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/* $Header: /home/jcb/newmj/RCS/player.c,v 11.8 2004/05/15 15:07:51 jcb Exp $
* player.c
* Implements functions on players.
*/
/****************** COPYRIGHT STATEMENT **********************
* This file is Copyright (c) 2000 by J. C. Bradfield. *
* Distribution and use is governed by the LICENCE file that *
* accompanies this file. *
* The moral rights of the author are asserted. *
* *
***************** DISCLAIMER OF WARRANTY ********************
* This code is not warranted fit for any purpose. See the *
* LICENCE file for further information. *
* *
*************************************************************/
static const char rcs_id[] = "$Header: /home/jcb/newmj/RCS/player.c,v 11.8 2004/05/15 15:07:51 jcb Exp $";
#define PLAYER_C /* so that PlayerP is not const */
#include "player.h"
#include "sysdep.h"
/* At present, this function is not exported. If it becomes
exported, the name should perhaps be made better.
player_has_mah_jong: return true if the player's hand in its
current state of organization is a complete mah-jong hand.
(That is, the hand has been organized into four sets and a pair, etc.)
The last arg is flags for seven pairs etc.
*/
static int player_has_mah_jong(PlayerP p,MJSpecialHandFlags flags);
/* utility function: copy player record into (already allocated)
space. Returns new (for consistency with memcpy) */
PlayerP copy_player(PlayerP new,const PlayerP old) {
return (PlayerP) memcpy((void *)new, (void *)old, sizeof(Player));
}
int num_tiles_in_set(TileSetP tp) {
switch ( tp->type ) {
case Empty:
return 0;
case Pair:
case ClosedPair:
return 2;
case Chow:
case ClosedChow:
case Pung:
case ClosedPung:
return 3;
case Kong:
case ClosedKong:
return 4;
default:
warn("num_tiles_in_set: unknown tile set type %d\n",tp->type);
/* this will cause chaos, but that's the idea ... */
return -1;
}
}
void initialize_player(PlayerP p) {
p->err = NULL;
p->id = 0;
p->name = NULL;
p->wind = UnknownWind;
p->flags = 0;
p->cumulative_score = 0;
player_newhand(p,UnknownWind);
}
void player_newhand(PlayerP p,TileWind w) {
int i;
p->err = NULL;
p->wind = w;
p->num_concealed = 0;
for ( i = 0; i < MAX_CONCEALED; i++ ) (p->concealed)[i] = HiddenTile;
for ( i = 0; i < MAX_TILESETS; i++ ) {
(p->tilesets)[i].type = Empty;
(p->tilesets)[i].tile = HiddenTile;
(p->tilesets)[i].annexed = 0;
}
p->num_specials = 0;
for ( i = 0; i < 8; i++ ) (p->specials)[i] = HiddenTile;
psetflag(p,Hidden);
pclearflag(p,HandDeclared);
pclearflag(p,MahJongged);
psetflag(p,NoDiscard);
pclearflag(p,Calling);
pclearflag(p,OriginalCall);
for (i=0; i < NUM_SEATS; i++) p->dflags[i] = 0;
p->hand_score = -1;
}
void set_player_id(PlayerP p, int id) {
p->err = NULL;
p->id = id;
}
void set_player_name(PlayerP p, const char *n) {
p->err = NULL;
if ( p->name ) free(p->name);
if ( n ) {
p->name = (char *)malloc(strlen(n)+1);
strcpy(p->name,n);
} else p->name = (char *)0;
}
void set_player_cumulative_score(PlayerP p, int s) {
p->err = NULL;
p->cumulative_score = s;
}
void change_player_cumulative_score(PlayerP p, int d) {
p->err = NULL;
p->cumulative_score += d;
}
void set_player_hand_score(PlayerP p, int h) {
p->err = NULL;
p->hand_score = h;
}
void set_player_userdata(PlayerP p, void *ud) {
p->err = NULL;
p->userdata = ud;
}
/* utility functions. Maybe they should be exported.
But we should probably adhere to the convention that exported
functions do not leave data structures in intermediate states,
as these do.
*/
/* player_count_tile: looks for copies of t in p's concealed tiles.
returns number found or -1 on error.
Should not be called on unknown players.
