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engine.c
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engine.c
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#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <string.h>
#include "engine.h"
#include "board.h"
/**
* @brief Initializes the board cells' list
* @param boardCells Linked list with board cells
*/
void initializeCellsList(list *boardCells) {
boardCells->head = NULL;
boardCells->tail = NULL;
boardCells->length = 0;
}
/**
* @brief Inserts a new board cell into the board cells' linked list.
* @param boardCells Linked list with board cells
* @param cell The cell to be inserted
* @return Returns 0 on 'SUCCESS' and 1 on 'FAILURE'
*/
int insertBoardCell(list *boardCells, node *cell) {
if (boardCells->head == NULL) { // List is empty
boardCells->head = cell;
boardCells->tail = cell;
boardCells->length = 1;
} else { // List has more than 1 item
boardCells->tail->next = cell;
boardCells->tail = cell;
boardCells->length++;
}
return 0;
}
/**
* @brief Performs board setup. Initializes all board cells
* and places home cells as well as safe cells.
* @param boardCells Linked list with board cells
* @param safeCells Int array with safe cells position
* @param totalCells The number of total cells
* @return Returns 0 on 'SUCCESS' and 1 on 'FAILURE'
*/
int boardSetup(list *boardCells, int *safeCells, int totalCells) {
// Adds cells to board (Board Setup)
for (int cellIndex = 0; cellIndex < totalCells; cellIndex++) {
int letterIdx;
node *cell = (node*) malloc(sizeof(node)); // Creates a new 'node'
// Checks if an ERROR ocurred while allocating memory (i.e. out of memory)
if (cell == NULL) {
return 1;
}
// Adds data to new place
if (cellIndex == 0) { // Initializes home cell for player 1
for (letterIdx = 0; letterIdx <= 3; letterIdx++) {
cell->item.jogador_peao[0][letterIdx] = TRUE;
cell->item.jogador_peao[1][letterIdx] = FALSE;
}
// Sets home cells as safe cells
cell->item.casaSegura = 1;
} else if (cellIndex == (totalCells / 2)) { // Initializes home cell for player 2
for (letterIdx = 0; letterIdx <= 3; letterIdx++) {
cell->item.jogador_peao[1][letterIdx] = TRUE;
cell->item.jogador_peao[0][letterIdx] = FALSE;
}
// Sets home cells as safe cells
cell->item.casaSegura = TRUE;
} else {
// Initializes safe cells given in the config file
if (safeCells[cellIndex] == TRUE) {
cell->item.casaSegura = TRUE;
} else {
cell->item.casaSegura = FALSE;
}
// Cleans all the other player cells
for (letterIdx = 0; letterIdx <= 3; letterIdx++) {
cell->item.jogador_peao[0][letterIdx] = FALSE;
cell->item.jogador_peao[1][letterIdx] = FALSE;
}
}
// Adds data to new cell
cell->next = NULL;
// Insert new cell onto the board
if (insertBoardCell(boardCells, cell) == 1) {
return 1;
}
}
return 0;
}
/**
* @brief Returns whether the given pawn is a valid pawn or not based on the player of the current play.
* @param pawn The given pawn
* @param player Whether it is player 1 or not
* @return Returns whether the given pawn is valid or not
*/
bool validPawn(char pawn, bool player1) {
for (int i = 1; i < 5; i++) {
if (player1 == true && SYMBOLS_J1[i] == pawn) {
return true;
}
if (player1 == false && SYMBOLS_J2[i] == pawn) {
return true;
}
}
return false;
}
/**
* @brief Checks if any of the two player has already won the game.
* @param boardCells Linked list with board cells
* @param totalCells The number of total cells
* @return Returns 1 if 'Player 1 WON the game', 2 if 'Player 2 WON the game' and 0 if the 'Game still in progress'
*/
int checkGameWin(list *boardCells, int totalCells) {
int homeP1 = 0; // Player 1 home
int homeP2 = totalCells / 2; // Player 2 home
bool p1Won = true; // Player 1 win case
bool p2Won = true; // Player 2 win case
node currentNode = *boardCells->head; // Holds current node being checked
for (int home = homeP1; home <= homeP2; home++) {
for (int pawnIdx = 0; pawnIdx < 4; pawnIdx++) {
if (home == homeP1 && currentNode.item.jogador_peao[0][pawnIdx] != WIN) {
p1Won = false;
}
if (home == homeP2 && currentNode.item.jogador_peao[1][pawnIdx] != WIN) {
p2Won = false;
}
}
// Gets next node
currentNode = *currentNode.next;
}
// Checks which player won, if any
if (p1Won) {
return 1;
} else if (p2Won) {
return 2;
} else {
return 0;
}
}
/**
* @brief Gets the index of the given pawn in the cell.
