standards ish.
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12
src/main.cpp
12
src/main.cpp
@ -20,7 +20,7 @@ struct game_state {
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char board[TILE_COUNT];
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char board[TILE_COUNT];
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};
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};
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int check_win_condition(struct game_state * gs, char player) {
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int check_win_condition(game_state * gs, char player) {
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int i;
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int i;
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for( i = 0 ; i < 3 ; i++){
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for( i = 0 ; i < 3 ; i++){
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//rows
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//rows
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@ -38,7 +38,7 @@ int check_win_condition(struct game_state * gs, char player) {
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return 0;
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return 0;
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}
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}
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void display_game_state(struct game_state * gs){
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void display_game_state(game_state * gs){
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printf("turn %i:\n",gs->turn);
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printf("turn %i:\n",gs->turn);
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for(int i = 0; i < 3; i++){
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for(int i = 0; i < 3; i++){
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for(int j = 0; j < 3 ; j++){
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for(int j = 0; j < 3 ; j++){
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@ -51,7 +51,7 @@ void display_game_state(struct game_state * gs){
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}
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}
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}
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}
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void player_turn(struct game_state * gs, char player, int input)
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void player_turn(game_state * gs, char player, int input)
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{
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{
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if(input > TILE_COUNT && input < 0)
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if(input > TILE_COUNT && input < 0)
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fprintf(stderr,"ERR: player input not in range.");
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fprintf(stderr,"ERR: player input not in range.");
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@ -63,7 +63,7 @@ void player_turn(struct game_state * gs, char player, int input)
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}
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}
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}
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}
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void game_turn(struct game_state * gs,int player_input){
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void game_turn(game_state * gs,int player_input){
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gs->turn++;
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gs->turn++;
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player_turn(gs, 'O', player_input);
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player_turn(gs, 'O', player_input);
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display_game_state(gs);
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display_game_state(gs);
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@ -73,7 +73,7 @@ void game_turn(struct game_state * gs,int player_input){
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display_game_state(gs);
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display_game_state(gs);
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}
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}
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int exists_empty_tile(struct game_state * gs){
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int exists_empty_tile(game_state * gs){
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int i;
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int i;
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for( i = 0; i < TILE_COUNT ; i++)
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for( i = 0; i < TILE_COUNT ; i++)
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if(!gs->board[i])
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if(!gs->board[i])
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@ -83,7 +83,7 @@ int exists_empty_tile(struct game_state * gs){
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int main(){
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int main(){
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srand(time(NULL));
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srand(time(NULL));
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struct game_state gs = {0,0};
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game_state gs = {0,0};
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while(exists_empty_tile(&gs) && gs.turn != -1){
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while(exists_empty_tile(&gs) && gs.turn != -1){
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game_turn(&gs, get_player_input());
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game_turn(&gs, get_player_input());
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}
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}
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