*/
int player_count_tile(PlayerP p, Tile t) {
int n,i;
p->err = NULL;
if ( pflag(p,Hidden) ) {
p->err = "Can't count tiles of hidden player";
return -1;
}
for ( i = 0, n = 0 ; i < p->num_concealed ; i++ ) {
if ( p->concealed[i] == t ) n++ ;
}
return n;
}
/* add_tile: adds t to p's concealed tiles. Should not be called
on hidden players.
*/
static int add_tile(PlayerP p, Tile t) {
assert(!pflag(p,Hidden)); /* nonsense to call this on hidden player */
// assert(p->num_concealed < MAX_CONCEALED);
if ( ! (p->num_concealed < MAX_CONCEALED) ) {
error("player.c:add_tile(): player id %d has too many tiles: num_concealed = %d\n",p->id,p->num_concealed);
return 0;
}
p->concealed[p->num_concealed++] = t;
return 1;
}
/* remove_tile: removes one instance of t from p's concealed tiles.
Returns 1 on success, 0 on failure.
Should not be called on hidden players.
*/
static int remove_tile(PlayerP p, Tile t) {
int i;
assert(!pflag(p,Hidden)); /* nonsense to call this on hidden player */
i = 0;
while ( i < p->num_concealed && p->concealed[i] != t ) i++ ;
if ( i == p->num_concealed ) return 0;
while ( i+1 < p->num_concealed ) {
p->concealed[i] = p->concealed[i+1];
i++ ;
}
p->num_concealed -= 1 ;
return 1;
}
/* add_tileset: adds a tile set of type ty and tile t to p.
Returns 1 on success, 0 on failure.
Always sets the annexed flag to 0.
*/
static int add_tileset(PlayerP p, TileSetType ty, Tile t) {
int s = 0;
while ( s < MAX_TILESETS && p->tilesets[s].type != Empty ) s++ ;
assert(s < MAX_TILESETS); /* serious problem if run out of slots */
p->tilesets[s].type = ty;
p->tilesets[s].tile = t;
p->tilesets[s].annexed = 0;
return 1;
}
int player_draws_tile(PlayerP p, Tile t) {
p->err = NULL;
if ( p->num_concealed == 0 ) {
if ( t == HiddenTile ) psetflag(p,Hidden);
else pclearflag(p,Hidden);
}
if ( pflag(p,Hidden) ) p->num_concealed++;
else {
if ( t == HiddenTile ) {
p->err = "player_draws_tile: HiddenTile, but we know the player!";
return 0;
}
if ( add_tile(p,t) == 0 ) {
p->err = "player_draws_tile: add_tile failed";
return 0;
}
}
return 1;
}
int player_draws_loose_tile(PlayerP p, Tile t) {
p->err = NULL;
if ( pflag(p,Hidden) ) p->num_concealed++;
else {
if ( t == HiddenTile ) {
p->err = "player_draws_loose_tile: HiddenTile, but we know the player!";
return 0;
}
if ( add_tile(p,t) == 0 ) {
p->err = "player_draws_loose_tile: add_tile failed";
return 0;
}
}
return 1;
}
/* NOTE: it is a required feature of the following functions that
if they fail, they leave the player structure unchanged. */
/* implements the two following functions */
static int int_pds(PlayerP p, Tile spec, int testonly) {
p->err = NULL;
if ( ! is_special(spec) ) {
p->err = "player_declares_special: the special tile isn't special\n";
return 0;
}
/* paranoid, but why not? */
if ( p->num_specials == 8 ) {
p->err = "player_declares_special: player already has all specials!";
return 0;
}
if ( pflag(p,Hidden) ) {
if ( p->num_concealed < 1 ) {
p->err = "player_can_declare_special: player has no tiles\n";
return 0;
}
if ( testonly ) return 1;
p->specials[p->num_specials++] = spec;
p->num_concealed--;
return 1;
}
if ( player_count_tile(p,spec) < 1 ) return 0;
if ( testonly ) return 1;
/* now do it */
p->specials[p->num_specials++] = spec;
remove_tile(p,spec);
return 1;
}
int player_declares_special(PlayerP p, Tile spec) {
return int_pds(p,spec,0);
}
int player_can_declare_special(PlayerP p, Tile spec) {
return int_pds(p,spec,1);
}
/* implements the several pung functions.
