Example #1
0
/**
 * Activates next player. 
 */
void WindowLocations::nextPlayer() {
	Player *player;
	
	playerInTurn++;
	player = gameEngine.getPlayer(playerInTurn);
	
	if (playerInTurn < gameEngine.getPlayerCount()) {
		this->textPlayer->setText(gameEngine.getPlayer(playerInTurn)->getName());
	} else {
		//If this was the last player
		this->textPlayer->clear();
		this->textTip->clear();
		this->butNext->setText("Finish");
	}
	
	//If it's an AI, let it choose it's position
	if (player) {
		Ai *ai;
		ai = player->getAI();
		if (ai) {
			ai->selectStartingLocation();
			nextPlayer();
		}
	}
}
Example #2
0
int main() {
    getNames();
    setCombinationNames();

    while (gameFinished() == false) {

        printf("\n%s ist dran!\n\n", players[currentPlayer].name);
        pause();

        for (int i = 1; i <= 3; i++) { //Every time we may throw three times
            throwDices();

            if (i < 3) {
                if (ask("Nochmal wuerfeln?")) {
                    keepDices();
                }
                else {
                    break;
                }
            }
        }

        selectCombination();
        nextPlayer();
    }

    showPlayerEvalution();

    return 0;
}
Example #3
0
void Model::playCard(int i)
{
    HumanPlayer* humanPointer = static_cast <HumanPlayer*> (players_[currentPlayer]);
    Card* played = humanPointer->playCard(i);
    playedCard(played);
    int index = played->getRank()+played->getSuit()*13;
    nextPlayer(index);
}
Example #4
0
int betRound() {
	
	int bet;
	P_PLAYER playerOnTurn = game.flow.pCurrentPlayer;
	if (game.flow.round == 0)
		playerOnTurn = game.bet.smallBlindPlayer;

	//auto-bets
	if (game.flow.round == 0) {
		smallBlindBet(playerOnTurn);
		playerOnTurn = nextPlayer();
		bigBlindBet(playerOnTurn);
		playerOnTurn = nextPlayer();
	}

	//manual bets
	for (int i = 0; i < MAX_PLAYERS; i++) {
		printf("Player on turn: %s - %d\n", playerOnTurn->name, i);

		if (playerOnTurn->isInGame && !playerOnTurn->allIn) {
			if (isPlayer(playerOnTurn))
				bet = betPlayer(playerOnTurn);
			else
				bet = betAI(playerOnTurn);

			switch (bet) {
				case -1: //fold
					playerOnTurn->isInGame = 0;
					break;
				case 0:	//check
					break;
				default: //raise - resatrt bet round
					i = -1;
					break;
			}
		}
		
		playerOnTurn = nextPlayer();
		
		//end betting if other players folded
		if (countPlayersInGame() < 2)
			return 0;
	}
	return 1;
}
Example #5
0
/**
 * Handles mouse up events
 */
void WindowLocations::mouseUp(SDL_MouseButtonEvent button) {
	if (button.x > 824  &&  this->scrollMode == false) {
		//Clicking sidebar. Find out if a component was hit.
		UIComponent *component = findComponent(button.x, button.y);

		//'Next player' button
		if (component == butNext) {
			if (playerInTurn >= gameEngine.getPlayerCount())
				this->startGame();
			else
				this->nextPlayer();
		}
		
		//'Back to main menu' button
		else if (component == butQuit) {
			this->close(0);
		}
	} else {
		//Clicking game area
		
		//Convert to world coordinates
		Coordinates* coords = this->graphics.getWorldCoordinates(button.x, button.y);
		
		Player *player;
		Ai *ai = NULL;
		player = gameEngine.getPlayer(playerInTurn);
		
		if (player)
			ai = player->getAI();
		
		//If AI is in turn, disable controls
		if (ai)
			player = NULL;
			
		//Set location
		if (player  &&  this->dragDistance < 5) {
			if (player->setLocation(coords->getX(), coords->getY()) == 0) {
				this->sounds.playSound(SOUND_CLICK);
				nextPlayer();
			} else {
				this->sounds.playSound(SOUND_TICK);
			}
		}
		
		delete coords;
	}

	//Deactivate scroll mode
	if (this->scrollMode) {
		SDL_WM_GrabInput(SDL_GRAB_OFF);
		SDL_ShowCursor(SDL_ENABLE);
		this->scrollMode = false;
	}
}
Example #6
0
void nextPlayer () {
    resetDicesHolder();
    currentPlayer++;

    if (currentPlayer >= AmountOfPlayers) {
        if (PlayerFinished(currentPlayer) == true && gameFinished() == false) {
            printf("%s ist fertig!\n", players[currentPlayer].name);
            nextPlayer();
        }
        else {
            currentPlayer = 0;
        }
    }
}
Example #7
0
//DONE
void throwDice (Game g, int diceScore) {
    //function protection
    assert(g != NULL);
    assert(diceScore >= 2  && diceScore <= 12);

