#include <stdio.h>
#include <stdlib.h>
#include <time.h>
+#include <gtk/gtk.h>
char *colors[] = {"Black", "Blue", "Red", "Yellow"};
} player_t;
#define GAME_MAX_PLAYERS 4
+#define GAME_WINDOW_DEFAULT_WIDTH 800
+#define GAME_WINDOW_DEFAULT_HEIGHT 600
typedef struct game {
player_t players[GAME_MAX_PLAYERS];
card_group_init(&player->hand);
}
+
+static int card_compare(card_t *card_one, card_t *card_two)
+{
+ if (card_one->number < card_two->number)
+ return -1;
+ if (card_one->number == card_two->number)
+ return 0;
+ /* At this point, we know that this must be true:
+ * if (card_one->number > card_two->number)
+ */
+ return 1;
+}
+
static int card_group_is_run(card_group_t *card_group)
{
int i;
{
return 0;
}
+ }
+ for (i = 0; i < card_group->num_cards; ++i)
+ {
if (card_group->cards[i].number > highest)
{
highest = card_group->cards[i].number;
return 1;
}
-
static int card_group_is_set(card_group_t *card_group)
{
int i;
return 1;
}
-#if 0
-static void deck_deal(deck_t *deck, game_t *game)
+static void deck_deal(game_t *game, deck_t *deck)
{
card_t temp;
int rand_card;
- int i, j;
- for (i = 0; i < PLAYERS; ++i)
+ int i, j, newline;
+
+ printf ("How many players(1-4) should I deal in? ");
+ game->num_players = getchar();
+ if (game->num_players == EOF)
{
- for (j = 0; j < 13; ++j)
+ printf ("\nGoodbye.\n");
+ exit (1);
+ }
+ newline = getchar();
+ game->num_players -= '0';
+
+ for (i = 0; i < game->num_players; ++i)
+ {
+ for (j = 0; j < 14; ++j)
{
- rand_card = ((last + 1.0) * rand()) / (RAND_MAX + 1.0);
+ rand_card = ((deck->num_cards + 1.0) * rand()) / (RAND_MAX + 1.0);
temp = deck->cards[rand_card];
- deck->cards[rand_card] = deck->cards[last];
- game->players[i]->hand->cards[j] = temp;
+ deck->cards[rand_card] = deck->cards[deck->num_cards - 1];
+ game->players[i].hand.cards[j] = temp;
+ deck->num_cards -= 1;
+ game->players[i].hand.num_cards += 1;
}
}
+ printf ("Game dealt for %d player(s)\n", game->num_players);
}
-#endif
static void deck_init(deck_t *deck)
{
{
rand_card = ((last + 1.0) * rand()) / (RAND_MAX + 1.0);
temp = deck->cards[rand_card];
- deck->cards[rand_card] = deck->cards[last];
- deck->cards[last] = temp;
+ deck->cards[rand_card] = deck->cards[last - 1];
+ deck->cards[last - 1] = temp;
}
}
printf ("There are %d tiles in the deck\n" , deck->num_cards);
}
+static void hand_print(game_t *game)
+{
+ int i;
+ for (i = 0; i < game->players[0].hand.num_cards; ++i)
+ {
+ card_print(game->players[0].hand.cards[i]);
+ }
+}
+
static void game_init(game_t *game)
{
int i;
deck_shuffle(&game->deck);
}
-int main(void)
+static gboolean on_expose_event (GtkWidget *widget, GdkEventExpose *event, game_t *game)
+{
+ printf ("I should be drawing something here\n");
+
+ return TRUE;
+}
+
+static gboolean on_key_press_event (GtkWidget *widget, GdkEventKey *event, game_t *game)
+{
+ printf ("You pressed key %d\n", event->keyval);
+
+ return TRUE;
+}
+
+static gboolean on_button_press_event (GtkWidget *widget, GdkEventButton *event, game_t *game)
+{
+ printf ("You pressed button %d\n", event->button);
+
+ return TRUE;
+}
+
+static gboolean on_button_release_event (GtkWidget *widget, GdkEventButton *event, game_t *game)
{
+ printf ("You released button %d\n", event->button);
+
+ return TRUE;
+}
+
+int main(int argc, char *argv[])
+{
+ GtkWidget *window;
game_t game;
srand(time(NULL));
game_init(&game);
deck_print(&game.deck);
-
+ deck_deal(&game, &game.deck);
+ hand_print(&game);
+ deck_print(&game.deck);
+
+ gtk_init (&argc, &argv);
+
+ /* Create a new window */
+ window = gtk_window_new (GTK_WINDOW_TOPLEVEL);
+ gtk_window_set_default_size (GTK_WINDOW (window),
+ GAME_WINDOW_DEFAULT_WIDTH,
+ GAME_WINDOW_DEFAULT_HEIGHT);
+
+ gtk_widget_set_events (window,
+ GDK_EXPOSURE_MASK |
+ GDK_KEY_PRESS_MASK |
+ GDK_BUTTON_PRESS_MASK |
+ GDK_BUTTON_RELEASE_MASK);
+
+ g_signal_connect (G_OBJECT (window), "delete_event",
+ G_CALLBACK (gtk_main_quit), NULL);
+ g_signal_connect (G_OBJECT (window), "expose_event",
+ G_CALLBACK (on_expose_event), &game);
+ g_signal_connect (G_OBJECT (window), "key_press_event",
+ G_CALLBACK (on_key_press_event), &game);
+ g_signal_connect (G_OBJECT (window), "button_press_event",
+ G_CALLBACK (on_button_press_event), &game);
+ g_signal_connect (G_OBJECT (window), "button_release_event",
+ G_CALLBACK (on_button_release_event), &game);
+
+ gtk_widget_show_all (window);
+ gtk_main ();
+
return 0;
-
+
}