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本文整理汇总了C++中updateCoins函数的典型用法代码示例。如果您正苦于以下问题:C++ updateCoins函数的具体用法?C++ updateCoins怎么用?C++ updateCoins使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。 在下文中一共展示了updateCoins函数的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。 示例1: cardEffectint cardEffect(int card, int choice1, int choice2, int choice3, struct gameState *state, int handPos, int *bonus){ int i; int j; int k; int x; int index; int currentPlayer = whoseTurn(state); int nextPlayer = currentPlayer + 1; int tributeRevealedCards[2] = {-1, -1}; int temphand[MAX_HAND];// moved above the if statement int drawntreasure=0; // int cardDrawn; int z = 0;// this is the counter for the temp hand if (nextPlayer > (state->numPlayers - 1)) { nextPlayer = 0; } //uses switch to select card and perform actions switch( card ) { case adventurer: return adventurerEffect(state, drawntreasure, z, temphand); case council_room: //+4 Cards for (i = 0; i < 4; i++) { drawCard(currentPlayer, state); } //+1 Buy state->numBuys++; //Each other player draws a card for (i = 0; i < state->numPlayers; i++) { if ( i != currentPlayer ) { drawCard(i, state); } } //put played card in played card pile discardCard(handPos, currentPlayer, state, 0); return 0; case feast: //gain card with cost up to 5 //Backup hand for (i = 0; i <= state->handCount[currentPlayer]; i++) { temphand[i] = state->hand[currentPlayer][i];//Backup card state->hand[currentPlayer][i] = -1;//Set to nothing } //Backup hand //Update Coins for Buy updateCoins(currentPlayer, state, 5); x = 1;//Condition to loop on while( x == 1) {//Buy one card if (supplyCount(choice1, state) <= 0) { if (DEBUG) printf("None of that card left, sorry!/n"); if (DEBUG) { printf("Cards Left: %d/n", supplyCount(choice1, state)); } } else if (state->coins < getCost(choice1)) { printf("That card is too expensive!/n"); if (DEBUG) { printf("Coins: %d < %d/n", state->coins, getCost(choice1)); } } else{ if (DEBUG) { printf("Deck Count: %d/n", state->handCount[currentPlayer] + state->deckCount[currentPlayer] + state->discardCount[currentPlayer]); } gainCard(choice1, state, 0, currentPlayer);//Gain the card x = 0;//No more buying cards if (DEBUG) { printf("Deck Count: %d/n", state->handCount[currentPlayer] + state->deckCount[currentPlayer] + state->discardCount[currentPlayer]); } } } //Reset Hand for (i = 0; i <= state->handCount[currentPlayer]; i++) { state->hand[currentPlayer][i] = temphand[i]; temphand[i] = -1; } //Reset Hand//.........这里部分代码省略.........
