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Use subraction to implement card_compare
[kub] / kub.c
1 #include <stdio.h>
2 #include <stdlib.h>
3 #include <time.h>
4 #include <gtk/gtk.h>
5
6 char *colors[] = {"Black", "Blue", "Red", "Yellow"};
7
8 typedef enum {BLACK, BLUE, RED, YELLOW} color_t;
9
10 typedef struct card {
11     color_t color;
12     int number;
13 } card_t;
14
15 #define DECK_MAX_CARDS 104
16
17 typedef struct deck {
18     card_t cards[DECK_MAX_CARDS];
19     int num_cards;
20 } deck_t;
21
22 #define CARD_GROUP_MAX_CARDS DECK_MAX_CARDS
23
24 typedef struct card_group {
25     card_t cards[CARD_GROUP_MAX_CARDS];
26     int num_cards;
27 } card_group_t;
28
29 #define BOARD_MAX_CARD_GROUPS (DECK_MAX_CARDS / 3)
30
31 typedef struct board {
32     card_group_t groups[BOARD_MAX_CARD_GROUPS];
33     int num_groups;
34 } board_t;
35
36 typedef struct player {
37     card_group_t hand;
38 } player_t;
39
40 #define GAME_MAX_PLAYERS 4
41 #define GAME_WINDOW_DEFAULT_WIDTH  800
42 #define GAME_WINDOW_DEFAULT_HEIGHT 600
43
44 typedef struct game {
45     player_t players[GAME_MAX_PLAYERS];
46     int num_players;
47     board_t board;
48     deck_t deck;
49 } game_t;
50
51 static void card_print(card_t card)
52 {
53     printf("%6s %2d\n", colors[card.color], card.number + 1);
54 }
55
56 static void card_group_init(card_group_t *card_group)
57 {
58     card_group->num_cards = 0;
59 }
60
61 static void board_init(board_t *board)
62 {
63     int i;
64     board->num_groups = 0;
65     
66     for (i = 0; i <= BOARD_MAX_CARD_GROUPS; ++i) 
67     {
68         card_group_init(&board->groups[i]);
69     }
70 }
71
72 static void player_init(player_t *player)
73 {
74     card_group_init(&player->hand);
75 }
76
77
78 static int card_compare(card_t *card_one, card_t *card_two)
79 {
80     return card_one->number - card_two->number;
81 }
82
83 static int card_group_is_run(card_group_t *card_group)
84 {
85     int i;
86     int lowest = 14, highest = 0;
87     if (card_group->num_cards > 13 || card_group->num_cards < 3)
88     {
89         return 0;
90     }
91     for (i = 0; i < card_group->num_cards - 1; ++i)
92     {
93         if (card_group->cards[i].color != card_group->cards[i + 1].color)
94         {
95             return 0;
96         }
97     }
98     for (i = 0; i < card_group->num_cards; ++i)
99     {
100         if (card_group->cards[i].number > highest)
101         {
102             highest = card_group->cards[i].number;
103         }
104         if (card_group->cards[i].number < lowest)
105         {
106             lowest = card_group->cards[i].number;
107         }
108     }
109     if (highest - lowest != card_group->num_cards - 1)
110     {
111         return 0;
112     }
113     return 1;
114 }
115
116 static int card_group_is_set(card_group_t *card_group)
117 {
118     int i;
119     color_t seen_color[card_group->num_cards];
120     
121     if (card_group->num_cards > 4 || card_group->num_cards < 3)
122     {
123         return 0;
124     }
125     for (i = 0; i < card_group->num_cards - 1; ++i) 
126     {
127         if (card_group->cards[i].number != card_group->cards[i + 1].number)
128         {
129             return 0;
130         }
131     }
132     seen_color[i] = card_group->cards[i].color;
133     for (i = 0; i < card_group->num_cards; ++i)
134     {
135         seen_color[card_group->cards[i].color]++;
136         if (seen_color[card_group->cards[i].color] > 1)
137         {
138             return 0;
139         }
140     }
141     return 1;
142 }
143
144 static void deck_deal(game_t *game, deck_t *deck)
145 {
146     card_t temp;
147     int rand_card;
148     int i, j, newline;
149     
150     printf ("How many players(1-4) should I deal in? ");
151     game->num_players = getchar();
152     if (game->num_players == EOF)
153     {
154         printf ("\nGoodbye.\n");
155         exit (1);
156     }
157     newline = getchar();   
158     game->num_players -= '0';
159     
160     for (i = 0; i < game->num_players; ++i)
161     {
162         for (j = 0; j < 14; ++j)
163         {
164             rand_card = ((deck->num_cards + 1.0) * rand()) / (RAND_MAX + 1.0);
165             temp = deck->cards[rand_card];
166             deck->cards[rand_card] = deck->cards[deck->num_cards - 1];
167             game->players[i].hand.cards[j] = temp;
168             deck->num_cards -= 1;
169             game->players[i].hand.num_cards += 1;
170         }