    //store dicescore
    //increase turn
    //next player
    //increment students
    //^convert if number = 7 to scrub students
    g->diceScore = diceScore;
    g->currentTurn++;
    nextPlayer(g);
    addStudents(g);
}
Example #8
0
void Yahtzee::update()
{
	Player& thisPlayer = players.at(currentPlayer);

	std::cout << "\n**" << thisPlayer.name() << "'s turn**\n\n";

	do
	{
		thisPlayer.roll();
	} while (!thisPlayer.turnOver());

	thisPlayer.scoreDice();
	thisPlayer.printScoresheet();
	nextPlayer();
}
Example #9
0
void playerLeave(int p)
{
   player[p].active = 0;
   if(p == currentPlayer)
   {
      nextPlayer();
   }
   for(p = 0; p < conf.maxPlayers; ++p)
   {
      player[p].valid = 0;
      player[p].timeout = conf.timeout * 2;
      if((conf.mode & GM_ENERGY) == 0) {
        player[p].velocity = 10.0;
      }
      killflash = 1.0;
   }
}
Example #10
0
void stepSimulation(void)
{
   if(conf.debug & 1) printf("stepSimulation: %s:%d currentPlayer=%d currentPlayer.energy=%.4f currentPlayer.velocity=%.4f\n",__FILE__,__LINE__,currentPlayer,player[currentPlayer].energy, player[currentPlayer].velocity);
   if(  (  player[currentPlayer].active
        && (
             player[currentPlayer].shot[player[currentPlayer].currentShot].missile.live == 0
             && (conf.mode & GM_MULTIMISSILE) == 0
           )
        && (
            ( player[currentPlayer].didShoot && (conf.mode & GM_MULTIMISSILE) == 0)
            || (
	         player[currentPlayer].energy < player[currentPlayer].velocity
	         && (conf.mode & GM_ENERGY) != 0
               )
	   )
     )
     || player[currentPlayer].timeout == 0 
     || player[currentPlayer].watch 
     )
   {
      if(
	  player[currentPlayer].timeout == 0 
          && !player[currentPlayer].watch
        ) player[currentPlayer].timeoutcnt++;
      if(conf.debug & 1) printf("stepSimulation: %s:%d call nextPlayer\n",__FILE__,__LINE__);
      nextPlayer();
   }

   if(player[currentPlayer].active
      && player[currentPlayer].valid
      && !player[currentPlayer].didShoot
      && (player[currentPlayer].energy >= player[currentPlayer].velocity || (conf.mode & GM_ENERGY) == 0)
     )
   {
      player[currentPlayer].currentShot = (player[currentPlayer].currentShot + 1) % conf.numShots;
      initShot(currentPlayer);
      player[currentPlayer].valid = 0;
      if((conf.mode & GM_ENERGY) == 0) {
        player[currentPlayer].velocity = 10.0;
        player[currentPlayer].oldVelocity = 10.0;
      }
      player[currentPlayer].didShoot = 1;
   }
   simulate();
   killflash *= 0.95;
}
/* 
 * ===  FUNCTION  ======================================================================
 *         Name:  parseMessage
 *  Description:  
 * =====================================================================================
 */
void parseMessage ( char buffer[1024] ) {
    
    Pos p;

    sscanf( buffer, "%d %d", &p.x, &p.y );
    printf("New point: (%d, %d)\n", p.x, p.y);
    if ( p.x < 0 || p.x >= BOARD_SIZE ||
        p.y < 0 || p.y >= BOARD_SIZE ) {
        printf("Error: Incorrect coordenates! (must be two integers from 0 to 999 separated by a space)\n");
        exit(1);
    }

    /* Store point */
    storePoint( p );

    /* Next player */
    nextPlayer( );
}		
Example #12
0
 bool Game::nextTurn()
 {
   bool ret(true);
 
   // find next player
   GameData::PlayerID nextPlayer(getNextPlayer(mCurrentPlayerID));
 
   if (SIZE_MAX != nextPlayer)
   {
     // update current player
     mCurrentPlayerID = nextPlayer;
     mGameData.currentPlayer = mPlayers[mCurrentPlayerID]->name();
 
     // tell everyone current state of game
     sendUpdatesToEveryone();
 
     // get input from current player
     InputData input(mPlayers[mCurrentPlayerID]->getInput(InputData::NEED_GUESS));
 
     // determine if guess is correct
     if (input.guess < mSecretNumber)
     {
       ret = false;
       mGameData.lastGuess = GameData::LAST_GUESS_LOW;
     }
     else if (input.guess > mSecretNumber)
     {
       ret = false;
       mGameData.lastGuess = GameData::LAST_GUESS_HIGH;
     }
     else
     {
       mGameData.lastGuess = GameData::LAST_GUESS_CORRECT;
 
       // let everyone know who won
       sendUpdatesToEveryone();
     }
     mGameData.guesses.push_back(input.guess);
   }
   return ret;
 }
Example #13
0
/**
 * Constructor
 */
WindowLocations::WindowLocations(Graphics &graphics, Sounds &sounds,
                                 GameEngine &engine)
    : Window(graphics, sounds), gameEngine(engine)
{
	this->scrollMode = false;
	