开发者ID:TheTallPaul,项目名称:cs362sp16_melloc,代码行数:101,
示例2: initializeGame//.........这里部分代码省略......... //set number of Treasure cards state->supplyCount[copper] = 60 - (7 * numPlayers); state->supplyCount[silver] = 40; state->supplyCount[gold] = 30; //set number of Kingdom cards for (i = adventurer; i <= treasure_map; i++) //loop all cards { for (j = 0; j < 10; j++) //loop chosen cards { if (kingdomCards[j] == i) { //check if card is a 'Victory' Kingdom card if (kingdomCards[j] == great_hall || kingdomCards[j] == gardens) { if (numPlayers == 2) { state->supplyCount[i] = 8; } else{ state->supplyCount[i] = 12; } } else { state->supplyCount[i] = 10; } break; } else //card is not in the set choosen for the game { state->supplyCount[i] = -1; } } } //////////////////////// //supply intilization complete //set player decks for (i = 0; i < numPlayers; i++) { state->deckCount[i] = 0; for (j = 0; j < 3; j++) { state->deck[i][j] = estate; state->deckCount[i]++; } for (j = 3; j < 10; j++) { state->deck[i][j] = copper; state->deckCount[i]++; } } //shuffle player decks for (i = 0; i < numPlayers; i++) { if ( shuffle(i, state) < 0 ) { return -1; } } //draw player hands for (i = 0; i < numPlayers; i++) { //initialize hand size to zero state->handCount[i] = 0; state->discardCount[i] = 0; //draw 5 cards // for (j = 0; j < 5; j++) // { // drawCard(i, state); // } } //set embargo tokens to 0 for all supply piles for (i = 0; i <= treasure_map; i++) { state->embargoTokens[i] = 0; } //initialize first player's turn state->outpostPlayed = 0; state->phase = 0; state->numActions = 1; state->numBuys = 1; state->playedCardCount = 0; state->whoseTurn = 0; state->handCount[state->whoseTurn] = 0; //int it; move to top //Moved draw cards to here, only drawing at the start of a turn for (it = 0; it < 5; it++) { drawCard(state->whoseTurn, state); } updateCoins(state->whoseTurn, state, 0); return 0;}
开发者ID:TheTallPaul,项目名称:cs362sp16_melloc,代码行数:101,
示例3: cardEffectint cardEffect(int card, int choice1, int choice2, int choice3, struct gameState *state, int handPos, int *bonus){ int i; int j; int k; int x; int index; int currentPlayer = whoseTurn(state); int nextPlayer = currentPlayer + 1; int tributeRevealedCards[2] = {-1, -1}; int temphand[MAX_HAND];// moved above the if statement int drawntreasure=0; int cardDrawn; int z = 0;// this is the counter for the temp hand if (nextPlayer > (state->numPlayers - 1)){ nextPlayer = 0; } //uses switch to select card and perform actions switch( card ) { case adventurer: while(drawntreasure<2){ if (state->deckCount[currentPlayer] <1){//if the deck is empty we need to shuffle discard and add to deck shuffle(currentPlayer, state); } drawCard(currentPlayer, state); cardDrawn = state->hand[currentPlayer][state->handCount[currentPlayer]-1];//top card of hand is most recently drawn card. if (cardDrawn == copper || cardDrawn == silver || cardDrawn == gold) drawntreasure++; else{ temphand[z]=cardDrawn; state->handCount[currentPlayer]--; //this should just remove the top card (the most recently drawn one). z++; } } while(z-1>=0){ state->discard[currentPlayer][state->discardCount[currentPlayer]++]=temphand[z-1]; // discard all cards in play that have been drawn z=z-1; } return 0; case council_room: //+4 Cards for (i = 0; i < 4; i++) { drawCard(currentPlayer, state); } //+1 Buy state->numBuys++; //Each other player draws a card for (i = 0; i < state->numPlayers; i++) { if ( i != currentPlayer ) { drawCard(i, state); } } //put played card in played card pile discardCard(handPos, currentPlayer, state, 0); return 0; case feast: //gain card with cost up to 5 //Backup hand for (i = 0; i <= state->handCount[currentPlayer]; i++){ temphand[i] = state->hand[currentPlayer][i];//Backup card state->hand[currentPlayer][i] = -1;//Set to nothing } //Backup hand //Update Coins for Buy updateCoins(currentPlayer, state, 5); x = 1;//Condition to loop on while( x == 1) {//Buy one card if (supplyCount(choice1, state) <= 0){ if (DEBUG) printf("None of that card left, sorry!/n"); if (DEBUG){ printf("Cards Left: %d/n", supplyCount(choice1, state)); } } else if (state->coins < getCost(choice1)){ printf("That card is too expensive!/n"); if (DEBUG){ printf("Coins: %d < %d/n", state->coins, getCost(choice1)); } } else{ if (DEBUG){ printf("Deck Count: %d/n", state->handCount[currentPlayer] + state->deckCount[currentPlayer] + state->discardCount[currentPlayer]);//.........这里部分代码省略.........
