syndilights/blib-1.1.7/modules/bxxo.c

958 lines
26 KiB
C

/* Bxxo: tic-tac-toe module for Blinkenlights
*
* Copyright (c) 2003 1stein <1stein@schuermans.info>
*
* based on Test implementation for a BModule by the Blinkenlights Crew
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "config.h"
#include <string.h>
#include <stdlib.h>
#include <glib-object.h>
#include <gmodule.h>
#include <blib/blib.h>
#define BxxoVerMaj 1
#define BxxoVerMin 0
#define BxxoVerRev 0
//minimum size and color count of display
#define BxxoSizeXMin 12
#define BxxoSizeYMin 8
#define BxxoMaxColorMin 1
//time player has to chose next field (in seconds)
#define BxxoChoseTime 9
//time to blink winning line (in seconds)
#define BxxoWinTime 3
//the colors
#define BxxoColorEmpty( MaxColor ) (0)
#define BxxoColorField( MaxColor ) ((MaxColor) * 3 / 5)
#define BxxoColorMark( MaxColor ) (MaxColor)
#define BxxoColorNumber( MaxColor ) (MaxColor)
#ifdef XXO_DEBUG
#define dbg_print g_print
#else
#define dbg_print(fmt, ...)
#endif
#define B_TYPE_XXO_MODULE (b_type_xxo_module)
#define B_XXO_MODULE(obj) (G_TYPE_CHECK_INSTANCE_CAST ((obj), B_TYPE_XXO_MODULE, BxxoModule))
#define B_XXO_MODULE_CLASS(klass) (G_TYPE_CHECK_CLASS_CAST ((klass), B_TYPE_XXO_MODULE, BxxoModuleClass))
#define B_IS_XXO_MODULE(obj) (G_TYPE_CHECK_INSTANCE_TYPE ((obj), B_TYPE_XXO_MODULE))
typedef struct _BxxoModule BxxoModule;
typedef struct _BxxoModuleClass BxxoModuleClass;
struct _BxxoModule
{
BModule parent_instance;
int MaxColor; //maximum color value
int SizeX, SizeY; //size of game-field
int MarkX, MarkY; //size of a mark
int PlayerAvail[2]; //boolean flags if players are available
int PlayerId[2]; //id of player
int Field[3][3]; //game field: Field[Y][X], -1 = free, 0 = first player, 1 = second player
int Player; //number of player who has to chose a field next
int ChoseTime; //time to chose (seconds)
int Ticks; //tick counter (0.1 seconds)
int GameOver; //boolean value set if game over
int WinX, WinY, WinDX, WinDY; //variables indicating winning line
int WinTime; //time to let winning line blink (seconds)
};
struct _BxxoModuleClass
{
BModuleClass parent_class;
};
static GType b_xxo_module_get_type (GTypeModule *module);
static void b_xxo_module_class_init (BxxoModuleClass *klass);
static void b_xxo_module_init (BxxoModule *test_module);
static gboolean b_xxo_module_query (gint width,
gint height,
gint channels,
gint maxval);
static gboolean b_xxo_module_prepare (BModule *module,
GError **error);
static void b_xxo_module_relax (BModule *module);
static void b_xxo_module_start (BModule *module);
static void b_xxo_module_event (BModule *module,
BModuleEvent *event);
static gint b_xxo_module_tick (BModule *module);
static void b_xxo_module_describe (BModule *module,
const gchar **title,
const gchar **description,
const gchar **author);
static GType b_type_xxo_module = 0;
//output a player mark
static void BxxoOutMark (BxxoModule * pBxxoModule,
int StartX, int StartY,
