int cardEffect(int card, int choice1, int choice2, int choice3, struct gameState *state, int handPos, int *bonus) { int i; int j; int k; int x; int index; int currentPlayer = whoseTurn(state); int nextPlayer = currentPlayer + 1; //int tributeRevealedCards[2] = {-1, -1}; int temphand[MAX_HAND];// moved above the if statement //int drawntreasure=0; //int cardDrawn; // int z = 0;// this is the counter for the temp hand if (nextPlayer > (state->numPlayers - 1)){ nextPlayer = 0; } //uses switch to select card and perform actions switch( card ) { case adventurer: playAdventurer(state, handPos); return 0; case council_room: //+4 Cards for (i = 0; i < 4; i++) { drawCard(currentPlayer, state); } //+1 Buy state->numBuys++; //Each other player draws a card for (i = 0; i < state->numPlayers; i++) { if ( i != currentPlayer ) { drawCard(i, state); } } //put played card in played card pile discardCard(handPos, currentPlayer, state, 0); return 0; case feast: //gain card with cost up to 5 //Backup hand for (i = 0; i <= state->handCount[currentPlayer]; i++){ temphand[i] = state->hand[currentPlayer][i];//Backup card state->hand[currentPlayer][i] = -1;//Set to nothing } //Backup hand //Update Coins for Buy updateCoins(currentPlayer, state, 5); x = 1;//Condition to loop on while( x == 1) {//Buy one card if (supplyCount(choice1, state) <= 0){ if (DEBUG) printf("None of that card left, sorry!\n"); if (DEBUG){ printf("Cards Left: %d\n", supplyCount(choice1, state)); } } else if (state->coins < getCost(choice1)){ printf("That card is too expensive!\n"); if (DEBUG){ printf("Coins: %d < %d\n", state->coins, getCost(choice1)); } } else{ if (DEBUG){ printf("Deck Count: %d\n", state->handCount[currentPlayer] + state->deckCount[currentPlayer] + state->discardCount[currentPlayer]); } gainCard(choice1, state, 0, currentPlayer);//Gain the card x = 0;//No more buying cards if (DEBUG){ printf("Deck Count: %d\n", state->handCount[currentPlayer] + state->deckCount[currentPlayer] + state->discardCount[currentPlayer]); } } } //Reset Hand for (i = 0; i <= state->handCount[currentPlayer]; i++){ state->hand[currentPlayer][i] = temphand[i]; temphand[i] = -1; } //Reset Hand return 0; case gardens: return -1; case mine: j = state->hand[currentPlayer][choice1]; //store card we will trash if (state->hand[currentPlayer][choice1] < copper || state->hand[currentPlayer][choice1] > gold) { return -1; } if (choice2 > treasure_map || choice2 < curse) { return -1; } if ( (getCost(state->hand[currentPlayer][choice1]) + 3) > getCost(choice2) ) { return -1; } gainCard(choice2, state, 2, currentPlayer); //discard card from hand discardCard(handPos, currentPlayer, state, 0); //discard trashed card for (i = 0; i < state->handCount[currentPlayer]; i++) { if (state->hand[currentPlayer][i] == j) { discardCard(i, currentPlayer, state, 0); break; } } return 0; case remodel: j = state->hand[currentPlayer][choice1]; //store card we will trash if ( (getCost(state->hand[currentPlayer][choice1]) + 2) > getCost(choice2) ) { return -1; } gainCard(choice2, state, 0, currentPlayer); //discard card from hand discardCard(handPos, currentPlayer, state, 0); //discard trashed card for (i = 0; i < state->handCount[currentPlayer]; i++) { if (state->hand[currentPlayer][i] == j) { discardCard(i, currentPlayer, state, 0); break; } } return 0; case smithy: //iannie - refractored into own function playSmithy(state, handPos); return 0; case village: /* //+1 Card drawCard(currentPlayer, state); //+2 Actions state->numActions = state->numActions + 2; //discard played card from hand discardCard(handPos, currentPlayer, state, 0);*/ playVillage(state, handPos); return 0; case baron: state->numBuys++;//Increase buys by 1! if (choice1 > 0){//Boolean true or going to discard an estate int p = 0;//Iterator for hand! int card_not_discarded = 1;//Flag for discard set! while(card_not_discarded){ if (state->hand[currentPlayer][p] == estate){//Found an estate card! state->coins += 4;//Add 4 coins to the amount of coins state->discard[currentPlayer][state->discardCount[currentPlayer]] = state->hand[currentPlayer][p]; state->discardCount[currentPlayer]++; for (;p < state->handCount[currentPlayer]; p++){ state->hand[currentPlayer][p] = state->hand[currentPlayer][p+1]; } state->hand[currentPlayer][state->handCount[currentPlayer]] = -1; state->handCount[currentPlayer]--; card_not_discarded = 0;//Exit the loop } else if (p > state->handCount[currentPlayer]){ if(DEBUG) { printf("No estate cards in your hand, invalid choice\n"); printf("Must gain an estate if there are any\n"); } if (supplyCount(estate, state) > 0){ gainCard(estate, state, 0, currentPlayer); state->supplyCount[estate]--;//Decrement estates if (supplyCount(estate, state) == 0){ isGameOver(state); } } card_not_discarded = 0;//Exit the loop } else{ p++;//Next card } } } else{ if (supplyCount(estate, state) > 0){ gainCard(estate, state, 0, currentPlayer);//Gain an estate state->supplyCount[estate]--;//Decrement Estates if (supplyCount(estate, state) == 0){ isGameOver(state); } } } return 0; case