Files

1382 lines
34 KiB
C

#include "dominion.h"
#include "dominion_helpers.h"
#include "rngs.h"
#include <stdio.h>
#include <math.h>
#include <stdlib.h>
int compare(const void* a, const void* b) {
if (*(int*)a > *(int*)b)
return 1;
if (*(int*)a < *(int*)b)
return -1;
return 0;
}
struct gameState* newGame() {
struct gameState* g = malloc(sizeof(struct gameState));
return g;
}
int* kingdomCards(int k1, int k2, int k3, int k4, int k5, int k6, int k7,
int k8, int k9, int k10) {
int* k = malloc(10 * sizeof(int));
k[0] = k1;
k[1] = k2;
k[2] = k3;
k[3] = k4;
k[4] = k5;
k[5] = k6;
k[6] = k7;
k[7] = k8;
k[8] = k9;
k[9] = k10;
return k;
}
int initializeGame(int numPlayers, int kingdomCards[10], int randomSeed,
struct gameState *state) {
int i;
int j;
int it;
//set up random number generator
SelectStream(1);
PutSeed((long)randomSeed);
//check number of players
if (numPlayers > MAX_PLAYERS || numPlayers < 2)
{
return -1;
}
//set number of players
state->numPlayers = numPlayers;
//check selected kingdom cards are different
for (i = 0; i < 10; i++)
{
for (j = 0; j < 10; j++)
{
if (j != i && kingdomCards[j] == kingdomCards[i])
{
return -1;
}
}
}
//initialize supply
///////////////////////////////
//set number of Curse cards
if (numPlayers == 2)
{
state->supplyCount[curse] = 10;
}
else if (numPlayers == 3)
{
state->supplyCount[curse] = 20;
}
else
{
state->supplyCount[curse] = 30;
}
//set number of Victory cards
if (numPlayers == 2)
{
state->supplyCount[estate] = 8;
state->supplyCount[duchy] = 8;
state->supplyCount[province] = 8;
}
else
{
state->supplyCount[estate] = 12;
state->supplyCount[duchy] = 12;
state->supplyCount[province] = 12;
}
//set number of Treasure cards
state->supplyCount[copper] = 60 - (7 * numPlayers);
state->supplyCount[silver] = 40;
state->supplyCount[gold] = 30;
//set number of Kingdom cards
for (i = adventurer; i <= treasure_map; i++) //loop all cards
{
for (j = 0; j < 10; j++) //loop chosen cards
{
if (kingdomCards[j] == i)
{
//check if card is a 'Victory' Kingdom card
if (kingdomCards[j] == great_hall || kingdomCards[j] == gardens)
{
if (numPlayers == 2){
state->supplyCount[i] = 8;
}
else{ state->supplyCount[i] = 12; }
}
else
{
state->supplyCount[i] = 10;
}
break;
}
else //card is not in the set choosen for the game
{
state->supplyCount[i] = -1;
}
}
}
////////////////////////
//supply intilization complete
//set player decks
for (i = 0; i < numPlayers; i++)
{
state->deckCount[i] = 0;
for (j = 0; j < 3; j++)
{
state->deck[i][j] = estate;
state->deckCount[i]++;
}
for (j = 3; j < 10; j++)
{
state->deck[i][j] = copper;
state->deckCount[i]++;
}
}
//shuffle player decks
for (i = 0; i < numPlayers; i++)
{
if ( shuffle(i, state) < 0 )
{
return -1;
}
}
//draw player hands
for (i = 0; i < numPlayers; i++)
{
//initialize hand size to zero
state->handCount[i] = 0;
state->discardCount[i] = 0;
//draw 5 cards
// for (j = 0; j < 5; j++)
// {
// drawCard(i, state);
// }
}
//set embargo tokens to 0 for all supply piles
for (i = 0; i <= treasure_map; i++)
{
state->embargoTokens[i] = 0;
}
//initialize first player's turn
state->outpostPlayed = 0;
state->phase = 0;
state->numActions = 1;
state->numBuys = 1;
state->playedCardCount = 0;
state->whoseTurn = 0;
state->handCount[state->whoseTurn] = 0;
//int it; move to top
//Moved draw cards to here, only drawing at the start of a turn
for (it = 0; it < 5; it++){
drawCard(state->whoseTurn, state);
}
updateCoins(state->whoseTurn, state, 0);
return 0;
}
