mirror of
https://git.zap.org.au/git/trader.git
synced 2024-11-03 17:27:29 -05:00
Move the selection and processing of game moves to move.c
This commit is contained in:
parent
eb2fe45beb
commit
ddb214c5fb
@ -33,6 +33,7 @@ trader_SOURCES = \
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trader.c trader.h \
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globals.c globals.h \
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game.c game.h \
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move.c move.h \
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fileio.c fileio.h \
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help.c help.h \
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intf.c intf.h \
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@ -11,6 +11,7 @@ source code is split up among the following files:
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trader.c trader.h - Main program, command-line interface
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globals.c globals.h - Global game constants and variables
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game.c game.h - Game start and end routines
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move.c move.h - Routines for making and processing a move
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fileio.c fileio.h - Load and save game file routines
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help.c help.h - Help text routines: how to play Star Traders
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intf.c intf.h - Basic text input/output routines
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305
src/game.c
305
src/game.c
@ -35,7 +35,6 @@
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* Internal function declarations *
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************************************************************************/
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int cmp_game_move (const void *a, const void *b);
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int cmp_player (const void *a, const void *b);
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@ -488,284 +487,12 @@ void end_game (void)
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free(buf);
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}
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/*-----------------------------------------------------------------------
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Function: select_moves - Select NUMBER_MOVES random moves
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Arguments: (none)
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Returns: (nothing)
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This function selects NUMBER_MOVES random moves and stores them in the
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game_move[] array. If there are less than NUMBER_MOVES empty spaces in
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the galaxy map, the game is automatically finished by setting
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quit_selected to true.
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*/
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void select_moves (void)
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{
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int count;
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int x, y, i, j;
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int tx, ty;
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bool unique;
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// How many empty spaces are there in the galaxy map?
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count = 0;
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for (x = 0; x < MAX_X; x++) {
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for (y = 0; y < MAX_Y; y++) {
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if (galaxy_map[x][y] == MAP_EMPTY) {
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count++;
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}
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}
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}
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if (count < NUMBER_MOVES) {
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quit_selected = true;
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return;
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}
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// Generate unique random moves
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for (i = 0; i < NUMBER_MOVES; i++) {
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do {
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do {
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tx = randi(MAX_X);
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ty = randi(MAX_Y);
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} while (galaxy_map[tx][ty] != MAP_EMPTY);
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unique = true;
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for (j = i - 1; j >= 0; j--) {
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if (tx == game_move[j].x && ty == game_move[j].y) {
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unique = false;
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break;
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}
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}
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} while (! unique);
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game_move[i].x = tx;
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game_move[i].y = ty;
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}
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// Sort moves from left to right
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qsort(game_move, NUMBER_MOVES, sizeof(move_rec_t), cmp_game_move);
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quit_selected = false;
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}
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/*-----------------------------------------------------------------------
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Function: get_move - Wait for the player to enter their move
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Arguments: (none)
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Returns: (nothing)
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This function displays the galaxy map and the current moves, then waits
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for the player to select one of the moves. On entry, current_player
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points to the current player; quit_selected and/or abort_game may be
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true (if so, get_move() justs returns without waiting for the player to
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select a move). On exit, selection contains the choice made by the
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player. Note that two windows (the "Select move" window and the galaxy
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map window) are left on the screen: they are closed in process_move().
