Refine a bit .cquery and .gitignore.
[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 static 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 (y,x)
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 /**
97 * Helper function to set a correct value at the (y,x) coordinates in the pawns array
98 * @param y [description]
99 * @param x [description]
100 * @param type [description]
101 * @param pawn_array [description]
102 */
103 void set_pawn(int y, int x, unsigned int type, unsigned int pawn_array[board_size][board_size]) {
104
105 if (type > 0 && type < 3 && \
106 is_valid_coordinates(y, x)) {
107 pawn_array[y-1][x-1] = type;
108 } //FIXME: else case should set invalid values to permit to catch errors
109 }
110
111 /* reverse the pawn at (y, x) coordinates if it exists */
112 static void reverse_pawn(int y, int x, unsigned int pawn_array[board_size][board_size]) {
113
114 if (is_box_type(y, x, pawn_array, black)) {
115 set_pawn(y, x, white, pawn_array);
116 } else if (is_box_type(y, x, pawn_array, white)) {
117 set_pawn(y, x, black, pawn_array);
118 }
119 }
120
121 void zero_pawns(unsigned int pawn_array[board_size][board_size]) {
122
123 for (int i = 1; i <= board_size; i++) {
124 for (int j = 1; j <= board_size; j++) {
125 set_pawn(i, j, empty, pawn_array);
126 }
127 }
128 }
129
130 /**
131 * Set the pawns in the start position
132 * @param pawn_array array of played pawns
133 */
134 void init_pawns(unsigned int pawn_array[board_size][board_size]) {
135
136 /* the 2D array zeroing is not necessary if it is properly initialized to zero */
137 zero_pawns(pawn_array);
138 set_pawn(5, 4, black, pawn_array);
139 set_pawn(4, 5, black, pawn_array);
140 set_pawn(4, 4, white, pawn_array);
141 set_pawn(5, 5, white, pawn_array);
142 }
143
144 unsigned int count_pawns_type(unsigned int pawn_array[board_size][board_size], unsigned int type) {
145 unsigned int count = 0;
146
147 if (type > 2) {
148 return 0;
149 }
150 for (int i = 1; i <= board_size; i++) {
151 for (int j = 1; j <= board_size; j++) {
152 if (is_box_type(i, j, pawn_array, type)) {
153 count++;
154 }
155 }
156 }
157 return count;
158 }
159
160 static void direction_to_coordinates(unsigned int direction, int* start_y, int* start_x) {
161
162 if (direction == north) {
163 *start_y = *start_y - 1;
164 } else if (direction == north_east) {
165 *start_y = *start_y - 1;
166 *start_x = *start_x + 1;
167 } else if (direction == east) {
168 *start_x = *start_x + 1;
169 } else if (direction == south_east) {
170 *start_y = *start_y + 1;
171 *start_x = *start_x + 1;
172 } else if (direction == south) {
173 *start_y = *start_y + 1;
174 } else if (direction == south_west) {
175 *start_y = *start_y + 1;
176 *start_x = *start_x - 1;
177 } else if (direction == west) {
178 *start_x = *start_x - 1;
179 } else if (direction == north_west) {
180 *start_y = *start_y - 1;
181 *start_x = *start_x - 1;
182 }
183 }
184
185 bool is_board_full(unsigned int pawn_array[board_size][board_size]) {
186
187 /* an alternate method is to test the round count vs. 60 */
188 for (int i = 1; i <= board_size; i++) {
189 for (int j = 1; j <= board_size; j++) {
190 if (is_box_type(i, j, pawn_array , empty)) {
191 return false;
192 }
193 }
194 }
195 return true;
196 }
197
198 unsigned int eval_winner(unsigned int nb_white, unsigned int nb_black) {
199
200 if (nb_white > nb_black) {
201 return player_two;
202 } else if (nb_white < nb_black) {
203 return player_one;
204 } else {
205 return 0;
206 }
207 }
208
209 static unsigned int count_pawn_to_reverse_one_direction(int y, int x, unsigned int direction, unsigned int current_player, unsigned int pawn_array[board_size][board_size]) {
210 unsigned int nb_pawns_reversed = 0;
211 int moving_y = y, moving_x = x;
212
213 /* count the pawns to reverse in the chosen direction */
214 direction_to_coordinates(direction, &moving_y, &moving_x);