int shuffle(int player, struct gameState *state) {
int newDeck[MAX_DECK];
int newDeckPos = 0;
int card;
int i;
if (state->deckCount[player] < 1)
return -1;
qsort ((void*)(state->deck[player]), state->deckCount[player], sizeof(int), compare);
/* SORT CARDS IN DECK TO ENSURE DETERMINISM! */
while (state->deckCount[player] > 0) {
card = floor(Random() * state->deckCount[player]);
newDeck[newDeckPos] = state->deck[player][card];
newDeckPos++;
for (i = card; i < state->deckCount[player]-1; i++) {
state->deck[player][i] = state->deck[player][i+1];
}
state->deckCount[player]--;
}
for (i = 0; i < newDeckPos; i++) {
state->deck[player][i] = newDeck[i];
state->deckCount[player]++;
}
return 0;
}
int playCard(int handPos, int choice1, int choice2, int choice3, struct gameState *state)
{
int card;
int coin_bonus = 0; //tracks coins gain from actions
//check if it is the right phase
if (state->phase != 0)
{
return -1;
}
//check if player has enough actions
if ( state->numActions < 1 )
{
return -1;
}
//get card played
card = handCard(handPos, state);
//check if selected card is an action
if ( card < adventurer || card > treasure_map )
{
return -1;
}
//play card
if ( cardEffect(card, choice1, choice2, choice3, state, handPos, &coin_bonus) < 0 )
{
return -1;
}
//reduce number of actions
state->numActions--;
//update coins (Treasure cards may be added with card draws)
updateCoins(state->whoseTurn, state, coin_bonus);
return 0;
}
int buyCard(int supplyPos, struct gameState *state) {
int who;
if (DEBUG){
printf("Entering buyCard...\n");
}
// I don't know what to do about the phase thing.
who = state->whoseTurn;
if (state->numBuys < 1){
if (DEBUG)
printf("You do not have any buys left\n");
return -1;
} else if (supplyCount(supplyPos, state) <1){
if (DEBUG)
printf("There are not any of that type of card left\n");
return -1;
} else if (state->coins < getCost(supplyPos)){
if (DEBUG)
printf("You do not have enough money to buy that. You have %d coins.\n", state->coins);
return -1;
} else {
state->phase=1;
//state->supplyCount[supplyPos]--;
gainCard(supplyPos, state, 0, who); //card goes in discard, this might be wrong.. (2 means goes into hand, 0 goes into discard)
state->coins = (state->coins) - (getCost(supplyPos));
state->numBuys--;
if (DEBUG)
printf("You bought card number %d for %d coins. You now have %d buys and %d coins.\n", supplyPos, getCost(supplyPos), state->numBuys, state->coins);
}
//state->discard[who][state->discardCount[who]] = supplyPos;
//state->discardCount[who]++;
return 0;
}
int numHandCards(struct gameState *state) {
return state->handCount[ whoseTurn(state) ];
}
int handCard(int handPos, struct gameState *state) {
int currentPlayer = whoseTurn(state);
return state->hand[currentPlayer][handPos];
}
int supplyCount(int card, struct gameState *state) {
return state->supplyCount[card];
}
int fullDeckCount(int player, int card, struct gameState *state) {
int i;
int count = 0;
for (i = 0; i < state->deckCount[player]; i++)
{
if (state->deck[player][i] == card) count++;
}
for (i = 0; i < state->handCount[player]; i++)
{
if (state->hand[player][i] == card) count++;
}
for (i = 0; i < state->discardCount[player]; i++)
{
if (state->discard[player][i] == card) count++;
}
return count;
}
int whoseTurn(struct gameState *state) {
return state->whoseTurn;
}
int endTurn(struct gameState *state) {
int k;
int i;
int currentPlayer = whoseTurn(state);
//Discard hand
for (i = 0; i < state->handCount[currentPlayer]; i++){
