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RISK.C
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// main.c
//
// Function:
// Core of Risk Game Engine
//
// History:
// 01-01-2001 WVDP Start of programming
// 05-01-2001 WVDP Add Attack succesfull card functions
// 06-01-2001 WVDP Add complet map
#include <stdio.h>
#include <curses.h>
/* General defines */
#define OUTPUT_MODE 2
#define SLEEP 0
#define TRUE 1
#define FALSE 0
/* Max defines */
#define MAX_LANDS 42
#define MAX_CONTINENTS 6
#define MAX_ARMIES 42
#define MAX_PLAYERS 3
#define MAX_CARDS 10
#define MAX_BORDER 10
#define MAX_NAME 32
/* Extra armes for cards */
#define THREE_A 8
#define THREE_B 6
#define THREE_C 4
#define ONE_ABC 10
/* Extra armies for continent */
#define N_AMERICA 5
#define S_AMERICA 2
#define AFRICA 3
#define ASIA 7
#define EUROPE 5
#define AUSTRALIA 2
/* ---------------------------------------------- */
/* Typedefs
/* ---------------------------------------------- */
typedef struct
{
int nr;
int x;
int y;
char name[MAX_NAME];
int continent;
int border[MAX_BORDER];
int army;
int owner;
int ready;
}
LAND;
typedef struct
{
long game;
long round;
long attack;
long win;
long lose;
}
INFO;
typedef struct
{
int nr;
char name[MAX_NAME];
int army;
int amount_lands;
int card[MAX_CARDS];
int attack_succesfull;
}
PLAYER;
/* ---------------------------------------------- */
/* Variables
/* ---------------------------------------------- */
int startup;
WINDOW *win;
INFO info;
PLAYER player[MAX_PLAYERS];
LAND land[MAX_LANDS]=
{
{ 0, 1, 1, "Alaska", 0, 1, 3, 29, -1 },
{ 1, 2, 1, "Noord-West-Territoria", 0, 0, 2, 3, 4, -1 },
{ 2, 3, 1, "Groenland", 0, 1, 4, 13, -1 },
{ 3, 1, 2, "Alberta", 0, 0, 1, 4, 6, -1 },
{ 4, 2, 2, "Ontario", 0, 1, 2, 5, 7, 6, 3, -1 },
{ 5, 3, 2, "Quebec", 0, 4, 7, -1 },
{ 6, 1, 3, "Verenigde-Staten (West)", 0, 3, 4, 7, 8, -1 },
{ 7, 2, 3, "Verenigde-Staten (Oost)", 0, 4, 5, 6, 8, -1 },
{ 8, 1, 4, "Midden-Amerika", 0, 6, 7, 9, -1 },
{ 9, 1, 6, "Venezuela", 1, 8, 10, 11, -1 },
{ 10, 1, 7, "Peru", 1, 9, 11, 12, -1 },
{ 11, 2, 7, "Brazilie", 1, 9, 10, 12, 20, -1 },
{ 12, 1, 8, "Argentinie", 1, 10, 11, 41, -1 },
{ 13, 5, 2, "Ijsland", 2, 2, 14, 15, -1 },
{ 14, 5, 3, "Scandinavie", 2, 13, 15, 16, 17, -1 },
{ 15, 4, 4, "Groot-Brittannie", 2, 13, 18, 16, 14, -1 },
{ 16, 5, 4, "Noord Europa", 2, 14, 17, 19, 18, 15, -1 },
{ 17, 6, 4, "Oost Europa", 2, 14, 16, 19, 26, 33, -1 },
{ 18, 5, 5, "West Europa", 2, 15, 19, 20, -1 },
{ 19, 6, 5, "Zuid Europa", 2, 18, 16, 17, 20, 21, 35, -1 },
{ 20, 4, 7, "Noord-Afrika", 3, 18, 21, 22, 23, -1 },
{ 21, 5, 7, "Egypte", 3, 19, 35, 22, 20, -1 },
{ 22, 6, 8, "Oost-Afrika", 3, 21, 25, 24, 23, 20, 35, -1 },
{ 23, 5, 8, "Central-Afrika", 3, 20, 22, 24, -1 },
{ 24, 5, 9, "Zuid-Afrika", 3, 23, 22, 25, -1 },
