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Azul.cpp
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Azul.cpp
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#include "Azul.h"
#include "Player.h"
#include "Utils.h"
#include <cstdlib>
#include <ctime>
#include <iostream>
// helper functions
void prepareRound(Azul&);
char drawTileFromBag(Azul&);
void init(Azul& game)
{
srand(time(nullptr));
// init players
std::cout << "Enter the number of players (2-4):\n";
game.playerCount = readBoundedInt(2, 4);
game.players = new Player[game.playerCount];
for (int i = 0; i < game.playerCount; ++i) {
game.players[i].id = i + 1;
}
// init factories
game.factories = new char*[getFactoryCount(game)];
// could be a dynamic array of static arrays of size 4:
// C-style: char (*factories)[4] = new char[factoryCount][4];
// C++11-style: new std::array<char,4>[factoryCount];
// or a pointer array to a 1D array, like Player::lines
// but this is also good for demonstrating the use of dynamic 2D arrays
for (int i = 0; i < getFactoryCount(game); ++i) {
game.factories[i] = new char[4];
}
}
void freeMemory(Azul& game)
{
delete[] game.players;
for (int i = 0; i < getFactoryCount(game); ++i) {
delete[] game.factories[i];
}
delete[] game.factories;
}
void prepareRound(Azul& game)
{
// fill factories
for (int i = 0; i < getFactoryCount(game); ++i) {
for (int j = 0; j < 4; ++j) {
game.factories[i][j] = drawTileFromBag(game);
}
}
game.startPlayerMarker = true;
// clear floors
for (int i = 0; i < game.playerCount; ++i) {
for (int j = 0; j < 7; ++j) {
game.players[i].floor[j] = '_';
}
}
}
void playRound(Azul& game)
{
if (isGameOver(game))
return;
prepareRound(game);
// factory-offer phase
for (int currentPlayer = game.startingPlayer;
existsNonEmptyFactory(game)
|| !isCenterPileEmpty(game);
currentPlayer = (currentPlayer + 1) % game.playerCount) {
pickTiles(game.players[currentPlayer], game);
}
// wall-tiling phase
for (int current = 0; current < game.playerCount; ++current) {
placeTilesToWall(game.players[current], game);
scoreFloor(game.players[current]);
}
if (isGameOver(game)) {
std::cout
<< "Game is over. Press Enter / Return to go to final scoring.";
cinIgnore();
for (int current = 0; current < game.playerCount; ++current) {
scoreBonusPoints(game.players[current]);
}
}
}
char drawTileFromBag(Azul& game)
{
int tileCount = 0;
for (int i = 0; i < 5; ++i) {
tileCount += game.bag[i];
}
if (tileCount == 0) { // bag is empty, refill from discard pile
for (int i = 0; i < 5; ++i) {
tileCount += game.bag[i] = game.discarded[i];
game.discarded[i] = 0;
}
if (tileCount == 0) { // discard pile is empty too
return ' ';
}
}
int selected = rand() % tileCount; // global tile index
int color = 0;
while (selected >= game.bag[color]) { // index is invalid for current color
// adjust tile index for next color and advance color index
selected -= game.bag[color++];
}
return 'A' + color;
}
bool isGameOver(const Azul& game)
{
for (int i = 0; i < game.playerCount; ++i) {
for (int row = 0; row < 5; ++row) {
if (!containsChar(game.players[i].wall[row], 5, '.'))
return true;
}
}
return false;
}
bool existsNonEmptyFactory(const Azul& game)
{
for (int i = 0; i < getFactoryCount(game); ++i) {
if (game.factories[i][0] != ' ')
return true;
}
return false;
}
bool isCenterPileEmpty(const Azul& game)
{
for (int i = 0; i < 5; ++i) {
if (game.centerPile[i] != 0)
return false;
}
return true;
}
void displayFactories(const Azul& game)
{
std::cout << "Factories:\n";
for (int i = 0; i < getFactoryCount(game); ++i) {
std::cout << " " << i + 1 << ": ";
for (int j = 0; j < 4; ++j) {
std::cout << game.factories[i][j];
}
std::cout << '\n';
}
std::cout << "Center pile:\n 0: ";
if (game.startPlayerMarker)
std::cout << 'X';
for (int color = 0; color < 5; ++color) {
if (game.centerPile[color] == 0)
continue;
std::cout << ' ';
for (int i = 0; i < game.centerPile[color]; ++i) {
std::cout << char('A' + color);
}
}
std::cout << '\n';
}
void printScoreboard(const Azul& game)
{
struct Score {
int id, points, rows;
};
Score* scores = new Score[game.playerCount];
for (int i = 0; i < game.playerCount; ++i) {
scores[i].id = game.players[i].id;
scores[i].points = game.players[i].points;
scores[i].rows = countFullRows(game.players[i]);
}
// sort scores by points and rows
for (int i = 0; i < game.playerCount - 1; ++i) {
int best = i;
for (int j = i + 1; j < game.playerCount; ++j) {
if (scores[j].points > scores[best].points
|| (scores[j].points == scores[best].points
&& scores[j].rows > scores[best].rows)) {
best = j;
}
}
if (best != i) {
Score temp = scores[i];
scores[i] = scores[best];
scores[best] = temp;
}
}
std::cout << "Place\tPlayer \tPoints\tFull rows\n";
for (int i = 0, place = 1; i < game.playerCount; ++i) {
std::cout << place << "\tPlayer " << scores[i].id << '\t'
<< scores[i].points << '\t' << scores[i].rows << '\n';
if (i + 1 < game.playerCount) {
if (scores[i].points != scores[i + 1].points
|| scores[i].rows != scores[i + 1].rows) {
place = i + 1;
}
}
}
delete[] scores;
}