#include "othello.h"
#include "debug.h"
+/**
+ * Get current round player integer
+ * @param round_count current round integer
+ * @return current round player
+ */
unsigned int current_player(unsigned int round_count) {
if (round_count % 2 != 0) {
}
}
-unsigned int current_opponent(unsigned int current_player) {
+/**
+ * Get current round opponent integer
+ * @param current_player current round player
+ * @return current round opponent integer
+ */
+static unsigned int current_opponent(unsigned int current_player) {
if (current_player == player_one) {
return player_two;
* v
* The origin O has (1, 1) coordinates */
+/**
+ * Get pawn value at coordinates (y,x)
+ * @param y y coordinate
+ * @param x x coordinate
+ * @param pawn_array array of played pawns
+ * @return pawn integer type
+ */
unsigned int get_box_value(int y, int x, unsigned int pawn_array[board_size][board_size]) {
return pawn_array[y-1][x-1];
}
}
-/* helper function to set a correct value at the (y, x) coordinates in the pawns array */
+/**
+ * Helper function to set a correct value at the (y,x) coordinates in the pawns array
+ * @param y [description]
+ * @param x [description]
+ * @param type [description]
+ * @param pawn_array [description]
+ */
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;
- }
+ } //FIXME: else case should set invalid values to permit to catch errors
}
/* reverse the pawn at (y, x) coordinates if it exists */
}
}
-/* set the pawns in the start position */
+/**
+ * Set the pawns in the start position
+ * @param pawn_array array of played pawns
+ */
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 */
}
}
-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]) {
+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]) {
unsigned int nb_pawns_reversed = 0;
int moving_y = y, moving_x = x;
}
/* 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) {
+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) {
unsigned int nb_pawns_reversed = 0;
int moving_y = y, moving_x = 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]) {
+/* loop optimized version of valid_shot function changing nothing to the pawns 2D array */
+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 true;
}
}
+ return false;
}
/* play the shot if legal and flip or reverse the necessary pawns */
}
if (nb_pawns_reversed == 0) {
- return 0;
+ return nb_pawns_reversed;
}
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)) {
-
- }
- }
+static void add_shots_list_cell(unsigned int y, unsigned int x, unsigned int type, struct shots_list_s* shots_list) {
+ struct shots_list_s* list_cell = (struct shots_list_s*)malloc(sizeof(struct shots_list_s));
+ if (!list_cell) {
+ exit(EXIT_FAILURE);
}
-}
-
-void create_shots_list_cell(struct shots_list_s* shots_list_cell) {
+ if (type > 0 && type < 5 && is_valid_coordinates(y, x)) {
+ list_cell->y = y;
+ list_cell->x = x;
+ list_cell->type = type;
+ list_add_tail(&(list_cell->list), &(shots_list->list));
+ }
}
-static void set_shots_list_coordinates(int y, int x, struct shots_list_s* shots_list) {
+void free_shots_list(struct shots_list_s* shots_list) {
+ struct shots_list_s* list_counter;
- if (is_valid_coordinates(y, x)) {
- shots_list->y = y;
- shots_list->x = x;
+ while (!list_empty(&shots_list->list)) {
+ list_counter = list_entry(shots_list->list.next, struct shots_list_s, list);
+ list_del(&(list_counter->list));
+ free(list_counter);
}
}
-void set_shots_lists_cell(int y, int x, unsigned int type, struct shots_list_s* shots_list) {
+void build_playable_shots_list(unsigned int current_player, struct shots_list_s* shots_list, unsigned int pawn_array[board_size][board_size]) {
- if (type > 0 && type < 5) {
- set_shots_list_coordinates(y, x, shots_list);
- shots_list->type = type;
+ for (unsigned int i = 0; i <= board_size; i++) {
+ for (unsigned int j = 0; j <= board_size; j++) {
+ if (is_legal_shot(i, j, current_player, pawn_array)) {
+ add_shots_list_cell(i, j, hint_allowed, shots_list);
+ /* FIXME: a neighbourhood detection is needed
+ } else if (is_box_type(i, j, pawn_array, empty)){
+ add_shots_list_cell(i, j, hint_forbidden, shots_list);
+ */
+ }
+ }
}
}