{ 25, 6, 9, "Madagascar", 3, 24, 22, -1 },
{ 26, 8, 3, "Oeral", 4, 17, 27, 32, 33, -1 },
{ 27, 9, 2, "Siberie", 4, 28, 30, 31, 32, 26, -1 },
{ 28, 10,2, "Jakoetsk", 4, 27, 29, 30, -1 },
{ 29, 11,3, "Kamtsjaka", 4, 0, 28, 30, 31, 34, -1 },
{ 30, 10,3, "Tsjita", 4, 27, 28, 29, 31, -1 },
{ 31, 10,4, "Mongolie", 4, 27, 30, 29, 34, 32, -1 },
{ 32, 9, 5, "China", 4, 33, 26, 27, 31, 37, 36, -1 },
{ 33, 8, 4, "Kazachstan", 4, 17, 26, 32, 36, 35, -1 },
{ 34, 11,5, "Japan", 4, 29, 31, -1 },
{ 35, 8, 5, "Midden-Oosten", 4, 17, 19, 33, 36, 22, 21, -1 },
{ 36, 9, 6, "India", 4, 35, 33, 32, 37, -1 },
{ 37, 10,6, "Zuid-Oost Azie", 4, 36, 32, 38, -1 },
{ 38, 10,8, "Indonesie", 5, 37, 41, 39, -1 },
{ 39, 11,8, "Nieuw-Guinea", 5, 38, 40, 41, -1 },
{ 40, 10,9, "West-Australia", 5, 38, 39, 41, -1 },
{ 41, 11,9, "Oost-Australia", 5, 40, 39, 12, -1 }
};
/* ---------------------------------------------- */
/* Functions
/* ---------------------------------------------- */
int init_game(void)
{
if (OUTPUT_MODE==1) printf("init_game: enter\n");
startup=TRUE;
info.round=0;
info.attack=0;
info.win=0;
info.lose=0;
if (OUTPUT_MODE==2)
{
win=initscr();
werase(win);
refresh();
}
if (OUTPUT_MODE==1) printf("init_game: leave \n");
}
int create_players(void)
{
int i,j;
if (OUTPUT_MODE==1) printf("Creating players ");
for(i=0;i<MAX_PLAYERS;i++)
{
if (OUTPUT_MODE==1) printf(".");
player[i].nr=i;
player[i].army=MAX_ARMIES;
player[i].amount_lands=0;
player[i].attack_succesfull=FALSE;
for(j=0;j<MAX_CARDS;j++) player[i].card[j]=0;
}
if (OUTPUT_MODE==1) printf("\n");
}
int create_planet(void)
{
int i;
int owner=0;
if (OUTPUT_MODE==1) printf("Creating planet ");
for(i=0;i<MAX_LANDS;i++)
{
if (OUTPUT_MODE==1) printf(".");
land[i].nr=i;
land[i].army=1;
land[i].owner=owner;
player[owner].amount_lands++;
player[owner].army--;
if (++owner>=MAX_PLAYERS) owner=0;
}
if (OUTPUT_MODE==1) printf("\n");
};
int place_armies(int owner)
{
int i,j,k;
int value,match;
int *p;
if (OUTPUT_MODE==1) printf("%d: Placing armies ",owner);
i=0;
while(player[owner].army>0)
{
if(owner==land[i].owner)
{
/* Search land with enemy at the border */
p=land[i].border;
k=0;
match=FALSE;
while (p[k]!=-1)
{
match|=(land[p[k]].owner != owner);
if (match) break;
k++;
}
/* if found place new armies */
if (match)
{
value=(random() % ((player[owner].army/2)+1))+1;
if (value>player[owner].army) value=player[owner].army;
for(j=0;j<value;j++) if (OUTPUT_MODE==1) printf(".");
land[i].army+=value;
player[owner].army-=value;
}
}
if (i<(MAX_LANDS-1)) i++; else i=0;
}
if (OUTPUT_MODE==1) printf("\n");
}
int show_board(int owner)
{
int i,j;
int flag=TRUE;
for (j=0;j<MAX_PLAYERS;j++)
{
for (i=0;i<MAX_LANDS;i++)
{
if(land[i].owner==j)
{
if (flag)
{
if (OUTPUT_MODE==1) printf("\n");
