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engine.c
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engine.c
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/*
* Race for the Galaxy AI
*
* Copyright (C) 2009-2011 Keldon Jones
*
* 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 "rftg.h"
void dump_hand(game *g, int who)
{
card *c_ptr;
int i;
/* Loop over cards */
for (i = 0; i < g->deck_size; i++)
{
/* Get card pointer */
c_ptr = &g->deck[i];
/* Skip cards not owned */
if (c_ptr->owner != who) continue;
/* Skip cards in wrong area */
if (c_ptr->where != WHERE_HAND) continue;
printf("%s\n", c_ptr->d_ptr->name);
}
}
void dump_hand_new(game *g, int who)
{
int x;
/* Start at head */
x = g->p[who].head[WHERE_HAND];
/* Loop over cards */
for ( ; x != -1; x = g->deck[x].next)
{
/* Print name */
printf("%s\n", g->deck[x].d_ptr->name);
}
}
void dump_active(game *g, int who)
{
card *c_ptr;
int i;
/* Loop over cards */
for (i = 0; i < g->deck_size; i++)
{
/* Get card pointer */
c_ptr = &g->deck[i];
/* Skip cards not owned */
if (c_ptr->owner != who) continue;
/* Skip cards in wrong area */
if (c_ptr->where != WHERE_ACTIVE) continue;
printf("%s\n", c_ptr->d_ptr->name);
}
}
void dump_active_new(game *g, int who)
{
int x;
/* Start at head */
x = g->p[who].head[WHERE_ACTIVE];
/* Loop over cards */
for ( ; x != -1; x = g->deck[x].next)
{
/* Print name */
printf("%s\n", g->deck[x].d_ptr->name);
}
}
/*
* Return a random number using the given argument as a seed.
*/
int simple_rand(unsigned int *seed)
{
*seed = *seed * 1664525 + 1013904223;
return ((unsigned)(*seed/65536) % 32768);
}
/*
* Return the number of cards in the draw deck.
*/
static int count_draw(game *g)
{
card *c_ptr;
int i, n = 0;
/* Loop over cards */
for (i = 0; i < g->deck_size; i++)
{
/* Get card pointer */
c_ptr = &g->deck[i];
/* Count cards in draw deck */
if (c_ptr->where == WHERE_DECK) n++;
}
/* Return count */
return n;
}
/*
* Return the number of card's in the given player's hand or active area.
*/
int count_player_area(game *g, int who, int where)
{
int x, n = 0;
/* Get first card of area chosen */
x = g->p[who].head[where];
/* Loop until end of list */
for ( ; x != -1; x = g->deck[x].next)
{
/* Count card */
n++;
}
/* Return count */
return n;
}
/*
* Return true if the player has a given card design active.
*/
static int player_has(game *g, int who, design *d_ptr)
{
int x;
/* Get first active card */
x = g->p[who].head[WHERE_ACTIVE];
/* Loop over cards */
for ( ; x != -1; x = g->deck[x].next)
{
/* Check for matching type */
if (g->deck[x].d_ptr == d_ptr) return 1;
}
/* Assume not */
return 0;
}
/*
* Return the number of active cards with the given flags.
*
* We check the card's location as of the start of the phase.
*/
int count_active_flags(game *g, int who, int flags)
{
int x, count = 0;
/* Start at first active card */
x = g->p[who].start_head[WHERE_ACTIVE];
/* Loop over cards */
for ( ; x != -1; x = g->deck[x].start_next)
{
/* Check for correct flags */
if ((g->deck[x].d_ptr->flags & flags) == flags) count++;
}
/* Return count */
return count;
}
/*
* Check if a player has selected the given action.
*/
int player_chose(game *g, int who, int act)
{
player *p_ptr;
/* Get player pointer */
p_ptr = &g->p[who];
/* Checking for prestige action */
if (act & ACT_PRESTIGE)
{
/* Player must have selected action with prestige */
return (p_ptr->action[0] == act) || (p_ptr->action[1] == act);
}
else
{
/* Check for either with or without prestige */
return ((p_ptr->action[0] & ACT_MASK) == act ||
(p_ptr->action[1] & ACT_MASK) == act);
}
}
/*
* Refresh the draw deck.
