6 char *colors[] = {"Black", "Blue", "Red", "Yellow"};
8 typedef enum {BLACK, BLUE, RED, YELLOW} color_t;
15 #define DECK_MAX_CARDS 104
18 card_t cards[DECK_MAX_CARDS];
22 #define CARD_GROUP_MAX_CARDS DECK_MAX_CARDS
24 typedef struct card_group {
25 card_t cards[CARD_GROUP_MAX_CARDS];
29 #define BOARD_MAX_CARD_GROUPS (DECK_MAX_CARDS / 3)
31 typedef struct board {
32 card_group_t groups[BOARD_MAX_CARD_GROUPS];
36 typedef struct player {
40 #define GAME_MAX_PLAYERS 4
41 #define GAME_WINDOW_DEFAULT_WIDTH 800
42 #define GAME_WINDOW_DEFAULT_HEIGHT 600
45 player_t players[GAME_MAX_PLAYERS];
51 static void card_print(card_t card)
53 printf("%6s %2d\n", colors[card.color], card.number + 1);
56 static void card_group_init(card_group_t *card_group)
58 card_group->num_cards = 0;
61 static void board_init(board_t *board)
64 board->num_groups = 0;
66 for (i = 0; i <= BOARD_MAX_CARD_GROUPS; ++i)
68 card_group_init(&board->groups[i]);
72 static void player_init(player_t *player)
74 card_group_init(&player->hand);
78 static int card_compare(card_t *card_one, card_t *card_two)
80 return card_one->number - card_two->number;
84 /* If card_one < card_two, then return value will be negative
85 if they are equal, 0 will be returned,
86 if card_one > card_two, then return value will be positive */
87 static int card_compare(card_t *card_one, card_t *card_two)
89 return card_one->number - card_two->number;
92 static int card_group_is_run_one(card_group_t *card_group)
95 qsort (card_group->cards[0].number, card_group->num_cards,
96 card_group->cards[card_group->num_cards - 1],
97 int(card_compare)(const void *, const void *) );
99 if (card_group->num_cards > 13 || card_group->num_cards < 3)
103 for (i = 0; i < card_group->num_cards - 1; ++i)
104 if(card_group->cards[i].color != card_group->cards[i + 1].color)
108 if(card_group->cards[i].number != card_group->cards[i + 1].number -1)
116 static int card_group_is_run_two(card_group_t *card_group)
119 int lowest = 14, highest = 0;
122 if (card_group->num_cards > 13 || card_group->num_cards < 3)
127 run_color = card_group->cards[0].color;
129 for (i = 0; i < card_group->num_cards; i++)
131 if (card_group->cards[i].color != run_color)
134 if (card_group->cards[i].number > highest)
136 highest = card_group->cards[i].number;
138 if (card_group->cards[i].number < lowest)
140 lowest = card_group->cards[i].number;
143 if (highest - lowest != card_group->num_cards - 1)
150 static int card_group_is_set(card_group_t *card_group)
153 color_t seen_color[card_group->num_cards];
155 if (card_group->num_cards > 4 || card_group->num_cards < 3)
159 for (i = 0; i < card_group->num_cards - 1; ++i)
161 if (card_group->cards[i].number != card_group->cards[i + 1].number)
166 seen_color[i] = card_group->cards[i].color;
167 for (i = 0; i < card_group->num_cards; ++i)
169 seen_color[card_group->cards[i].color]++;
170 if (seen_color[card_group->cards[i].color] > 1)
178 static void deck_deal(game_t *game, deck_t *deck)
184 printf ("How many players(1-4) should I deal in? ");
185 game->num_players = getchar();
186 if (game->num_players == EOF)
188 printf ("\nGoodbye.\n");
192 game->num_players -= '0';
194 for (i = 0; i < game->num_players; ++i)
196 for (j = 0; j < 14; ++j)