	//Create UI components
	this->textTip = new UIText(*this, "Choose location for", 300, 20);
	this->textPlayer = new UIText(*this, 460, 20);
	this->textPlayers = new UIText(*this, 865, 100);
	this->butNext = new UIButton(*this, "Skip round", 858, 300);
	this->butQuit = new UIButton(*this, "Back to main menu", 858, 730);

	//Read player names
	Player *player;
	string names;
	
	for (int i = 0; i < gameEngine.getPlayerCount(); i++) {
		player = gameEngine.getPlayer(i);
		
		if (player) {
			names.append(player->getName());
			names.append("\n");
		}
	}
	
	this->textPlayers->setText(names);
	
	addComponent(textPlayer);
	addComponent(textTip);
	addComponent(textPlayers);
	addComponent(butNext);
	addComponent(butQuit);
	
	//Activate first player
	this->playerInTurn = -1;
	nextPlayer();
}
Example #14
0
shared_ptr<Trick> Game::playTrick()
{
  shared_ptr<Card> refCard; 
  shared_ptr<Card> playedCard; 

  currentTrick = make_shared<Trick>( nullptr );
      
  for( unsigned int gamer = 0; gamer < players.size(); ++gamer )
  {
    if( gamer == 0)
    {
      refCard = next->playCard( nullptr, nullptr );
      playedCard = refCard;
      currentTrick->setCard( next, refCard );
    }
    else if( gamer == 1 && refCard->isFool() )
    {
      refCard = next->playCard( refCard, nullptr );
      playedCard = refCard;
      currentTrick->setCard( next, refCard );
    }
    else
    {
      playedCard = next->playCard( refCard, currentTrick->getGreaterTrump() );
      currentTrick->setCard( next, playedCard );
    }

    if( !kingFound )
      isCardCalled( playedCard, next );
	
    nextPlayer();
  }

  update();
  return currentTrick;
}
Example #15
0
void Game::dealCards()
{
  int indexCard = 0;
  set<int> indexDog;
  int newIndex;

  // choose dogSize number of cards to compose the dog.

  do
  {
    newIndex = rand() % 78;
    indexDog.insert( newIndex );
  }
  while( indexDog.size() < dogSize );

  // deal cards to the dog
  for( auto& dogCardIndex : indexDog )
    dog.insert( deck.cards[ dogCardIndex ] );
  
  // deal cards to players
  for( int round = 0; round < cardsPerPlayer; round += consecutiveDealing )
    for( unsigned int gamers = 0; gamers < players.size(); ++gamers )
    {
      for( int card = 0 ; card < consecutiveDealing ; )
      {
	if( indexDog.find( indexCard ) == indexDog.end() )
	{
	  next->addCard( deck.cards[ indexCard ] );
	  ++card;
	}
	
	++indexCard;
      }
      nextPlayer();
    }
}
Example #16
0
static void playerHit(SimShot* s, int p, int p2)
{
   int pl;
   if(p == p2) {
     player[p].selfkills++;
   } else {
     player[p].kills++;
     player[p2].deaths++;
   }
   missileEnd(s);
   initPlayer(p2, 0);
   allSendPlayerPos(p2);
   for(pl = 0; pl < conf.maxPlayers; ++pl)
   {
      player[pl].valid = 0;
      player[pl].timeout = conf.timeout * 2;
      if((conf.mode & GM_ENERGY) == 0) {
        player[pl].velocity = 10.0;
      }
      killflash = 1.0;
   }
   sprintf(deathMessage, "%s killed %s", player[p].name, player[p2].name);
   nextPlayer(); /* not nice here, think about this more */
}
Example #17
0
void Server::playedCard(QString message, Player *pl)
{
    qDebug() << "Server::playedCard";
    QString num;
    QString suit;
    int value;
    if (message == "0") {
        num = pl->card(0)->number();
        suit = pl->card(0)->suit();
        value = pl->card(0)->value();
    } else if (message == "1") {
        num = pl->card(1)->number();
        suit = pl->card(1)->suit();
        value = pl->card(1)->value();
    } else {
        num = pl->card(2)->number();
        suit = pl->card(2)->suit();
        value = pl->card(2)->value();
    }
    QString newMessage;
    QString code;

