#include "7w.h" #include #include int* getdeck(int era, int numplayers); int* cards_getproduction(int era, int card); int cards_gettype(int era, int card); int* cards_getcost(int era, int card); int* cards_getproduction(int era, int card); int* cards_getcouponed(int era, int card); int* get_intarray(int size); void shuffle(int *deck, int n); int* trade_buffer(); int* get_special(int era, int card, int player); void war(); int science(int player); void halt(); char* cards_getname(int wonder, int stage); void io_printborder(int x, int y, int width); int io_printtext(int xorigin, int y, int width, char* text); int io_getkey(); int data_haswonderstage(int p, int wonder, int stage); void special_action(int player, int wonder, int stage); void clear_history(); void write_purchase(int player, int era, int card, int type); void write_trade(int player, int tradel, int trader); void player_turn(int player); #define MISC 3 #define DATAGOLD 0 static int decks[3][49]; static int discards[3][49]; static int player[7][4][7]; //3 eras and extra stuff (wonder, wonder side, wonder stages completed, gold, military wins, defeats, vps(partial)) static int buffer[7][4]; static int hands[7][7]; static int ais[7]; static int numplayers; static int era; static int turn; static int totturns; static int turngoldbuffer[7]; static int hasfreebuild; //holds player that has a free build. Once set, will be that player, or (player+1)*-1 if already used. void data_sorthands() { int i, j, k, type, buff[7]; for(i = 0; i < numplayers; i++) { k = 0; for(type = 0; type <= 7; type++) { for(j = 0; j < 7; j++) { if(cards_gettype(era, hands[i][j]) == type) buff[k++] = hands[i][j]; } } for(k = 0; k < 7; k++) hands[i][k] = buff[k]; } } void data_endgame(); void data_discard(int p, int card); void data_nextera() { int i, j, k; war(); if(era == 2) data_endgame(); era++; turn = 0; totturns = 0; k = 0; for(i = 0; i < numplayers; i++) for(j = 0; j < 7; j++) hands[i][j] = decks[era][k++]; data_sorthands(); if(hasfreebuild < 0 && hasfreebuild != -10) hasfreebuild = hasfreebuild * -1 - 1; } void data_distributewonders() { int i; int wonders[7]; for(i = 0; i < 7; i++) wonders[i] = i+3; //wonders are numbered 3-9 shuffle(wonders, 7); for(i = 0; i < numplayers; i++) { player[i][3][0] = wonders[i]; player[i][3][1] = rand()%2; player[0][3][0] = 6; //delete these lines later player[0][3][1] = 1; //this one too! } } void data_init(int n) { hasfreebuild = -10; numplayers = n; int i, j, k, *deck; for(i = 0; i < 3; i++) { deck = getdeck(i, numplayers); for(j = 0; j < numplayers*7; j++) decks[i][j] = deck[j]; } for(i = 0; i < 3; i++) for(j = 0; j < 49; j++) discards[i][j] = -1; era = -1; data_nextera(); data_distributewonders(n); for(i = 0; i < n; i++) { for(j = 0; j < 3; j++) for(k = 0; k < 7; k++) player[i][j][k] = -1; player[i][3][3] = 2; //start with 2 gold buffer[i][0] = -1; } } void data_flushbuffers() { int i, j; for(i = 0; i < 7; i++) turngoldbuffer[i] = 0; //Clear the visible buffer, the real one will be processed later. for(i = 0; i < numplayers; i++) { if(buffer[i][0] == -2) { //build wonder player[i][3][2]++; write_purchase(i, -1, -1, 2); } else if(buffer[i][0] != -1) { //bulid card for(j = 0; player[i][era][j] != -1; j++); //get free spot in array player[i][era][j] = buffer[i][0]; write_purchase(i, era, buffer[i][0], 0); } else { //sold card write_purchase(i, -1, -1, 1); } player[i][3][3] += buffer[i][1]; //change in gold player[i][3][6] += buffer[i][2]; buffer[i][0] = -1; buffer[i][1] = 