198 rand_card = ((deck->num_cards + 1.0) * rand()) / (RAND_MAX + 1.0);
199 temp = deck->cards[rand_card];
200 deck->cards[rand_card] = deck->cards[deck->num_cards - 1];
201 game->players[i].hand.cards[j] = temp;
202 deck->num_cards -= 1;
203 game->players[i].hand.num_cards += 1;
206 printf ("Game dealt for %d player(s)\n", game->num_players);
209 static void deck_init(deck_t *deck)
213 for (h = 0; h <= 1; ++h)
215 for (i = 0; i <= 3; ++i)
217 for (j = 0; j <= 12; ++j)
219 deck->cards[j + (i * 13) + (h * 52)].color = i;
220 deck->cards[j + (i * 13) + (h * 52)].number = j;
221 deck->num_cards += 1;
222 printf ("There are %d tiles in the deck\n", deck->num_cards);
228 static void deck_shuffle(deck_t *deck)
233 for (last = deck->num_cards; last > 0; --last)
235 rand_card = ((last + 1.0) * rand()) / (RAND_MAX + 1.0);
236 temp = deck->cards[rand_card];
237 deck->cards[rand_card] = deck->cards[last - 1];
238 deck->cards[last - 1] = temp;
242 static void deck_print(deck_t *deck)
245 for (h = 0; h <= 1; ++h)
247 for (i = 0; i <= 3; ++i)
249 for (j = 0; j <= 12; ++j)
251 card_print(deck->cards[j + (i * 13) + (h * 52)]);
255 printf ("There are %d tiles in the deck\n" , deck->num_cards);
258 static void hand_print(game_t *game)
261 for (i = 0; i < game->players[0].hand.num_cards; ++i)
263 card_print(game->players[0].hand.cards[i]);
267 static void game_init(game_t *game)
270 game->num_players = 0;
272 for (i = 0; i < GAME_MAX_PLAYERS; ++i)
274 player_init(&game->players[i]);
275 game->num_players += 1;
278 board_init(&game->board);
279 deck_init(&game->deck);
280 deck_shuffle(&game->deck);
283 static gboolean on_expose_event (GtkWidget *widget, GdkEventExpose *event, game_t *game)
285 printf ("I should be drawing something here\n");
290 static gboolean on_key_press_event (GtkWidget *widget, GdkEventKey *event, game_t *game)
292 printf ("You pressed key %d\n", event->keyval);
297 static gboolean on_button_press_event (GtkWidget *widget, GdkEventButton *event, game_t *game)
299 printf ("You pressed button %d\n", event->button);
304 static gboolean on_button_release_event (GtkWidget *widget, GdkEventButton *event, game_t *game)
306 printf ("You released button %d\n", event->button);
311 int main(int argc, char *argv[])
319 deck_print(&game.deck);
320 deck_deal(&game, &game.deck);
322 deck_print(&game.deck);
324 gtk_init (&argc, &argv);
326 /* Create a new window */
327 window = gtk_window_new (GTK_WINDOW_TOPLEVEL);
328 gtk_window_set_default_size (GTK_WINDOW (window),
329 GAME_WINDOW_DEFAULT_WIDTH,
330 GAME_WINDOW_DEFAULT_HEIGHT);
332 gtk_widget_set_events (window,
335 GDK_BUTTON_PRESS_MASK |
336 GDK_BUTTON_RELEASE_MASK);
338 g_signal_connect (G_OBJECT (window), "delete_event",
339 G_CALLBACK (gtk_main_quit), NULL);
340 g_signal_connect (G_OBJECT (window), "expose_event",
341 G_CALLBACK (on_expose_event), &game);
342 g_signal_connect (G_OBJECT (window), "key_press_event",
343 G_CALLBACK (on_key_press_event), &game);
344 g_signal_connect (G_OBJECT (window), "button_press_event",
345 G_CALLBACK (on_button_press_event), &game);
346 g_signal_connect (G_OBJECT (window), "button_release_event",
347 G_CALLBACK (on_button_release_event), &game);
349 gtk_widget_show_all (window);