    code = "04"; //code for played card.
    newMessage = num + suit;
    qDebug() << newMessage;
    if (numberOfPlayers == 4) {
        if (players[0] == pl) {
            players[1]->sendMessage(code + "03" + newMessage);
            players[2]->sendMessage(code + "02" + newMessage);
            players[3]->sendMessage(code + "01" + newMessage);
            players[0]->setPlayed(true);
            players[0]->setPlayedCardValue(value);
            if (getRound() == 0)
                cardsOfRoundOne[0] = value;
            if (getRound() == 1)
                cardsOfRoundTwo[0] = value;
            if (getRound() == 2)
                cardsOfRoundThree[0] = value;
        } else if (players[1] == pl) {
            players[0]->sendMessage(code + "01" + newMessage);
            players[2]->sendMessage(code + "03" + newMessage);
            players[3]->sendMessage(code + "02" + newMessage);
            players[1]->setPlayed(true);
            players[1]->setPlayedCardValue(value);
            if (getRound() == 0)
                cardsOfRoundOne[1] = value;
            if (getRound() == 1)
                cardsOfRoundTwo[1] = value;
            if (getRound() == 2)
                cardsOfRoundThree[1] = value;
        } else if (players[2] == pl) {
            players[0]->sendMessage(code + "02" + newMessage);
            players[1]->sendMessage(code + "01" + newMessage);
            players[3]->sendMessage(code + "03" + newMessage);
            players[2]->setPlayed(true);
            players[2]->setPlayedCardValue(value);
            if (getRound() == 0)
                cardsOfRoundOne[2] = value;
            if (getRound() == 1)
                cardsOfRoundTwo[2] = value;
            if (getRound() == 2)
                cardsOfRoundThree[2] = value;
        } else {
            players[0]->sendMessage(code + "03" + newMessage);
            players[1]->sendMessage(code + "02" + newMessage);
            players[2]->sendMessage(code + "01" + newMessage);
            players[3]->setPlayed(true);
            players[3]->setPlayedCardValue(value);
            if (getRound() == 0)
                cardsOfRoundOne[3] = value;
            if (getRound() == 1)
                cardsOfRoundTwo[3] = value;
            if (getRound() == 2)
                cardsOfRoundThree[3] = value;
        }
        if (players[0]->hasPlayed() && players[1]->hasPlayed() &&
                players[2]->hasPlayed() && players[3]->hasPlayed()) {
            checkGame();
        } else {
            nextPlayer();
        }

    } else {
        if (players[0] == pl) {
            players[1]->sendMessage(code + "02" + newMessage);
            players[1]->setPlayed(true);
            players[1]->setPlayedCardValue(value);
            if (getRound() == 0)
                cardsOfRoundOne[0] = value;
            if (getRound() == 1)
                cardsOfRoundTwo[0] = value;
            if (getRound() == 2)
                cardsOfRoundThree[0] = value;
        } else {
            players[0]->sendMessage(code + "02" + newMessage);
            players[0]->setPlayed(true);
            players[0]->setPlayedCardValue(value);
            if (getRound() == 0)
                cardsOfRoundOne[1] = value;
            if (getRound() == 1)
                cardsOfRoundTwo[1] = value;
            if (getRound() == 2)
                cardsOfRoundThree[1] = value;
        }

        if (players[0]->hasPlayed() && players[1]->hasPlayed()) {
            qDebug() << "All players have played!";
            checkGame();
        } else {
            qDebug() << "Someone not have played yet, going to next player";
            nextPlayer();
        }
    }
}
Example #18
0
/**
 * pick the landlord
 * Inputs: NONE
 * Return: int
 */
int landlord(){
	int i;
	int choice;
	int opcode;
	while(!isCurrentPlayer()){
		recvchar(&opcode);
		usleep(50);
		switch(opcode){
		case 1:
				nextPlayer();
				break;
		case 5:
				if(PCS==1){
					firstchoice=1;
				} else if(PCS==2){
					secondchoice=1;
				} else {
					thirdchoice=1;
				}
				break;
		case 6:
				if(PCS==1){
					firstchoice=2;
				} else if(PCS==2){
					secondchoice=2;
				} else {
					thirdchoice=2;
				}
				break;
		case 7:
				if(PCS==1){
					firstchoice=3;
				} else if(PCS==2){
					secondchoice=3;
				} else {
					thirdchoice=3;
				}
				break;
		}
	}
	alt_printf("Pick a score from 1, 2 or 3. The score you choose will determine who will be landlord and multiplier\n");
	alt_printf("Make your choice #%d player!",PCS);
	scanf (" %d",&choice);
	printf("your choice is %d\n",choice);
	if(choice==1) {
		sendchar(5|0x40);
		usleep(250);
		if(PCS==1){
			firstchoice=1;
		} else if(PCS==2){
			secondchoice=1;
		} else {
			thirdchoice=1;
		}
	} else if (choice ==2) {
		sendchar(6|0x40);
		usleep(250);
		if(PCS==1){
			firstchoice=2;
		} else if(PCS==2){
			secondchoice=2;
		} else {
			thirdchoice=2;
		}
	} else if(choice == 3) {
		sendchar(7|0x40);
		usleep(250);
		if(PCS==1){
			firstchoice=3;
		} else if(PCS==2){
			secondchoice=3;
		} else {
			thirdchoice=3;
		}
	}
	usleep(250);
	nextPlayer();
	usleep(250);
	incPCS();
	while(PCS!=1){
		recvchar(&opcode);
		usleep(50);
		switch(opcode){
		case 1:
				nextPlayer();
				break;
		case 5:
				if(PCS==1){
					firstchoice=1;
				} else if(PCS==2){
					secondchoice=1;
				} else {
					thirdchoice=1;
				}
				break;
		case 6:
				if(PCS==1){
					firstchoice=2;
				} else if(PCS==2){
					secondchoice=2;
				} else {
					thirdchoice=2;
				}
				break;
		case 7:
				if(PCS==1){
					firstchoice=3;
				} else if(PCS==2){
					secondchoice=3;
				} else {
					thirdchoice=3;
				}
				break;
		}
	}
	alt_printf("current player: %x\n", PCS);
	alt_printf("first player chooses %d\n",firstchoice);
	alt_printf("second player chooses %d\n",secondchoice);
	alt_printf("third player chooses %d\n",thirdchoice);
	return 0;
}
Example #19
0
int main(int argc, char** argv){
	char* outPl[NB_PLAYER] = {NULL, NULL}; // Les sorties pour chaque joueur
	linkedlist_t listResp = NULL;
	int pipeW;
	int J1 = 0;
	int J2 = 1;
	int i;
	int jGagne = -1;
	int jPerdu;
	int plein = 0;
	int choix;
	char caract[NB_PLAYER];
	caract[0] = 'X';
	caract[1] = 'O';
	