flag=FALSE;
}
if (OUTPUT_MODE==1)
{
printf("Land=%s Armies=%d Owner=%d\n",
land[i].name,land[i].army,land[i].owner);
}
if (OUTPUT_MODE==2)
{
char hulpstr[100];
sprintf(hulpstr," %d|%d ",land[i].army,land[i].owner);
mvwaddstr(win,land[i].y*2,land[i].x*5,hulpstr);
}
}
}
flag=TRUE;
}
if (OUTPUT_MODE==1) printf("\n");
if (OUTPUT_MODE==2)
{
char hulpstr[100];
sprintf(hulpstr,"Game = %d ",info.game);
mvwaddstr(win,1,65,hulpstr);
sprintf(hulpstr,"Round = %d ",info.round);
mvwaddstr(win,2,65,hulpstr);
sprintf(hulpstr,"Player = %d ",owner);
mvwaddstr(win,3,65,hulpstr);
sprintf(hulpstr,"Attack = %d ",info.attack);
mvwaddstr(win,5,65,hulpstr);
sprintf(hulpstr,"Win = %d ",info.win);
mvwaddstr(win,6,65,hulpstr);
sprintf(hulpstr,"Lose = %d ",info.lose);
mvwaddstr(win,7,65,hulpstr);
refresh();
}
}
int dice(void)
{
return((random()%6)+1);
}
int get_card(int owner)
{
int i=0;
while(player[owner].card[i]!=0) i++;
player[owner].card[i]=(random()%3)+1;
}
int clear_card(int owner,int card)
{
int i=0;
while(player[owner].card[i]!=card) i++;
player[owner].card[i]=0;
}
void check_card(int owner)
{
int a=0,b=0,c=0,i;
for(i=0; i<MAX_CARDS;i++)
{
switch (player[owner].card[i])
{
case 1: a++;
break;
case 2: b++;
break;
case 3: c++;
break;
}
}
if (OUTPUT_MODE==1) printf("%d: Check Card %d %d %d\n",owner,a,b,c);
if ((a>0) && (b>0) && (c>0))
{
player[owner].army+=ONE_ABC;
clear_card(owner,1);
clear_card(owner,2);
clear_card(owner,3);
if (OUTPUT_MODE==1)
{
printf("%d: %d extra armies (special)\n",owner,ONE_ABC);
}
return;
}
if (c>2)
{
player[owner].army+=THREE_C;
clear_card(owner,3);
clear_card(owner,3);
clear_card(owner,3);
if (OUTPUT_MODE==1)
{
printf("%d: %d extra armies (3 artillerie)\n",owner,THREE_C);
}
return;
}
if (b>2)
{
player[owner].army+=THREE_B;
clear_card(owner,2);
clear_card(owner,2);
clear_card(owner,2);
if (OUTPUT_MODE==1)
{
printf("%d: %d extra armies (3 infanterie)\n",owner,THREE_B);
}
return;
}
if (a>2)
{
player[owner].army+=THREE_A;
clear_card(owner,1);
clear_card(owner,1);
clear_card(owner,1);
if (OUTPUT_MODE==1)
{
printf("%d: %d extra armies (3 cavalerie)\n",owner,THREE_A);
}
}
}
int find_strong_land(int owner)
{
int i;
int nr=-1;
int army=1;
for(i=0;i<MAX_LANDS;i++)
{
if ((land[i].owner==owner) &&
(land[i].ready==FALSE) &&
(land[i].army>army))
{
army=land[i].army;
nr=i;
}
}
return(nr);
}
int find_weak_land(int owner,int attack_nr)
{
int i=0;
int nr=-1;
int army=100;
int *p;
p=land[attack_nr].border;
while(p[i]!=-1)
{
if ((land[ p[i] ].owner!=owner) &&
(land[ p[i] ].army<army))
{
army=land[ p[i] ].army;
nr=p[i];
}
i++;
}
return(nr);
}
int calculate_new_armies(int owner)
{
int value;
value=(player[owner].amount_lands / 3);
player[owner].army+=value;
if (OUTPUT_MODE==1)
{
printf("%d: %d extra armies (land)\n",owner,value);
