MB1063
BOARD::ActPlayer
is only used within MB1063.
Symbol previews are coming soon...
Symbols
loading...
Files
loading...
CodeScope
STM32 Libraries and Samples
MB1063
BOARD::ActPlayer
BOARD::ActPlayer field
Syntax
from
game_win.c:84
int
ActPlayer
;
References
Location
Referrer
Text
game_win.c:84
int
ActPlayer
;
game_win.c:179
_SetStone()
pBoard
->
aCells
[
x
]
[
y
]
=
pBoard
->
ActPlayer
;
game_win.c:213
_CheckDirection()
if
(
(
Cell
!=
pBoard
->
ActPlayer
)
&&
(
Cell
!=
0
)
)
{
game_win.c:218
_CheckDirection()
}
while
(
(
Cell
!=
pBoard
->
ActPlayer
)
&&
(
Cell
!=
0
)
)
;
game_win.c:219
_CheckDirection()
return
(
(
Cell
==
pBoard
->
ActPlayer
)
?
1
:
0
)
;
game_win.c:271
_DoDirection()
}
while
(
_GetStone
(
pBoard
,
x
,
y
)
!=
pBoard
->
ActPlayer
)
;
game_win.c:307
_CalcScore()
r
+=
(
Cell
==
pBoard
->
ActPlayer
)
?
(
1
)
:
(
-
1
)
;
game_win.c:406
_Eval()
ActPlayer
=
pBoard
->
ActPlayer
;
game_win.c:407
_Eval()
pBoard
->
ActPlayer
=
1
;
game_win.c:409
_Eval()
pBoard
->
ActPlayer
=
2
;
game_win.c:411
_Eval()
pBoard
->
ActPlayer
=
ActPlayer
;
game_win.c:414
_Eval()
pBoard
->
ActPlayer
=
1
;
game_win.c:416
_Eval()
pBoard
->
ActPlayer
=
ActPlayer
;
game_win.c:456
_Descend()
pBoard
->
ActPlayer
=
3
-
pBoard
->
ActPlayer
;
game_win.c:463
_Descend()
maximize
=
pBoard
->
ActPlayer
==
1
;
game_win.c:472
_Descend()
nextBoard
->
ActPlayer
=
3
-
pBoard
->
ActPlayer
;
game_win.c:609
_SetPlayer()
_Board
.
ActPlayer
=
Player
;
game_win.c:621
_SetPlayer()
_Board
.
ActPlayer
=
3
-
Player
;
game_win.c:623
_SetPlayer()
_Board
.
ActPlayer
=
Player
;
game_win.c:626
_SetPlayer()
if
(
_pPlayerAI
[
_Board
.
ActPlayer
-
1
]
==
NULL
)
{
game_win.c:631
_SetPlayer()
_SetPlayer
(
3
-
_Board
.
ActPlayer
)
;
game_win.c:634
_SetPlayer()
_Board
.
ActPlayer
=
1
;
game_win.c:659
_NextPlayer()
_SetPlayer
(
3
-
_Board
.
ActPlayer
)
;
game_win.c:660
_NextPlayer()
if
(
_pPlayerAI
[
_Board
.
ActPlayer
-
1
]
&&
!
_GameOver
)
{
game_win.c:662
_NextPlayer()
DoMove
=
(
*
_pPlayerAI
[
_Board
.
ActPlayer
-
1
]
)
(
&
_Board
,
&
x
,
&
y
)
;
game_win.c:667
_NextPlayer()
}
while
(
_pPlayerAI
[
_Board
.
ActPlayer
-
1
]
&&
!
_GameOver
)
;
game_win.c:771
_OnPaint()
if
(
_pPlayerAI
[
_Board
.
ActPlayer
-
1
]
)
{
Data Use
Functions writing
BOARD::ActPlayer
Functions reading
BOARD::ActPlayer
_Eval()
_Descend()
_SetPlayer()
all items filtered out
BOARD::ActPlayer
_SetStone()
_CheckDirection()
_DoDirection()
_CalcScore()
_Eval()
_Descend()
_SetPlayer()
_NextPlayer()
_OnPaint()
all items filtered out