	char plateau[HAUTEUR][LARGEUR];
	
	if(argc >= 1){
		pipeW = atoi(argv[0]);
	}
	else{
		perror("Erreur, arguments incorrects.\n");
		exit(EXIT_FAILURE);
	}
	
	init_plateau(plateau);


	
	
	while(jGagne == -1 && !plein){
		for(i=0; i < NB_PLAYER; i++){
			systemc(&outPl[J1], "clear");
			outc(&outPl[J1], "%s", "======= Morpion =======\n\n");
			dessinerPlateau(&outPl[J1], plateau);
			outc(&outPl[J1], "%s", "Entrez un numero de case (1, 2, ...) : ");
			inc(&outPl[J1], "%d");
			
			systemc(&outPl[J2], "clear");
			outc(&outPl[J2], "%s", "======= Morpion =======\n\n");
			dessinerPlateau(&outPl[J2], plateau);
			outc(&outPl[J2], "%s", "C'est a votre adversaire de jouer.\n");
			
			flushc(pipeW, outPl, NB_PLAYER);
			choix = (int)getResp(&listResp, INT);
			if(jouer(plateau, choix, caract[J1])){
				if(gagner(plateau, caract[J1])){
					jGagne = J1;
					break;
				}
				if(estPlein(plateau)){
					plein = 1;
					break;
				}
			}
			reversePlayer(&J1, &J2);
		}
	}
	
	systemc(&outPl[J1], "clear");
	systemc(&outPl[J2], "clear");
	if(!plein && jGagne != -1){
		jPerdu = nextPlayer(jGagne);
		outc(&outPl[jGagne], "%s", "======= Morpion =======\n\n");
		outc(&outPl[jGagne], "%s", "Vous avez gagne, felicitation !!\n");
		
		outc(&outPl[jPerdu], "%s", "=======  Morpion =======\n\n");
		outc(&outPl[jPerdu], "%s", "Vous avez perdu, votre adversaire etait peut etre plus intelligent...\n");
	}
	else{
		outc(&outPl[J1], "%s", "=======  Morpion =======\n\n");
		outc(&outPl[J1], "%s", "Vous etes aussi fort (ou mauvais) que votre adversaire...\n");
		outc(&outPl[J2], "%s", "=======  Morpion =======\n\n");
		outc(&outPl[J2], "%s", "Vous etes aussi fort (ou mauvais) que votre adversaire...\n");
	}
	flushc(pipeW, outPl, NB_PLAYER);
	
	// On attend un peut avant de quitter
	waitc(&outPl[J1], 3);
	waitc(&outPl[J2], 3);
	quitc(&outPl[J1]); // Fermera le jeu pour le client
	quitc(&outPl[J2]);
	flushc(pipeW, outPl, NB_PLAYER);
	quit(pipeW);
	close(pipeW);
	close_out_players(outPl, NB_PLAYER);
	return EXIT_SUCCESS;
}
Example #20
0
void Model::discardCard(int i)
{
    HumanPlayer* humanPointer = static_cast <HumanPlayer*> (players_[currentPlayer]);
    humanPointer->discard(i);
    nextPlayer(-1);
}
Example #21
0
int main(int argc, char *argv[])
{

    char **playersNameList;
    int totalPlayersNumber;
    int turn, i;
    char buffer[BUFF_SIZE];
    FILE *configFile;

    /* legge gli argomenti */
    char **name1, **name2;

    if (argc < 4) {
        fprintf(stderr,
                "ERROR: Wrong number of arguments. \n USAGE: %s\n",
                USAGE);
        exit(EXIT_FAILURE);
    }
    playersNameList = argv + 3;
    totalPlayersNumber = argc - 3;

    /* controlla se ci sono due giocatori con lo stesso nome */
    for (name1 = playersNameList; *name1; name1++)
        for (name2 = name1 + 1; *name2; name2++)
            if (strcmp(*name1, *name2) == 0) {
                fprintf(stderr, "ERROR: found two player with the"
                        "same name \"%s\"\n", *name1);
                exit(EXIT_FAILURE);
            }
    initIoInterface(argv[2]);
    /* crea e inizializza le strutture dati per i giocatori */
    initPlayersManager(totalPlayersNumber);
    for (; *playersNameList; playersNameList++)
        addPlayer(*playersNameList);