*/
static void refresh_draw(game *g)
{
card *c_ptr;
int i;
/* Message */
if (!g->simulation)
{
/* Send message */
message_add(g, "Refreshing draw deck.\n");
}
/* Loop over cards */
for (i = 0; i < g->deck_size; i++)
{
/* Get card pointer */
c_ptr = &g->deck[i];
/* Skip cards not in discard pile */
if (c_ptr->where != WHERE_DISCARD) continue;
/* Move card to draw deck */
c_ptr->where = WHERE_DECK;
/* Card's location is no longer known to anyone */
c_ptr->known = 0;
}
}
/*
* Return a card index from the draw deck.
*/
int random_draw(game *g)
{
card *c_ptr = NULL;
int i, n;
/* Count draw deck size */
n = count_draw(g);
/* Check for no cards */
if (!n)
{
/* Refresh draw deck */
refresh_draw(g);
/* Recount */
n = count_draw(g);
/* Check for still no cards */
if (!n)
{
/* No card to return */
return -1;
}
}
/* Choose randomly */
n = game_rand(g) % n;
/* Loop over cards */
for (i = 0; i < g->deck_size; i++)
{
/* Get card pointer */
c_ptr = &g->deck[i];
/* Skip cards not in draw deck */
if (c_ptr->where != WHERE_DECK) continue;
/* Check for chosen card */
if (!(n--)) break;
}
/* Clear chosen card's location */
c_ptr->where = -1;
/* Check for just-emptied draw pile */
if (!count_draw(g)) refresh_draw(g);
/* Return chosen card */
return i;
}
/*
* Return the first card pointer from the draw deck.
*
* We use this in simulated games for choosing cards to be used as goods
* and other non-essential tasks. We don't want to use the random number
* generator in these cases.
*/
static int first_draw(game *g)
{
card *c_ptr = NULL;
int i, n;
/* Count draw deck size */
n = count_draw(g);
/* Check for no cards */
if (!n)
{
/* Refresh draw deck */
refresh_draw(g);
/* Recount */
n = count_draw(g);
/* Check for still no cards */
if (!n)
{
/* No card to return */
return -1;
}
}
/* Loop over cards */
for (i = 0; i < g->deck_size; i++)
{
/* Get card pointer */
c_ptr = &g->deck[i];
/* Skip cards not in draw deck */
if (c_ptr->where != WHERE_DECK) continue;
/* Stop at first valid card */
break;
}
/* Clear chosen card's location */
c_ptr->where = -1;
/* Check for just-emptied draw pile */
if (!count_draw(g)) refresh_draw(g);
/* Return chosen card */
return i;
}
/*
* Move a card, keeping track of linked lists.
*
* This MUST be called when a card is moved to or from a player.
*/
void move_card(game *g, int which, int owner, int where)
{
player *p_ptr;
card *c_ptr;
int x;
/* Get card pointer */
c_ptr = &g->deck[which];
/* Check for current owner */
if (c_ptr->owner != -1)
{
/* Get pointer of current owner */
p_ptr = &g->p[c_ptr->owner];
/* Find card in list */
x = p_ptr->head[c_ptr->where];
/* Check for beginning of list */
if (x == which)
{
/* Adjust list forward */
p_ptr->head[c_ptr->where] = c_ptr->next;
c_ptr->next = -1;
}
else
{
/* Loop until moved card is found */
while (g->deck[x].next != which)
{
/* Move forward */
x = g->deck[x].next;
}
/* Remove moved card from list */
g->deck[x].next = c_ptr->next;
c_ptr->next = -1;
}
}
/* Check for new owner */
if (owner != -1)
{
/* Get player pointer of new owner */
p_ptr = &g->p[owner];
/* Add card to beginning of list */
c_ptr->next = p_ptr->head[where];
p_ptr->head[where] = which;
}
/* Adjust location */
c_ptr->owner = owner;
c_ptr->where = where;
}
/*
* Move a card's start of phase location, keeping track of linked lists.
*
* This should only be called when doing funky manipulation of fake game
* states.