}
}
int battle(int attack_nr,int defend_nr)
{
int a1=0,a2=0,a3=0,b1=0,b2=0,tmp;
if (OUTPUT_MODE==1)
{
printf("%s [%d|%d] attacks %s [%d|%d]\n",
land[attack_nr].name,land[attack_nr].army,
land[attack_nr].owner,land[defend_nr].name,
land[defend_nr].army,land[defend_nr].owner);
}
if (OUTPUT_MODE==2)
{
char hulpstr[100];
sprintf(hulpstr,"%s [%d|%d] attacks %s [%d|%d]\n",
land[attack_nr].name,land[attack_nr].army,
land[attack_nr].owner,land[defend_nr].name,
land[defend_nr].army,land[defend_nr].owner);
mvwaddstr(win,20,0,hulpstr);
wattron(win,A_BOLD);
sprintf(hulpstr," %d|%d ",land[attack_nr].army,land[attack_nr].owner);
mvwaddstr(win,land[attack_nr].y*2,land[attack_nr].x*5,hulpstr);
sprintf(hulpstr," %d|%d ",land[defend_nr].army,land[defend_nr].owner);
mvwaddstr(win,land[defend_nr].y*2,land[defend_nr].x*5,hulpstr);
wattroff(win,A_BOLD);
}
a1=dice();
if (land[attack_nr].army>2) a2=dice();
if (land[attack_nr].army>3) a3=dice();
b1=dice();
if (land[defend_nr].army>1) b2=dice();
/* Sort dice values */
if (b1<b2)
{
tmp=b2;
b2=b1;
b1=tmp;
}
if (a1<a2)
{
tmp=a2;
a2=a1;
a1=tmp;
}
if (a2<a3)
{
tmp=a3;
a3=a2;
a2=tmp;
}
if (a1<a2)
{
tmp=a2;
a2=a1;
a1=tmp;
}
if (a1==0) a1=a2;
if (a2==0) a2=a3;
if (a1==0) a1=a2;
if (b1==0) b1=b2;
if (OUTPUT_MODE==1)
{
printf("a1=[%d] a2=[%d] a3=[%d] d1=[%d] d2=[%d] ",
a1,a2,a3,b1,b2);
}
if (OUTPUT_MODE==2)
{
char hulpstr[100];
sprintf(hulpstr,"a1=[%d] a2=[%d] a3=[%d] d1=[%d] d2=[%d] ",
a1,a2,a3,b1,b2);
mvwaddstr(win,21,0,hulpstr);
}
/* Calculate loss / win */
info.attack++;
if (a1>b1) land[defend_nr].army--;
else land[attack_nr].army--;
if ((b2!=0) && (a2!=0))
{
if (a2>b2) land[defend_nr].army--;
else land[attack_nr].army--;
}
/* Check if land is defied */
if (land[defend_nr].army==0)
{
info.win++;
player[land[defend_nr].owner].amount_lands--;
land[defend_nr].owner=land[attack_nr].owner;
player[land[attack_nr].owner].amount_lands++;
/* Move armies */
if(land[attack_nr].army>4)
{
land[defend_nr].army=land[attack_nr].army-4;
land[attack_nr].army=4;
}
else
{
land[defend_nr].army=land[attack_nr].army-1;
land[attack_nr].army=1;
}
player[land[attack_nr].owner].attack_succesfull=TRUE;
if (OUTPUT_MODE==1) printf("WIN.\n");
if (OUTPUT_MODE==2)
{
mvwaddstr(win,21,40,"WIN");
}
}
else
{
if (OUTPUT_MODE==1) printf("\n");
if (OUTPUT_MODE==2)
{
mvwaddstr(win,21,40," ");
}
info.lose++;
}
if (OUTPUT_MODE==2)
{
refresh();
sleep(SLEEP);
show_board(land[attack_nr].owner);
}
}
int check_continents(int owner)
{
int i,j;
int match;
for (i=0; i<MAX_CONTINENTS; i++)
{
match=TRUE;
for(j=0; j<MAX_LANDS; j++)
{
if (land[j].continent==i)
{
match&=(land[j].owner == owner);
}
if (match==FALSE) break;
}
if (match)
{
switch( i )
{
case 0 : player[owner].army+=N_AMERICA;
if (OUTPUT_MODE==1)
{
printf("%d: %d extra armies (Nord-America)\n",
