs[player].push_back(bestIndex);
update_ = true;
//cerr << move->toString() << "/" << contextMoves[player][bestIndex].getValue() << endl;
return true;
}
return false;
}
//---------------------------------------------------------------------
bool MoveAdvisor::addMove(const Move & move, const Bitboard& bitboard)
{
if (! hasMove(move, bitboard)) {
//cerr << move.toString() << " " << move.getStepCount() << endl;
contextMoves[move.getPlayer()].push_back(ContextMove(move, bitboard));
return true;
}
return false;
}
//---------------------------------------------------------------------
void MoveAdvisor::update(float sample) {
if (! update_) {
return;
}
for (player_t player = 0; player < 2; player++){
for (list<int>::const_iterator it = playedCMs[player].begin();
it != playedCMs[player].end(); it++){
contextMoves[player][*it].update(sample);
used_++;
}
playedCMs[player].clear();
}
update_ = false;
}
//---------------------------------------------------------------------
bool MoveAdvisor::hasMove(const Move & move, const Bitboard& bitboard){
player_t pl = move.getPlayer();
assert(IS_PLAYER(pl));
for (ContextMoves::const_iterator it = contextMoves[pl].begin();
it != contextMoves[pl].end(); it++){
if (it->applicable(bitboard, move.getStepCount()) && it->getMove() == move){
return true;
}
}
return false;
}
//---------------------------------------------------------------------
// section Board
//---------------------------------------------------------------------
string Board::moveToStringWithKills(const Move& move) const
{
Board * playBoard = new Board(*this);
string s;
StepList stepList = move.getStepList();
for (StepListIter it = stepList.begin(); it != stepList.end(); it++){
s = s + StepWithKills((*it), playBoard).toString();
playBoard->makeStepTryCommit(*it);
}
delete playBoard;
return trim(s);
}
//---------------------------------------------------------------------
const int bdirection[4]={NORTH, EAST, SOUTH, WEST};
u64 bits::zobrist[2][7][64];
u64 bits::stepOffset_[2][7][64];
u64 bits::winRank[2] = { 0xff00000000000000ULL ,0x00000000000000ffULL};
void bits::initZobrist()
{
for (int i = 0; i < 2; i++)
for (int j = 0; j < 7; j++)
for (int k = 0; k < 64; k++){
bits::zobrist[i][j][k] = getRandomU64();
}
}
int bits::lix(u64& b){
/*if (!b) {
return -1;
}
*/
static const char LogTable256[] =
{
-1, 0, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 3, 3,
4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4,
5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5,
6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7,
7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7
};
unsigned r;
register u64 t, tt, ttt; // temporaries
if ((ttt = b >> 32)){
if ((tt = ttt >> 16))
{