int SizeX, int SizeY,
int Player)
{
int X, Y, Con, Coff;
Con = BxxoColorMark (pBxxoModule->MaxColor);
Coff = BxxoColorEmpty (pBxxoModule->MaxColor);
for( Y = 0; Y < SizeY; Y++ )
for( X = 0; X < SizeX; X++ )
if( Player == 0 || (Player == 1 && ((X + Y) & 1) == 0) )
b_module_draw_point ((BModule*)pBxxoModule, StartX + X, StartY + Y,
Con);
else
b_module_draw_point ((BModule*)pBxxoModule, StartX + X, StartY + Y,
Coff);
}
//output a number (0..9) (3x5 pixels)
const char BxxoNumbers[11][5][3] =
{
{
{1,1,1},
{1,0,1},
{1,0,1},
{1,0,1},
{1,1,1}
},
{
{0,0,1},
{0,0,1},
{0,0,1},
{0,0,1},
{0,0,1}
},
{
{1,1,1},
{0,0,1},
{1,1,1},
{1,0,0},
{1,1,1}
},
{
{1,1,1},
{0,0,1},
{1,1,1},
{0,0,1},
{1,1,1}
},
{
{1,0,1},
{1,0,1},
{1,1,1},
{0,0,1},
{0,0,1}
},
{
{1,1,1},
{1,0,0},
{1,1,1},
{0,0,1},
{1,1,1}
},
{
{1,1,1},
{1,0,0},
{1,1,1},
{1,0,1},
{1,1,1}
},
{
{1,1,1},
{0,0,1},
{0,0,1},
{0,0,1},
{0,0,1}
},
{
{1,1,1},
{1,0,1},
{1,1,1},
{1,0,1},
{1,1,1}
},
{
{1,1,1},
{1,0,1},
{1,1,1},
{0,0,1},
{1,1,1}
},
{
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0},
{0,0,0}
}
};
static void BxxoOutNumber (BxxoModule * pBxxoModule,
int X, int Y,
int N)
{
int Con, Coff, XX, YY;
Con = BxxoColorNumber (pBxxoModule->MaxColor);
Coff = BxxoColorEmpty (pBxxoModule->MaxColor);
if (N > 9) N %= 10;
if (N < 0) N = 10;
for (YY = 0; YY < 5; YY++)
for (XX = 0; XX < 3; XX++)
b_module_draw_point ((BModule*)pBxxoModule, X + XX, Y + YY,
BxxoNumbers[N][YY][XX] ? Con : Coff );
}
//check if current player has won
static int BxxoWinCheck( BxxoModule * pBxxoModule )
{
int X, Y, Cnt;
//horizontal
for( Y = 0; Y < 3; Y++ )
{
for( X = 0; X < 3; X++ )
if( pBxxoModule->Field[Y][X] != pBxxoModule->Player )
break;
if( X >= 3 )
{
pBxxoModule->WinX = 0;
pBxxoModule->WinY = Y;
pBxxoModule->WinDX = 1;
pBxxoModule->WinDY = 0;
return 1;
}
}
//vertical
for( X = 0; X < 3; X++ )
{
for( Y = 0; Y < 3; Y++ )
if( pBxxoModule->Field[Y][X] != pBxxoModule->Player )
break;
if( Y >= 3 )
{
pBxxoModule->WinX = X;
pBxxoModule->WinY = 0;
pBxxoModule->WinDX = 0;
pBxxoModule->WinDY = 1;
return 1;
}
}
//diagonal
for( Y = 0, X = 0; Y < 3; Y++, X++ )
if( pBxxoModule->Field[Y][X] != pBxxoModule->Player )
break;
if( Y >= 3 )
{
pBxxoModule->WinX = 0;
pBxxoModule->WinY = 0;
pBxxoModule->WinDX = 1;
pBxxoModule->WinDY = 1;
return 1;
}
//reverse diagonal
for( Y = 0, X = 2; Y < 3; Y++, X-- )
if( pBxxoModule->Field[Y][X] != pBxxoModule->Player )
break;
if( Y >= 3 )
{
pBxxoModule->WinX = 2;
pBxxoModule->WinY = 0;
pBxxoModule->WinDX = -1;
pBxxoModule->WinDY = 1;
return 1;
}
//no more free fields
Cnt = 0;
for( Y = 0; Y < 3; Y++ )
for( X = 0; X < 3; X++ )
if( pBxxoModule->Field[Y][X] == -1 )
Cnt++;
if( Cnt == 0 )
{
pBxxoModule->WinX = -1;
pBxxoModule->WinY = -1;
pBxxoModule->WinDX = 0;
pBxxoModule->WinDY = 0;
return 1;
}
return 0;
}
//chose a field for current player
static void BxxoModuleChose( BxxoModule * pBxxoModule, int * pX, int * pY )
{
int X, Y, Cnt, I;
//try to win
//horizontal
for( Y = 0; Y < 3; Y++ )