Determines whether p can use d to form a pung; and if not testonly,
does it.
If the last arg is 0, then d is a discard; otherwise, if the last arg is
1, d is also to be found in hand, and we are forming a closed pung
(this is used in scoring).
*/
static int int_pp(PlayerP p, Tile d, int testonly, int tileinhand) {
p->err = NULL;
if ( pflag(p,Hidden) ) {
/* just assume it can be done */
if ( p->num_concealed < (tileinhand ? 3 : 2) ) {
p->err = "player_pungs: can't pung with too few concealed tiles\n";
return 0;
}
if ( testonly ) return 1;
p->num_concealed -= (tileinhand ? 3: 2);
add_tileset(p,(tileinhand ? ClosedPung : Pung),d);
if ( p->num_concealed == 0 ) psetflag(p,HandDeclared);
return 1;
}
/* otherwise, we know the player, and need to check legality */
if ( player_count_tile(p,d) < (tileinhand ? 3 : 2) ) {
p->err = "player_pungs: not enough matching tiles\n";
return 0;
}
/* OK, it's legal */
if ( testonly ) return 1;
/* add the tileset */
add_tileset(p, (tileinhand ? ClosedPung : Pung), d);
/* remove the tiles from the hand */
remove_tile(p,d);
remove_tile(p,d);
if ( tileinhand ) remove_tile(p,d);
if ( p->num_concealed == 0 ) psetflag(p,HandDeclared);
return 1;
}
int player_pungs(PlayerP p, Tile d) {
return int_pp(p,d,0,0);
}
int player_can_pung(PlayerP p, Tile d) {
return int_pp(p,d,1,0);
}
int player_forms_closed_pung(PlayerP p, Tile d) {
return int_pp(p, d, 0, 1);
}
int player_can_form_closed_pung(PlayerP p, Tile d) {
return int_pp(p, d, 1, 1);
}
/* likewise implements the several pair functions.
Determines whether p can use d to form a pair; and if not testonly,
does it.
If the last arg is 0, then d is a discard; otherwise, if the last arg is
1, d is also to be found in hand, and we are forming a closed pair
(this is used in scoring).
*/
static int int_ppr(PlayerP p, Tile d, int testonly, int tileinhand) {
p->err = NULL;
if ( pflag(p,Hidden) ) {
/* just assume it can be done */
if ( p->num_concealed < (tileinhand ? 2 : 1) ) {
p->err = "player_pairs: can't pair with too few concealed tiles\n";
return 0;
}
p->num_concealed -= (tileinhand ? 2: 1);
add_tileset(p,(tileinhand ? ClosedPair : Pair),d);
if ( p->num_concealed == 0 ) psetflag(p,HandDeclared);
return 1;
}
/* otherwise, we know the player, and need to check legality */
if ( player_count_tile(p,d) < (tileinhand ? 2 : 1) ) {
p->err = "player_pairs: not enough matching tiles\n";
return 0;
}
/* OK, it's legal */
if ( testonly ) return 1;
/* add the tileset */
add_tileset(p, (tileinhand ? ClosedPair : Pair), d);
/* remove the tiles from the hand */
remove_tile(p,d);
if ( tileinhand ) remove_tile(p,d);
if ( p->num_concealed == 0 ) psetflag(p,HandDeclared);
return 1;
}
int player_pairs(PlayerP p, Tile d) {
return int_ppr(p,d,0,0);
}
int player_can_pair(PlayerP p, Tile d) {
return int_ppr(p,d,1,0);
}
int player_forms_closed_pair(PlayerP p, Tile t) {
return int_ppr(p,t,0,1);
}
int player_can_form_closed_pair(PlayerP p, Tile t) {
return int_ppr(p,t,1,1);
}
/* implements several following functions;
testonly and tileinhand as before */
static int int_pk(PlayerP p, Tile d, int testonly, int tileinhand) {
p->err = NULL;
if ( pflag(p,Hidden) ) {
/* just assume it can be done */
if ( p->num_concealed < (tileinhand ? 4 : 3) ) {
p->err = "player_kongs: can't kong with too few concealed tiles\n";
return 0;
}
