if (type > 0 && type < 3 && \
is_valid_coordinates(y, x)) {
pawn_array[y-1][x-1] = type;
- }
+ } //FIXME: else case should set invalid values to permit to catch errors
}
/* reverse the pawn at (y, x) coordinates if it exists */
return nb_pawns_reversed;
}
-/* loop optimized version of valid_shot changing nothing to the pawns 2D array */
-static bool is_legal_shot(int y, int x, unsigned int current_player, unsigned int pawn_array[board_size][board_size]) {
+/* loop optimized version of valid_shot function changing nothing to the pawns 2D array */
+bool is_legal_shot(int y, int x, unsigned int current_player, unsigned int pawn_array[board_size][board_size]) {
unsigned int nb_pawns_reversed = 0;
if (!is_valid_coordinates(y, x) || !is_box_type(y, x, pawn_array, empty)) {
return true;
}
}
+ return false;
}
/* play the shot if legal and flip or reverse the necessary pawns */
}
if (nb_pawns_reversed == 0) {
- return 0;
+ return nb_pawns_reversed;
}
set_pawn(y, x, current_player, pawn_array);
return nb_pawns_reversed;
}
-struct shots_list_s build_playable_shots_list(int y, int x, unsigned int current_player, unsigned int pawn_array[board_size][board_size]) {
-
- for (unsigned int i = 0; i <= board_size; i++) {
- for (unsigned int j = 0; j <= board_size; j++) {
- if (is_legal_shot(y, x, current_player, pawn_array)) {
-
- }
- }
+static void add_shots_list_cell(int y, int x, unsigned int type, struct shots_list_s* shots_list) {
+ struct shots_list_s* list_cell = malloc(sizeof(struct shots_list_s));
+ if (!list_cell) {
+ exit(EXIT_FAILURE);
}
-}
-
-void create_shots_list_cell(struct shots_list_s* shots_list_cell) {
+ if (type > 0 && type < 5 && is_valid_coordinates(y, x)) {
+ list_cell->y = y;
+ list_cell->x = x;
+ list_cell->type = type;
+ list_add_tail(&(list_cell->list), &(shots_list->list));
+ }
}
-static void set_shots_list_coordinates(int y, int x, struct shots_list_s* shots_list) {
+void free_shots_list(struct shots_list_s* shots_list) {
+ struct shots_list_s* list_counter;
- if (is_valid_coordinates(y, x)) {
- shots_list->y = y;
- shots_list->x = x;
+ while (!list_empty(&shots_list->list)) {
+ list_counter = list_entry(shots_list->list.next, struct shots_list_s, list);
+ list_del(&list_counter->list);
+ free(list_counter);
}
+
}
-void set_shots_lists_cell(int y, int x, unsigned int type, struct shots_list_s* shots_list) {
+void build_playable_shots_list(unsigned int current_player, struct shots_list_s* shots_list, unsigned int pawn_array[board_size][board_size]) {
- if (type > 0 && type < 5) {
- set_shots_list_coordinates(y, x, shots_list);
- shots_list->type = type;
+ for (unsigned int i = 0; i <= board_size; i++) {
+ for (unsigned int j = 0; j <= board_size; j++) {
+ if (is_legal_shot(i, j, current_player, pawn_array)) {
+ add_shots_list_cell(i, j, hint_allowed, shots_list);
+ /* FIXME: a neighbourhood detection is needed
+ } else if (is_box_type(i, j, pawn_array, empty)){
+ add_shots_list_cell(i, j, hint_forbidden, shots_list);
+ */
+ }
+ }
}
}