*/
void move_start(game *g, int which, int owner, int where)
{
player *p_ptr;
card *c_ptr;
int x;
/* Get card pointer */
c_ptr = &g->deck[which];
/* Check for current owner */
if (c_ptr->start_owner != -1)
{
/* Get pointer of current owner */
p_ptr = &g->p[c_ptr->start_owner];
/* Find card in list */
x = p_ptr->start_head[c_ptr->start_where];
/* Check for beginning of list */
if (x == which)
{
/* Adjust list forward */
p_ptr->start_head[c_ptr->start_where] =
c_ptr->start_next;
c_ptr->start_next = -1;
}
else
{
/* Loop until moved card is found */
while (g->deck[x].start_next != which)
{
/* Move forward */
x = g->deck[x].start_next;
}
/* Remove moved card from list */
g->deck[x].start_next = c_ptr->start_next;
c_ptr->start_next = -1;
}
}
/* Check for new owner */
if (owner != -1)
{
/* Get player pointer of new owner */
p_ptr = &g->p[owner];
/* Add card to beginning of list */
c_ptr->start_next = p_ptr->start_head[where];
p_ptr->start_head[where] = which;
}
/* Adjust location */
c_ptr->start_owner = owner;
c_ptr->start_where = where;
}
/*
* Draw a card from the deck.
*/
void draw_card(game *g, int who)
{
player *p_ptr;
card *c_ptr;
int which;
/* Get player pointer */
p_ptr = &g->p[who];
/* Check for simulated game */
if (g->simulation)
{
/* Count fake cards */
p_ptr->fake_hand++;
/* Track total number of fake cards seen */
p_ptr->total_fake++;
/* Get card from draw pile */
which = random_draw(g);
/* Check for failure */
if (which == -1) return;
/* Get card pointer */
c_ptr = &g->deck[which];
/* Move card to discard to simulate deck cycling */
c_ptr->where = WHERE_DISCARD;
/* Done */
return;
}
/* Choose random card */
which = random_draw(g);
/* Check for failure */
if (which == -1) return;
/* Move card to player's hand */
move_card(g, which, who, WHERE_HAND);
/* Get card pointer */
c_ptr = &g->deck[which];
/* Card's location is known to player */
c_ptr->known |= 1 << who;
}
/*
* Draw a number of cards, as in draw_card() above.
*/
void draw_cards(game *g, int who, int num)
{
int i;
/* Draw required number */
for (i = 0; i < num; i++) draw_card(g, who);
}
/*
* Give a player some prestige.
*/
void gain_prestige(game *g, int who, int num)
{
player *p_ptr;
/* Get player pointer */
p_ptr = &g->p[who];
/* Add to prestige */
p_ptr->prestige += num;
/* Mark prestige earned this turn */
p_ptr->prestige_turn = 1;
}
/*
* Spend some of a player's prestige.
*/
void spend_prestige(game *g, int who, int num)
{
player *p_ptr;
/* Get player pointer */
p_ptr = &g->p[who];
/* Decrease prestige */
p_ptr->prestige -= num;
/* Check goal losses */
check_goal_loss(g, who, GOAL_MOST_PRESTIGE);
}
/*
* Check prestige lead at end of each phase.
*/
void check_prestige(game *g)
{
player *p_ptr;
int i, max = 0, num = 0;
/* Do nothing unless third expansion is present */
if (g->expanded < 3) return;
/* Loop over players */
for (i = 0; i < g->num_players; i++)
{
/* Get player pointer */
p_ptr = &g->p[i];
/* Track most prestige */
if (p_ptr->prestige > max) max = p_ptr->prestige;
}
/* Do nothing if no one has any prestige */
if (max == 0) return;
/* Count number of players tied for most */
for (i = 0; i < g->num_players; i++)
{
/* Get player pointer */
p_ptr = &g->p[i];
/* Check for tied for most */
if (p_ptr->prestige == max) num++;
}
/* Check for single player with most */
for (i = 0; i < g->num_players; i++)
{
/* Get player pointer */
p_ptr = &g->p[i];
/* Check for less than most */
if (p_ptr->prestige < max) p_ptr->prestige_turn = 0;
/* Check for tie for most */
if (num > 1) p_ptr->prestige_turn = 0;
}
}
/*
* Handle start of round prestige bonuses.