owner, N_AMERICA);
}
break;
case 1 : player[owner].army+=S_AMERICA;
if (OUTPUT_MODE==1)
{
printf("%d: %d extra armies (South-America)\n",
owner, S_AMERICA);
}
break;
case 2 : player[owner].army+=EUROPE;
if (OUTPUT_MODE==1)
{
printf("%d: %d extra armies (Europa)\n",
owner, EUROPE);
}
break;
case 3 : player[owner].army+=AFRICA;
if (OUTPUT_MODE==1)
{
printf("%d: %d extra armies (Africa)\n",
owner, AFRICA);
}
break;
case 4 : player[owner].army+=ASIA;
if (OUTPUT_MODE==1)
{
printf("%d: %d extra armies (Asia)\n",
owner, ASIA);
}
break;
case 5 : player[owner].army+=AUSTRALIA;
if (OUTPUT_MODE==1)
{
printf("%d: %d extra armies (Australia)\n",
owner, AUSTRALIA);
}
break;
}
}
}
}
int get_player(int owner)
{
int flag=TRUE;
while( flag )
{
owner++;
if (owner>=MAX_PLAYERS)
{
owner=0;
startup=FALSE;
}
player[owner].attack_succesfull=FALSE;
/* Check if owner has land else skip player */
flag = player[owner].amount_lands == 0;
}
return(owner);
}
int game_engine(void)
{
int owner=-1;
int defend_nr;
int attack_nr;
int go;
int i;
int active=TRUE;
while(active)
{
/* New round */
info.round++;
if (OUTPUT_MODE==1) printf("Round [%d]\n",info.round);
/* Select Player */
owner=get_player(owner);
if (OUTPUT_MODE==1) printf("Player [%d] active.\n",owner);
/* Clear land battle flags */
for (i=0;i<MAX_LANDS;i++) land[i].ready=FALSE;
/* Process new armies */
if (!startup)
{
calculate_new_armies(owner);
check_continents(owner);
check_card(owner);
place_armies(owner);
}
go=TRUE;
/* Show game board */
show_board(owner);
/* Player attack */
while(go)
{
attack_nr=find_strong_land(owner);
if (attack_nr!=-1)
{
/* Found attact land with more then 1 army */
/* Find weaker land */
defend_nr=find_weak_land(owner,attack_nr);
if (defend_nr!=-1)
{
battle(attack_nr,defend_nr);
}
else
{
land[attack_nr].ready=TRUE;
}
}
else
{
int stop=TRUE;
go=FALSE;
if (player[owner].attack_succesfull)
{
get_card(owner);
if (OUTPUT_MODE==1) printf("\n");
}
/* Check if game ready */
for (i=0; i<MAX_LANDS; i++)
{
stop &= owner==land[i].owner;
}
if (stop==TRUE) active=FALSE;
}
}
}
if (OUTPUT_MODE==1)
{
printf("Game over\n");
}
show_board(owner);
if (OUTPUT_MODE==1)
{
printf("The End [%d|%d|%d]\n",info.round,info.win,info.lose);
}
}
int close_game(void)
{
if (OUTPUT_MODE==2)
{
delwin(win);
endwin();
}
}
int main(void)
{
int i;
srandom((int)time());
/* Create Game board */
info.game=0;
while(TRUE)
{
info.game++;
/* Create Game board */
init_game();
create_players();
create_planet();
for (i=0;i<MAX_PLAYERS;i++) place_armies(i);
if (OUTPUT_MODE==1) printf("\n");
/* Play the game */
game_engine();
if (OUTPUT_MODE==1) break;
}
close_game();
}
/* ---------------------------------------------- */
/* The End
/* ---------------------------------------------- */