full tic tac toe logic.
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2bf1f009d7
commit
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67
src/main.cpp
67
src/main.cpp
@ -20,26 +20,71 @@ 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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void game_turn(struct game_state * gs,int player_input){
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int check_win_condition(struct game_state * gs, char player) {
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if(player_input > TILE_COUNT && player_input < 0)
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int i;
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fprintf(stderr,"ERR: player input not in range.");
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for(i=0;i<3;i++){
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if(!gs->board[player_input])
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//rows
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gs->board[player_input]='O';
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if(gs->board[(i*3)]==player && gs->board[(i*3)+1]==player && gs->board[(i*3)+2]==player)
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gs->turn++;
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return 1;
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//column
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if(gs->board[i]==player && gs->board[i+3]==player && gs->board[i+6]==player)
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return 1;
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}
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if(gs->board[0] == player && gs->board[4] == player && gs->board[8] == player)
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return 1;
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if(gs->board[2] == player && gs->board[4] == player && gs->board[6] == player)
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return 1;
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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(struct 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<TILE_COUNT;i++){
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for(int i=0;i<3;i++){
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printf("[%i]:%c\n",i,gs->board[i]);
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for(int j=0;j<3;j++){
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if(gs->board[(i*3)+j])
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printf("%c",gs->board[(i*3)+j]);
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else
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printf("_");
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}
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printf("\n");
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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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{
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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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if(!gs->board[input])
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gs->board[input]=player;
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if(check_win_condition(gs,player)){
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printf("player %c wins!\n",player);
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gs->turn=-1;
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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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gs->turn++;
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player_turn(gs,'O',player_input);
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display_game_state(gs);
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if(gs->turn==-1)
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return;
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player_turn(gs,'X',rand()%TILE_COUNT);
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display_game_state(gs);
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}
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int exists_empty_tile(struct game_state * gs){
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int i;
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for(i=0;i<TILE_COUNT;i++)
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if(!gs->board[i])
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return 1;
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return 0;
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}
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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};
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struct game_state gs = {0,0};
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while(gs.turn<TILE_COUNT){
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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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display_game_state(&gs);
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}
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}
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}
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}
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