Start functions documentation.
[Project_algorithmic_C.git] / lib / othello.c
1 /*
2 * =====================================================================================
3 *
4 * Filename: othello.c
5 *
6 * Description: Handle the othello board content
7 *
8 * Version: 1.0
9 * Created: 25/04/2017 15:16:08
10 * Revision: none
11 * Compiler: gcc
12 *
13 * Author: Jerome Benoit (fraggle), jerome.benoit@piment-noir.org
14 * Organization: Piment Noir
15 *
16 * =====================================================================================
17 */
18
19 #include <stdlib.h>
20 #include <stdbool.h>
21 #include <string.h>
22
23 #include "othello.h"
24 #include "debug.h"
25
26 /**
27 * Get current round player integer
28 * @param round_count current round integer
29 * @return current round player
30 */
31 unsigned int current_player(unsigned int round_count) {
32
33 if (round_count % 2 != 0) {
34 return player_two;
35 } else {
36 return player_one;
37 }
38 }
39
40 /**
41 * Get current round opponent integer
42 * @param current_player current round player
43 * @return current round opponent integer
44 */
45 unsigned int current_opponent(unsigned int current_player) {
46
47 if (current_player == player_one) {
48 return player_two;
49 } else {
50 return player_one;
51 }
52 }
53
54 /* for consistency with ncurses, the board coordinates are in the following order:
55 * O--x-->
56 * |
57 * y
58 * |
59 * v
60 * The origin O has (1, 1) coordinates */
61
62 /**
63 * Get pawn value at coordinates (x,y)
64 * @param y y coordinate
65 * @param x x coordinate
66 * @param pawn_array array of played pawns
67 * @return pawn integer type
68 */
69 unsigned int get_box_value(int y, int x, unsigned int pawn_array[board_size][board_size]) {
70
71 return pawn_array[y-1][x-1];
72 }
73
74 bool is_box_type(int y, int x, unsigned int pawn_array[board_size][board_size], unsigned int type) {
75
76 if (type > 2) {
77 return NULL;
78 }
79 if (get_box_value(y, x, pawn_array) == type) {
80 return true;
81 } else {
82 return false;
83 }
84 }
85
86 static bool is_valid_coordinates(int y, int x) {
87
88 if ((y > 0 && y < board_size + 1) && \
89 (x > 0 && x < board_size + 1)) {
90 return true;
91 } else {
92 return false;
93 }
94 }
95
96 /* helper function to set a correct value at the (y, x) coordinates in the pawns array */
97 void set_pawn(int y, int x, unsigned int type, unsigned int pawn_array[board_size][board_size]) {
98
99 if (type > 0 && type < 3 && \
100 is_valid_coordinates(y, x)) {
101 pawn_array[y-1][x-1] = type;
102 } //FIXME: else case should set invalid values to permit to catch errors
103 }
104
105 /* reverse the pawn at (y, x) coordinates if it exists */
106 static void reverse_pawn(int y, int x, unsigned int pawn_array[board_size][board_size]) {
107
108 if (is_box_type(y, x, pawn_array, black)) {
109 set_pawn(y, x, white, pawn_array);
110 } else if (is_box_type(y, x, pawn_array, white)) {
111 set_pawn(y, x, black, pawn_array);
112 }
113 }
114
115 void zero_pawns(unsigned int pawn_array[board_size][board_size]) {
116
117 for (int i = 1; i <= board_size; i++) {
118 for (int j = 1; j <= board_size; j++) {
119 set_pawn(i, j, empty, pawn_array);
120 }
121 }
122 }
123
124 /* set the pawns in the start position */
125 void init_pawns(unsigned int pawn_array[board_size][board_size]) {
126
127 /* the 2D array zeroing is not necessary if it is properly initialized to zero */
128 zero_pawns(pawn_array);
129 set_pawn(5, 4, black, pawn_array);
130 set_pawn(4, 5, black, pawn_array);
131 set_pawn(4, 4, white, pawn_array);
132 set_pawn(5, 5, white, pawn_array);
133 }
134
135 unsigned int count_pawns_type(unsigned int pawn_array[board_size][board_size], unsigned int type) {
136 unsigned int count = 0;
137
138 if (type > 2) {
139 return 0;
140 }
141 for (int i = 1; i <= board_size; i++) {
142 for (int j = 1; j <= board_size; j++) {
143 if (is_box_type(i, j, pawn_array, type)) {
144 count++;
145 }
146 }
147 }
148 return count;
149 }
150
151 static void direction_to_coordinates(unsigned int direction, int* start_y, int* start_x) {
152
153 if (direction == north) {
154 *start_y = *start_y - 1;
155 } else if (direction == north_east) {
156 *start_y = *start_y - 1;
157 *start_x = *start_x + 1;
158 } else if (direction == east) {
159 *start_x = *start_x + 1;
160 } else if (direction == south_east) {
161 *start_y = *start_y + 1;
162 *start_x = *start_x + 1;
163 } else if (direction == south) {
164 *start_y = *start_y + 1;
165 } else if (direction == south_west) {
166 *start_y = *start_y + 1;
167 *start_x = *start_x - 1;
168 } else if (direction == west) {
169 *start_x = *start_x - 1;
170 } else if (direction == north_west) {
171 *start_y = *start_y - 1;