{
if( pBxxoModule->Field[Y][0] == pBxxoModule->Player
&& pBxxoModule->Field[Y][1] == pBxxoModule->Player
&& pBxxoModule->Field[Y][2] == -1 )
{
*pX = 2;
*pY = Y;
return;
}
if( pBxxoModule->Field[Y][0] == pBxxoModule->Player
&& pBxxoModule->Field[Y][1] == -1
&& pBxxoModule->Field[Y][2] == pBxxoModule->Player )
{
*pX = 1;
*pY = Y;
return;
}
if( pBxxoModule->Field[Y][0] == -1
&& pBxxoModule->Field[Y][1] == pBxxoModule->Player
&& pBxxoModule->Field[Y][2] == pBxxoModule->Player )
{
*pX = 0;
*pY = Y;
return;
}
}
//vertical
for( X = 0; X < 3; X++ )
{
if( pBxxoModule->Field[0][X] == pBxxoModule->Player
&& pBxxoModule->Field[1][X] == pBxxoModule->Player
&& pBxxoModule->Field[2][X] == -1 )
{
*pX = X;
*pY = 2;
return;
}
if( pBxxoModule->Field[0][X] == pBxxoModule->Player
&& pBxxoModule->Field[1][X] == -1
&& pBxxoModule->Field[2][X] == pBxxoModule->Player )
{
*pX = X;
*pY = 1;
return;
}
if( pBxxoModule->Field[0][X] == -1
&& pBxxoModule->Field[1][X] == pBxxoModule->Player
&& pBxxoModule->Field[2][X] == pBxxoModule->Player )
{
*pX = X;
*pY = 0;
return;
}
}
//diagonal
if( pBxxoModule->Field[0][0] == pBxxoModule->Player
&& pBxxoModule->Field[1][1] == pBxxoModule->Player
&& pBxxoModule->Field[2][2] == -1 )
{
*pX = 2;
*pY = 2;
return;
}
if( pBxxoModule->Field[0][0] == pBxxoModule->Player
&& pBxxoModule->Field[1][1] == -1
&& pBxxoModule->Field[2][2] == pBxxoModule->Player )
{
*pX = 1;
*pY = 1;
return;
}
if( pBxxoModule->Field[0][0] == -1
&& pBxxoModule->Field[1][1] == pBxxoModule->Player
&& pBxxoModule->Field[2][2] == pBxxoModule->Player )
{
*pX = 0;
*pY = 0;
return;
}
//reverse diagonal
if( pBxxoModule->Field[0][2] == pBxxoModule->Player
&& pBxxoModule->Field[1][1] == pBxxoModule->Player
&& pBxxoModule->Field[2][0] == -1 )
{
*pX = 0;
*pY = 2;
return;
}
if( pBxxoModule->Field[0][2] == pBxxoModule->Player
&& pBxxoModule->Field[1][1] == -1
&& pBxxoModule->Field[2][0] == pBxxoModule->Player )
{
*pX = 1;
*pY = 1;
return;
}
if( pBxxoModule->Field[0][2] == -1
&& pBxxoModule->Field[1][1] == pBxxoModule->Player
&& pBxxoModule->Field[2][0] == pBxxoModule->Player )
{
*pX = 2;
*pY = 0;
return;
}
//no direct chance to win
//try to block other player
//horizontal
for( Y = 0; Y < 3; Y++ )
{
if( pBxxoModule->Field[Y][0] == 1 - pBxxoModule->Player
&& pBxxoModule->Field[Y][1] == 1 - pBxxoModule->Player
&& pBxxoModule->Field[Y][2] == -1 )
{
*pX = 2;
*pY = Y;
return;
}
if( pBxxoModule->Field[Y][0] == 1 - pBxxoModule->Player
&& pBxxoModule->Field[Y][1] == -1
&& pBxxoModule->Field[Y][2] == 1 - pBxxoModule->Player )
{
*pX = 1;
*pY = Y;
return;
}
if( pBxxoModule->Field[Y][0] == -1
&& pBxxoModule->Field[Y][1] == 1 - pBxxoModule->Player
&& pBxxoModule->Field[Y][2] == 1 - pBxxoModule->Player )
{
*pX = 0;
*pY = Y;
return;
}
}
//vertical
for( X = 0; X < 3; X++ )
{
if( pBxxoModule->Field[0][X] == 1 - pBxxoModule->Player
&& pBxxoModule->Field[1][X] == 1 - pBxxoModule->Player
&& pBxxoModule->Field[2][X] == -1 )
{
*pX = X;
*pY = 2;
return;
}