p->num_concealed -= (tileinhand ? 4 : 3); /* lose three/four, gain replacement */
add_tileset(p,(tileinhand ? ClosedKong : Kong), d);
return 1;
}
/* otherwise, we know the player, and need to check legality */
if ( player_count_tile(p,d) < (tileinhand ? 4 : 3) ) {
p->err = "player_kongs: not enough matching tiles\n";
return 0;
}
/* OK, it's legal */
if ( testonly ) return 1;
/* add the tileset */
add_tileset(p,(tileinhand ? ClosedKong : Kong),d);
/* remove the tiles from the hand */
remove_tile(p,d);
remove_tile(p,d);
remove_tile(p,d);
if ( tileinhand ) remove_tile(p,d);
return 1;
}
int player_kongs(PlayerP p, Tile d) {
return int_pk(p,d,0,0);
}
int player_can_kong(PlayerP p, Tile d) {
return int_pk(p, d, 1, 0);
}
int player_declares_closed_kong(PlayerP p, Tile d) {
return int_pk(p, d, 0, 1);
}
int player_can_declare_closed_kong(PlayerP p, Tile d) {
return int_pk(p, d, 1, 1);
}
/* Implements two following functions. */
static int int_pap(PlayerP p, Tile t, int testonly) {
int i;
p->err = NULL;
/* First check that the player has an exposed pung of the tile */
for ( i=0 ; i < MAX_TILESETS ; i++ ) {
if ( p->tilesets[i].type == Pung && p->tilesets[i].tile == t )
break;
}
if ( i == MAX_TILESETS ) {
p->err = "player_adds_to_pung called with no pung";
return 0;
}
/* now check (if poss) that the tile is in hand */
if ( pflag(p,Hidden) ) {
/* can't see the tiles, so trust it */
if ( p->num_concealed < 1 ) {
/* err, this is actually impossible */
p->err = "player_adds_to_pung: no concealed tiles";
return 0;
}
/* lose one concealed tile */
p->num_concealed--;
p->tilesets[i].type = Kong;
p->tilesets[i].annexed = 1;
return 1;
}
/* otherwise, we know the player and need to check legality */
if ( player_count_tile(p,t) < 1 ) {
p->err = "player_adds_to_pung: tile not found in hand";
return 0;
}
/* OK, it's legal */
if ( testonly ) return 1;
/* modify the tileset */
p->tilesets[i].type = Kong;
p->tilesets[i].annexed = 1;
/* remove the tile from the hand */
remove_tile(p,t);
return 1;
}
int player_adds_to_pung(PlayerP p, Tile t) {
return int_pap(p,t,0);
}
int player_can_add_to_pung(PlayerP p,Tile t) {
return int_pap(p,t,1);
}
/* player_kong_robbed: the player has formed a kong of t, and it is robbed */
int player_kong_is_robbed(PlayerP p, Tile t) {
int i;
p->err = NULL;
/* find the kong in question */
for ( i=0 ; i < MAX_TILESETS ; i++ ) {
if ( p->tilesets[i].tile == t
&& ( p->tilesets[i].type == Kong
|| p->tilesets[i].type == ClosedKong ) )
break;
}
if ( i == MAX_TILESETS ) {
p->err = "player_kong_is_robbed called with no kong";
return 0;
}
/* and downgrade it */
if ( p->tilesets[i].type == Kong ) p->tilesets[i].type = Pung ;
else p->tilesets[i].type = ClosedPung;
p->tilesets[i].annexed = 0;
return 1;
}
/* the chow handling function */
static int int_pc(PlayerP p, Tile d, ChowPosition r, int testonly, int tileinhand) {
Tile low, mid, high;
p->err = NULL;
if ( ! is_suit(d) ) {
p->err = "Can't chow a non-suit tile\n";
return 0;
}
if ( r == AnyPos ) {
if ( !testonly ) {
p->err = "Can't make a chow with AnyPos";
return 0;
}
return
int_pc(p,d,Lower,testonly,tileinhand)
|| int_pc(p,d,Middle,testonly,tileinhand)
|| int_pc(p,d,Upper,testonly,tileinhand);
}
if ( r == Lower ) {
if ( value_of(d) > 7 ) {
p->err = "Impossible chow\n";
return 0;
}
low = d;
mid = d+1;
high = d+2;
} else if ( r == Middle ) {