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*/
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void get_move (void)
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{
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int i, x, y;
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if (quit_selected || abort_game) {
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selection = SEL_QUIT;
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return;
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} else {
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selection = SEL_NONE;
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}
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// Display map without closing window
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show_map(false);
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// Display current move choices on the galaxy map
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for (i = 0; i < NUMBER_MOVES; i++) {
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mvwaddch(curwin, game_move[i].y + 3, game_move[i].x * 2 + 2,
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MOVE_TO_KEY(i) | ATTR_MAP_CHOICE);
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}
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wrefresh(curwin);
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// Show menu of choices for the player
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newtxwin(5, 80, LINE_OFFSET + 19, COL_CENTER(80));
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while (selection == SEL_NONE) {
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wbkgd(curwin, ATTR_NORMAL_WINDOW);
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werase(curwin);
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box(curwin, 0, 0);
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wmove(curwin, 2, 2);
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attrpr(curwin, ATTR_KEYCODE_STR, "<1>");
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waddstr(curwin, " Display stock portfolio");
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wmove(curwin, 3, 2);
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attrpr(curwin, ATTR_KEYCODE_STR, "<2>");
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waddstr(curwin, " Declare bankruptcy");
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wmove(curwin, 2, 41);
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attrpr(curwin, ATTR_KEYCODE_STR, "<3>");
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waddstr(curwin, " Save and end the game");
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wmove(curwin, 3, 40);
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attrpr(curwin, ATTR_KEYCODE_STR, "<ESC>");
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waddstr(curwin, " Quit the game");
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mvwaddstr(curwin, 1, 2, " Select move ");
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waddstr(curwin, "[");
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attrpr(curwin, ATTR_MAP_CHOICE, "%c", MOVE_TO_KEY(0));
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waddstr(curwin, "-");
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attrpr(curwin, ATTR_MAP_CHOICE, "%c", MOVE_TO_KEY(NUMBER_MOVES - 1));
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waddstr(curwin, "/");
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attrpr(curwin, ATTR_KEYCODE_STR, "1");
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waddstr(curwin, "-");
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attrpr(curwin, ATTR_KEYCODE_STR, "3");
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waddstr(curwin, "/");
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attrpr(curwin, ATTR_KEYCODE_STR, "<ESC>");
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waddstr(curwin, "]: ");
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curs_set(CURS_ON);
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wrefresh(curwin);
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// Get the actual selection made by the player
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while (selection == SEL_NONE) {
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int key = tolower(gettxchar(curwin));
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if (IS_MOVE_KEY(key)) {
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selection = KEY_TO_MOVE(key);
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curs_set(CURS_OFF);
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waddstr(curwin, "Move ");
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attrpr(curwin, ATTR_MAP_CHOICE, "%c", key);
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} else {
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switch (key) {
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case '1':
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curs_set(CURS_OFF);
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show_status(current_player);
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curs_set(CURS_ON);
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break;
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case '2':
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selection = SEL_BANKRUPT;
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curs_set(CURS_OFF);
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wattron(curwin, A_BOLD);
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waddstr(curwin, "<2>");
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wattroff(curwin, A_BOLD);
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waddstr(curwin, " (Declare bankruptcy)");
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break;
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case '3':
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selection = SEL_SAVE;
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curs_set(CURS_OFF);
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wattron(curwin, A_BOLD);
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waddstr(curwin, "<3>");
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wattroff(curwin, A_BOLD);
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waddstr(curwin, " (Save and end the game)");
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break;
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case KEY_ESC:
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case KEY_CANCEL:
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case KEY_CTRL('C'):
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case KEY_CTRL('G'):
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case KEY_CTRL('\\'):
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selection = SEL_QUIT;
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curs_set(CURS_OFF);
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wattron(curwin, A_BOLD);
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waddstr(curwin, "<ESC>");
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wattroff(curwin, A_BOLD);
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waddstr(curwin, " (Quit the game)");
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break;
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default:
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beep();
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}
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}
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}
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// Clear the menu choices
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wattrset(curwin, ATTR_NORMAL_WINDOW);
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for (y = 2; y < 4; y++) {
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wmove(curwin, y, 2);
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for (x = 2; x < getmaxx(curwin) - 2; x++) {
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waddch(curwin, ' ' | ATTR_NORMAL_WINDOW);
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}
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}
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wrefresh(curwin);
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// Ask the player to confirm their choice
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mvwaddstr(curwin, 2, 2, " Are you sure? ");
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waddstr(curwin, "[");
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attrpr(curwin, ATTR_KEYCODE_STR, "Y");
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waddstr(curwin, "/");
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attrpr(curwin, ATTR_KEYCODE_STR, "N");
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waddstr(curwin, "] ");
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if (! answer_yesno(curwin)) {
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selection = SEL_NONE;
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}
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}
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}
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void process_move (void)
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{
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// @@@ To be written
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if (selection == SEL_QUIT) {
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quit_selected = true;
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}
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deltxwin(); // "Select move" window
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deltxwin(); // Galaxy map window
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txrefresh();
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}
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void exchange_stock (void)
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{
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// @@@ To be written
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}
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/*-----------------------------------------------------------------------
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Function: next_player - Get the next player
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Arguments: (none)
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Returns: (nothing)
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This function sets the global variable current_player to the next
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eligible player. If no player is still in the game, quit_selected is
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set to true. The variable turn_number is also incremented if required.