*/
void start_prestige(game *g)
{
player *p_ptr;
char msg[1024];
int i, max = 0, num = 0;
/* Do nothing unless third expansion is present */
if (g->expanded < 3) return;
/* Loop over players */
for (i = 0; i < g->num_players; i++)
{
/* Get player pointer */
p_ptr = &g->p[i];
/* Track most prestige */
if (p_ptr->prestige > max) max = p_ptr->prestige;
}
/* Do nothing if no one has any prestige */
if (max == 0) return;
/* Count number of players tied for most */
for (i = 0; i < g->num_players; i++)
{
/* Get player pointer */
p_ptr = &g->p[i];
/* Check for tied for most */
if (p_ptr->prestige == max) num++;
}
/* Reward VP to those with most prestige */
for (i = 0; i < g->num_players; i++)
{
/* Get player pointer */
p_ptr = &g->p[i];
/* Check for most (or tied) */
if (p_ptr->prestige == max)
{
/* Award VP */
p_ptr->vp++;
/* Remove from pool */
g->vp_pool--;
/* Start message */
if (!g->simulation)
{
/* Format message */
sprintf(msg, "%s earns VP", p_ptr->name);
}
/* Check for sole most, and earned this turn */
if (num == 1 && p_ptr->prestige_turn)
{
/* Draw a card as well */
draw_card(g, i);
/* Message */
if (!g->simulation)
{
/* Add to message */
strcat(msg, " and card");
}
}
/* Finish message */
if (!g->simulation)
{
/* Complete message */
strcat(msg, " for Prestige Leader.\n");
/* Send message */
message_add(g, msg);
}
}
/* Clear prestige earned this turn mark */
p_ptr->prestige_turn = 0;
}
/* Clear temp flags on card just drawn */
clear_temp(g);
/* Check intermediate goals */
check_goals(g);
}
/*
* Clear temp flags on all cards and player structures.
*/
void clear_temp(game *g)
{
player *p_ptr;
card *c_ptr;
int i, j;
/* Loop over cards */
for (i = 0; i < g->deck_size; i++)
{
/* Get card pointer */
c_ptr = &g->deck[i];
/* Copy current location */
c_ptr->start_owner = c_ptr->owner;
c_ptr->start_where = c_ptr->where;
/* Copy next card */
c_ptr->start_next = c_ptr->next;
/* Clear unpaid flag */
c_ptr->unpaid = 0;
/* Clear produced flag */
c_ptr->produced = 0;
/* Loop over used flags */
for (j = 0; j < MAX_POWER; j++)
{
/* Clear flag */
c_ptr->used[j] = 0;
}
}
/* Loop over players */
for (i = 0; i < g->num_players; i++)
{
/* Get player pointer */
p_ptr = &g->p[i];
/* Clear bonus used flag */
p_ptr->phase_bonus_used = 0;
/* Clear bonus military */
p_ptr->bonus_military = 0;
/* Clear bonus settle cost reduction */
p_ptr->bonus_reduce = 0;
/* Loop over location heads */
for (j = 0; j < MAX_WHERE; j++)
{
/* Copy start of list */
p_ptr->start_head[j] = p_ptr->head[j];
}
}
}
/*
* Extract an answer to a pending choice from the player's choice log.