if ( value_of(d) == 1 || value_of(d) == 9 ) {
p->err = "Impossible chow\n";
return 0;
}
mid = d;
low = d-1;
high = d+1;
} else /* r == Upper */ {
if ( value_of(d) < 3 ) {
p->err = "Impossible chow\n";
return 0;
}
high = d;
mid = d-1;
low = d-2;
}
if ( pflag(p,Hidden) ) {
if ( testonly ) return 1;
p->num_concealed -= (tileinhand ? 3 : 2);
add_tileset(p,(tileinhand ? ClosedChow : Chow),low);
if ( p->num_concealed == 0 ) psetflag(p,HandDeclared);
return 1;
}
/* Check we have the tiles */
if ( tileinhand || r != Lower ) {
if ( player_count_tile(p,low) < 1 ) {
p->err = "Don't have the other tiles for the chow";
return 0;
}
}
if ( tileinhand || r != Middle ) {
if ( player_count_tile(p,mid) < 1 ) {
p->err = "Don't have the other tiles for the chow";
return 0;
}
}
if ( tileinhand || r != Upper ) {
if ( player_count_tile(p,high) < 1 ) {
p->err = "Don't have the other tiles for the chow";
return 0;
}
}
/* OK, we're ready to go */
if ( testonly ) return 1;
/* this might fail if the state is inconsistent, in which case
we should leave p unchanged. Hence it comes first.
*/
if ( !add_tileset(p,(tileinhand ? ClosedChow : Chow),low) ) {
p->err = "int_pc: add_tileset failed!";
return 0;
}
/* remove the tiles */
if ( tileinhand || r != Lower ) {
remove_tile(p,low);
}
if ( tileinhand || r != Middle ) {
remove_tile(p,mid);
}
if ( tileinhand || r != Upper ) {
remove_tile(p,high);
}
if ( p->num_concealed == 0 ) psetflag(p,HandDeclared);
return 1;
}
int player_chows(PlayerP p, Tile d, ChowPosition r) {
return int_pc(p,d,r,0,0);
}
int player_can_chow(PlayerP p, Tile d, ChowPosition r) {
return int_pc(p,d,r,1,0);
}
int player_forms_closed_chow(PlayerP p, Tile d, ChowPosition r) {
return int_pc(p,d,r,0,1);
}
int player_can_form_closed_chow(PlayerP p, Tile d, ChowPosition r) {
return int_pc(p,d,r,1,1);
}
/* discarding a tile */
static int int_pd(PlayerP p, Tile t, int testonly) {
p->err = NULL;
if ( pflag(p,Hidden) ) {
if ( p->num_concealed < 1 ) {
p->err = "No tiles to discard!\n";
return 0;
}
if ( testonly ) return 1;
p->num_concealed -= 1;
pclearflag(p,NoDiscard);
return 1;
}
if ( player_count_tile(p,t) < 1 ) {
p->err = "Tile not found in hand\n";
return 0;
}
if ( testonly ) return 1;
remove_tile(p,t);
pclearflag(p,NoDiscard);
return 1;
}
int player_discards(PlayerP p, Tile t) {
return int_pd(p,t,0);
}
int player_can_discard(PlayerP p, Tile t) {
return int_pd(p,t,1);
}
/* player_can_mah_jong: determine whether this hand (perhaps with
an added discard tile) is a mah-jong hand.
This function is completely brain-dead about finding a possible
mah jong; given the small search space, there seems no point in
being at all clever.
*/
int player_can_mah_jong(PlayerP p,Tile d,MJSpecialHandFlags flags) {
Player pcopy; /* we will manipulate this copy of the player */
PlayerP pcp = &pcopy;
int answer = 0;
Tile t;
p->err = NULL;
/* Technique is depth-first search of possible hands: just
try applying making all possible tilesets until we succeed */
/* The base case of the recursion */
if ( d == HiddenTile && p->num_concealed <= 1 ) {
answer = player_has_mah_jong(p,flags);
goto done;
}
/* otherwise, try making tilesets.
First deal with the discard tile, if it exists.
For each possible way of using the discard,
make a copy of the player, use the discard, and see
if the result is mah-jongable.
