#include "debug.h"
unsigned int current_player(unsigned int round_count) {
-
+
if (round_count % 2 != 0) {
return player_two;
} else {
* |
* 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];
}
}
static bool is_valid_coordinates(int y, int x) {
-
+
if ((y > 0 && y < board_size + 1) && \
(x > 0 && x < board_size + 1)) {
return true;
/* 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)) {
}
}
-static unsigned int reverse_one_direction(int y, int x, int direction, unsigned int current_player, unsigned int pawn_array[board_size][board_size]) {
+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;
- /* count for pawns to reverse in the chosen direction */
+ /* 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;
+ 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) {
+ 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)) {
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]) {
+ 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;
}
for (unsigned int direction = north; direction <= north_west; direction++) {
- nb_pawns_reversed += reverse_one_direction(y, x, direction, current_player, pawn_array);
+ 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;
+ }
+}