开发者ID:agroce,项目名称:cs362w16core,代码行数:101,
示例4: cardEffect//.........这里部分代码省略......... //increase supply count for choosen card by amount being discarded state->supplyCount[state->hand[currentPlayer][choice1]] += choice2; //each other player gains a copy of revealed card for (i = 0; i < state->numPlayers; i++) { if (i != currentPlayer) { gainCard(state->hand[currentPlayer][choice1], state, 0, i); } } //discard played card from hand discardCard(handPos, currentPlayer, state, 0); //trash copies of cards returned to supply for (j = 0; j < choice2; j++) { for (i = 0; i < state->handCount[currentPlayer]; i++) { if (state->hand[currentPlayer][i] == state->hand[currentPlayer][choice1]) { discardCard(i, currentPlayer, state, 1); break; } } } return 0; case cutpurse: updateCoins(currentPlayer, state, 2); for (i = 0; i < state->numPlayers; i++) { if (i != currentPlayer) { for (j = 0; j < state->handCount[i]; j++) { if (state->hand[i][j] == copper) { discardCard(j, i, state, 0); break; } if (j == state->handCount[i]) { for (k = 0; k < state->handCount[i]; k++) { if (DEBUG) printf("Player %d reveals card number %d/n", i, state->hand[i][k]); } break; } } } } //discard played card from hand discardCard(handPos, currentPlayer, state, 0); return 0;
开发者ID:cs362sp16,项目名称:cs362sp16_minnerp,代码行数:65,
示例5: mainint main(){ int randomPlayer, seed, i, j, numPlayers; int runStatus; int k[10] = {adventurer, council_room, feast, gardens, mine , remodel, smithy, village, baron, great_hall}; struct gameState G; srand(time(NULL)); for (i = 0; i < 2000; i++) { seed = (rand()%100) + 1; //Pick a random player 0,1,2,3 randomPlayer = (rand()% 4); //Random number of players 2,3,4 numPlayers = (rand()% 3) + 2; if (randomPlayer > numPlayers - 1) numPlayers = randomPlayer + 1; //Initialize game runStatus = initializeGame(numPlayers, k, seed, &G); //Check if initialize successful assert(runStatus == 0); //Set player turn G.whoseTurn = randomPlayer; //Set random game state //Hand count 0-20 G.handCount[randomPlayer] = (rand() % 21); //Deck count 10-100 G.deckCount[randomPlayer] = (rand() % 91) + 10; //Discard count 0-20 G.discardCount[randomPlayer] = (rand() % 21); //Played count 0-20 G.playedCardCount = (rand() % 21); //Sets card to hand, deck, discard pile for(j = 0; j < G.handCount[randomPlayer]; j++) { G.hand[randomPlayer][j] = rand() % 27; } for(j = 0; j < G.deckCount[randomPlayer]; j++) { G.deck[randomPlayer][j] = rand() % 27; } for(j = 0; j < G.discardCount[randomPlayer]; j++) { G.discard[randomPlayer][j] = rand() % 27; } //Add a smithy card to be played G.hand[randomPlayer][G.handCount[randomPlayer]] = smithy; G.handCount[randomPlayer]++; //Set defaults for card counts int cardCount = G.handCount[randomPlayer]; int pCardCount = G.playedCardCount; int dCardCount = G.discardCount[randomPlayer]; int coinCount = 0; int deCardCount = G.deckCount[randomPlayer]; //Loop through hand to count how many treasures for coin count for(j = 0; j < G.handCount[randomPlayer]; j++){ if(G.hand[randomPlayer][j] == copper) coinCount++; else if(G.hand[randomPlayer][j] == silver) coinCount+=2; else if(G.hand[randomPlayer][j] == gold) coinCount+=3; } //Coin count check updateCoins(randomPlayer, &G, 0); assert(G.coins == coinCount); //Loops through the first 3 cards at the top of the deck for treasure cards for(j = G.deckCount[randomPlayer] - 