Add WIP on the playable shots list displaying
[Project_algorithmic_C.git] / lib / othello.c
index dd92cfb0cbf51900afcff9bebc9bef7c254ba56a..4f1b83ec52cd1b8cda16f1696b85c56a9e499b4b 100644 (file)
@@ -180,11 +180,11 @@ unsigned int eval_winner(unsigned int nb_white, unsigned int nb_black) {
     }
 }
 
-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)) {
@@ -196,9 +196,18 @@ static unsigned int reverse_one_direction(int y, int x, int direction, unsigned
         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)) {
@@ -209,6 +218,22 @@ static unsigned int reverse_one_direction(int y, int x, int direction, unsigned
     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;
@@ -218,7 +243,7 @@ unsigned int valid_shot(int y, int x, unsigned int current_player, unsigned int
     }
 
     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) {
@@ -228,3 +253,34 @@ unsigned int valid_shot(int y, int x, unsigned int current_player, unsigned int
     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;
+    }
+}