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/* This file is a part of othello-ai-guile-c
*
* Copyright (C) 2021 Robby Zambito
*
* othello-ai-guile-c is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* othello-ai-guile-c is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
#define _GNU_SOURCE
#include <stdlib.h>
#include "othello.h"
#include "othello_move.h"
static enum player_color **board;
const enum player_color **get_board(void) {
return (const enum player_color **)board;
}
void initialize_board() {
board = malloc(8 * sizeof(enum player_color *));
for (int i = 0; i < 8; i++) {
board[i] = malloc(8 * sizeof(enum player_color));
}
// Set all the positions to empty
for (int i = 0; i < 8; i++) {
for (int j = 0; j < 8; j++) {
board[i][j] = EMPTY;
}
}
// Fill the starting positions
board[3][3] = WHITE;
board[3][4] = BLACK;
board[4][3] = BLACK;
board[4][4] = WHITE;
}
/* Returns true if the move was valid */
bool apply_move(enum player_color current_player, struct move move) {
// Flip in up direction
bool flipped_up = false;
for (int i = move.row - 1;
i > 0 && board[i][move.col] != EMPTY && !flipped_up; i--) {
if (board[i][move.col] == current_player) {
for (int j = move.row; j > i; j--) {
board[j][move.col] = current_player;
}
flipped_up = true;
}
}
// Flip in down direction
bool flipped_down = false;
for (int i = move.row + 1;
i < 8 && board[i][move.col] != EMPTY && !flipped_down; i++) {
if (board[i][move.col] == current_player) {
for (int j = move.row; j < i; j++) {
board[j][move.col] = current_player;
}
flipped_down = true;
}
}
// Flip in left direction
bool flipped_left = false;
for (int i = move.col - 1;
i > 0 && board[move.row][i] != EMPTY && !flipped_left; i--) {
if (board[move.row][i] == current_player) {
for (int j = move.col; j > i; j--) {
board[move.row][j] = current_player;
}
flipped_left = true;
}
}
// Flip in right direction
bool flipped_right = false;
for (int i = move.col + 1;
i < 8 && board[move.row][i] != EMPTY && !flipped_right; i++) {
if (board[move.row][i] == current_player) {
for (int j = move.col; j < i; j++) {
board[move.row][j] = current_player;
}
flipped_right = true;
}
}
return flipped_up || flipped_down || flipped_left || flipped_right;
}
enum player_color get_winner() {
int white_score = 0, black_score = 0;
for (int row = 0; row < 8; row++) {
for (int col = 0; col < 8; col++) {
white_score += (int)(board[row][col] == WHITE);
black_score += (int)(board[row][col] == BLACK);
}
}
return white_score > black_score ? WHITE
: black_score > white_score ? BLACK
: EMPTY;
}
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