code:
int adjacent_die_score(Building building[MAX_ROWS][MAX_COLS], int current_row_index, int current_col_index)
{
int total_adjacent_die = 0;
if (building[current_row_index > 0][current_col_index] ==
building[current_row_index][current_col_index - 1]) {
total_adjacent_die += 2;
}
if (current_col_index < MAX_COLS - 1 &&
building[current_row_index][current_col_index + 1] == building[current_row_index][current_col_index]) {
total_adjacent_die += 2;
}
if (current_row_index > 0 && building[current_row_index - 1][current_col_index] == building[current_row_index][current_col_index]) {
total_adjacent_die += 2;
}
if (current_row_index < MAX_ROWS - 1 && building[current_row_index +
1][current_col_index] == building[current_row_index][current_col_index]) {
total_adjacent_die += 2;
}
return total_adjacent_die;
}
int get_wood_points(Building building[][MAX_COLS])
{
int current_row_index,
current_col_index,
wood_points;
for (current_row_index = 0; current_row_index < MAX_ROWS; current_row_index++)
{
for (current_col_index = 0; current_col_index < MAX_COLS; current_col_index++)
{
if (building[current_row_index][current_col_index].material_type == 'W')
{
wood_points += adjacent_die_score(building, current_row_index, current_col_index);
}
}
}
return wood_points;
}