* @param pawn The given pawn
* @return Returns the index of the given pawn. If the pawn is not valid returns -1.
*/
int getPawnIndex(char pawn) {
int index;
if (pawn == 'a' || pawn == 'w') {
index = 0;
} else if (pawn == 'b' || pawn == 'x') {
index = 1;
} else if (pawn == 'c' || pawn == 'y') {
index = 2;
} else if (pawn == 'd' || pawn == 'z') {
index = 3;
} else {
index = -1;
}
return index;
}
/**
* @brief Get the Node Index for the given pawn.
* @param boardCells Linked list with board cells
* @param pawn The given pawn
* @return Returns the node index for the given pawn
*/
int getPawnNodeIndex(list *boardCells, char pawn) {
int playerPos; // Gets the player position to which the pawn belongs (0 - P1, 1 - P2)
int pawnPos; // Gets the pawn position
int nodeIndex; // Holds the current node index being checked
node currentNode = *boardCells->head; // Holds the current node being checked
// Sets 'playerPos' based on the given 'pawn'
if (pawn >= 97 && pawn <= 100) {
playerPos = 0;
} else {
playerPos = 1;
}
// Sets 'pawnPos' based on the given 'pawn'
pawnPos = getPawnIndex(pawn);
// Iterates over the board cells until it finds the pawn position
for (nodeIndex = 0; nodeIndex < boardCells->length; nodeIndex++) {
if ((char) currentNode.item.jogador_peao[playerPos][pawnPos] == TRUE) {
return nodeIndex;
}
currentNode = *currentNode.next;
}
return -1;
}
/**
* @brief Moves a pawn from a given source to a given destination.
* @param boardCells Linked list with board cells
* @param pawn The given pawn
* @param pawnIndex The index in 'jogador_peao' array inside 'node' for the current pawn
* @param srcIndex The index for the node where the pawn currently resides
* @param destIndex The index for the node to which the pawn should reside from now on
*/
void movePawn(list *boardCells, char pawn, int pawnIndex, int srcIndex, int destIndex) {
int playerIndex;
int currentIndex;
node *currentNode = boardCells->head;
int homeP1 = 0;
int homeP2 = boardCells->length / 2;
int totalCells = boardCells->length;
int finalDestIndex = destIndex;
bool completesLap;
// Gets player index to access based on the given pawn
if (pawn == 'a' || pawn == 'b' || pawn == 'c' || pawn == 'd') {
playerIndex = 0;
} else {
playerIndex = 1;
}
// Calculates destination index for P2
if (playerIndex == 1) {
if (srcIndex >= 0 && srcIndex < homeP2) {
finalDestIndex = destIndex > homeP2 ? homeP2 : destIndex;
} else {
finalDestIndex = destIndex >= totalCells ? destIndex - totalCells : destIndex;
}
}
// Checks if pawn completes lap in current play
completesLap = pawnCompletesLapInCurrentPlay(playerIndex, boardCells->length, srcIndex, destIndex, finalDestIndex);
for (currentIndex = 0; currentIndex < boardCells->length; currentIndex++) {
if (currentIndex == srcIndex) {
// Removes the pawn from its current position in the board
currentNode->item.jogador_peao[playerIndex][pawnIndex] = FALSE;
}
/*
Checks if pawn has gone around the whole board, if that's the case,
the pawn must be moved to its home cell and converted to uppercase
*/
// Win case for P1
if (completesLap && playerIndex == 0 && currentIndex == homeP1) {
currentNode->item.jogador_peao[playerIndex][pawnIndex] = WIN;
}
// Win case for P2
if (completesLap && playerIndex == 1 && currentIndex == homeP2) {
currentNode->item.jogador_peao[playerIndex][pawnIndex] = WIN;
}
if (!completesLap && currentIndex == finalDestIndex) { // Places the pawn in its new destination
currentNode->item.jogador_peao[playerIndex][pawnIndex] = TRUE;
}
// Gets next node
currentNode = currentNode->next;
}
}
/**
* @brief Resets the adversary pawn by removing it from its current place
* and moving it back to its home cell.