1; j >= G.deckCount[randomPlayer] - 3; j--){ if(G.deck[randomPlayer][j] == copper) coinCount++; else if(G.deck[randomPlayer][j] == silver) coinCount+=2; else if(G.deck[randomPlayer][j] == gold) coinCount+=3; } //Play smithyCard, add one to played pile, add (3-1) cards to hand count, remove 3 from deck count smithy_(G.handCount[randomPlayer]-1, &G); pCardCount++; cardCount+=2; deCardCount-=3; //Update coin count updateCoins(randomPlayer, &G, 0); if(G.handCount[randomPlayer] != cardCount) printf("randomtestcard.c: FAIL/r/nG.handCount[randomPlayer] == %d/r/nExpected:G.handCount[randomPlayer] == %d/r/n", G.handCount[randomPlayer], cardCount); if(G.playedCardCount != pCardCount) printf("randomtestcard.c: FAIL/r/nG.playedCardCount == %d/r/nExpected:G.playedCardCount == %d/r/n", G.playedCardCount, pCardCount); if(G.discardCount[randomPlayer] != dCardCount)//.........这里部分代码省略.........
开发者ID:tyl-,项目名称:Sample-programs,代码行数:101,
示例6: Actions/*Feast: Trash this card. Gain a card costing up to 5 Coins.Additional Rules: The gained card goes into your Discard pile. It has to be a card from the Supply.You cannot use coins from Treasures or previous Actions (like the Market) to increase the cost of the card that you gain.If you use Throne Room on Feast, you will gain two cards, even though you can only trash Feast once.Gaining the card isn't contingent on trashing Feast; they're just two things that the card tries to make you do.This adds 5 coins to the player, but does not subtract them should the chosen card be too expensive.Also the code checks that the player has the coins needed but the rules do not alow usingadditional coins to increase the value of the gained card.*/int playFeast(int currentPlayer, struct gameState *state, int choice1){ int temphand[MAX_HAND]; int cardNotBought; int i; //Backup hand for (i = 0; i <= state->handCount[currentPlayer]; i++) { temphand[i] = state->hand[currentPlayer][i];//Backup card state->hand[currentPlayer][i] = EMPTY_CARD;//Set to nothing } //Update Coins for Buy (adds 5 which is the incorect behavor) updateCoins(currentPlayer, state, FEAST_MAX_COST); cardNotBought = NOT_BOUGHT;//Condition to loop on while( cardNotBought == NOT_BOUGHT) {//Buy one card if (supplyCount(choice1, state) <= EMPTY_SUPPLY) { if (DEBUG) { printf("None of that card left, sorry!/n"); printf("Cards Left: %d/n", supplyCount(choice1, state)); } } else if (state->coins < getCost(choice1)) { printf("That card is too expensive!/n"); if (DEBUG) printf("Coins: %d < %d/n", state->coins, getCost(choice1)); } else { if (DEBUG) { printf("Deck Count: %d/n", state->handCount[currentPlayer] + state->deckCount[currentPlayer] + state->discardCount[currentPlayer] ); } gainCard(choice1, state, TO_DISCARD, currentPlayer);//Gain the card cardNotBought = BOUGHT;//No more buying cards if (DEBUG){ printf("Deck Count: %d/n", state->handCount[currentPlayer] + state->deckCount[currentPlayer] + state->discardCount[currentPlayer] ); } }//printf("Card not bought feast choice 1: %d/n", choice1); } //Reset Hand for (i = 0; i <= state->handCount[currentPlayer]; i++) { state->hand[currentPlayer][i] = temphand[i]; temphand[i] = EMPTY_CARD; } return EFFECT_SUCCESS;}
开发者ID:JLBR,项目名称:School-Projects,代码行数:83,
注:本文中的updateCoins函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 C++ updateColor函数代码示例 C++ updateChildList函数代码示例 |