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reversi_functions.c
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reversi_functions.c
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#include <stdio.h>
#include <stdlib.h>
#include "reversi_functions.h"
const int DX[] = {-1,-1,-1,0,0,1,1,1};
const int DY[] = {-1,0,1,-1,1,-1,0,1};
const char PIECES[] = {'_','O','X'};
void initBoard(enum piece board[][SIZE]) {
// Make everything empty.
int i, j;
for (i=0; i<SIZE; i++)
for (j=0; j<SIZE; j++)
board[i][j] = EMPTY;
// Starting board has this pattern.
board[SIZE/2-1][SIZE/2-1] = WHITE;
board[SIZE/2][SIZE/2] = WHITE;
board[SIZE/2-1][SIZE/2] = BLACK;
board[SIZE/2][SIZE/2-1] = BLACK;
}
// Prints board.
void printBoard(enum piece board[][SIZE]) {
int i, j;
// Column headers.
printf(" ");
for (i=0; i<SIZE; i++)
printf(" %d", i);
printf("\n");
for (i=0; i<SIZE; i++) {
// Row header, row, then new line.
printf("%d ", i);
for (j=0; j<SIZE; j++)
printf("%c ", PIECES[board[i][j]]);
printf("\n");
}
printf("\n");
}
// Returns TRUE iff ptrPos points to a position on the board.
enum boolean inbounds(const position* ptrPos) {
return ptrPos->x >= 0 && ptrPos->x < SIZE && ptrPos->y >= 0 && ptrPos->y < SIZE;
}
enum piece opposite(enum piece mine) {
if (mine == WHITE) return BLACK;
if (mine == BLACK) return WHITE;
return EMPTY;
}
// Allocates a new position storing the position starting at ptrPos, one move in
// the direction of direction.
position* getPosInDir(const position* ptrPos, int direction) {
position* tmp = malloc(sizeof(position));
tmp->x = ptrPos->x + DX[direction];
tmp->y = ptrPos->y + DY[direction];
return tmp;
}
// Returns TRUE iff ptrP1 and ptrP2 are pointing to the same position values.
enum boolean equal(const position* ptrP1, const position* ptrP2) {
return ptrP1->x == ptrP2 ->x && ptrP1->y == ptrP2->y;
}
// Used for playing with a human player - asks the user to enter a move
// and continues to do so until a valid move is returned.
position* getUserMove(const enum piece board[][SIZE], enum piece mine) {
// Go until you get a user move.
while (TRUE) {
int myx, myy;
// Ask for a move.
printf("Player %c, Please enter the row(0-7) and column(0-7) of your move.\n", PIECES[mine]);
scanf("%d%d", &myx, &myy);
// Create the struct.
position* tmp = malloc(sizeof(position));
tmp->x = myx;
tmp->y = myy;
// Error message.
if (!isValidMove(board, tmp, mine)) {
printf("Sorry that is not a valid move.\n");
free(tmp);
continue;
}
// Or return it.
return tmp;
}
}
// Wrapper function to execute a move - returns false if no move was done. Otherwise, does the
// move and returns true.
enum boolean moveWrapper(enum piece board[][SIZE], const position* ptrPos, enum piece mine) {
if (!isValidMove(board, ptrPos, mine)) return FALSE;
executeMove(board, ptrPos, mine);
return TRUE;
}
// Returns TRUE iff this move specified is valid.
enum boolean isValidMove(const enum piece board[][SIZE], const position* ptrPos, enum piece mine) {
// Must be inbounds.
if (!inbounds(ptrPos)) return FALSE;
// Not allowing empty moves.
if (mine == EMPTY) return FALSE;
// Must be open.
if (board[ptrPos->x][ptrPos->y] != EMPTY) return FALSE;
// Try each direction.
int dir;
for (dir=0; dir<NUMDIR; dir++) {
position* tmp = getStreakEnd(board, ptrPos, dir, mine);
if (tmp != NULL) {
free(tmp);
return TRUE;
}
}
// Can't do it if we make it here.
return FALSE;
}
// Returns an dynamically allocated array storing the possible moves and changes the integer
// pointed to by numMovesPtr to the length of the array.
position* getPossibleMoves(const enum piece board[][SIZE], enum piece mine, int* numMovesPtr) {
position* moves = malloc(sizeof(position)*SIZE*SIZE);
int i, j, posIndex = 0;
// Go through all possible moves.
for (i=0; i<SIZE; i++) {
for (j=0; j<SIZE; j++) {
// Store this move in the next valid index of the array.
moves[posIndex].x = i;
moves[posIndex].y = j;
// If it's a valid move, update posIndex so it doesn't get written over.
if (isValidMove(board, &moves[posIndex], mine))
posIndex++;
}
}
// Reallocate the array to be the right size.
moves = realloc(moves, sizeof(position)*posIndex);
// Store this.