0; buffer[i][2] = 0; } } void data_endturn() { //remember, player numbers are arranged clockwise totturns++; data_flushbuffers(); int i, j; if(totturns == 6) { for(i = 0; i < numplayers; i++) { if(data_getwonder(i) == 6 && data_getwonderside(i)*3+data_getwonderstages(i) >= 5) { if(data_isai(i)) ai_turn(i); else player_turn(i); data_flushbuffers(); } else data_discard((i+numplayers-turn)%numplayers, hands[i][0]); } data_nextera(); return; } for(i = 0; i < numplayers; i++) { special_action(i, data_getwonder(i), data_getwonderside(i)*3+data_getwonderstages(i)); } if(era == 0 || era == 2) //pass to the left turn++; else //pass to the right turn--; if(turn < 0) turn = numplayers-1; } int data_setfreebuild(int p) { hasfreebuild = p; } int data_spendfreebuild() { hasfreebuild = (hasfreebuild+1)*-1; } int data_turnnum() { return totturns; } void data_setai(int p) { ais[p] = 1; } int data_isai(int p) { return ais[p]; } int data_geteast(int p) { int ret = p-1; if(ret < 0) ret = numplayers-1; return ret; } int data_getwest(int p) { return (p+1)%numplayers; } int data_getdir(int dir, int p) { if(dir == 0) return data_geteast(p); if(dir == 1) return data_getwest(p); return p; } int data_getnext(int p) { if(era == 0 || era == 2) return data_getwest(p); return data_geteast(p); } int* data_gethand(int p) { int *ret = get_intarray(7); int i; for(i = 0; i < 7; i++) ret[i] = hands[(p+turn)%numplayers][i]; return ret; } int data_numcards(int p) { int *hand = data_gethand(p); int numcards; for(numcards = 0; numcards < 7 && hand[numcards] > -1; numcards++); return numcards; } int data_getera() { return era; } int data_getwonder(int p) { return player[p][3][0]; } int data_getwonderside(int p) { return player[p][3][1]; } int data_getwonderstages(int p) { return player[p][3][2]; } int data_getnextwonderstage(int p) { int side = data_getwonderside(p); int stage = data_getwonderstages(p); int wonder = data_getwonder(p); if(side == 0) { if(stage >= 3) return -1; } else { if(wonder == 3 && stage >= 2) return -1; if(wonder != 9 && stage >= 3) return -1; if(wonder == 9 && stage >= 4) return -1; } return side*3+1+stage; } int data_getdefeats(int p) { return player[p][3][5]; } void data_adddefeat(int p) { player[p][3][5]++; } void data_addvictory(int p) { int amnt; if(era == 0) amnt = 1; if(era == 1) amnt = 3; if(era == 2) amnt = 5; player[p][3][4] += amnt; } int data_getgold(int p) { return player[p][3][3] + turngoldbuffer[p]; } void data_addgold(int amnt, int p) { buffer[p][1] += amnt; turngoldbuffer[p] += amnt; } void data_addvps(int amnt, int p) { buffer[p][2] += amnt; } void data_setspecialflag(int p) { buffer[p][3] = 1; } int data_numplayers() { return numplayers; } int* data_getdiscards() { static int ret[150]; int i, j, k; for(i = 0; i < 150; i++) ret[i] = -1; k = 0; for(i = 0; i < 3; i++) { for(j = 0; discards[i][j] != -1 && j < 49; j++) { ret[k++] = i; ret[k++] = discards[i][j]; } } return ret; } void data_deletediscard(int era, int card) { int i; for(i = 0; discards[era][i] != card && i < 48; i++); discards[era][i] = -1; } void data_remove(int p, int card) //as in, removes it from the hand { int i; int *hand = hands[(p+turn)%numplayers]; for(i = 0; hand[i] != card; i++); for(; i < 6; i++) hand[i] = hand[i+1]; hand[6] = -1; for(i = 0; i < 7; i++) turngoldbuffer[i] = 0; //end of turn } void data_discard(int p, int card) { data_remove(p, card); int i; for(i = 0; discards[era][i] != -1 && i < 49; i++); discards[era][i] = card; } void data_freebuild(int