if( pBxxoModule->Field[0][X] == 1 - pBxxoModule->Player
&& pBxxoModule->Field[1][X] == -1
&& pBxxoModule->Field[2][X] == 1 - pBxxoModule->Player )
{
*pX = X;
*pY = 1;
return;
}
if( pBxxoModule->Field[0][X] == -1
&& pBxxoModule->Field[1][X] == 1 - pBxxoModule->Player
&& pBxxoModule->Field[2][X] == 1 - pBxxoModule->Player )
{
*pX = X;
*pY = 0;
return;
}
}
//diagonal
if( pBxxoModule->Field[0][0] == 1 - pBxxoModule->Player
&& pBxxoModule->Field[1][1] == 1 - pBxxoModule->Player
&& pBxxoModule->Field[2][2] == -1 )
{
*pX = 2;
*pY = 2;
return;
}
if( pBxxoModule->Field[0][0] == 1 - pBxxoModule->Player
&& pBxxoModule->Field[1][1] == -1
&& pBxxoModule->Field[2][2] == 1 - pBxxoModule->Player )
{
*pX = 1;
*pY = 1;
return;
}
if( pBxxoModule->Field[0][0] == -1
&& pBxxoModule->Field[1][1] == 1 - pBxxoModule->Player
&& pBxxoModule->Field[2][2] == 1 - pBxxoModule->Player )
{
*pX = 0;
*pY = 0;
return;
}
//reverse diagonal
if( pBxxoModule->Field[0][2] == 1 - pBxxoModule->Player
&& pBxxoModule->Field[1][1] == 1 - pBxxoModule->Player
&& pBxxoModule->Field[2][0] == -1 )
{
*pX = 0;
*pY = 2;
return;
}
if( pBxxoModule->Field[0][2] == 1 - pBxxoModule->Player
&& pBxxoModule->Field[1][1] == -1
&& pBxxoModule->Field[2][0] == 1 - pBxxoModule->Player )
{
*pX = 1;
*pY = 1;
return;
}
if( pBxxoModule->Field[0][2] == -1
&& pBxxoModule->Field[1][1] == 1 - pBxxoModule->Player
&& pBxxoModule->Field[2][0] == 1 - pBxxoModule->Player )
{
*pX = 2;
*pY = 0;
return;
}
//no need to block other player
//count free fields
Cnt = 0;
for( Y = 0; Y < 3; Y++ )
for( X = 0; X < 3; X++ )
if( pBxxoModule->Field[Y][X] == -1 )
Cnt++;
//there is a free field
if( Cnt > 0 )
{
//select a random one
I = rand( ) % Cnt;
//return the I-th free field
for( Y = 0; Y < 3; Y++ )
for( X = 0; X < 3; X++ )
if( pBxxoModule->Field[Y][X] == -1 )
{
if( I == 0 )
{
*pX = X;
*pY = Y;
return;
}
I--;
}
}
//reaching this line should not occur
//choose the middle field to be on the safe side and return indices within the field
*pX = 1;
*pY = 1;
}
G_MODULE_EXPORT gboolean
b_module_register (GTypeModule * module)
{
b_xxo_module_get_type (module);
return TRUE;
}
GType
b_xxo_module_get_type (GTypeModule * module)
{
if (!b_type_xxo_module)
{
static const GTypeInfo xxo_module_info = {
sizeof (BxxoModuleClass),
NULL, /* base_init */
NULL, /* base_finalize */
(GClassInitFunc) b_xxo_module_class_init,
NULL, /* class_finalize */
NULL, /* class_data */
sizeof (BxxoModule),
0, /* n_preallocs */
(GInstanceInitFunc) b_xxo_module_init,
};
/* !!!!!!!!! The name given in the next function MUST be unique! */
b_type_xxo_module = g_type_module_register_type (module,
B_TYPE_MODULE,
"Bxxo",
&xxo_module_info,
0);
}
return b_type_xxo_module;
}
static void
b_xxo_module_class_init (BxxoModuleClass *klass)
{
BModuleClass *module_class;
module_class = B_MODULE_CLASS (klass);
module_class->query = b_xxo_module_query;
module_class->prepare = b_xxo_module_prepare;
module_class->relax = b_xxo_module_relax;