    initBoard();
    /*
     * legge il file di configurazione secondo il formato: 
     *     numero_casella:descrizione della prova\n
     * e aggiunge le descrizioni al tabellone
     */
    if ((configFile = fopen(argv[1], "r")) == NULL) {
        printErr("ERROR: error while opening configuration file\n");
        exit(EXIT_FAILURE);
    }
    while (fgets(buffer, BUFF_SIZE, configFile)) {
        char *description;
        int boxNumber;
        /* legge il numero di casella */
        if ((boxNumber = atoi(buffer)) <= 0) {
            printErr("ERROR:invalid box num(\"%s\") in"
                     " configuration file\n", buffer);
            exit(EXIT_FAILURE);
        }
        /* aggiunge una nuova casella con la relativa descrizione */
        if ((description = strchr(buffer, ':')) == NULL) {
            printErr("ERROR: missing ':' in configuration file\n");
            exit(EXIT_FAILURE);
        }
        addBox(boxNumber, description + 1);
    }
    if (getTotalBoxesNumber() == 0) {
        printErr("ERROR: invalid configuration file\n");
        exit(EXIT_FAILURE);
    }
    fclose(configFile);
    printBoard();
    showGame();
    /* avvia la simulazione del gioco */
    srand(time(NULL));
    for (turn = 0; !allPlayersDone(); turn++) {
        if (!nextStep())
            return EXIT_SUCCESS;
        printMessage("\n**************************************\n");
        printMessage("turno %d", turn + 1);
        printMessage("\n**************************************\n");
        showGame();
        /*
         * per ogni giocatore G che non ha terminato il gioco: 
         * 1. se G  e' fermo per un turno cambia il suo stato in
         *      modo che al turno successivo venga rimesso in gioco 
         * 2. altrimenti viene lanciato il dado, mosso il giocatore
         *              e visualizzata la sua prova 
         */
        while (nextPlayer()) {
            int state = getPlayerState();

            if (state == ACTIVE || state == TEST_PASSED
                || state == TO_BE_ACTIVATED) {
                if (state != ACTIVE)
                    setPlayerState(ACTIVE, 0);
                movePlayer((rand() % 6) + 1);
                if (getPlayerBox() > getTotalBoxesNumber())
                    setPlayerState(DONE, turn);
                else
                    printMessage("player %s: \"%s\"\n",
                                 getPlayerName(),
                                 getDescription(getPlayerBox()));
            } else if (state == OUT_OF_TURN)
                setPlayerState(TO_BE_ACTIVATED, 0);
        }
        showGame();
        /*
         * Legge e registra l'esito di tutte le prove sostenute nel
         * turno corrente dai giocatori 
         */
        for (i = getActivePlayersNumber(); i > 0; i--) {
            int playerNumber;
            bool result;

            do {
                result = askPlayerResult(&playerNumber);
                if (playerNumber > totalPlayersNumber)
                    printErr("WARNING: player number %d out of "
                             "bounds [1; %d]\n", playerNumber,
                             totalPlayersNumber);
                else {
                    setCurrentPlayer(playerNumber);
                    if (getPlayerState() != ACTIVE)
                        printErr("WARNING: player number %d not "
                                 "valid because player:"
                                 "\n\t-won"
                                 "\n\t-is out of turn"
                                 "\n\t-already passed the test\n",
                                 playerNumber);
                }
            }
            while (playerNumber > totalPlayersNumber
                   || getPlayerState() != ACTIVE);
            if (result)
                setPlayerState(TEST_PASSED, 0);
            else
                setPlayerState(OUT_OF_TURN, 0);
        }
    }
    printScore();
    closeIoInterface();

    return EXIT_SUCCESS;
}
Example #22
0
// do-loop for gaming till one player has lost (starting at 1)
const unsigned int Game::doStart(const bool contest)
{
    do
    {
#ifdef DEBUG
        std::cout << "Player's " << m_currentPlayer+1 << " turn!" << std::endl;
#endif        

        if ( !writeData() )
        {
            break;
        }

#ifdef DEBUG
        // print game field
        m_field.print();
#endif

        if ( !contest )
        {
            std::cout << "Manually save result.dat and hit enter!" << std::endl;
            getchar();
        }
        else
        {
            // call routine for AI
            if ( 0 == m_currentPlayer )
            {
                if ( system ("./fm-ai1.bin") )
                {
                    std::cout << "Game::doStart() error: calling fm-ai1 failed" << std::endl;
                    // this player will loose the contest
                    m_player[m_currentPlayer].looseAllLife();
                    
                    break;
                }
            }
            else
            {
                if ( system ("./fm-ai2.bin") )
                {
                    std::cout << "Game::doStart() error: calling fm-ai2 failed" << std::endl;

                    // this player will loose the contest
                    m_player[m_currentPlayer].looseAllLife();

                    break;
                }
            }
        }
        
        // now we must read the result that has stored to positions
        FieldPos pos1, pos2;
        if ( !readResult(pos1, pos2) )
        {
            // file could not be read
            break;   
        }
        
#ifdef DEBUG
        std::cout << "Game::doStart() info: swap "
                  << pos1.x() << " " << pos1.y() << " with "
                  << pos2.x() << " " << pos2.y() << std::endl;
#endif
        
        // delete files
        deleteFiles();
        