* @param boardCells Linked list with board cells
* @param pawn The given pawn
* @param player The player who owns the pawn ('0' - P1, '1' - P2)
* @param pawnSrcIndex The current node index in which the pawn currently is
*/
void resetAdversaryPawn(list *boardCells, char pawn, int player, int pawnSrcIndex) {
int playerHome; // Stores player home node index
int totalCells = boardCells->length; // Total amount of board cells
char playerSymbols[10]; // Stores the symbols for the current player
int pawnIndex; // Stores the index of the pawn in 'playerSymbols'
node *currentNode; // Store the current node being checked
if (player == 0) {
playerHome = 0;
strcpy(playerSymbols, SYMBOLS_J1);
} else {
playerHome = totalCells / 2;
strcpy(playerSymbols, SYMBOLS_J2);
}
// Gets pawn index
pawnIndex = getPawnIndex(pawn);
currentNode = boardCells->head;
for (int nodeIndex = 0; nodeIndex < totalCells; nodeIndex++) {
// Removes pawn from its current place
if (nodeIndex == pawnSrcIndex) {
currentNode->item.jogador_peao[player][pawnIndex] = FALSE;
}
// Adds pawn to its home cell
if (nodeIndex == playerHome) {
currentNode->item.jogador_peao[player][pawnIndex] = TRUE;
}
// Gets next node
currentNode = currentNode->next;
}
}
/**
* @brief Makes the play based on the given pawn and the amount of cells it should advance.
* @param boardCells Linked list with board cells
* @param pawn The given pawn
* @param amount The amount of cells the pawn should advance (based on dices value)
*/
void makePlay(list *boardCells, char pawn, int amount) {
int playerIndex;
int adversaryPlayerIndex;
node *currentNode; // Stores the pointer of the current node being checked
int currentIndex; // Stores current node index
int pawnIndex; // Stores the index of the pawn in the cell
char playerSymbols[10]; // Stores string with player symbols
char adversarySymbols[10]; // Stores string with adversary symbols
int placesMoved; // Stores the number of places the current pawn will be moved
int totalCells = boardCells->length; // Stores the number of total board cells
// Gets current pawn node index
int pawnCurrentPos = getPawnNodeIndex(boardCells, pawn);
// Gets player index based on pawn, sets 'playerSymbols' based on it
if (pawn == 'a' || pawn == 'b' || pawn == 'c' || pawn == 'd') {
playerIndex = 0;
strcpy(playerSymbols, SYMBOLS_J1);
strcpy(adversarySymbols, SYMBOLS_J2);
} else {
playerIndex = 1;
strcpy(playerSymbols, SYMBOLS_J2);
strcpy(adversarySymbols, SYMBOLS_J1);
}
// Sets 'adversaryPlayerIndex'
adversaryPlayerIndex = playerIndex == 0 ? 1 : 0;
// Gets pawn index in the cell
pawnIndex = getPawnIndex(pawn);
// Moves the chosen 'pawn' to its destination based on 'amount' (dices value)
movePawn(boardCells, pawn, pawnIndex, pawnCurrentPos, pawnCurrentPos + amount);
// Sets number of placed the pawn moved
if (playerIndex == 0) { // P1
placesMoved = pawnCurrentPos + amount >= totalCells ? totalCells - pawnCurrentPos : amount;
} else { // P2
// Case: current pawn index is between 0 (inclusive) and home (exclusive)
if (pawnCurrentPos >= 0 && pawnCurrentPos < totalCells / 2) {
// If the new pawn position is beyond board length
if (pawnCurrentPos + amount >= totalCells / 2) {
// 'placesMoved' is the index of P2 home less the current position index
placesMoved = totalCells / 2 - pawnCurrentPos;
} else { // New pawn position is within board length
placesMoved = amount;
}
} else { // Case: current pawn index is between home (inclusive) and board length
// If the new pawn index is beyond the board length
if (pawnCurrentPos + amount >= totalCells) {
placesMoved = totalCells - pawnCurrentPos;
// Adds the left over
// First we check if what's left is enough to complete a lap with the current pawn
if (amount - (totalCells - pawnCurrentPos) >= totalCells / 2) {
// If it is, we add the amount needed to complete the lap to 'placedMoved'
placesMoved += totalCells / 2;
} else {
// If not, we just add whatever amount was left over
placesMoved += amount - (totalCells - pawnCurrentPos);
}
} else {
placesMoved = amount;
}
}
}
/*
Checks every board cell that the current pawn will go through.
