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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     color_t run_color;
88
89     if (card_group->num_cards > 13 || card_group->num_cards < 3)
90     {
91         return 0;
92     }
93
94     run_color = card_group->cards[i].color;
95
96     for (i = 0; i < card_group->num_cards; i++)
97     {
98         if (card_group->cards[i].color != run_color)
99             return 0;
100
101         if (card_group->cards[i].number > highest)
102         {
103             highest = card_group->cards[i].number;
104         }
105         if (card_group->cards[i].number < lowest)
106         {
107             lowest = card_group->cards[i].number;
108         }
109     }
110     if (highest - lowest != card_group->num_cards - 1)
111     {
112         return 0;
113     }
114     return 1;
115 }
116
117 static int card_group_is_set(card_group_t *card_group)
118 {
119     int i;
120     color_t seen_color[card_group->num_cards];
121     
122     if (card_group->num_cards > 4 || card_group->num_cards < 3)
123     {
124         return 0;
125     }
126     for (i = 0; i < card_group->num_cards - 1; ++i) 
127     {
128         if (card_group->cards[i].number != card_group->cards[i + 1].number)
129         {
130             return 0;
131         }
132     }
133     seen_color[i] = card_group->cards[i].color;
134     for (i = 0; i < card_group->num_cards; ++i)
135     {
136         seen_color[card_group->cards[i].color]++;
137         if (seen_color[card_group->cards[i].color] > 1)
138         {
139             return 0;
140         }
141     }
142     return 1;
143 }
144
145 static void deck_deal(game_t *game, deck_t *deck)
146 {
147     card_t temp;
148     int rand_card;
149     int i, j, newline;
150     
151     printf ("How many players(1-4) should I deal in? ");
152     game->num_players = getchar();
153     if (game->num_players == EOF)
154     {
155         printf ("\nGoodbye.\n");
156         exit (1);
157     }
158     newline = getchar();   
159     game->num_players -= '0';
160     
161     for (i = 0; i < game->num_players; ++i)
162     {
163         for (j = 0; j < 14; ++j)
164         {
165             rand_card = ((deck->num_cards + 1.0) * rand()) / (RAND_MAX + 1.0);
166             temp = deck->cards[rand_card];
167             deck->cards[rand_card] = deck->cards[deck->num_cards - 1];
168             game->players[i].hand.cards[j] = temp;
169             deck->num_cards -= 1;
170             game->players[i].hand.num_cards += 1;
171         }
172     }
173     printf ("Game dealt for %d player(s)\n", game->num_players);
174 }
175
176 static void deck_init(deck_t *deck)
177 {
178     int h, i, j;  
179     deck->num_cards = 0;
180     for (h = 0; h <= 1; ++h)
181     {
182         for (i = 0; i <= 3; ++i) 
183         {
184             for (j = 0; j <= 12; ++j) 
185             {
186                 deck->cards[j + (i * 13) + (h * 52)].color = i;
187                 deck->cards[j + (i * 13) + (h * 52)].number = j;
188                 deck->num_cards += 1;
189                 printf ("There are %d tiles in the deck\n", deck->num_cards);
190             }
191         }
192     }
193
194
195 static void deck_shuffle(deck_t *deck)
196 {
197     card_t temp;
198     int rand_card;
199     int last;
200     for (last = deck->num_cards; last > 0; --last)
201     {
202         rand_card = ((last + 1.0) * rand()) / (RAND_MAX + 1.0);
203         temp = deck->cards[rand_card];
204         deck->cards[rand_card] = deck->cards[last - 1];
205         deck->cards[last - 1] = temp;
206     }
207 }
208
209 static void deck_print(deck_t *deck)
210 {
211     int h, i, j;  
212     for (h = 0; h <= 1; ++h)
213     {
214         for (i = 0; i <= 3; ++i)
215         {
216             for (j = 0; j <= 12; ++j)
217             {
218                 card_print(deck->cards[j + (i * 13) + (h * 52)]);
219             }
220         }
221     }
222     printf ("There are %d tiles in the deck\n" , deck->num_cards);
223 }
224
225 static void hand_print(game_t *game)
226 {
227     int i;
228     for (i = 0; i < game->players[0].hand.num_cards; ++i)
229     {
230         card_print(game->players[0].hand.cards[i]);
231     }
232 }
233
234 static void game_init(game_t *game)
235 {
236     int i;
237     game->num_players = 0;
238     
239     for (i = 0; i < GAME_MAX_PLAYERS; ++i)
240     {
241         player_init(&game->players[i]);
242         game->num_players += 1;
243     }
244     
245     board_init(&game->board);
246     deck_init(&game->deck);
247     deck_shuffle(&game->deck);
248 }
249
250 static gboolean on_expose_event (GtkWidget *widget, GdkEventExpose *event, game_t *game)
251 {
252     printf ("I should be drawing something here\n");
253
254     return TRUE;
255 }
256
257 static gboolean on_key_press_event (GtkWidget *widget, GdkEventKey *event, game_t *game)
258 {
259     printf ("You pressed key %d\n", event->keyval);
260
261     return TRUE;
262 }
263
264 static gboolean on_button_press_event (GtkWidget *widget, GdkEventButton *event, game_t *game)
265 {
266     printf ("You pressed button %d\n", event->button);
267
268     return TRUE;
269 }
270
271 static gboolean on_button_release_event (GtkWidget *widget, GdkEventButton *event, game_t *game)
272 {
273     printf ("You released button %d\n", event->button);
274
275     return TRUE;
276 }
277
278 int main(int argc, char *argv[])
279 {
280     GtkWidget *window;
281     game_t game;
282     
283     srand(time(NULL));
284     
285     game_init(&game);
286     deck_print(&game.deck);
287     deck_deal(&game, &game.deck);
288     hand_print(&game);
289     deck_print(&game.deck);
290
291     gtk_init (&argc, &argv);
292
293     /* Create a new window */
294     window = gtk_window_new (GTK_WINDOW_TOPLEVEL);
295     gtk_window_set_default_size (GTK_WINDOW (window),
296                                  GAME_WINDOW_DEFAULT_WIDTH,
297                                  GAME_WINDOW_DEFAULT_HEIGHT);
298
299     gtk_widget_set_events (window,
300                            GDK_EXPOSURE_MASK |
301                            GDK_KEY_PRESS_MASK | 
302                            GDK_BUTTON_PRESS_MASK | 
303                            GDK_BUTTON_RELEASE_MASK);
304
305     g_signal_connect (G_OBJECT (window), "delete_event",
306                       G_CALLBACK (gtk_main_quit), NULL);
307     g_signal_connect (G_OBJECT (window), "expose_event",
308                       G_CALLBACK (on_expose_event), &game);
309     g_signal_connect (G_OBJECT (window), "key_press_event",
310                       G_CALLBACK (on_key_press_event), &game);
311     g_signal_connect (G_OBJECT (window), "button_press_event",
312                       G_CALLBACK (on_button_press_event), &game);
313     g_signal_connect (G_OBJECT (window), "button_release_event",
314                       G_CALLBACK (on_button_release_event), &game);
315
316     gtk_widget_show_all (window);
317     gtk_main ();
318
319     return 0;
320
321 }