state->discard[currentPlayer][state->discardCount[currentPlayer]++] = state->hand[currentPlayer][i];//Discard
state->hand[currentPlayer][i] = -1;//Set card to -1
}
state->handCount[currentPlayer] = 0;//Reset hand count
//Code for determining the player
if (currentPlayer < (state->numPlayers - 1)){
state->whoseTurn = currentPlayer + 1;//Still safe to increment
}
else{
state->whoseTurn = 0;//Max player has been reached, loop back around to player 1
}
state->outpostPlayed = 0;
state->phase = 0;
state->numActions = 1;
state->coins = 0;
state->numBuys = 1;
state->playedCardCount = 0;
state->handCount[state->whoseTurn] = 0;
//int k; move to top
//Next player draws hand
for (k = 0; k < 5; k++){
drawCard(state->whoseTurn, state);//Draw a card
}
//Update money
updateCoins(state->whoseTurn, state , 0);
return 0;
}
int isGameOver(struct gameState *state) {
int i;
int j;
//if stack of Province cards is empty, the game ends
if (state->supplyCount[province] == 0)
{
return 1;
}
//if three supply pile are at 0, the game ends
j = 0;
for (i = 0; i < 25; i++)
{
if (state->supplyCount[i] == 0)
{
j++;
}
}
if ( j >= 3)
{
return 1;
}
return 0;
}
int scoreFor (int player, struct gameState *state) {
int i;
int score = 0;
//score from hand
for (i = 0; i < state->handCount[player]; i++)
{
if (state->hand[player][i] == curse) { score = score - 1; };
if (state->hand[player][i] == estate) { score = score + 1; };
if (state->hand[player][i] == duchy) { score = score + 3; };
if (state->hand[player][i] == province) { score = score + 6; };
if (state->hand[player][i] == great_hall) { score = score + 1; };
if (state->hand[player][i] == gardens) { score = score + ( fullDeckCount(player, 0, state) / 10 ); };
}
//score from discard
for (i = 0; i < state->discardCount[player]; i++)
{
if (state->discard[player][i] == curse) { score = score - 1; };
if (state->discard[player][i] == estate) { score = score + 1; };
if (state->discard[player][i] == duchy) { score = score + 3; };
if (state->discard[player][i] == province) { score = score + 6; };
if (state->discard[player][i] == great_hall) { score = score + 1; };
if (state->discard[player][i] == gardens) { score = score + ( fullDeckCount(player, 0, state) / 10 ); };
}
//score from deck
for (i = 0; i < state->discardCount[player]; i++)
{
if (state->deck[player][i] == curse) { score = score - 1; };
if (state->deck[player][i] == estate) { score = score + 1; };
if (state->deck[player][i] == duchy) { score = score + 3; };
if (state->deck[player][i] == province) { score = score + 6; };
if (state->deck[player][i] == great_hall) { score = score + 1; };
if (state->deck[player][i] == gardens) { score = score + ( fullDeckCount(player, 0, state) / 10 ); };
}
return score;
}
int getWinners(int players[MAX_PLAYERS], struct gameState *state) {
int i;
int j;
int highScore;
int currentPlayer;
//get score for each player
for (i = 0; i < MAX_PLAYERS; i++)
{
//set unused player scores to -9999
if (i >= state->numPlayers)
{
players[i] = -9999;
}
else
{
players[i] = scoreFor (i, state);
}
}
//find highest score
j = 0;
for (i = 0; i < MAX_PLAYERS; i++)
{
if (players[i] > players[j])
{
j = i;
}
}
highScore = players[j];
//add 1 to players who had less turns
currentPlayer = whoseTurn(state);
for (i = 0; i < MAX_PLAYERS; i++)
{
if ( players[i] == highScore && i > currentPlayer )
{
players[i]++;
}
}
//find new highest score
j = 0;
for (i = 0; i < MAX_PLAYERS; i++)
{
if ( players[i] > players[j] )
{
j = i;
}
}