        // switch positions on game field
        if ( m_field.swapTiles(pos1, pos2) )
        {
            // remove all matching tiles
            if ( !cascade(contest) )
            {
                break;
            }

        }
        else
        {
#ifdef DEBUG
            std::cout << "Game::doStart() Illegal move: loose 5 life"
                      << std::endl;
#endif
            m_player[m_currentPlayer].looseLife(5);
            // getchar();
        }

        // set next player (if necessary)
        nextPlayer();

        // check if gamefield is playable and remove lower lines
        // until the game is playable again
        if ( !checkIfPlayable(contest) )
        {
            break;                
        }
        
#ifdef DEBUG
        // print player info
        printPlayers();
#endif
        
        // getchar();
        
    } while ( !isOnePlayerDead() );
    
    return checkWhosDead();
}
Example #23
0
File: play.c Project: suix2/InUW
int play(){
	int pass=0;
	Boolean firstRound=FALSE;
	// true if first round
	if(ll==myNum)
		firstRound=TRUE;
	// use for "for loop"
	int i;
	// number of cards played
	int number = 0;
	// pattern code
	int pattern=0; //sync
	int temp; //for sync
	// current card played, no need to init
	char ccp[20];
	// key value of card played
	int key=CUTOFF; //sync
	char card[3];
	Boolean check;
	//checkPattern
	printf("Current Player: %d\n", PCS);
	while(!haveWinner()){
		if(isCurrentPlayer()){
			check=TRUE;
			do{
				if(!check)
					printf("Your Inputs Are Illegal, Please Input Again\n");
				check=FALSE;
				//input to ccp, check num here
				display();
				printf("hey player, tell me the number of cards you want to play this round."
						"You can input 0 if you want to give up\n");
				scanf(" %d", &number);
				for(i=0;i<number;i++) {
					if(!i)
						printf("please tell me the card you want to play this round. One by One please. \n");
					else
						printf("please tell me the next card you want to play. \n");
					scanf("%s", card);
					switch(card[0]){
						case 'a':
						case 'A':
							ccp[i]=11;
							break;
						case '2':
							ccp[i]=12;
							break;
						case '3':
							ccp[i]=0;
							break;
						case '4':
							ccp[i]=1;
							break;
						case '5':
							ccp[i]=2;
							break;
						case '6':
							ccp[i]=3;
							break;
						case '7':
							ccp[i]=4;
							break;
						case '8':
							ccp[i]=5;
							break;
						case '9':
							ccp[i]=6;
							break;
						case '1':
							ccp[i]=7;
							break;
						case 'j':
						case 'J':
							ccp[i]=8;
							break;
						case 'q':
						case 'Q':
							ccp[i]=9;
							break;
						case 'k':
						case 'K':
							ccp[i]=10;
							break;
						case 'b':
						case 'B':
							ccp[i]=13;
							break;
						case 'r':
						case 'R':
							ccp[i]=14;
							break;
					}
				}
				if(number && checkCards(number, ccp))
					check=checkPatternAndValue(&pattern, ccp, number, &key);
				printf("check: %d\nkey: %d\n", pattern, key);
			}while((number && !check) || (!number && firstRound));
			if(!number){
				sendchar(CUTOFF | 0x40);
				usleep(10000);
			}
			else{
				if(firstRound)
					firstRound=!firstRound;
				sendchar(key | 0x40);
				usleep(1000);
				sendchar((pattern & 0x3f) | 0x40);
				usleep(1000);
				sendchar((pattern >> 6) | 0x40);
				usleep(1000);
				deleteCards(number, ccp);
				temp=sramread(CHNP+myNum-1);
				sramwrite(CHNP+myNum-1, temp-pattern/10);
				usleep(1000);
				sendchar(sramread(CHNP) | 0x40);
				usleep(1000);
				sendchar(sramread(CHNP+1) | 0x40);
				usleep(1000);
				sendchar(sramread(CHNP+2) | 0x40);
				usleep(1000);
			}
		}
		else{
			recvchar(&temp);
			usleep(80);
			if(temp!=CUTOFF){
				key=temp;
				recvchar(&pattern); //last 6 bits
				usleep(80);
				recvchar(&temp); //11-6 bits of pattern
				usleep(80);
				pattern+=temp*64;
				recvchar(&temp);
				usleep(80);
				sramwrite(CHNP, temp);
				recvchar(&temp);
				usleep(80);
				sramwrite(CHNP+1, temp);
				recvchar(&temp);
				usleep(80);
				sramwrite(CHNP+2, temp);
			}
			else{
				pass++;
				if(pass==2){
					pass=0;
					pattern=0;
					key=0;
				}
			}
		}
		if(pattern==42)
			multiplier*=2;
		temp=sramread(CHNP);
		printf("Pattern Is: %d\nKey Is: %d\nPlayer1 Num Remainds: %d\n", pattern, (key+3)%14+(key==11)+(key==12)+12*(key==13)+12*(key==14), temp);
		temp=sramread(CHNP+1);
		printf("Player2 Num Remainds: %d\n", temp);
		temp=sramread(CHNP+2);
		printf("Player3 Num Remainds: %d\n", temp);
		nextPlayer();
	}
Example #24
0
int main(int argc, char** argv){
	char* outPl[NB_PLAYER] = {NULL, NULL}; // Les sorties pour chaque joueur
	linkedlist_t listResp = NULL;
	int pipeW;
	int J1 = 0;
	int J2 = 1;
	int i;
	