*numMovesPtr = posIndex;
// This is what we return.
return moves;
}
// Returns true iff mine has at least one valid move on board.
enum boolean canMove(const enum piece board[][SIZE], enum piece mine) {
// Generate and free the move list, storing the number of moves.
int moveCnt;
position* list = getPossibleMoves(board, mine, &moveCnt);
if (moveCnt > 0) free(list);
// This is when we can move.
return moveCnt > 0;
}
// Returns FALSE iff at least one team can move, TRUE otherwise.
enum boolean gameOver(const enum piece board[][SIZE]) {
if (canMove(board, WHITE)) return FALSE;
return !canMove(board, BLACK);
}
// Returns the number of pieces on board equal to mine.
int score(const enum piece board[][SIZE], enum piece mine) {
// Go through and add up all the pieces equal to mine.
int i, j, res = 0;
for (i=0; i<SIZE; i++)
for (j=0; j<SIZE; j++)
if (board[i][j] == mine)
res++;
return res;
}
// Retuns NULL if there is no valid move for mine starting from ptrPos in the direction direction.
// Otherwise, creates and returns a new position struct storing the end of the streak, guaranteed to
// be a piece of mine.
position* getStreakEnd(const enum piece board[][SIZE], const position* ptrPos, int direction, enum piece mine) {
// Get first position in this direction.
position* cur = getPosInDir(ptrPos, direction);
// Piece we are looking for in streak.
enum piece other = opposite(mine);
// This can't take you out of bounds, or be anything but the opposite color.
if (!inbounds(cur) || board[cur->x][cur->y] != other) {
free(cur);
return NULL;
}
// Now keep on going in this direction and streak.
while (board[cur->x][cur->y] == other) {
position* next = getPosInDir(cur, direction);
free(cur);
cur = next;
if (!inbounds(cur)) break;
}
// Can't go off the board or be empty.
if (!inbounds(cur) || board[cur->x][cur->y] == EMPTY) {
free(cur);
return NULL;
}
// Return end of streak.
return cur;
}
// Assumes that the move specified is valid. Executes placing mine on board at the position
// pointed to by ptrPos.
void executeMove(enum piece board[][SIZE], const position* ptrPos, enum piece mine) {
// Try each direction.
int dir;
for (dir=0; dir<NUMDIR; dir++) {
// Get the end of the streak in this direction.
position* tmpPtr = getStreakEnd(board, ptrPos, dir, mine);
if (tmpPtr == NULL) continue;
// Flip the pieces in between ptrPos and tmp.
flipPieces(board, ptrPos, tmpPtr, dir, mine);
// Place my piece at the end of the streak.
board[ptrPos->x][ptrPos->y] = mine;
// Don't need this any more.
free(tmpPtr);
}
}
void flipPieces(enum piece board[][SIZE], const position* ptrStart, const position* ptrEnd, int dir, enum piece mine) {
// First position to flip.
position* curPos = getPosInDir(ptrStart, dir);
// Keep on going till we get to the end.
while (!equal(curPos, ptrEnd)) {
// Flip this piece.
board[curPos->x][curPos->y] = mine;
// Go to the next piece in this direction.
position* nextPos = getPosInDir(curPos, dir);
free(curPos);
curPos = nextPos;
}
}
// Returns the number of pieces on board equal to mine.
int count(enum piece board[][SIZE], enum piece mine) {
// Go through all squares and count.
int i,j, res = 0;
for (i=0; i<SIZE; i++)
for (j=0; j<SIZE; j++)
if (board[i][j] == mine)
res++;
// This is our count.
return res;
}
// Copies the contents of sourceBoard into destBoard.
void copy(enum piece destBoard[][SIZE], const enum piece sourceBoard[][SIZE]) {
int i,j;
for (i=0; i<SIZE; i++)
for (j=0; j<SIZE; j++)
destBoard[i][j] = sourceBoard[i][j];
}