Fix: finding moves doesn't end at the end of row/col
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@ -67,10 +67,10 @@ fillMovesList(cell (*field)[fieldWidth], movesList *moves, size_t row, size_t co
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int
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findHorizontalForwardMoves(cell (*field)[fieldWidth], movesList *moves) {
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//Anzahl eigener/gegnerischer Steine
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unsigned int ownCount = 0, enemyCount = 0;
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for (size_t row = 0;row < fieldHeight; ++row)
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{
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//Anzahl eigener/gegnerischer Steine
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unsigned int ownCount = 0, enemyCount = 0;
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for (size_t col = 0;col < fieldWidth; ++col)
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{
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fillMovesList(field, moves, row, col, &ownCount, &enemyCount);
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@ -81,10 +81,10 @@ findHorizontalForwardMoves(cell (*field)[fieldWidth], movesList *moves) {
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int
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findHorizontalBackwardMoves(cell (*field)[fieldWidth], movesList *moves) {
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//Anzahl eigener/gegnerischer Steine
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unsigned int ownCount = 0, enemyCount = 0;
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for (int row = 7; row >= 0; --row)
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{
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//Anzahl eigener/gegnerischer Steine
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unsigned int ownCount = 0, enemyCount = 0;
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for (int col = 7; col >= 0; --col)
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{
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fillMovesList(field, moves, row, col, &ownCount, &enemyCount);
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@ -95,10 +95,10 @@ findHorizontalBackwardMoves(cell (*field)[fieldWidth], movesList *moves) {
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int
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findVerticalForwardMoves(cell (*field)[fieldWidth], movesList *moves) {
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//Anzahl eigener/gegnerischer Steine
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unsigned int ownCount = 0, enemyCount = 0;
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for (size_t col = 0;col < fieldHeight; ++col)
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{
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//Anzahl eigener/gegnerischer Steine
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unsigned int ownCount = 0, enemyCount = 0;
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for (size_t row = 0;row < fieldWidth; ++row)
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{
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fillMovesList(field, moves, row, col, &ownCount, &enemyCount);
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@ -109,10 +109,10 @@ findVerticalForwardMoves(cell (*field)[fieldWidth], movesList *moves) {
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int
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findVerticalBackwardMoves(cell (*field)[fieldWidth], movesList *moves) {
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//Anzahl eigener/gegnerischer Steine
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unsigned int ownCount = 0, enemyCount = 0;
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for (int col = 7; col >= 0; --col)
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{
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//Anzahl eigener/gegnerischer Steine
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unsigned int ownCount = 0, enemyCount = 0;
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for (int row = 7; row >= 0; --row)
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{
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fillMovesList(field, moves, row, col, &ownCount, &enemyCount);
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