highScore = players[j];
//set winners in array to 1 and rest to 0
for (i = 0; i < MAX_PLAYERS; i++)
{
if ( players[i] == highScore )
{
players[i] = 1;
}
else
{
players[i] = 0;
}
}
return 0;
}
int drawCard(int player, struct gameState *state)
{ int count;
int deckCounter;
if (state->deckCount[player] <= 0){//Deck is empty
//Step 1 Shuffle the discard pile back into a deck
int i;
//Move discard to deck
for (i = 0; i < state->discardCount[player];i++){
state->deck[player][i] = state->discard[player][i];
state->discard[player][i] = -1;
}
state->deckCount[player] = state->discardCount[player];
state->discardCount[player] = 0;//Reset discard
//Shufffle the deck
shuffle(player, state);//Shuffle the deck up and make it so that we can draw
if (DEBUG){//Debug statements
printf("Deck count now: %d\n", state->deckCount[player]);
}
state->discardCount[player] = 0;
//Step 2 Draw Card
count = state->handCount[player];//Get current player's hand count
if (DEBUG){//Debug statements
printf("Current hand count: %d\n", count);
}
deckCounter = state->deckCount[player];//Create a holder for the deck count
if (deckCounter == 0)
return -1;
state->hand[player][count] = state->deck[player][deckCounter - 1];//Add card to hand
state->deckCount[player]--;
state->handCount[player]++;//Increment hand count
}
else{
int count = state->handCount[player];//Get current hand count for player
int deckCounter;
if (DEBUG){//Debug statements
printf("Current hand count: %d\n", count);
}
deckCounter = state->deckCount[player];//Create holder for the deck count
state->hand[player][count] = state->deck[player][deckCounter - 1];//Add card to the hand
state->deckCount[player]--;
state->handCount[player]++;//Increment hand count
}
return 0;
}
int getCost(int cardNumber)
{
switch( cardNumber )
{
case curse:
return 0;
case estate:
return 2;
case duchy:
return 5;
case province:
return 8;
case copper:
return 0;
case silver:
return 3;
case gold:
return 6;
case adventurer:
return 6;
case council_room:
return 5;
case feast:
return 4;
case gardens:
return 4;
case mine:
return 5;
case remodel:
return 4;
case smithy:
return 4;
case village:
return 3;
case baron:
return 4;
case great_hall:
return 3;
case minion:
return 5;
case steward:
return 3;
case tribute:
return 5;
case ambassador:
return 3;
case cutpurse:
return 4;
case embargo:
return 2;
case outpost:
return 5;
case salvager:
return 4;
case sea_hag:
return 4;
case treasure_map:
return 4;
}
return -1;
}
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:
return playAdventurer(state);
case council_room:
return playCouncil_Room(state, handPos);
case feast:
return playFeast(state, choice1);
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:
return playSmithy(state, handPos);
case village:
return playVillage(state, handPos);
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);
case minion:
//+1 action
state->numActions++;
//discard card from hand
discardCard(handPos, currentPlayer, state, 0);
if (choice1) //+2 coins
{
state->coins = state->coins + 2;
}
else if (choice2) //discard hand, redraw 4, other players with 5+ cards discard hand and draw 4
{
//discard hand
while(numHandCards(state) > 0)
{
discardCard(handPos, currentPlayer, state, 0);
}
//draw 4
for (i = 0; i < 4; i++)
{
drawCard(currentPlayer, state);
}
//other players discard hand and redraw if hand size > 4
for (i = 0; i < state->numPlayers; i++)
{
if (i != currentPlayer)
{
if ( state->handCount[i] > 4 )
{
//discard hand
while( state->handCount[i] > 0 )