*/
if ( d != HiddenTile ) {
copy_player(pcp,p);
answer = (player_pungs(pcp,d)
&& player_can_mah_jong(pcp,HiddenTile,flags));
if (answer) goto done;
copy_player(pcp,p);
answer = (player_chows(pcp,d,Lower)
&& player_can_mah_jong(pcp,HiddenTile,flags));
if (answer) goto done;
copy_player(pcp,p);
answer = (player_chows(pcp,d,Middle)
&& player_can_mah_jong(pcp,HiddenTile,flags));
if (answer) goto done;
copy_player(pcp,p);
answer = (player_chows(pcp,d,Upper)
&& player_can_mah_jong(pcp,HiddenTile,flags));
if (answer) goto done;
copy_player(pcp,p);
answer = (player_pairs(pcp,d)
&& player_can_mah_jong(pcp,HiddenTile,flags));
goto done;
} else {
/* otherwise, for each concealed tile, try making something of it */
int i;
for ( i = 0; i < p->num_concealed; i++ ) {
t = p->concealed[i];
copy_player(pcp,p);
answer = (player_forms_closed_pung(pcp,t)
&& player_can_mah_jong(pcp,HiddenTile,flags));
if (answer) goto done;
copy_player(pcp,p);
answer = (player_forms_closed_chow(pcp,t,Lower)
&& player_can_mah_jong(pcp,HiddenTile,flags));
if (answer) goto done;
copy_player(pcp,p);
answer = (player_forms_closed_pair(pcp,t)
&& player_can_mah_jong(pcp,HiddenTile,flags));
if (answer) goto done;
}
}
done:
/* if all else fails, try 13 unique wonders */
if ( (! answer)
&& ((p->num_concealed == 13 && d != HiddenTile)
|| (p->num_concealed == 14 && d == HiddenTile)))
answer = player_can_thirteen_wonders(p,d);
return answer;
}
/* does the player have 13 unique wonders? */
int player_can_thirteen_wonders(PlayerP p, Tile d) {
Player pcopy; /* we will manipulate this copy of the player */
PlayerP pcp = &pcopy;
int answer = 0;
int i, havetwo, n;
if ( d != HiddenTile ) {
copy_player(pcp,p);
answer = (player_draws_tile(pcp,d)
&& player_can_thirteen_wonders(pcp,HiddenTile));
} else {
answer = 1;
havetwo = 0;
for ( i=0; i < 13; i++ ) {
n = player_count_tile(p,thirteen_wonders[i]);
if ( n > 2 ) { answer = 0; break; }
else if ( n == 2 ) {
if ( havetwo ) { answer = 0; break; }
else { havetwo = 1; }
} else if ( n == 0 ) { answer = 0; break; }
}
if ( ! havetwo ) answer = 0;
}
return answer;
}
/* This internal function defines the mah jong hands.
(Currently it does not include thirteen wonders).
Last arg allows seven pairs etc.
*/
static int player_has_mah_jong(PlayerP p,MJSpecialHandFlags flags) {
int i,s,n;
int answer;
p->err = NULL;
/* all tiles must be in sets */
if ( p->num_concealed > 0 ) return 0;
answer = 0;
/* there must be exactly five non-empty sets, exactly
one of which must be a pair */
for (i=0, n=0, s=0; i<MAX_TILESETS; i++) {
if ( p->tilesets[i].type != Empty ) s++;
if ( num_tiles_in_set(&(p->tilesets[i])) == 2) n++;
}
if ( s == 5 && n == 1 ) answer = 1;
/* seven pairs may be allowed */
if ( (flags & MJSevenPairs) && s == 7 && n == 7 ) answer = 1;
/* that's it */
return answer;
}
/* sort the player's concealed tiles.
*/
void player_sort_tiles(PlayerP p) {
int nconc; int i,j;
Tile *tp = p->concealed;
Tile t;
p->err = NULL;
if ( pflag(p,Hidden) ) return; /* pretty dumb ... */
nconc = p->num_concealed;
/* bubble sort */
for ( i = 0 ; i < nconc-1 ; i++ ) {
if ( tp[i+1] < tp[i] ) {
/* sink it to the bottom */
for ( j = i+1 ; tp[j] < tp[j-1] && j > 0 ; j-- ) {
t = tp[j-1]; tp[j-1] = tp[j]; tp[j] = t;
}
}
}
}
/* This function generates a string repn of a players tiles. */
void player_print_tiles(char *buf, PlayerP p, int hide) {
int i,j;
Tile *tp; Tile t;
Tile ctiles[MAX_CONCEALED]; int nconc;
p->err = NULL;
if ( pflag(p,Hidden) ) hide = 1; /* can't see the tiles anyway */
/* copy the concealed files and sort them.