215 while (true) {
216 if (!is_valid_coordinates(moving_y, moving_x) || is_box_type(moving_y, moving_x, pawn_array, empty)) {
217 return 0;
218 }
219 if (is_box_type(moving_y, moving_x, pawn_array, current_player)) {
220 break;
221 }
222 nb_pawns_reversed++;
223 direction_to_coordinates(direction, &moving_y, &moving_x);
224 }
225 return nb_pawns_reversed;
226 }
227
228 /* revert the pawns if needed in one direction */
229 static unsigned int reverse_one_direction(int y, int x, unsigned int direction, unsigned int current_player, unsigned int pawn_array[board_size][board_size], bool dry_run) {
230 unsigned int nb_pawns_reversed = 0;
231 int moving_y = y, moving_x = x;
232
233 nb_pawns_reversed = count_pawn_to_reverse_one_direction(moving_y, moving_x, direction, current_player, pawn_array);
234
235 /* now reverse the needed pawns */
236 if (nb_pawns_reversed > 0 && !dry_run) {
237 moving_y = y, moving_x = x;
238 direction_to_coordinates(direction, &moving_y, &moving_x);
239 while (!is_box_type(moving_y, moving_x, pawn_array, current_player)) {
240 reverse_pawn(moving_y, moving_x, pawn_array);
241 direction_to_coordinates(direction, &moving_y, &moving_x);
242 }
243 }
244 return nb_pawns_reversed;
245 }
246
247 /* loop optimized version of valid_shot function changing nothing to the pawns 2D array */
248 bool is_legal_shot(int y, int x, unsigned int current_player, unsigned int pawn_array[board_size][board_size]) {
249 unsigned int nb_pawns_reversed = 0;
250
251 if (!is_valid_coordinates(y, x) || !is_box_type(y, x, pawn_array, empty)) {
252 return false;
253 }
254
255 for (unsigned int direction = north; direction <= north_west; direction++) {
256 nb_pawns_reversed += reverse_one_direction(y, x, direction, current_player, pawn_array, true);
257 if (nb_pawns_reversed > 0) {
258 return true;
259 }
260 }
261 return false;
262 }
263
264 /* play the shot if legal and flip or reverse the necessary pawns */
265 unsigned int valid_shot(int y, int x, unsigned int current_player, unsigned int pawn_array[board_size][board_size]) {
266 unsigned int nb_pawns_reversed = 0;
267
268 if (!is_valid_coordinates(y, x) || !is_box_type(y, x, pawn_array, empty)) {
269 return 0;
270 }
271
272 for (unsigned int direction = north; direction <= north_west; direction++) {
273 nb_pawns_reversed += reverse_one_direction(y, x, direction, current_player, pawn_array, false);
274 }
275
276 if (nb_pawns_reversed == 0) {
277 return nb_pawns_reversed;
278 }
279
280 set_pawn(y, x, current_player, pawn_array);
281 return nb_pawns_reversed;
282 }
283
284 static void add_shots_list_cell(int y, int x, unsigned int type, struct shots_list_s* shots_list) {
285 struct shots_list_s* list_cell = (struct shots_list_s*)malloc(sizeof(struct shots_list_s));
286 if (!list_cell) {
287 exit(EXIT_FAILURE);
288 }
289
290 if (type > 0 && type < 5 && is_valid_coordinates(y, x)) {
291 list_cell->y = y;
292 list_cell->x = x;
293 list_cell->type = type;
294 list_add_tail(&(list_cell->list), &(shots_list->list));
295 }
296 }
297
298 void free_shots_list(struct shots_list_s* shots_list) {
299 struct shots_list_s* list_counter;
300
301 while (!list_empty(&shots_list->list)) {
302 list_counter = list_entry(shots_list->list.next, struct shots_list_s, list);
303 list_del(&(list_counter->list));
304 free(list_counter);
305 }
306 }
307
308 void build_playable_shots_list(unsigned int current_player, struct shots_list_s* shots_list, unsigned int pawn_array[board_size][board_size]) {
309
310 for (unsigned int i = 0; i <= board_size; i++) {
311 for (unsigned int j = 0; j <= board_size; j++) {
312 if (is_legal_shot(i, j, current_player, pawn_array)) {
313 add_shots_list_cell(i, j, hint_allowed, shots_list);
314 /* FIXME: a neighbourhood detection is needed
315 } else if (is_box_type(i, j, pawn_array, empty)){
316 add_shots_list_cell(i, j, hint_forbidden, shots_list);
317 */
318 }
319 }
320 }
321 }