If the cell is not a safe cell, moves all the other player
cells to his home cell.
*/
// Sets 'currentNode' to the first node of the board
currentNode = boardCells->head;
for (currentIndex = 0; currentIndex < totalCells && placesMoved > 0; currentIndex++) {
if (currentIndex > pawnCurrentPos) {
// Checks if the current node has any of the opponnent players pawns
for (int symbol = 0; symbol < 4; symbol++) {
if (currentNode->item.jogador_peao[adversaryPlayerIndex][symbol] == TRUE) {
resetAdversaryPawn(boardCells, adversarySymbols[symbol+1], adversaryPlayerIndex, currentIndex);
}
}
placesMoved--;
}
// Gets next node
currentNode = currentNode->next;
}
// Sets the node to the beginnig of the linked list again
currentNode = boardCells->head;
// If its P2 and there's still cells to 'clear' we need to iterate starting at index 0 again
if (placesMoved > 0 && playerIndex == 1) {
for (currentIndex = 0; currentIndex <= totalCells / 2 && placesMoved > 0; currentIndex++) {
// Checks if the current node has any of the opponnent players pawns
for (int symbol = 0; symbol < 4; symbol++) {
if (currentNode->item.jogador_peao[adversaryPlayerIndex][symbol] == TRUE) {
resetAdversaryPawn(boardCells, adversarySymbols[symbol+1], adversaryPlayerIndex, currentIndex);
}
}
placesMoved--;
// Gets next node
currentNode = currentNode->next;
}
}
}
/**
* @brief Returns whether the pawn will complete a lap in the current play.
* @param player The current player ('0' - P1, '1' - P2)
* @param srcIndex The current pawn node index
* @param destIndex The pawn destination node index
* @return Returns whether the pawn completes a lap in the current play
*/
bool pawnCompletesLapInCurrentPlay(int player, int totalCells, int srcIndex, int destIndex, int finalDestIndex) {
// P1
// If 'destIndex' exceeds board length, then pawn completes a lap
if (player == 0 && destIndex >= totalCells) {
return true;
}
// P2
if (player == 1) {
/*
If pawn 'srcIndex' is between 0 (inclusive) and P2 home (exclusive)
and 'finalDestIndex' exceeds P2 home, then pawn completes lap
*/
if ((srcIndex < totalCells / 2 && srcIndex >= 0) && finalDestIndex >= totalCells / 2) {
return true;
}
/*
If pawn 'srcIndex' is different from the above, then we just need to check if
the pawn completes a lap by checking if 'finalDestIndex' is greater than P2 home
*/
if (destIndex >= totalCells && finalDestIndex >= totalCells / 2) {
return true;
}
}
return false;
}
/**
* @brief Returns whether a pawn is moveable or not.
* @param pawn The given pawn
* @param boardCells Linked list with board cells
* @param player The current player (P1 - 'true', P2 - 'false')
* @return Returns whether pawn is moveable
*/
bool isPawnMovable(char pawn, list *boardCells, bool player1) {
int pawnIndex = getPawnIndex(pawn);
int homeP1 = 0;
int homeP2 = boardCells->length / 2;
node currentNode = *boardCells->head;
if (player1) {
if (currentNode.item.jogador_peao[0][pawnIndex] != WIN) {
return true;
}
} else {
for (int pos = homeP1; pos <= homeP2; pos++) {
// If the pawn is not uppercase then its moveable
if (pos == homeP2 && currentNode.item.jogador_peao[1][pawnIndex] != WIN) {
return true;
}
// Gets next node
currentNode = *currentNode.next;
}
}
return false;
}