#include <stdlib.h>
#include <stdbool.h>
+#include <string.h>
#include "othello.h"
+#include "debug.h"
unsigned int current_player(unsigned int round_count) {
-
+
if (round_count % 2 != 0) {
return player_two;
} else {
}
}
-/* for consitency with ncurses, the board coordinates are in the following order:
+unsigned int current_opponent(unsigned int current_player) {
+
+ if (current_player == player_one) {
+ return player_two;
+ } else {
+ return player_one;
+ }
+}
+
+/* for consistency with ncurses, the board coordinates are in the following order:
* O--x-->
* |
* y
* |
- * v
+ * v
* The origin O has (1, 1) coordinates */
unsigned int get_box_value(int y, int x, unsigned int pawn_array[board_size][board_size]) {
-
+
return pawn_array[y-1][x-1];
}
}
}
-/* helper function to set a value != empty at the (y, x) coordinates in the pawns array */
-int** set_pawn(int y, int x, unsigned int type, unsigned int pawn_array[board_size][board_size]) {
+static bool is_valid_coordinates(int y, int x) {
- if (is_box_type(y, x, pawn_array, empty)) {
- pawn_array[y-1][x-1] = type;
- return (int**)pawn_array;
+ if ((y > 0 && y < board_size + 1) && \
+ (x > 0 && x < board_size + 1)) {
+ return true;
} else {
- return NULL;
+ return false;
}
}
-static int** zero_pawns(unsigned int pawn_array[board_size][board_size]) {
+/* helper function to set a correct value at the (y, x) coordinates in the pawns array */
+void set_pawn(int y, int x, unsigned int type, unsigned int pawn_array[board_size][board_size]) {
- for (unsigned int i = 1; i <= board_size; i++) {
- for (unsigned int j = 1; j <= board_size; j++) {
- pawn_array = set_pawn(i, j, empty, pawn_array);
+ if (type > 0 && type < 3 && \
+ is_valid_coordinates(y, x)) {
+ pawn_array[y-1][x-1] = type;
+ }
+}
+
+/* reverse the pawn at (y, x) coordinates if it exists */
+static void reverse_pawn(int y, int x, unsigned int pawn_array[board_size][board_size]) {
+
+ if (is_box_type(y, x, pawn_array, black)) {
+ set_pawn(y, x, white, pawn_array);
+ } else if (is_box_type(y, x, pawn_array, white)) {
+ set_pawn(y, x, black, pawn_array);
+ }
+}
+
+void zero_pawns(unsigned int pawn_array[board_size][board_size]) {
+
+ for (int i = 1; i <= board_size; i++) {
+ for (int j = 1; j <= board_size; j++) {
+ set_pawn(i, j, empty, pawn_array);
}
}
- return (int**)pawn_array;
}
/* set the pawns in the start position */
-int** init_pawns(unsigned int pawn_array[board_size][board_size]) {
+void init_pawns(unsigned int pawn_array[board_size][board_size]) {
- pawn_array = zero_pawns(pawn_array);
- pawn_array = set_pawn(5, 4, black, pawn_array);
- pawn_array = set_pawn(4, 5, black, pawn_array);
- pawn_array = set_pawn(4, 4, white, pawn_array);
- pawn_array = set_pawn(5, 5, white, pawn_array);
- return (int**)pawn_array;
+ /* the 2D array zeroing is not necessary if it is properly initialized to zero */
+ zero_pawns(pawn_array);
+ set_pawn(5, 4, black, pawn_array);
+ set_pawn(4, 5, black, pawn_array);
+ set_pawn(4, 4, white, pawn_array);
+ set_pawn(5, 5, white, pawn_array);
}
-unsigned int count_pawn_type(unsigned int pawn_array[board_size][board_size], unsigned int type) {
+unsigned int count_pawns_type(unsigned int pawn_array[board_size][board_size], unsigned int type) {
unsigned int count = 0;
if (type > 2) {
- return -1;
+ return 0;
}
- for (unsigned int i = 1; i <= board_size; i++) {
- for (unsigned int j = 1; j <= board_size; j++) {
+ for (int i = 1; i <= board_size; i++) {
+ for (int j = 1; j <= board_size; j++) {
if (is_box_type(i, j, pawn_array, type)) {
count++;
}
return count;
}
-bool is_valid_input(int y, int x, unsigned int pawn_array[board_size][board_size]) {
-
- /* FIXME: separate the tests to permit to print explicit error messages */
- if ((y > 0 && y < board_size + 1) && \
- (x > 0 && x < board_size + 1) && \
- is_box_type(y, x, pawn_array, empty)) {
- return true;
- } else {
- return false;
+static void direction_to_coordinates(unsigned int direction, int* start_y, int* start_x) {
+
+ if (direction == north) {
+ *start_y = *start_y - 1;
+ } else if (direction == north_east) {
+ *start_y = *start_y - 1;
+ *start_x = *start_x + 1;
+ } else if (direction == east) {
+ *start_x = *start_x + 1;
+ } else if (direction == south_east) {
+ *start_y = *start_y + 1;
+ *start_x = *start_x + 1;
