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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;
}