From a68b72e60128834e41a09e2aeb3c2faea59384b2 Mon Sep 17 00:00:00 2001 From: Mario Kilies Date: Sat, 15 Jan 2011 00:29:16 +0100 Subject: Removed input handling from game loop. --- src/game.c | 37 +++---------------------------------- 1 file changed, 3 insertions(+), 34 deletions(-) diff --git a/src/game.c b/src/game.c index 4165998..39dcec7 100644 --- a/src/game.c +++ b/src/game.c @@ -30,7 +30,6 @@ void start_game(void) int cards = MAX_CARD - MIN_CARD + 1; card mainstack[cards]; enum gamestate state = STATE_DEALCARDS; - int input; srand(time(0)); @@ -39,8 +38,6 @@ void start_game(void) // main game loop while(running) { - input = getch(); // ERR if no key pressed - switch(state) { case STATE_DEALCARDS: // deal cards to players (on host) @@ -49,45 +46,17 @@ void start_game(void) break; case STATE_WAIT_CARDS: // wait on client until host has dealt cards break; - case STATE_SELECTCARD: // player has to select own card - // if(input != ERR) - // cardselect(input); - // if(input == '\n') - // { - // get_selected_card(); - // state = STATE_WAIT_OPPONENTCARDS - // } + case STATE_SELECTCARD: // player has to select own card, if done, set state to STATE_WAIT_OPPONENTCARDS break; - case STATE_WAIT_OPPONENTCARDS: // wait until all opponents have selected their cards - // if(opponent_cards_rdy()) - // { - // if(lowest_card_player() == own_id) - // state = STATE_SELECTSTACK; - // else - // state = STATE_WAIT_OPPONENTSTACK; - // } + case STATE_WAIT_OPPONENTCARDS: // wait until all opponents have selected their open card. Then check if we have the lowest open card. If so, set state to STATE_SELECTSTACK, otherwise to STATE_WAIT_OPPONENTSTACK break; case STATE_WAIT_OPPONENTSTACK: // wait until opponent has selected a stack break; - case STATE_SELECTSTACK: // player has to select a stack - //if(input != ERR) - // stackselect(input); - //if(input == '\n') - //{ - // get_selected_stack(); - // update_stack(); - // - // if(players_remaining()) - // state = STATE_WAIT_OPPONENTSTACK; - // else - // state = STATE_SELECTCARD; - //} + case STATE_SELECTSTACK: // player has to select a stack and update it (add card/take whole stack). If it was the last player's turn, set state to STATE_SELECTCARD, otherwise to STATE_WAIT_OPPONENTSTACK break; default: assert(false); // should never happen } - - usleep(1000); } } -- cgit v1.2.3