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*/
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void next_player (void)
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{
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int i;
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bool all_out;
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all_out = true;
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for (i = 0; i < number_players; i++) {
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if (player[i].in_game) {
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all_out = false;
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break;
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}
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}
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if (all_out) {
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quit_selected = true;
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} else {
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do {
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current_player++;
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if (current_player == number_players) {
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current_player = 0;
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}
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if (current_player == first_player) {
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turn_number++;
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}
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} while (! player[current_player].in_game);
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}
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}
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/*-----------------------------------------------------------------------
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Function: show_map - Display the galaxy map on the screen
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Arguments: closewin - Wait for user, then close window if true
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@ -1011,38 +738,6 @@ double total_value (int num)
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}
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/*-----------------------------------------------------------------------
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Function: cmp_game_move - Compare two game_move[] elements
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Arguments: a, b - Elements to compare
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Returns: int - Comparison of a and b
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This function compares two game_move[] elements (of type move_rec_t)
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and returns -1 if a < b, 0 if a == b and 1 if a > b. It is used for
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sorting game moves into ascending order.
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*/
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int cmp_game_move (const void *a, const void *b)
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{
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const move_rec_t *aa = (const move_rec_t *) a;
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const move_rec_t *bb = (const move_rec_t *) b;
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if (aa->x < bb->x) {
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return -1;
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} else if (aa->x > bb->x) {
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return 1;
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} else {
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if (aa->y < bb->y) {
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return -1;
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} else if (aa->y > bb->y) {
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return 1;
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} else {
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return 0;
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}
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}
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}
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/*-----------------------------------------------------------------------
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Function: cmp_player - Compare two player[] elements
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Arguments: a, b - Elements to compare
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@ -42,11 +42,7 @@
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extern void init_game (void);
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extern void end_game (void);
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extern void select_moves (void);
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extern void get_move (void);
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extern void process_move (void);
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extern void exchange_stock (void);
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extern void next_player (void);
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extern void show_map (bool show_moves);
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extern void show_status (int num);
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346
src/move.c
Normal file
346
src/move.c
Normal file
@ -0,0 +1,346 @@
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/************************************************************************
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* *
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* Star Traders: A Game of Interstellar Trading *
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* Copyright (C) 1990-2011, John Zaitseff *
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* *
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************************************************************************/
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/*
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Author: John Zaitseff <J.Zaitseff@zap.org.au>
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$Id$
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This file, move.c, contains the implementation of functions that make
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and process a game move in Star Traders.
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This program is free software: you can redistribute it and/or modify it
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under the terms of the GNU General Public License as published by the
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Free Software Foundation, either version 3 of the License, or (at your
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option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see http://www.gnu.org/licenses/.
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*/
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#include "trader.h"
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/************************************************************************
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* Internal function declarations *
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************************************************************************/
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int cmp_game_move (const void *a, const void *b);
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/************************************************************************
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* Game move function definitions *
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************************************************************************/
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/*-----------------------------------------------------------------------
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Function: select_moves - Select NUMBER_MOVES random moves
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Arguments: (none)
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Returns: (nothing)
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This function selects NUMBER_MOVES random moves and stores them in the
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game_move[] array. If there are less than NUMBER_MOVES empty spaces in
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the galaxy map, the game is automatically finished by setting
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quit_selected to true.
