}
}
-static unsigned int 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_reserved = 0;
+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 pawn 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_reserved++;
+ 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 panws */
- if (nb_pawns_reserved > 0) {
+ /* 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)) {
direction_to_coordinates(direction, &moving_y, &moving_x);
}
}
- return nb_pawns_reserved;
+ 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_reserved = 0;
+ 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_reserved += 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_reserved == 0) {
+ if (nb_pawns_reversed == 0) {
return 0;
}
set_pawn(y, x, current_player, pawn_array);
- return nb_pawns_reserved;
+ return nb_pawns_reversed;
}