p, int e, int card) { int i; for(i = 0; player[p][e][i] != -1; i++); player[p][e][i] = card; data_addgold(cards_getproduction(e, card)[GOLD], p); data_addvps(cards_getproduction(e, card)[VP], p); data_addgold(get_special(e, card, p)[1], p); } void data_build(int p, int card) { buffer[p][0] = card; //will be added to player array at end of turn data_addgold(cards_getproduction(era, card)[GOLD], p); data_addvps(cards_getproduction(era, card)[VP], p); data_addgold(get_special(era, card, p)[1], p); data_addgold(cards_getcost(era, card)[GOLD] * -1, p); data_remove(p, card); } void data_buildwonder(int p, int card) { buffer[p][0] = -2; data_addgold(cards_getcost(data_getwonder(p), data_getwonderside(p)*3+1+data_getwonderstages(p))[GOLD] * -1, p); data_addgold(cards_getproduction(data_getwonder(p), data_getwonderside(p)*3+1+data_getwonderstages(p))[GOLD], p); data_addvps(cards_getproduction(data_getwonder(p), data_getwonderside(p)*3+1+data_getwonderstages(p))[VP], p); data_setspecialflag(p); data_remove(p, card); } //0 is non producing, 1 produces one kind of resource, 2 produces multiple resources int data_productiontype(int e, int card) { if(e < 0 || card < 0) return 0; int *prod = cards_getproduction(e, card); int i; int type = 0; for(i = 0; i < GOLD; i++) { if(prod[i]) { if(type == 1) type = 2; if(type == 0) type = 1; } } return type; } int* data_getdefinites(int p) { int *ret = get_intarray(GOLD); int i, j, k, *prod; for(i = 0; i < GOLD; i++) ret[i] = 0; for(i = 0; i < 3; i++) { for(j = 0; j < 7; j++) { if(data_productiontype(i, player[p][i][j]) == 1) { prod = cards_getproduction(i, player[p][i][j]); for(k = 0; k < GOLD; k++) { ret[k] += prod[k]; } } } } return ret; } void data_removedefinites(int p, int *cost) { cost[cards_gettype(data_getwonder(p), 0)]--; int *prod = data_getdefinites(p); int i; for(i = 0; i < GOLD; i++) { cost[i] -= prod[i]; if(cost[i] < 0) cost[i] = 0; } } void data_removetraded(int p, int *cost) { int *trade = trade_buffer(); int i; for(i = 0; i < GOLD; i++) { cost[i] -= trade[i]; if(cost[i] < 0) cost[i] = 0; } } int** data_getindefinites(int p) { int i, j, k, l, m, *prod; static int dats[4*INDEF]; static int *ret[INDEF]; for(i = 0; i < INDEF; i++) { //ret[i] = get_intarray(4); ret[i] = &dats[4*i]; for(j = 0; j < 4; j++) ret[i][j] = -1; } k = 0; for(i = 0; i < 2; i++) { for(j = 0; j < 7; j++) { if(data_productiontype(i, player[p][i][j]) == 2) { m = 0; prod = cards_getproduction(i, player[p][i][j]); for(l = 0; l < GOLD; l++) { if(prod[l]) ret[k][m++] = l; } k++; } } } if(data_haswonderstage(p, 4, 2) || data_haswonderstage(p, 4, 4)) { m = 0; prod = cards_getproduction(1, 12); //production for caravansery for(l = 0; l < GOLD; l++) { if(prod[l]) ret[k][m++] = l; } k++; } if(data_haswonderstage(p, 4, 5)) { m = 0; prod = cards_getproduction(1, 11); //production for forum for(l = 0; l < GOLD; l++) { if(prod[l]) ret[k][m++] = l; } k++; } return ret; } int* data_gettradables(int p) { int *ret = get_intarray(GOLD+1); int i, j, k, *prod; for(i = 0; i < GOLD+1; i++) ret[i] = 0; for(i = 0; i < 3; i++) { for(j = 0; j < 7; j++) { if(player[p][i][j] != -1 && (cards_gettype(i, player[p][i][j]) == RESOURCE || cards_gettype(i, player[p][i][j]) == INDUSTRY)) { prod = cards_getproduction(i, player[p][i][j]); for(k = 0; k < GOLD; k++) { ret[k] += prod[k]; } } } } ret[GOLD] = data_getgold(p); return ret; } int data_iszerocost(int *cost) { int i; int free = 1; for(i = 0; i < GOLD; i++) if(cost[i] > 0) free = 0; return free; } static