{
discardCard(handPos, i, state, 0);
}
//draw 4
for (j = 0; j < 4; j++)
{
drawCard(i, state);
}
}
}
}
}
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:
if ((state->discardCount[nextPlayer] + state->deckCount[nextPlayer]) <= 1){
if (state->deckCount[nextPlayer] > 0){
tributeRevealedCards[0] = state->deck[nextPlayer][state->deckCount[nextPlayer]-1];
state->deckCount[nextPlayer]--;
}
else if (state->discardCount[nextPlayer] > 0){
tributeRevealedCards[0] = state->discard[nextPlayer][state->discardCount[nextPlayer]-1];
state->discardCount[nextPlayer]--;
}
else{
//No Card to Reveal
if (DEBUG){
printf("No cards to reveal\n");
}
}
}
else{
if (state->deckCount[nextPlayer] == 0){
for (i = 0; i < state->discardCount[nextPlayer]; i++){
state->deck[nextPlayer][i] = state->discard[nextPlayer][i];//Move to deck
state->deckCount[nextPlayer]++;
state->discard[nextPlayer][i] = -1;
state->discardCount[nextPlayer]--;
}
shuffle(nextPlayer,state);//Shuffle the deck
}
tributeRevealedCards[0] = state->deck[nextPlayer][state->deckCount[nextPlayer]-1];
state->deck[nextPlayer][state->deckCount[nextPlayer]--] = -1;
state->deckCount[nextPlayer]--;
tributeRevealedCards[1] = state->deck[nextPlayer][state->deckCount[nextPlayer]-1];
state->deck[nextPlayer][state->deckCount[nextPlayer]--] = -1;
state->deckCount[nextPlayer]--;
}
if (tributeRevealedCards[0] == tributeRevealedCards[1]){//If we have a duplicate card, just drop one
state->playedCards[state->playedCardCount] = tributeRevealedCards[1];
state->playedCardCount++;
tributeRevealedCards[1] = -1;
}
for (i = 0; i <= 2; i ++){
if (tributeRevealedCards[i] == copper || tributeRevealedCards[i] == silver || tributeRevealedCards[i] == gold){//Treasure cards
state->coins += 2;
}
else if (tributeRevealedCards[i] == estate || tributeRevealedCards[i] == duchy || tributeRevealedCards[i] == province || tributeRevealedCards[i] == gardens || tributeRevealedCards[i] == great_hall){//Victory Card Found
drawCard(currentPlayer, state);
drawCard(currentPlayer, state);
}
else{//Action Card
state->numActions = state->numActions + 2;
}
}
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:
playOutpost(state, handPos);
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 discardCard(int handPos, int currentPlayer, struct gameState *state, int trashFlag)
{
//if card is not trashed, added to Played pile
if (trashFlag < 1)
{
//add card to played pile
state->playedCards[state->playedCardCount] = state->hand[currentPlayer][handPos];
state->playedCardCount++;
}
//set played card to -1
state->hand[currentPlayer][handPos] = -1;
//remove card from player's hand
if ( handPos == (state->handCount[currentPlayer] - 1) ) //last card in hand array is played
{
//reduce number of cards in hand
state->handCount[currentPlayer]--;
}
else if ( state->handCount[currentPlayer] == 1 ) //only one card in hand
{
//reduce number of cards in hand
state->handCount[currentPlayer]--;
}
else
{
//replace discarded card with last card in hand
state->hand[currentPlayer][handPos] = state->hand[currentPlayer][ (state->handCount[currentPlayer] - 1)];
//set last card to -1
state->hand[currentPlayer][state->handCount[currentPlayer] - 1] = -1;
//reduce number of cards in hand
state->handCount[currentPlayer]--;
}
return 0;
}
int gainCard(int supplyPos, struct gameState *state, int toFlag, int player)
{
//Note: supplyPos is enum of choosen card
//check if supply pile is empty (0) or card is not used in game (-1)