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*/
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void select_moves (void)
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{
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int count;
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int x, y, i, j;
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int tx, ty;
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bool unique;
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// How many empty spaces are there in the galaxy map?
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count = 0;
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for (x = 0; x < MAX_X; x++) {
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for (y = 0; y < MAX_Y; y++) {
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if (galaxy_map[x][y] == MAP_EMPTY) {
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count++;
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}
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}
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}
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if (count < NUMBER_MOVES) {
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quit_selected = true;
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return;
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}
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// Generate unique random moves
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for (i = 0; i < NUMBER_MOVES; i++) {
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do {
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do {
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tx = randi(MAX_X);
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ty = randi(MAX_Y);
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} while (galaxy_map[tx][ty] != MAP_EMPTY);
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unique = true;
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for (j = i - 1; j >= 0; j--) {
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if (tx == game_move[j].x && ty == game_move[j].y) {
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unique = false;
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break;
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}
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}
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} while (! unique);
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game_move[i].x = tx;
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game_move[i].y = ty;
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}
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// Sort moves from left to right
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qsort(game_move, NUMBER_MOVES, sizeof(move_rec_t), cmp_game_move);
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quit_selected = false;
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}
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/*-----------------------------------------------------------------------
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Function: get_move - Wait for the player to enter their move
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Arguments: (none)
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Returns: (nothing)
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This function displays the galaxy map and the current moves, then waits
|
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for the player to select one of the moves. On entry, current_player
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points to the current player; quit_selected and/or abort_game may be
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true (if so, get_move() justs returns without waiting for the player to
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select a move). On exit, selection contains the choice made by the
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player. Note that two windows (the "Select move" window and the galaxy
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map window) are left on the screen: they are closed in process_move().
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*/
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void get_move (void)
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{
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int i, x, y;
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if (quit_selected || abort_game) {
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selection = SEL_QUIT;
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return;
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} else {
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selection = SEL_NONE;
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}
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// Display map without closing window