module_class->start = b_xxo_module_start;
module_class->event = b_xxo_module_event;
module_class->tick = b_xxo_module_tick;
module_class->describe = b_xxo_module_describe;
}
static void
b_xxo_module_init (BxxoModule *pBxxoModule)
{
}
static gboolean
b_xxo_module_query (gint width,
gint height,
gint channels,
gint maxval)
{
return (width >= BxxoSizeXMin && height >= BxxoSizeYMin
&& channels == 1 && maxval >= BxxoMaxColorMin);
}
static gboolean
b_xxo_module_prepare (BModule *module,
GError **error)
{
BxxoModule *pBxxoModule = B_XXO_MODULE (module);
//initialize the module values that depend on the output device
pBxxoModule->MaxColor = module->maxval; //maximum color value
pBxxoModule->SizeX = module->width; //size of game field
pBxxoModule->SizeY = module->height;
pBxxoModule->MarkX = (pBxxoModule->SizeX - 6) / 3; //size of a mark
pBxxoModule->MarkY = (pBxxoModule->SizeY - 2) / 3;
return TRUE;
}
static void
b_xxo_module_relax (BModule *module)
{
}
static void
b_xxo_module_start (BModule *module)
{
BxxoModule *pBxxoModule = B_XXO_MODULE (module);
int X, Y;
//no player available yet
pBxxoModule->PlayerAvail[0] = 0;
pBxxoModule->PlayerAvail[1] = 0;
//game field is empty
for( Y = 0; Y < 3; Y++ )
for( X = 0; X < 3; X++ )
pBxxoModule->Field[Y][X] = -1;
//player 1 starts
pBxxoModule->Player = 0;
pBxxoModule->ChoseTime = BxxoChoseTime;
//no ticks in current second yet
pBxxoModule->Ticks = 0;
//game not over
pBxxoModule->GameOver = 0;
//initialize screen
b_module_fill ((BModule *) pBxxoModule, //empty the screen
BxxoColorEmpty (pBxxoModule->MaxColor));
b_module_draw_line ((BModule *) pBxxoModule, //draw the field
pBxxoModule->MarkX, 0,
pBxxoModule->MarkX, pBxxoModule->SizeY - 1,
BxxoColorField (pBxxoModule->MaxColor));
b_module_draw_line ((BModule *) pBxxoModule,
pBxxoModule->MarkX * 2 + 1, 0,
pBxxoModule->MarkX * 2 + 1, pBxxoModule->SizeY - 1,
BxxoColorField (pBxxoModule->MaxColor));
b_module_draw_line ((BModule *) pBxxoModule,
0, pBxxoModule->MarkY,
pBxxoModule->SizeX - 5, pBxxoModule->MarkY,
BxxoColorField (pBxxoModule->MaxColor));
b_module_draw_line ((BModule *) pBxxoModule,
0, pBxxoModule->MarkY * 2 + 1,
pBxxoModule->SizeX - 5, pBxxoModule->MarkY * 2 + 1,
BxxoColorField (pBxxoModule->MaxColor));
BxxoOutNumber( pBxxoModule, pBxxoModule->SizeX - 3, pBxxoModule->SizeY - 5,
pBxxoModule->ChoseTime);
b_module_paint ((BModule *) pBxxoModule); //put image onto screen
//start the tick machinery
b_module_ticker_start (module, 100);
}
static void
b_xxo_module_event (BModule *module,
BModuleEvent *event)
{
int I, X, Y;
BxxoModule *pBxxoModule = B_XXO_MODULE (module);
//ignore events if game over
if (pBxxoModule->GameOver)
return;
//player entered
if (event->type == B_EVENT_TYPE_PLAYER_ENTERED)
{
//search for player not available
for (I = 0; I < 2; I++)
if (!pBxxoModule->PlayerAvail[I])
break;
//found player
if( I < 2 )
{
//player joins
pBxxoModule->PlayerAvail[I] = 1;
pBxxoModule->PlayerId[I] = event->device_id;