	int nbTry = 0;
	int jGagne = -1; // Le numéro du joueur qui a gagné la partie
	int jPerdu;
	int nbLettre;
	char* word[NB_PLAYER];
	char* hiddenWord[NB_PLAYER];
	char* choice; // Le mot que le joueur a essayer
	
	if(argc >= 1){
		pipeW = atoi(argv[0]);
	}
	else{
		perror("Erreur, arguments incorrects.\n");
		exit(EXIT_FAILURE);
	}
	
	for(i=0; i < NB_PLAYER; i++){
		systemc(&outPl[J1], "clear");
		systemc(&outPl[J2], "clear");
		outc(&outPl[J1], "%s", "======= Jeu du pendu =======\n\n");
		outc(&outPl[J1], "%s", "Entrez un mot(10 carct max): ");
		inc(&outPl[J1], "%s");
		outc(&outPl[J2], "%s", "======= Jeu du pendu =======\n\n");
		outc(&outPl[J2], "%s", "Attendez que l'autre joueur choisisse un mot...\n");
		flushc(pipeW, outPl, NB_PLAYER);
		word[J1] = (char*)getResp(&listResp, STRING);
		upperWord(word[J1]);
		hiddenWord[J1] = initHiddenWord(word[J1]);
		//printf("Les mot choisi est : %s\n", word[J1]);
		reversePlayer(&J1, &J2);
		fflush(stdout);
	}
	
	systemc(&outPl[J2], "clear");
	outc(&outPl[J2], "%s", "======= Jeu du pendu =======\n\n");
	while(jGagne == -1){
		for(i=0; i < NB_PLAYER && jGagne == -1; i++){
			systemc(&outPl[J1], "clear");
			outc(&outPl[J1], "%s", "======= Jeu du pendu =======\n\n");
			outc(&outPl[J1], "%s %d %s", "Nombre d'essais : ", nbTry, "\n");
			outc(&outPl[J1], "%s %s %s", "Le mot a trouver : ", hiddenWord[J2], "\n");
			outc(&outPl[J1], "%s", "C'est a vous, entrez une lettre ou un mot : ");
			inc(&outPl[J1], "%s");
			
			
			outc(&outPl[J2], "%s", "\nC'est a votre adversaire de jouer...\n");
			flushc(pipeW, outPl, NB_PLAYER);
			choice = (char*)getResp(&listResp, STRING);
			if(strlen(choice) > 1){
				upperWord(choice);
				if(strcmp(word[J2], choice) == 0){
					outc(&outPl[J1], "%s", "Votre mot est le bon.\n");
					jGagne = J1;
				}
				else{
					outc(&outPl[J1], "%s", "Votre mot ne correspond pas.\n");
				}
			}
			else{ // Si le joueur a entré un seul caractère
				nbLettre = searchInHidden(hiddenWord[J2], word[J2], choice[0]);
				if(nbLettre == 0){
					outc(&outPl[J1], "%s", "Cette lettre n'est pas presente dans le mot.\n");
				}
				else{
					outc(&outPl[J1], "%s %d %s", "Cette lettre a ete trouve ", nbLettre, " fois dans le mot.\n");
				}
				
				if(strcmp(word[J2], hiddenWord[J2]) == 0){
					jGagne = J1;
				}
			}
			free(choice);
			reversePlayer(&J1, &J2);
		}
		nbTry++;
	}
	
	//printf("Pendu : Le joueur %d a gagne.\n", jGagne+1);
	jPerdu = nextPlayer(jGagne);
	systemc(&outPl[J1], "clear");
	systemc(&outPl[J2], "clear");
	outc(&outPl[jGagne], "%s", "======= Jeu du pendu =======\n\n");
	outc(&outPl[jGagne], "%s %s %s", "Le mot etait bien : ", word[jPerdu], "\n");
	outc(&outPl[jGagne], "%s %d %s", "Vous avez gagne en ", nbTry, " essais, felicitation !!\n");
	
	outc(&outPl[jPerdu], "%s", "======= Jeu du pendu =======\n\n");
	outc(&outPl[jPerdu], "%s", "Vous avez perdu, votre adversaire a ete plus rapide..\n");
	outc(&outPl[jPerdu], "%s %s %s", "Le mot etait : ", word[jGagne],"\n");
	flushc(pipeW, outPl, NB_PLAYER);
	for(i=0; i < NB_PLAYER; i++){
		free(hiddenWord[i]);
		free(word[i]);
	}
	
	// On attend un peut avant de quitter
	waitc(&outPl[J1], 2);
	waitc(&outPl[J2], 2);
	quitc(&outPl[J1]); // Fermera le jeu pour le client
	quitc(&outPl[J2]);
	flushc(pipeW, outPl, NB_PLAYER);
	quit(pipeW);
	close(pipeW);
	close_out_players(outPl, NB_PLAYER);
	return EXIT_SUCCESS;
}