172 *start_x = *start_x - 1;
173 }
174 }
175
176 bool is_board_full(unsigned int pawn_array[board_size][board_size]) {
177
178 /* an alternate method is to test the round count vs. 60 */
179 for (int i = 1; i <= board_size; i++) {
180 for (int j = 1; j <= board_size; j++) {
181 if (is_box_type(i, j, pawn_array , empty)) {
182 return false;
183 }
184 }
185 }
186 return true;
187 }
188
189 unsigned int eval_winner(unsigned int nb_white, unsigned int nb_black) {
190
191 if (nb_white > nb_black) {
192 return player_two;
193 } else if (nb_white < nb_black) {
194 return player_one;
195 } else {
196 return 0;
197 }
198 }
199
200 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]) {
201 unsigned int nb_pawns_reversed = 0;
202 int moving_y = y, moving_x = x;
203
204 /* count the pawns to reverse in the chosen direction */
205 direction_to_coordinates(direction, &moving_y, &moving_x);
206 while (true) {
207 if (!is_valid_coordinates(moving_y, moving_x) || is_box_type(moving_y, moving_x, pawn_array, empty)) {
208 return 0;
209 }
210 if (is_box_type(moving_y, moving_x, pawn_array, current_player)) {
211 break;
212 }
213 nb_pawns_reversed++;
214 direction_to_coordinates(direction, &moving_y, &moving_x);
215 }
216 return nb_pawns_reversed;
217 }
218
219 /* revert the pawns if needed in one direction */
220 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) {
221 unsigned int nb_pawns_reversed = 0;
222 int moving_y = y, moving_x = x;
223
224 nb_pawns_reversed = count_pawn_to_reverse_one_direction(moving_y, moving_x, direction, current_player, pawn_array);
225
226 /* now reverse the needed pawns */
227 if (nb_pawns_reversed > 0 && !dry_run) {
228 moving_y = y, moving_x = x;
229 direction_to_coordinates(direction, &moving_y, &moving_x);
230 while (!is_box_type(moving_y, moving_x, pawn_array, current_player)) {
231 reverse_pawn(moving_y, moving_x, pawn_array);
232 direction_to_coordinates(direction, &moving_y, &moving_x);
233 }
234 }
235 return nb_pawns_reversed;
236 }
237
238 /* loop optimized version of valid_shot function changing nothing to the pawns 2D array */
239 bool is_legal_shot(int y, int x, unsigned int current_player, unsigned int pawn_array[board_size][board_size]) {
240 unsigned int nb_pawns_reversed = 0;
241
242 if (!is_valid_coordinates(y, x) || !is_box_type(y, x, pawn_array, empty)) {
243 return false;
244 }
245
246 for (unsigned int direction = north; direction <= north_west; direction++) {
247 nb_pawns_reversed += reverse_one_direction(y, x, direction, current_player, pawn_array, true);
248 if (nb_pawns_reversed > 0) {
249 return true;
250 }
251 }
252 return false;
253 }
254
255 /* play the shot if legal and flip or reverse the necessary pawns */
256 unsigned int valid_shot(int y, int x, unsigned int current_player, unsigned int pawn_array[board_size][board_size]) {
257 unsigned int nb_pawns_reversed = 0;
258
259 if (!is_valid_coordinates(y, x) || !is_box_type(y, x, pawn_array, empty)) {
260 return 0;
261 }
262
263 for (unsigned int direction = north; direction <= north_west; direction++) {
264 nb_pawns_reversed += reverse_one_direction(y, x, direction, current_player, pawn_array, false);
265 }
266
267 if (nb_pawns_reversed == 0) {
268 return nb_pawns_reversed;
269 }
270
271 set_pawn(y, x, current_player, pawn_array);
272 return nb_pawns_reversed;
273 }
274
275 static void add_shots_list_cell(int y, int x, unsigned int type, struct shots_list_s* shots_list) {
276 struct shots_list_s* list_cell = (struct shots_list_s*)malloc(sizeof(struct shots_list_s));
277 if (!list_cell) {
278 exit(EXIT_FAILURE);
279 }
280
281 if (type > 0 && type < 5 && is_valid_coordinates(y, x)) {
282 list_cell->y = y;
283 list_cell->x = x;
284 list_cell->type = type;
285 list_add_tail(&(list_cell->list), &(shots_list->list));
286 }
287 }
288
289 void free_shots_list(struct shots_list_s* shots_list) {
290 struct shots_list_s* list_counter;
291
292 while (!list_empty(&shots_list->list)) {
293 list_counter = list_entry(shots_list->list.next, struct shots_list_s, list);
294 list_del(&(list_counter->list));
295 free(list_counter);
296 }
297
298 }
299
300 void build_playable_shots_list(unsigned int current_player, struct shots_list_s* shots_list, unsigned int pawn_array[board_size][board_size]) {
301
302 for (unsigned int i = 0; i <= board_size; i++) {
303 for (unsigned int j = 0; j <= board_size; j++) {
304 if (is_legal_shot(i, j, current_player, pawn_array)) {
305 add_shots_list_cell(i, j, hint_allowed, shots_list);
306 /* FIXME: a neighbourhood detection is needed
307 } else if (is_box_type(i, j, pawn_array, empty)){
308 add_shots_list_cell(i, j, hint_forbidden, shots_list);
309 */
310 }
311 }
312 }
313 }