171     }
172     printf ("Game dealt for %d player(s)\n", game->num_players);
173 }
174
175 static void deck_init(deck_t *deck)
176 {
177     int h, i, j;  
178     deck->num_cards = 0;
179     for (h = 0; h <= 1; ++h)
180     {
181         for (i = 0; i <= 3; ++i) 
182         {
183             for (j = 0; j <= 12; ++j) 
184             {
185                 deck->cards[j + (i * 13) + (h * 52)].color = i;
186                 deck->cards[j + (i * 13) + (h * 52)].number = j;
187                 deck->num_cards += 1;
188                 printf ("There are %d tiles in the deck\n", deck->num_cards);
189             }
190         }
191     }
192
193
194 static void deck_shuffle(deck_t *deck)
195 {
196     card_t temp;
197     int rand_card;
198     int last;
199     for (last = deck->num_cards; last > 0; --last)
200     {
201         rand_card = ((last + 1.0) * rand()) / (RAND_MAX + 1.0);
202         temp = deck->cards[rand_card];
203         deck->cards[rand_card] = deck->cards[last - 1];
204         deck->cards[last - 1] = temp;
205     }
206 }
207
208 static void deck_print(deck_t *deck)
209 {
210     int h, i, j;  
211     for (h = 0; h <= 1; ++h)
212     {
213         for (i = 0; i <= 3; ++i)
214         {
215             for (j = 0; j <= 12; ++j)
216             {
217                 card_print(deck->cards[j + (i * 13) + (h * 52)]);
218             }
219         }
220     }
221     printf ("There are %d tiles in the deck\n" , deck->num_cards);
222 }
223
224 static void hand_print(game_t *game)
225 {
226     int i;
227     for (i = 0; i < game->players[0].hand.num_cards; ++i)
228     {
229         card_print(game->players[0].hand.cards[i]);
230     }
231 }
232
233 static void game_init(game_t *game)
234 {
235     int i;
236     game->num_players = 0;
237     
238     for (i = 0; i < GAME_MAX_PLAYERS; ++i)
239     {
240         player_init(&game->players[i]);
241         game->num_players += 1;
242     }
243     
244     board_init(&game->board);
245     deck_init(&game->deck);
246     deck_shuffle(&game->deck);
247 }
248
249 static gboolean on_expose_event (GtkWidget *widget, GdkEventExpose *event, game_t *game)
250 {
251     printf ("I should be drawing something here\n");
252
253     return TRUE;
254 }
255
256 static gboolean on_key_press_event (GtkWidget *widget, GdkEventKey *event, game_t *game)
257 {
258     printf ("You pressed key %d\n", event->keyval);
259
260     return TRUE;
261 }
262
263 static gboolean on_button_press_event (GtkWidget *widget, GdkEventButton *event, game_t *game)
264 {
265     printf ("You pressed button %d\n", event->button);
266
267     return TRUE;
268 }
269
270 static gboolean on_button_release_event (GtkWidget *widget, GdkEventButton *event, game_t *game)
271 {
272     printf ("You released button %d\n", event->button);
273
274     return TRUE;
275 }
276
277 int main(int argc, char *argv[])
278 {
279     GtkWidget *window;
280     game_t game;
281     
282     srand(time(NULL));
283     
284     game_init(&game);
285     deck_print(&game.deck);
286     deck_deal(&game, &game.deck);
287     hand_print(&game);
288     deck_print(&game.deck);
289
290     gtk_init (&argc, &argv);
291
292     /* Create a new window */
293     window = gtk_window_new (GTK_WINDOW_TOPLEVEL);
294     gtk_window_set_default_size (GTK_WINDOW (window),
295                                  GAME_WINDOW_DEFAULT_WIDTH,
296                                  GAME_WINDOW_DEFAULT_HEIGHT);
297
298     gtk_widget_set_events (window,
299                            GDK_EXPOSURE_MASK |
300                            GDK_KEY_PRESS_MASK | 
301                            GDK_BUTTON_PRESS_MASK | 
302                            GDK_BUTTON_RELEASE_MASK);
303
304     g_signal_connect (G_OBJECT (window), "delete_event",
305                       G_CALLBACK (gtk_main_quit), NULL);
306     g_signal_connect (G_OBJECT (window), "expose_event",
307                       G_CALLBACK (on_expose_event), &game);
308     g_signal_connect (G_OBJECT (window), "key_press_event",
309                       G_CALLBACK (on_key_press_event), &game);
310     g_signal_connect (G_OBJECT (window), "button_press_event",
311                       G_CALLBACK (on_button_press_event), &game);
312     g_signal_connect (G_OBJECT (window), "button_release_event",
313                       G_CALLBACK (on_button_release_event), &game);
314
315     gtk_widget_show_all (window);
316     gtk_main ();
317
318     return 0;
319
320 }