Esempio n. 1
0
void
NextPlayer (void)
{
  if (GameIsOver ()) {
    if (last_timeout) {
      g_source_remove (last_timeout);
      last_timeout = 0;
    }
    if (DoDelay && NumberOfComputers > 0)
        NumberOfRolls = NUM_ROLLS;
    else
        NumberOfRolls = LastHumanNumberOfRolls;
    /* update_roll_button_sensitivity() needs to be called in
       this context however UpdateRollLabel() also calls that method */
    UpdateRollLabel ();
    CheerWinner ();
    return;
  }

  NumberOfRolls = 0;
  ready_to_advance_player = FALSE;
  ShowoffPlayer (ScoreList, CurrentPlayer, 0);

  /* Find the next player with rolls left */
  do {
    CurrentPlayer = (CurrentPlayer + 1) % NumberOfPlayers;
  } while (players[CurrentPlayer].finished);

  DisplayCurrentPlayer();
  SelectAllDice ();
  RollSelectedDice ();
  FreeRedoList();

  /* Remember the roll count if this turn is for a
     human player for display at the end of the game */
  if (!players[CurrentPlayer].comp)
    LastHumanNumberOfRolls = NumberOfRolls;

  if (players[CurrentPlayer].comp) {
    if (DoDelay) {
      if (!last_timeout)
	last_timeout = g_timeout_add (DELAY_MS,
				      (GSourceFunc) do_computer_turns, NULL);
    } else {
      do_computer_turns ();
    }
  }
  /* Only update the roll label if we are running in
    delay mode or if this turn is for a human player */
  if (DoDelay || (!players[CurrentPlayer].comp))
    UpdateRollLabel ();
}
Esempio n. 2
0
/* Display current player and refresh dice/display */
void
DisplayCurrentPlayerRefreshDice(void) {
  DisplayCurrentPlayer();
  UpdateAllDicePixmaps ();
  DeselectAllDice ();
  UpdateRollLabel();
}
Esempio n. 3
0
static gboolean
do_computer_turns (void)
{
  if (!players[CurrentPlayer].comp) {
    last_timeout = 0;
    return FALSE;
  }

  if (ready_to_advance_player) {
    NextPlayer ();
    return TRUE;
  }

  if (players[CurrentPlayer].finished) {
    NextPlayer ();
    return TRUE;
  }

  ComputerRolling (CurrentPlayer);
  if (NoDiceSelected () || (NumberOfRolls >= NUM_ROLLS)) {
    ComputerScoring (CurrentPlayer);
    ready_to_advance_player = TRUE;
  } else {
    RollSelectedDice ();
    UpdateRollLabel ();
  }

  if (!DoDelay)
    do_computer_turns ();

  return TRUE;
}
Esempio n. 4
0
static void
roll (void)
{
  if (!players[CurrentPlayer].comp) {
    RollSelectedDice ();
    if (NumberOfRolls > 1)
        FreeUndoRedoLists ();
    UpdateRollLabel ();
    LastHumanNumberOfRolls = NumberOfRolls;
  }
}
Esempio n. 5
0
/* Callback on Roll! button press */
gint
roll_dice (GtkWidget * widget, GdkEvent * event, gpointer data)
{
  if (!players[CurrentPlayer].comp) {
    RollSelectedDice ();
    if (NumberOfRolls > 1)
        FreeUndoRedoLists();
    UpdateRollLabel ();
    LastHumanNumberOfRolls = NumberOfRolls;
  }
  return FALSE;
}
Esempio n. 6
0
static void
GyahtzeeNewGame (void)
{
  int i;

  say (_("Select dice to roll or choose a score slot."));

  game_type = get_new_game_type();
  games_scores_set_category(highscores, SCORES_CATEGORY);
  NewGame ();
  setup_score_list (ScoreList);
  UpdateRollLabel ();

  for (i = 0; i < NumberOfPlayers; i++)
    ShowoffPlayer (ScoreList, i, 0);
  ShowoffPlayer (ScoreList, 0, 1);
}