great_hall: playGreat_Hall(state, handPos); return 0; case minion: playMinion(state, handPos, choice1, choice2); return 0; case steward: if (choice1 == 1) { //+2 cards drawCard(currentPlayer, state); drawCard(currentPlayer, state); } else if (choice1 == 2) { //+2 coins state->coins = state->coins + 2; } else { //trash 2 cards in hand discardCard(choice2, currentPlayer, state, 1); discardCard(choice3, currentPlayer, state, 1); } //discard card from hand discardCard(handPos, currentPlayer, state, 0); return 0; case tribute: playTribute(state); return 0; case ambassador: j = 0; //used to check if player has enough cards to discard if (choice2 > 2 || choice2 < 0) { return -1; } if (choice1 == handPos) { return -1; } for (i = 0; i < state->handCount[currentPlayer]; i++) { if (i != handPos && i == state->hand[currentPlayer][choice1] && i != choice1) { j++; } } if (j < choice2) { return -1; } if (DEBUG) printf("Player %d reveals card number: %d\n", currentPlayer, state->hand[currentPlayer][choice1]); //increase supply count for choosen card by amount being discarded state->supplyCount[state->hand[currentPlayer][choice1]] += choice2; //each other player gains a copy of revealed card for (i = 0; i < state->numPlayers; i++) { if (i != currentPlayer) { gainCard(state->hand[currentPlayer][choice1], state, 0, i); } } //discard played card from hand discardCard(handPos, currentPlayer, state, 0); //trash copies of cards returned to supply for (j = 0; j < choice2; j++) { for (i = 0; i < state->handCount[currentPlayer]; i++) { if (state->hand[currentPlayer][i] == state->hand[currentPlayer][choice1]) { discardCard(i, currentPlayer, state, 1); break; } } } return 0; case cutpurse: updateCoins(currentPlayer, state, 2); for (i = 0; i < state->numPlayers; i++) { if (i != currentPlayer) { for (j = 0; j < state->handCount[i]; j++) { if (state->hand[i][j] == copper) { discardCard(j, i, state, 0); break; } if (j == state->handCount[i]) { for (k = 0; k < state->handCount[i]; k++) { if (DEBUG) printf("Player %d reveals card number %d\n", i, state->hand[i][k]); } break; } } } } //discard played card from hand discardCard(handPos, currentPlayer, state, 0); return 0; case embargo: //+2 Coins state->coins = state->coins + 2; //see if selected pile is in play if ( state->supplyCount[choice1] == -1 ) { return -1; } //add embargo token to selected supply pile state->embargoTokens[choice1]++; //trash card discardCard(handPos, currentPlayer, state, 1); return 0; case outpost: //set outpost flag state->outpostPlayed++; //discard card discardCard(handPos, currentPlayer, state, 0); return 0; case salvager: //+1 buy state->numBuys++; if (choice1) { //gain coins equal to trashed card state->coins = state->coins + getCost( handCard(choice1, state) ); //trash card discardCard(choice1, currentPlayer, state, 1); } //discard card discardCard(handPos, currentPlayer, state, 0); return 0; case sea_hag: for (i = 0; i < state->numPlayers; i++){ if (i != currentPlayer){ state->discard[i][state->discardCount[i]] = state->deck[i][state->deckCount[i]--]; state->deckCount[i]--; state->discardCount[i]++; state->deck[i][state->deckCount[i]--] = curse;//Top card now a curse } } return 0; case treasure_map: //search hand for another treasure_map index = -1; for (i = 0; i < state->handCount[currentPlayer]; i++) { if (state->hand[currentPlayer][i] == treasure_map && i != handPos) { index = i; break; } } if (index > -1) { //trash both treasure cards discardCard(handPos, currentPlayer, state, 1); discardCard(index, currentPlayer, state, 1); //gain 4 Gold cards for (i = 0; i < 4; i++) { gainCard(gold, state, 1, currentPlayer); } //return success return 1; } //no second treasure_map found in hand return -1; } return -1; }
int cardEffect(int card, int choice1, int choice2, int choice3, struct gameState *state, int handPos, int *bonus) { //uses switch to select card and perform actions switch( card ) { case adventurer: return (playAdventurer(state)); case council_room: return (playCouncil_Room(state, handPos)); case feast: return(playFeast(state, choice1)); case gardens: return -1; case smithy: return (playSmithy(state, handPos)); case village: return (playVillage(state, handPos)); case mine: return(playMine(state, choice1, choice2, handPos)); case remodel: return(playRemodel(state, choice1, choice2, handPos)); case baron: return(playBaron(state, choice1, choice2, handPos)); case great_hall: return(playGreat_hall(state, handPos)); case minion: return(playMinion(state, choice1, choice2, handPos)); case steward: return(playSteward(state, choice1, choice2, choice3, handPos)); case tribute: return(playTribute(state)); case ambassador: return(playAmbassador(state,choice1, choice2, handPos)); case cutpurse: return(playCutpurse(state, handPos)); case embargo: return(playEmbargo(state, choice1, handPos)); case outpost: return(playOutpost(state, handPos)); case salvager: return(playSalvager(state, choice1, handPos)); case sea_hag: return(playSea_hag(state)); case treasure_map: return(playTreasure_map(state, handPos)); } return -1; }