*/
static int extract_choice(game *g, int who, int type, int list[], int *nl,
int special[], int *ns)
{
player *p_ptr;
int *l_ptr;
int rv, i, num;
/* Get player pointer */
p_ptr = &g->p[who];
/* Get current position in log */
l_ptr = &p_ptr->choice_log[p_ptr->choice_pos];
/* Check for no data in log */
if (p_ptr->choice_pos >= p_ptr->choice_size)
{
/* Error */
printf("No data available in choice log!\n");
exit(1);
}
/* Check for correct type of answer */
if (*l_ptr != type)
{
/* Error */
printf("Expected %d in choice log, found %d!\n", type, *l_ptr);
exit(1);
}
/* Advance pointer */
l_ptr++;
/* Copy return value */
rv = *l_ptr++;
/* Get number of items returned */
num = *l_ptr++;
/* Check for number of items available */
if (nl)
{
/* Copy number of items in list */
*nl = num;
/* Copy list items */
for (i = 0; i < num; i++)
{
/* Copy item */
list[i] = *l_ptr++;
}
}
else
{
/* Ensure no items were returned */
if (num)
{
/* Error */
printf("Log has items but nowhere to copy them!\n");
exit(1);
}
}
/* Get number of special items returned */
num = *l_ptr++;
/* Check for number of special items available */
if (ns)
{
/* Copy number of special items */
*ns = num;
/* Copy special items */
for (i = 0; i < num; i++)
{
/* Copy item */
special[i] = *l_ptr++;
}
}
else
{
/* Ensure no items were returned */
if (num)
{
/* Error */
printf("Log has specials but nowhere to copy them!\n");
exit(1);
}
}
/* Set log position to current */
p_ptr->choice_pos = l_ptr - p_ptr->choice_log;
/* Return logged answer */
return rv;
}
/*
* Ask a player to make a decision.
*
* If we are replaying a game session, we may already have the decision
* saved in the player's choice log. In that case, pull the decision
* from the log and return it.
*
* In this function we always wait for an answer from the player before
* returning.
*/
static int ask_player(game *g, int who, int type, int list[], int *nl,
int special[], int *ns, int arg1, int arg2, int arg3)
{
player *p_ptr;
/* Get player pointer */
p_ptr = &g->p[who];
/* Check for unconsumed choices in log */
if (p_ptr->choice_pos < p_ptr->choice_size)
{
/* Return logged answer */
return extract_choice(g, who, type, list, nl, special, ns);
}
/* Ask player for answer */
p_ptr->control->make_choice(g, who, type, list, nl, special, ns,
arg1, arg2, arg3);
/* Check for aborted game */
if (g->game_over) return -1;
/* Check for need to wait for answer */
if (p_ptr->control->wait_answer)
{
/* Wait for answer to become available */
p_ptr->control->wait_answer(g, who);
}
/* Return logged answer */
return extract_choice(g, who, type, list, nl, special, ns);
}
/*
* Ask a player to make a decision.
*
* In this function we will return immediately after asking. The answer
* can later be retrieved using extract_answer() above.
*/
static void send_choice(game *g, int who, int type, int list[], int *nl,
int special[], int *ns, int arg1, int arg2, int arg3)
{
player *p_ptr;
/* Get player pointer */
p_ptr = &g->p[who];
/* Check for unconsumed choices in log */
if (p_ptr->choice_pos < p_ptr->choice_size) return;
/* Ask player for answer */
p_ptr->control->make_choice(g, who, type, list, nl, special, ns,
arg1, arg2, arg3);
}
/*
* Wait for all players to have responses ready to the most recent question.
*/
static void wait_for_all(game *g)
{
player *p_ptr;
int i;
/* Loop over players */
for (i = 0; i < g->num_players; i++)
{
/* Get player pointer */
p_ptr = &g->p[i];
/* Check for need to wait for answer */
if (p_ptr->control->wait_answer)
{
/* Wait for answer to become available */
p_ptr->control->wait_answer(g, i);
}
}
}
/*
* Return a list of cards in the given player's given area.
*/
static int get_player_area(game *g, int who, int list[MAX_DECK], int where)
{
int x, n = 0;
/* Start at beginning of list */
x = g->p[who].head[where];
/* Loop over cards */
for ( ; x != -1; x = g->deck[x].next)
{
/* Add card to list */
list[n++] = x;
}
/* Return number found */
return n;
}
/*
* Return a list of cards holding the given type of good.
*/
static int get_goods(game *g, int who, int goods[MAX_DECK], int type)
{
card *c_ptr;
int x, n = 0;
/* Start at first active card */
x = g->p[who].head[WHERE_ACTIVE];
/* Loop over cards */
for ( ; x != -1; x = g->deck[x].next)
{
/* Get card pointer */
c_ptr = &g->deck[x];