+ } else if (direction == south) {
+ *start_y = *start_y + 1;
+ } else if (direction == south_west) {
+ *start_y = *start_y + 1;
+ *start_x = *start_x - 1;
+ } else if (direction == west) {
+ *start_x = *start_x - 1;
+ } else if (direction == north_west) {
+ *start_y = *start_y - 1;
+ *start_x = *start_x - 1;
}
}
bool is_board_full(unsigned int pawn_array[board_size][board_size]) {
/* an alternate method is to test the round count vs. 60 */
- for (unsigned int i = 1; i <= board_size; i++) {
- for (unsigned int j = 1; j <= board_size; j++) {
+ for (int i = 1; i <= board_size; i++) {
+ for (int j = 1; j <= board_size; j++) {
if (is_box_type(i, j, pawn_array , empty)) {
return false;
}
}
}
-void direction_to_coordinates(unsigned int direction, int* start_y, int* start_x) {
+static unsigned int count_pawn_to_reverse_one_direction(int y, int x, int direction, unsigned int current_player, unsigned int pawn_array[board_size][board_size]) {
+ unsigned int nb_pawns_reversed = 0;
+ int moving_y = y, moving_x = x;
- if (direction == north) {
- *start_y = *start_y - 1;
- } else if (direction == north_east) {
- *start_y = *start_y - 1;
- *start_x = *start_x + 1;
- } else if (direction == east) {
- *start_x = *start_x + 1;
- } else if (direction == south_east) {
- *start_y = *start_y + 1;
- *start_x = *start_x + 1;
- } else if (direction == south) {
- *start_y = *start_y + 1;
- } else if (direction == south_west) {
- *start_y = *start_y + 1;
- *start_x = *start_x - 1;
- } else if (direction == west) {
- *start_x = *start_x - 1;
- } else if (direction == north_west) {
- *start_y = *start_y - 1;
- *start_x = *start_x - 1;
+ /* count the pawns to reverse in the chosen direction */
+ direction_to_coordinates(direction, &moving_y, &moving_x);
+ while (true) {
+ if (!is_valid_coordinates(moving_y, moving_x) || is_box_type(moving_y, moving_x, pawn_array, empty)) {
+ return 0;
+ }
+ if (is_box_type(moving_y, moving_x, pawn_array, current_player)) {
+ break;
+ }
+ nb_pawns_reversed++;
+ direction_to_coordinates(direction, &moving_y, &moving_x);
+ }
+ return nb_pawns_reversed;
+}
+
+/* revert the pawns if needed in one direction */
+static unsigned int reverse_one_direction(int y, int x, int direction, unsigned int current_player, unsigned int pawn_array[board_size][board_size], bool dry_run) {
+ unsigned int nb_pawns_reversed = 0;
+ int moving_y = y, moving_x = x;
+
+ nb_pawns_reversed = count_pawn_to_reverse_one_direction(moving_y, moving_x, direction, current_player, pawn_array);
+
+ /* now reverse the needed pawns */
+ if (nb_pawns_reversed > 0 && !dry_run) {
+ moving_y = y, moving_x = x;
+ direction_to_coordinates(direction, &moving_y, &moving_x);
+ while (!is_box_type(moving_y, moving_x, pawn_array, current_player)) {
+ reverse_pawn(moving_y, moving_x, pawn_array);
+ direction_to_coordinates(direction, &moving_y, &moving_x);
+ }
}
+ return nb_pawns_reversed;
}
-bool explore(int y, int x, int direction) {
+/* 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]) {
+ unsigned int nb_pawns_reversed = 0;
+
+ if (!is_valid_coordinates(y, x) || !is_box_type(y, x, pawn_array, empty)) {
+ return false;
+ }
+
+ for (unsigned int direction = north; direction <= north_west; direction++) {
+ nb_pawns_reversed += reverse_one_direction(y, x, direction, current_player, pawn_array, true);
+ if (nb_pawns_reversed > 0) {
+ return true;
+ }
+ }
+}
+/* play the shot if legal and flip or reverse the necessary pawns */
+unsigned int valid_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 0;
+ }
+
+ for (unsigned int direction = north; direction <= north_west; direction++) {
+ nb_pawns_reversed += reverse_one_direction(y, x, direction, current_player, pawn_array, false);
+ }
+
+ if (nb_pawns_reversed == 0) {
+ return 0;
+ }
+
+ 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)) {
+
+ }
+ }
+ }
+}
+
+void create_shots_list_cell(struct shots_list_s* shots_list_cell) {
+
+}
+
+static void set_shots_list_coordinates(int y, int x, struct shots_list_s* shots_list) {
+
+ if (is_valid_coordinates(y, x)) {
+ shots_list->y = y;
+ shots_list->x = x;
+ }
+}
+
+void set_shots_lists_cell(int y, int x, unsigned int type, struct shots_list_s* shots_list) {
+
+ if (type > 0 && type < 5) {
+ set_shots_list_coordinates(y, x, shots_list);
+ shots_list->type = type;
+ }
}