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#include "game_states.h"
#include "net/comm.h"
#include "ui.h"
#include "data_store.h"
game_state_t state_client_wait_for_hand_cards(const int sock, const uint8_t round)
{
data_store_t *d = data_store();
ui_display_wnd_messages("Waiting for hand cards from server");
if(round == 1)
{
// Receive and display table stacks
net_recv(sock, msg_type_initial_stacks);
ui_display_wnd_table_cards(&d->table_stacks, false, 0);
ui_display_wnd_stack_points(&d->table_stacks, false, 0);
}
// Wait for hand cards from server and display them
net_recv(sock, msg_type_deal_hand);
ui_display_wnd_hand_cards(&d->hand, false, 0);
return STATE_CLIENT_SELECT_OPEN_CARD;
}
game_state_t state_client_select_open_card(const int sock)
{
data_store_t *d = data_store();
uint8_t open_card_idx;
ui_display_wnd_messages("Please choose the card you want to play");
// Select open card
open_card_idx = ui_choose_card(&d->hand);
d->selected_card = d->hand.cards[open_card_idx];
// Send open card to server
net_send(sock, msg_type_selected_card, NULL);
// Remove picked open card from hand
hand_remove_card(&d->hand, open_card_idx);
ui_display_wnd_hand_cards(&d->hand, false, 0);
return STATE_CLIENT_WAIT_FOR_OPEN_CARDS;
}
game_state_t state_client_wait_for_open_cards(const int sock)
{
data_store_t *d = data_store();
ui_display_wnd_messages("Waiting for the other players to pick their cards");
net_recv(sock, msg_type_selected_card_all);
player_list_sort_by_open_card(&d->player_list, d->player_list.count); // sort in ascending order
ui_display_wnd_current_state(&d->player_list, d->player_list.count, true, 0, 0); // TODO fix parameters
//return STATE_CLIENT_PLAY_CARDS;
return STATE_CLIENT_SELECT_OPEN_CARD;; // just for testing
}
game_state_t state_client_play_cards(const int sock, const uint8_t round)
{
data_store_t *ds = data_store();
for(int i=0; i<ds->player_list.count; i++)
{
card c = ds->player_list.players[i].open_card;
uint8_t stack_idx = get_stack_idx_for_card(&ds->table_stacks, c);
if(stack_idx >= NUM_TABLE_STACKS) // card does not fit on any stack
{
uint32_t stack_points;
if(ds->player_list.players[i].player_id == ds->own_player_id) // our turn to select stack
{
ds->stack_index = ui_choose_stack(&ds->table_stacks);
net_send(sock, msg_type_selected_stack_c, NULL);
}
net_recv(sock, msg_type_selected_stack_s);
stack_points = card_stack_get_points(&ds->table_stacks.stacks[ds->stack_index]);
card_stack_clear(&ds->table_stacks.stacks[ds->stack_index], c);
}
else // card fits on a stack -> place it
{
card_stack_t* cs = &ds->table_stacks.stacks[stack_idx];
if(cs->cards[MAX_CARD_STACK_SIZE-1] != 0) // stack is full
{
uint32_t stack_points = card_stack_get_points(cs);
card_stack_clear(cs, c);
}
else
{
// put open card on top of stack
for(int j=0; j<MAX_CARD_STACK_SIZE; j++)
{
if(cs->cards[j] != 0)
continue;
cs->cards[j] = c;
break;
}
}
}
}
#if 0
if (we_have_hand_cards)
{
return STATE_CLIENT_SELECT_OPEN_CARD;
}
else
{
receive_next_server_action();
if (server_action == DEAL_CARDS)
{
round++;
return STATE_CLIENT_WAIT_FOR_CARDS;
}
else if (server_action == GAME_FINISHED)
return STATE_CLIENT_GAME_FINISHED;
}
#endif
return 1337;
}
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