dbg_print ("Bxxo: player %d (dev_id %d) joined\n", I, event->device_id);
//show player indicator
if (I == pBxxoModule->Player)
{
BxxoOutMark (pBxxoModule, pBxxoModule->SizeX - 3, 0, 3, pBxxoModule->MarkY, I);
b_module_paint ((BModule *) pBxxoModule); //put image onto screen
}
}
}
//player left
else if (event->type == B_EVENT_TYPE_PLAYER_LEFT)
{
//search for player with device-id
for (I = 0; I < 2; I++)
if (pBxxoModule->PlayerAvail[I] && pBxxoModule->PlayerId[I] == event->device_id)
break;
//found player
if (I < 2)
{
//player leaves
pBxxoModule->PlayerAvail[I] = 0;
dbg_print ("Bxxo: player %d (dev_id %d) left\n", I, event->device_id);
//remove player indicator
if (I == pBxxoModule->Player)
{
BxxoOutMark (pBxxoModule, pBxxoModule->SizeX - 3, 0, 3, pBxxoModule->MarkY, -1);
b_module_paint ((BModule *) pBxxoModule); //put image onto screen
}
}
}
//key-event
else if (event->type == B_EVENT_TYPE_KEY)
{
//search for player with device-id
for (I = 0; I < 2; I++)
if (pBxxoModule->PlayerAvail[I] && pBxxoModule->PlayerId[I] == event->device_id)
break;
//found player
if (I < 2)
{
//get position from key
switch (event->key)
{
case B_KEY_1: X = 0; Y = 0; break;
case B_KEY_2: X = 1; Y = 0; break;
case B_KEY_3: X = 2; Y = 0; break;
case B_KEY_4: X = 0; Y = 1; break;
case B_KEY_5: X = 1; Y = 1; break;
case B_KEY_6: X = 2; Y = 1; break;
case B_KEY_7: X = 0; Y = 2; break;
case B_KEY_8: X = 1; Y = 2; break;
case B_KEY_9: X = 2; Y = 2; break;
default: X = -1; Y = -1;
}
//a valid key was pressed by the active player
if (X >= 0 && Y >= 0 && I == pBxxoModule->Player)
{
//check if position is still free
if (pBxxoModule->Field[Y][X] < 0)
{
dbg_print ("Bxxo: player %d (dev_id %d) chose field (%d,%d)\n", I, event->device_id, X, Y );
//place mark
pBxxoModule->Field[Y][X] = I;
BxxoOutMark (pBxxoModule,
(pBxxoModule->MarkX + 1) * X, (pBxxoModule->MarkY + 1) * Y,
pBxxoModule->MarkX, pBxxoModule->MarkY, I);
//player has won
if( BxxoWinCheck( pBxxoModule ) )
{
//game is over
pBxxoModule->GameOver = 1;
//start win time
pBxxoModule->ChoseTime = -1;
pBxxoModule->WinTime = BxxoWinTime;
//no ticks in current second yet
pBxxoModule->Ticks = 0;
}
//player has not won
else
{
//switch to other player
pBxxoModule->Player = 1 - pBxxoModule->Player;
pBxxoModule->ChoseTime = BxxoChoseTime;
//no ticks in current second yet
pBxxoModule->Ticks = 0;
}
//update player indicator
if (pBxxoModule->PlayerAvail[pBxxoModule->Player])
BxxoOutMark (pBxxoModule, pBxxoModule->SizeX - 3, 0, 3, pBxxoModule->MarkY,
pBxxoModule->Player);
else
BxxoOutMark (pBxxoModule, pBxxoModule->SizeX - 3, 0, 3, pBxxoModule->MarkY,
-1);
//show choose time
BxxoOutNumber( pBxxoModule, pBxxoModule->SizeX - 3, pBxxoModule->SizeY - 5,
pBxxoModule->ChoseTime);
//put image onto screen
b_module_paint ((BModule *) pBxxoModule);
}
}
}
}
}
static gint
b_xxo_module_tick (BModule *module)
{
BxxoModule *pBxxoModule = B_XXO_MODULE (module);
int X, Y, I;
//game over - blink with winning line