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show_map(false);
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// Display current move choices on the galaxy map
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for (i = 0; i < NUMBER_MOVES; i++) {
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mvwaddch(curwin, game_move[i].y + 3, game_move[i].x * 2 + 2,
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MOVE_TO_KEY(i) | ATTR_MAP_CHOICE);
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}
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wrefresh(curwin);
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// Show menu of choices for the player
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newtxwin(5, 80, LINE_OFFSET + 19, COL_CENTER(80));
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while (selection == SEL_NONE) {
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wbkgd(curwin, ATTR_NORMAL_WINDOW);
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werase(curwin);
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box(curwin, 0, 0);
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wmove(curwin, 2, 2);
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attrpr(curwin, ATTR_KEYCODE_STR, "<1>");
|
||||
waddstr(curwin, " Display stock portfolio");
|
||||
|
||||
wmove(curwin, 3, 2);
|
||||
attrpr(curwin, ATTR_KEYCODE_STR, "<2>");
|
||||
waddstr(curwin, " Declare bankruptcy");
|
||||
|
||||
wmove(curwin, 2, 41);
|
||||
attrpr(curwin, ATTR_KEYCODE_STR, "<3>");
|
||||
waddstr(curwin, " Save and end the game");
|
||||
|
||||
wmove(curwin, 3, 40);
|
||||
attrpr(curwin, ATTR_KEYCODE_STR, "<ESC>");
|
||||
waddstr(curwin, " Quit the game");
|
||||
|
||||
mvwaddstr(curwin, 1, 2, " Select move ");
|
||||
waddstr(curwin, "[");
|
||||
attrpr(curwin, ATTR_MAP_CHOICE, "%c", MOVE_TO_KEY(0));
|
||||
waddstr(curwin, "-");
|
||||
attrpr(curwin, ATTR_MAP_CHOICE, "%c", MOVE_TO_KEY(NUMBER_MOVES - 1));
|
||||
waddstr(curwin, "/");
|
||||
attrpr(curwin, ATTR_KEYCODE_STR, "1");
|
||||
waddstr(curwin, "-");
|
||||
attrpr(curwin, ATTR_KEYCODE_STR, "3");
|
||||
waddstr(curwin, "/");
|
||||
attrpr(curwin, ATTR_KEYCODE_STR, "<ESC>");
|
||||
waddstr(curwin, "]: ");
|
||||
|
||||
curs_set(CURS_ON);
|
||||
wrefresh(curwin);
|
||||
|
||||
// Get the actual selection made by the player
|
||||
while (selection == SEL_NONE) {
|
||||
int key = tolower(gettxchar(curwin));
|
||||
|
||||
if (IS_MOVE_KEY(key)) {
|
||||
selection = KEY_TO_MOVE(key);
|
||||
|
||||
curs_set(CURS_OFF);
|
||||
waddstr(curwin, "Move ");
|
||||
attrpr(curwin, ATTR_MAP_CHOICE, "%c", key);
|
||||
} else {
|
||||
switch (key) {
|
||||
case '1':
|
||||
curs_set(CURS_OFF);
|
||||
show_status(current_player);
|
||||
curs_set(CURS_ON);
|
||||
break;
|
||||
|
||||
case '2':
|
||||
selection = SEL_BANKRUPT;
|
||||
|
||||
curs_set(CURS_OFF);
|
||||
wattron(curwin, A_BOLD);
|
||||
waddstr(curwin, "<2>");
|
||||
wattroff(curwin, A_BOLD);
|
||||
waddstr(curwin, " (Declare bankruptcy)");
|
||||
break;
|
||||
|
||||
case '3':
|
||||
selection = SEL_SAVE;
|
||||
|
||||
curs_set(CURS_OFF);
|
||||
wattron(curwin, A_BOLD);
|
||||
waddstr(curwin, "<3>");
|
||||
wattroff(curwin, A_BOLD);
|
||||
waddstr(curwin, " (Save and end the game)");
|
||||
break;
|
||||
|
||||
case KEY_ESC:
|
||||
case KEY_CANCEL:
|
||||
case KEY_CTRL('C'):
|
||||
case KEY_CTRL('G'):
|
||||
case KEY_CTRL('\\'):
|
||||
selection = SEL_QUIT;
|
||||
|
||||
curs_set(CURS_OFF);
|
||||
wattron(curwin, A_BOLD);
|
||||
waddstr(curwin, "<ESC>");
|
||||
wattroff(curwin, A_BOLD);
|
||||
waddstr(curwin, " (Quit the game)");
|
||||
break;
|
||||
|
||||
default:
|
||||
beep();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Clear the menu choices
|
||||
wattrset(curwin, ATTR_NORMAL_WINDOW);
|
||||
for (y = 2; y < 4; y++) {
|
||||
wmove(curwin, y, 2);
|
||||
for (x = 2; x < getmaxx(curwin) - 2; x++) {
|
||||
waddch(curwin, ' ' | ATTR_NORMAL_WINDOW);
|
||||
}
|
||||
}
|
||||
wrefresh(curwin);
|
||||
|
||||
// Ask the player to confirm their choice
|
||||
mvwaddstr(curwin, 2, 2, " Are you sure? ");
|
||||
waddstr(curwin, "[");
|
||||
attrpr(curwin, ATTR_KEYCODE_STR, "Y");
|
||||
waddstr(curwin, "/");
|
||||
attrpr(curwin, ATTR_KEYCODE_STR, "N");
|
||||
waddstr(curwin, "] ");
|
||||
|
||||
if (! answer_yesno(curwin)) {
|
||||
selection = SEL_NONE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void process_move (void)
|
||||
{
|
||||
// @@@ To be written
|
||||
if (selection == SEL_QUIT) {
|
||||
quit_selected = true;
|
||||
}
|
||||
|
||||
deltxwin(); // "Select move" window
|
||||
deltxwin(); // Galaxy map window
|
||||
txrefresh();
|
||||
}
|
||||
|
||||
|
||||
/*-----------------------------------------------------------------------
|
||||
Function: next_player - Get the next player
|
||||
Arguments: (none)
|
||||
Returns: (nothing)
|
||||
|
||||
This function sets the global variable current_player to the next
|
||||
eligible player. If no player is still in the game, quit_selected is
|
||||
set to true. The variable turn_number is also incremented if required.