int recurse(int *cost, int **indef, int c) { if(c == INDEF) return 0; int i; int ncost[GOLD]; for(i = 0; i < GOLD; i++) ncost[i] = cost[i]; for(i = 0; i < 4 && indef[c][i] != -1; i++) { ncost[indef[c][i]]--; if(data_iszerocost(ncost)) return 1; if(recurse(ncost, indef, c+1)) return 1; ncost[indef[c][i]]++; } return 0; } int* data_getbuilt(int p) { int *ret = get_intarray(43); int type, e, c; int i = 0; for(type = 0; type <= 7; type++) for(e = 0; e < 3; e++) for(c = 0; c < 7; c++) if(player[p][e][c] != -1 && cards_gettype(e, player[p][e][c]) == type) { ret[i++] = e; ret[i++] = player[p][e][c]; } ret[i] = -1; //Cap it here return ret; } int data_hasbuilt(int p, int era, int card) { int *built = data_getbuilt(p); int i; for(i = 0; built[i] != -1; i += 2) if(built[i] == era && built[i+1] == card) return 1; return 0; } int data_hasbuiltname(int p, int era, int card) { if(data_hasbuilt(p, era, card)) return 1; if(era == 1) { if(card == 4 && data_hasbuilt(p, 0, 10)) return 1; if(card == 5 && data_hasbuilt(p, 0, 11)) return 1; if(card == 6 && data_hasbuilt(p, 0, 12)) return 1; } return 0; } int data_iscouponed(int p, int era, int card) { int* coupons = cards_getcouponed(era, card); int i; for(i = 0; i < 3; i += 2) { if(coupons[i+1]) if(data_hasbuilt(p, coupons[i], coupons[i+1])) return 1; } } int data_canafford(int p, int era, int card) { if(data_iscouponed(p, era, card)) return 1; int *cost = cards_getcost(era, card); if(cost[GOLD] > data_getgold(p) && p != hasfreebuild) return 0; int i, j, k; data_removedefinites(p, cost); data_removetraded(p, cost); if(data_iszerocost(cost)) return 1; if(recurse(cost, data_getindefinites(p), 0)) return 1; if(p == hasfreebuild) return 2; return 0; } int data_haswonderstage(int p, int wonder, int stage) { if(data_getwonder(p) != wonder) return 0; if(data_getwonderside(p)*3+1 > stage) return 0; if(data_getwonderstages(p)+data_getwonderside(p)*3+1 > stage) return 1; return 0; } int data_numbuilt(int p) { int num = 0; int i, j; for(i = 0; i < 3; i++) for(j = 0; j < 7; j++) if(player[p][i][j] != -1) num++; return num; } int data_gettotvps(int p) { int tot = 0; tot += player[p][3][3] / 3; //gold tot += player[p][3][4]; //military wins tot -= player[p][3][5]; //military defeats tot += player[p][3][6]; //vps int *built = data_getbuilt(p); int i; for(i = 0; built[i] != -1; i += 2) { tot += get_special(built[i], built[i+1], p)[0]; } tot += science(p); return tot; } int data_potentialvps(int p, int era, int card) { int i; for(i = 0; player[p][era][i] != -1; i++); //get free spot in array player[p][era][i] = card; //build card player[p][3][3] += cards_getproduction(era, card)[GOLD]; player[p][3][3] += get_special(era, card, p)[1]; player[p][3][6] += cards_getproduction(era, card)[VP], p; int vps = data_gettotvps(p); player[p][3][6] -= cards_getproduction(era, card)[VP], p; player[p][3][3] -= get_special(era, card, p)[1]; player[p][3][3] -= cards_getproduction(era, card)[GOLD]; player[p][era][i] = -1; return vps; } void data_endgame() { int x = 20; int y = 5; int width = 100; char s[width]; io_printborder(x, y++, width); int tots[numplayers]; int i, max; for(i = 0; i < numplayers; i++) tots[i] = data_gettotvps(i); max = 0; while(1) { for(i = 0; i < numplayers; i++) { if(tots[i] > tots[max]) max = i; } if(tots[max] == -1) break; sprintf(s, "vps: %-2d %s", tots[max], cards_getname(data_getwonder(max), 0)); y = io_printtext(x, y, width, s); tots[max] = -1; } io_printborder(x, y++, width); io_getkey(); halt(); }