This assumes knowledge that Tiles are shorts.
*/
nconc = p->num_concealed;
if ( ! hide ) {
memcpy(ctiles,p->concealed,nconc*sizeof(Tile));
tp = ctiles;
/* bubble sort */
for ( i = 0 ; i < nconc-1 ; i++ ) {
if ( tp[i+1] < tp[i] ) {
/* sink it to the bottom */
for ( j = i+1 ; tp[j] < tp[j-1] && j > 0 ; j-- ) {
t = tp[j-1]; tp[j-1] = tp[j]; tp[j] = t;
}
}
}
}
buf[0] = '\000' ;
for (i=0; i < nconc; i++) {
if ( i > 0 ) strcat(buf," ");
strcat(buf, hide ? "--" : tile_code(ctiles[i]));
}
strcat(buf," *");
for (i = 0; i<MAX_TILESETS; i++) {
if ( p->tilesets[i].type == Empty ) continue;
strcat(buf," ");
strcat(buf,tileset_string(&p->tilesets[i]));
}
strcat(buf," * ");
for (i=0; i < p->num_specials; i++) {
if ( i > 0 ) strcat(buf," ");
strcat(buf,tile_code(p->specials[i]));
}
}
int set_player_tiles(PlayerP p,char *desc) {
int i = 0;
char tc[3]; /* for tile codes */
int ts;
int closed, annexed;
Tile tile;
TileSetType ttype;
p->err = NULL;
/* clear the current information */
p->num_concealed = 0;
for (i=0; i < MAX_TILESETS ; i++) p->tilesets->type = Empty;
p->num_specials = 0;
pclearflag(p,Hidden);
while ( *desc && isspace(*desc) ) desc++;
/* read the tiles in hand */
while ( *desc && *desc != '*' ) {
tc[0] = *(desc++);
tc[1] = *(desc++);
tc[2] = '\000';
tile = tile_decode(tc);
if ( tile == ErrorTile ) {
warn("format error in set_player_tile");
return 0;
}
if ( tile == HiddenTile ) {
p->num_concealed++;
psetflag(p,Hidden);
} else {
p->concealed[p->num_concealed++] = tile;
}
while ( *desc && isspace(*desc) ) desc++;
}
if ( ! *desc ) {
warn("format error in set_player_tiles");
return 0;
}
desc++; /* skip the * */
while ( *desc && isspace(*desc) ) desc++;
/* parse the tilesets */
ts = 0;
while ( *desc && *desc != '*' ) {
annexed = 0;
closed = 0;
tc[0] = *(desc++);
tc[1] = *(desc++);
tc[2] = 0;
tile = tile_decode(tc);
if ( tile == ErrorTile ) {
warn("format error in set_player_tiles");
return 0;
}
if ( *(desc++) == '+' ) closed = 1;
/* we're lazy now: if the next tile is different,
we know it's a chow; otherwise we just skip to
the next white space, counting letters */
tc[0] = *(desc++);
tc[1] = *(desc++);
if ( tile_decode(tc) != tile ) {
ttype = closed ? ClosedChow : Chow;
desc += 3; /* skip last tile */
} else if ( isspace(*desc) ) {
/* two tiles; it's a pair */
ttype = closed ? ClosedPair : Pair;
} else {
/* skip next tile */
desc += 3;
if ( isspace(*desc) ) {
/* it's a pung */
ttype = closed ? ClosedPung : Pung;
} else {
/* it's a kong */
ttype = closed ? ClosedKong : Kong;
/* millington rules ? */
if ( ! closed )
annexed = (*desc == '-');
desc += 3;
}
}
p->tilesets[ts].type = ttype;
p->tilesets[ts].tile = tile;
p->tilesets[ts].annexed = annexed;
ts++;
while ( *desc && isspace(*desc) ) desc++;
} /* end of matching tilesets loop */
if ( ! *desc ) {
warn("format error in set_player_tiles");
return 0;
}
desc++; /* skip the * */
while ( *desc && isspace(*desc) ) desc++;
/* parse the specials */
while ( *desc && *desc != '*' ) {
tc[0] = *(desc++);