if ( supplyCount(supplyPos, state) < 1 )
{
return -1;
}
//added card for [whoseTurn] current player:
// toFlag = 0 : add to discard
// toFlag = 1 : add to deck
// toFlag = 2 : add to hand
if (toFlag == 1)
{
state->deck[ player ][ state->deckCount[player] ] = supplyPos;
state->deckCount[player]++;
}
else if (toFlag == 2)
{
state->hand[ player ][ state->handCount[player] ] = supplyPos;
state->handCount[player]++;
}
else
{
state->discard[player][ state->discardCount[player] ] = supplyPos;
state->discardCount[player]++;
}
//decrease number in supply pile
state->supplyCount[supplyPos]--;
return 0;
}
int updateCoins(int player, struct gameState *state, int bonus)
{
int i;
//reset coin count
state->coins = 0;
//add coins for each Treasure card in player's hand
for (i = 0; i < state->handCount[player]; i++)
{
if (state->hand[player][i] == copper)
{
state->coins += 1;
}
else if (state->hand[player][i] == silver)
{
state->coins += 2;
}
else if (state->hand[player][i] == gold)
{
state->coins += 3;
}
}
//add bonus
state->coins += bonus;
return 0;
}
int playAdventurer(struct gameState *state){
int currentPlayer = whoseTurn(state);
int drawntreasure=0;
int cardDrawn;
int temphand[MAX_HAND];
int z = 0;
while(drawntreasure<2){
if (state->deckCount[currentPlayer] <1){//if the deck is empty we need to shuffle discard and add to deck
shuffle(currentPlayer, state);
}
drawCard(currentPlayer, state);
cardDrawn = state->hand[currentPlayer][state->handCount[currentPlayer]-1];//top card of hand is most recently drawn card.
if (cardDrawn == copper || cardDrawn == silver)
drawntreasure++;
else{
temphand[z]=cardDrawn;
state->handCount[currentPlayer]--; //this should just remove the top card (the most recently drawn one).
z++;
}
}
while(z-1>=0){
state->discard[currentPlayer][state->discardCount[currentPlayer]++]=temphand[z-1]; // discard all cards in play that have been drawn
z=z-1;
}
return 0;
}
int playSmithy(struct gameState *state, int handPos){
int currentPlayer = whoseTurn(state);
int i;
//+3 Cards
for (i = 0; i < 4; i++)
{
drawCard(currentPlayer, state);
}
//discard card from hand
discardCard(handPos, currentPlayer, state, 0);
return 0;
}
int playVillage(struct gameState *state, int handPos){
int currentPlayer = whoseTurn(state);
//+1 Card
drawCard(currentPlayer, state);
//+2 Actions
state->numActions = state->numActions + 2;
//discard played card from hand
discardCard(handPos, currentPlayer-1, state, 0);
return 0;
}
int playFeast(struct gameState *state, int choice1){
int currentPlayer = whoseTurn(state);
int i;
int x;
int temphand[MAX_HAND];
int j = state->handCount[currentPlayer];
//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 = j; i <= state->handCount[currentPlayer]; i++){
state->hand[currentPlayer][i] = temphand[i];
temphand[i] = -1;
}
//Reset Hand
return 0;
}
int playCouncil_Room(struct gameState *state, int handPos){
int currentPlayer = whoseTurn(state);
int i;
//+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;
}
int playGreat_Hall(struct gameState *state, int handPos){
int currentPlayer = whoseTurn(state);
//+1 Card
drawCard(currentPlayer, state);
//+1 Actions
state->numActions++;
//discard card from hand
discardCard(handPos, currentPlayer, state, 0);
return 0;
}
int playOutpost(struct gameState *state, int handPos){
int currentPlayer = whoseTurn(state);
//set outpost flag
state->outpostPlayed++;
//discard card
discardCard(handPos, currentPlayer, state, 0);
return 0;
}
//end of dominion.c