if (pBxxoModule->GameOver && pBxxoModule->WinX >= 0 && pBxxoModule->WinY >= 0)
{
//off
if (pBxxoModule->Ticks == 0)
{
for( I = 0, X = pBxxoModule->WinX, Y = pBxxoModule->WinY; I < 3; I++, X += pBxxoModule->WinDX, Y += pBxxoModule->WinDY )
BxxoOutMark (pBxxoModule,
(pBxxoModule->MarkX + 1) * X, (pBxxoModule->MarkY + 1) * Y,
pBxxoModule->MarkX, pBxxoModule->MarkY,
-1);
b_module_paint ((BModule *) pBxxoModule);
}
//on
if (pBxxoModule->Ticks == 5)
{
for( I = 0, X = pBxxoModule->WinX, Y = pBxxoModule->WinY; I < 3; I++, X += pBxxoModule->WinDX, Y += pBxxoModule->WinDY )
BxxoOutMark (pBxxoModule,
(pBxxoModule->MarkX + 1) * X, (pBxxoModule->MarkY + 1) * Y,
pBxxoModule->MarkX, pBxxoModule->MarkY,
pBxxoModule->Player);
b_module_paint ((BModule *) pBxxoModule);
}
} //if (pBxxModule->GameOver ...
//count ticks
pBxxoModule->Ticks++;
//one second elapsed
if (pBxxoModule->Ticks >= 10)
{
pBxxoModule->Ticks = 0;
//game over
if (pBxxoModule->GameOver)
{
//decrease win time
pBxxoModule->WinTime--;
//win time reached zero
if (pBxxoModule->WinTime <= 0)
{
dbg_print ("Bxxo: requesting stop\n");
//clear screen
b_module_fill (module, 0);
b_module_paint (module);
//request end of game
b_module_request_stop (module);
//we do not want to be called again
return 0;
}
} //game over
//game not over
else
{
//decrease choose time
pBxxoModule->ChoseTime--;
//choose time reached zero
if (pBxxoModule->ChoseTime <= 0)
{
//find position to place mark
BxxoModuleChose( pBxxoModule, &X, &Y );
dbg_print ("Bxxo: computer chose field (%d,%d) for player %d\n", X, Y, pBxxoModule->Player );
//place mark
pBxxoModule->Field[Y][X] = pBxxoModule->Player;
BxxoOutMark (pBxxoModule,
(pBxxoModule->MarkX + 1) * X, (pBxxoModule->MarkY + 1) * Y,
pBxxoModule->MarkX, pBxxoModule->MarkY, pBxxoModule->Player);
//player has won
if( BxxoWinCheck( pBxxoModule ) )
{
//game is over
pBxxoModule->GameOver = 1;
//start win time
pBxxoModule->ChoseTime = -1;
pBxxoModule->WinTime = BxxoWinTime;
//no ticks in current second yet
pBxxoModule->Ticks = 0;
}
//player has not won
else
{
//switch to other player
pBxxoModule->Player = 1 - pBxxoModule->Player;
pBxxoModule->ChoseTime = BxxoChoseTime;
//no ticks in current second yet
pBxxoModule->Ticks = 0;
}
//update player indicator
if (pBxxoModule->PlayerAvail[pBxxoModule->Player])
BxxoOutMark (pBxxoModule, pBxxoModule->SizeX - 3, 0, 3, pBxxoModule->MarkY,
pBxxoModule->Player);
else
BxxoOutMark (pBxxoModule, pBxxoModule->SizeX - 3, 0, 3, pBxxoModule->MarkY,
-1);
}
//show choose time
BxxoOutNumber( pBxxoModule, pBxxoModule->SizeX - 3, pBxxoModule->SizeY - 5,
pBxxoModule->ChoseTime);
//put image onto screen
b_module_paint ((BModule *) pBxxoModule);
} //game not over
} //one second elapsed
//we want to be called again in 100 milliseconds
return 100;
}
static void
b_xxo_module_describe (BModule *module,
const gchar **title,
const gchar **description,
const gchar **author)
{
*title = "Bxxo";
*description = "tic-tac-toe game";
*author = "1stein";
}