tc[1] = *(desc++);
tc[2] = '\000';
tile = tile_decode(tc);
if ( tile == ErrorTile ) {
warn("format error in set_player_tile");
return 0;
}
p->specials[p->num_specials++] = tile;
while ( *desc && isspace(*desc) ) desc++;
}
/* phew */
return 1;
}
int player_shows_tiles(PlayerP p, char *desc) {
char tc[3];
Tile tile;
p->err = NULL;
/* If the player is not hidden, then we needn't
do anything to the tiles */
if ( pflag(p,Hidden) ) {
/* clear the current information */
p->num_concealed = 0;
pclearflag(p,Hidden);
while ( *desc && isspace(*desc) ) desc++;
/* read the tiles in hand */
while ( *desc ) {
tc[0] = *(desc++);
tc[1] = *(desc++);
tc[2] = '\000';
tile = tile_decode(tc);
if ( tile == ErrorTile ) {
warn("format error in player_shows_tiles");
return 0;
}
p->concealed[p->num_concealed++] = tile;
while ( *desc && isspace(*desc) ) desc++;
}
}
psetflag(p,HandDeclared);
return 1;
}
/* player_swap_tile: swaps the oldtile for the newtile in the
concealed tiles. Only used in testing, of course */
int player_swap_tile(PlayerP p, Tile oldtile, Tile newtile) {
p->err = NULL;
if ( ! remove_tile(p,oldtile) ) {
p->err = "player doesn't have old tile";
return 0;
}
add_tile(p,newtile);
return 1;
}
/* return string representing a tileset */
char *tileset_string(TileSetP tp) {
char *sep;
static char buf[20];
short v; TileSuit s;
int j;
buf[0] = '\000';
sep = "-";
switch ( tp->type ) {
case ClosedPung:
case ClosedKong:
case ClosedPair:
sep = "+";
case Pung:
case Kong:
case Pair:
for ( j = 0; j < num_tiles_in_set(tp); j++ ) {
if ( tp->type == Kong
&& !tp->annexed
&& j == num_tiles_in_set(tp) - 1 )
sep = "+";
if ( j > 0 ) strcat(buf,sep);
strcat(buf,tile_code(tp->tile));
}
break;
case ClosedChow:
sep = "+";
case Chow:
v = value_of(tp->tile);
s = suit_of(tp->tile);
strcat(buf,tile_code(tp->tile));
strcat(buf,sep);
strcat(buf,tile_code(make_tile(s,v+1)));
strcat(buf,sep);
strcat(buf,tile_code(make_tile(s,v+2)));
break;
case Empty:
/* errrr */
return "";
}
return buf;
}
/* print into an internal buffer a representation of the player */
char *player_print_state(PlayerP p) {
static char buf[256],tiles[80],flags[80],dflags[80];
int i,j;
flags[0] = 0;
for ( i = 0; i < 32; i++ ) {
if ( pflag(p,i) ) {
strcat(flags,nullprotect(player_print_PlayerFlags(i)));
strcat(flags," ");
}
}
dflags[0] = 0;
for ( j = 0; j < NUM_SEATS; j++ ) {
for ( i = 0; i < 32; i++ ) {
if ( pdflag(p,j,1 << i) ) {
strcat(dflags,nullprotect(player_print_DangerSignals(1 << i)));
strcat(dflags," ");
}
}
strcat(dflags,"; ");
}
player_print_tiles(tiles,p,0);
sprintf(buf,"Player:\n"
"id: %d\n"
"name: %.100s\n"
"wind: %s\n"
"tiles: %s\n"
"flags: %s\n"
"dflags: %s\n"
"cumulative_score: %d\n"
"hand_score: %d\n"
"err: %s\n"
"userdata: %p\n",
p->id,
nullprotect(p->name),
nullprotect(tiles_print_TileWind(p->wind)),
tiles,
flags,
dflags,
p->cumulative_score,
p->hand_score,
nullprotect(p->err),
p->userdata);
return buf;
}
/* enum functions */
#include "player-enums.c"
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