Implement the helper functions needed to list the playble shots
[Project_algorithmic_C.git] / lib / othello.c
index 0cd65a4d0a266e57c6cda3e87bd263877d629ff7..5d9970c6941a0942d8e948a90541a0a55a06fdbd 100644 (file)
  * =====================================================================================
  */
 
+#include <stdlib.h>
+#include <stdbool.h>
+#include <string.h>
 
+#include "othello.h"
+#include "debug.h"
+
+unsigned int current_player(unsigned int round_count) {
+   
+    if (round_count % 2 != 0) {
+        return player_two;
+    } else {
+        return player_one;
+    }
+}
+
+unsigned int current_opponent(unsigned int current_player) {
+
+    if (current_player == player_one) {
+        return player_two;
+    } else {
+        return player_one;
+    }
+}
+
+/* for consistency with ncurses, the board coordinates are in the following order:
+ * O--x-->
+ * |
+ * y
+ * |
+ * 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];
+}
+
+bool is_box_type(int y, int x, unsigned int pawn_array[board_size][board_size], unsigned int type) {
+
+    if (type > 2) {
+        return NULL;
+    }
+    if (get_box_value(y, x, pawn_array) == type) {
+        return true;
+    } else {
+        return false;
+    }
+}
+
+static bool is_valid_coordinates(int y, int x) {
+    
+    if ((y > 0 && y < board_size + 1) && \
+            (x > 0 && x < board_size + 1)) {
+        return true;
+    } else {
+        return false;
+    }
+}
+
+/* helper function to set a correct value at the (y, x) coordinates in the pawns array */
+void set_pawn(int y, int x, unsigned int type, unsigned int pawn_array[board_size][board_size]) {
+
+    if (type > 0 && type < 3 && \
+            is_valid_coordinates(y, x)) {
+        pawn_array[y-1][x-1] = type;
+    }
+}
+
+/* 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)) {
+        set_pawn(y, x, black, pawn_array);
+    }
+}
+
+void zero_pawns(unsigned int pawn_array[board_size][board_size]) {
+
+    for (int i = 1; i <= board_size; i++) {
+        for (int j = 1; j <= board_size; j++) {
+            set_pawn(i, j, empty, pawn_array);
+         }
+    }
+}
+
+/* set the pawns in the start position */
+void init_pawns(unsigned int pawn_array[board_size][board_size]) {
+
+    /* the 2D array zeroing is not necessary if it is properly initialized to zero */
+    zero_pawns(pawn_array);
+    set_pawn(5, 4, black, pawn_array);
+    set_pawn(4, 5, black, pawn_array);
+    set_pawn(4, 4, white, pawn_array);
+    set_pawn(5, 5, white, pawn_array);
+}
+
+unsigned int count_pawns_type(unsigned int pawn_array[board_size][board_size], unsigned int type) {
+    unsigned int count = 0;
+
+    if (type > 2) {
+        return 0;
+    }
+    for (int i = 1; i <= board_size; i++) {
+        for (int j = 1; j <= board_size; j++) {
+            if (is_box_type(i, j, pawn_array, type)) {
+                count++;
+            }
+        }
+    }
+    return count;
+}
+
+static void direction_to_coordinates(unsigned int direction, int* start_y, int* start_x) {
+
+    if (direction == north) {
+        *start_y = *start_y - 1;
+    } else if (direction == north_east) {
+        *start_y = *start_y - 1;
+        *start_x = *start_x + 1;
+    } else if (direction == east) {
+        *start_x = *start_x + 1;
+    } else if (direction == south_east) {
+        *start_y = *start_y + 1;
+        *start_x = *start_x + 1;
+    } else if (direction == south) {
+        *start_y = *start_y + 1;
+    } else if (direction == south_west) {
+        *start_y = *start_y + 1;
+        *start_x = *start_x - 1;
+    } else if (direction == west) {
+        *start_x = *start_x - 1;
+    } else if (direction == north_west) {
+        *start_y = *start_y - 1;
+        *start_x = *start_x - 1;
+    }
+}
+
+bool is_board_full(unsigned int pawn_array[board_size][board_size]) {
+
+    /* an alternate method is to test the round count vs. 60 */
+    for (int i = 1; i <= board_size; i++) {
+        for (int j = 1; j <= board_size; j++) {
+            if (is_box_type(i, j, pawn_array , empty)) {
+                return false;
+            }
+        }
+    }
+    return true;
+}
+
+unsigned int eval_winner(unsigned int nb_white, unsigned int nb_black) {
+
+    if (nb_white > nb_black) {
+        return player_two;
+    } else if (nb_white < nb_black) {
+        return player_one;
+    } else {
+        return 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 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;
+        }
+        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 && !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)) {
+            reverse_pawn(moving_y, moving_x, pawn_array);
+            direction_to_coordinates(direction, &moving_y, &moving_x);
+        }
+    }
+    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;
+
+    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_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;
+}