|
||||
*/
|
||||
|
||||
void next_player (void)
|
||||
{
|
||||
int i;
|
||||
bool all_out;
|
||||
|
||||
|
||||
all_out = true;
|
||||
for (i = 0; i < number_players; i++) {
|
||||
if (player[i].in_game) {
|
||||
all_out = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (all_out) {
|
||||
quit_selected = true;
|
||||
} else {
|
||||
do {
|
||||
current_player++;
|
||||
if (current_player == number_players) {
|
||||
current_player = 0;
|
||||
}
|
||||
if (current_player == first_player) {
|
||||
turn_number++;
|
||||
}
|
||||
} while (! player[current_player].in_game);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*-----------------------------------------------------------------------
|
||||
Function: cmp_game_move - Compare two game_move[] elements
|
||||
Arguments: a, b - Elements to compare
|
||||
Returns: int - Comparison of a and b
|
||||
|
||||
This function compares two game_move[] elements (of type move_rec_t)
|
||||
and returns -1 if a < b, 0 if a == b and 1 if a > b. It is used for
|
||||
sorting game moves into ascending order.
|
||||
*/
|
||||
|
||||
int cmp_game_move (const void *a, const void *b)
|
||||
{
|
||||
const move_rec_t *aa = (const move_rec_t *) a;
|
||||
const move_rec_t *bb = (const move_rec_t *) b;
|
||||
|
||||
|
||||
if (aa->x < bb->x) {
|
||||
return -1;
|
||||
} else if (aa->x > bb->x) {
|
||||
return 1;
|
||||
} else {
|
||||
if (aa->y < bb->y) {
|
||||
return -1;
|
||||
} else if (aa->y > bb->y) {
|
||||
return 1;
|
||||
} else {
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
}
|
46
src/move.h
Normal file
46
src/move.h
Normal file
@ -0,0 +1,46 @@
|
||||
/************************************************************************
|
||||
* *
|
||||
* Star Traders: A Game of Interstellar Trading *
|
||||
* Copyright (C) 1990-2011, John Zaitseff *
|
||||
* *
|
||||
************************************************************************/
|
||||
|
||||
/*
|
||||
Author: John Zaitseff <J.Zaitseff@zap.org.au>
|
||||
$Id$
|
||||
|
||||
This file, move.h, contains declarations for functions that make and
|
||||
process a game move in Star Traders.
|
||||
|
||||
|
||||
This program is free software: you can redistribute it and/or modify it
|
||||
under the terms of the GNU General Public License as published by the
|
||||
Free Software Foundation, either version 3 of the License, or (at your
|
||||
option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||
General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see http://www.gnu.org/licenses/.
|
||||
*/
|
||||
|
||||
|
||||
#ifndef included_MOVE_H
|
||||
#define included_MOVE_H 1
|
||||
|
||||
|
||||
/************************************************************************
|
||||
* Game move function declarations *
|
||||
************************************************************************/
|
||||
|
||||
extern void select_moves (void);
|
||||
extern void get_move (void);
|
||||
extern void process_move (void);
|
||||
|
||||
extern void next_player (void);
|
||||
|
||||
|
||||
#endif /* included_MOVE_H */
|
@ -50,6 +50,7 @@
|
||||
|
||||
#include "globals.h"
|
||||
#include "game.h"
|
||||
#include "move.h"
|
||||
#include "fileio.h"
|
||||
#include "help.h"
|
||||
#include "intf.h"
|
||||
|
Loading…
Reference in New Issue
Block a user