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-rw-r--r--sol.c393
1 files changed, 0 insertions, 393 deletions
diff --git a/sol.c b/sol.c
deleted file mode 100644
index cf643f2..0000000
--- a/sol.c
+++ /dev/null
@@ -1,393 +0,0 @@
-/* Copyright (C) 2019  C. McEnroe <june@causal.agency>
- *
- * This program is free software: you can redistribute it and/or modify
- * it under the terms of the GNU Affero General Public License as published by
- * the Free Software Foundation, either version 3 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 Affero General Public License for more details.
- *
- * You should have received a copy of the GNU Affero General Public License
- * along with this program.  If not, see <http://www.gnu.org/licenses/>.
- */
-
-#include <SDL.h>
-#include <stdbool.h>
-#include <stdio.h>
-#include <stdlib.h>
-#include <time.h>
-
-#include "asset.h"
-#include "cards.h"
-#include "layout.h"
-#include "stack.h"
-
-#define ARRAY_LEN(a) (sizeof(a) / sizeof((a)[0]))
-
-enum {
-	Stock,
-	Waste1,
-	Waste3,
-	Foundation1,
-	Foundation2,
-	Foundation3,
-	Foundation4,
-	Tableau1,
-	Tableau2,
-	Tableau3,
-	Tableau4,
-	Tableau5,
-	Tableau6,
-	Tableau7,
-	StacksLen,
-};
-
-static struct Stack stacks[StacksLen];
-
-// TODO: Scoring method, score, time.
-static struct {
-	uint draw;
-} game = {
-	.draw = 3,
-};
-
-typedef void StackFn(struct Stack *dst, struct Stack *src, Uint8 len);
-
-static struct {
-	StackFn *fn;
-	uint dst;
-	uint src;
-	uint len;
-} undo;
-
-static void gameDo(StackFn *fn, uint dst, uint src, uint len) {
-	undo.fn = fn;
-	undo.dst = src;
-	undo.src = dst;
-	undo.len = len;
-	fn(&stacks[dst], &stacks[src], len);
-}
-
-static bool gameUndo(void) {
-	if (!undo.fn) return false;
-	undo.fn(&stacks[undo.dst], &stacks[undo.src], undo.len);
-	undo.fn = NULL;
-	return true;
-}
-
-static void gameDeal(void) {
-	undo.fn = NULL;
-	for (uint i = 0; i < StacksLen; ++i) {
-		stackClear(&stacks[i]);
-	}
-	for (Card i = 1; i <= 52; ++i) {
-		stackPush(&stacks[Stock], -i);
-	}
-	stackShuffle(&stacks[Stock]);
-	for (uint i = Tableau1; i <= Tableau7; ++i) {
-		stackMoveTo(&stacks[i], &stacks[Stock], i - Tableau1);
-		stackFlipTo(&stacks[i], &stacks[Stock], 1);
-	}
-}
-
-static void gameDraw(void) {
-	stackMoveTo(&stacks[Waste1], &stacks[Waste3], stacks[Waste3].len);
-	if (stacks[Stock].len) {
-		if (game.draw > 1) {
-			gameDo(stackFlipTo, Waste3, Stock, game.draw);
-		} else {
-			gameDo(stackFlipTo, Waste1, Stock, 1);
-		}
-	} else {
-		gameDo(stackFlipTo, Stock, Waste1, stacks[Waste1].len);
-	}
-}
-
-static bool gameFind(uint *stack, uint *index, Card card) {
-	for (*stack = 0; *stack < StacksLen; ++*stack) {
-		for (*index = 0; *index < stacks[*stack].len; ++*index) {
-			if (stacks[*stack].cards[*index] == card) return true;
-		}
-	}
-	return false;
-}
-
-static bool gameAvail(Card card) {
-	uint stack, index;
-	if (card < 0) return false;
-	if (!gameFind(&stack, &index, card)) return false;
-
-	bool top = (card == stackTop(&stacks[stack]));
-	if (stack == Waste1) {
-		return top && !stacks[Waste3].len;
-	} else if (stack == Waste3) {
-		return top;
-	} else if (stack >= Foundation1 && stack <= Foundation4) {
-		return top;
-	} else if (stack >= Tableau1 && stack <= Tableau7) {
-		return true;
-	} else {
-		return false;
-	}
-}
-
-static bool gameReveal(Card card) {
-	uint stack, index;
-	if (!gameFind(&stack, &index, card)) return false;
-	if (stack < Tableau1 || stack > Tableau7) return false;
-	if (card != stackTop(&stacks[stack])) return false;
-	if (card > 0) return false;
-	gameDo(stackFlipTo, stack, stack, 1);
-	return true;
-}
-
-static bool gameMove(uint dest, Card card) {
-	uint source, index;
-	if (!gameFind(&source, &index, card)) return false;
-	if (source == dest) return false;
-
-	uint count = stacks[source].len - index;
-	Card destTop = stackTop(&stacks[dest]);
-
-	if (dest >= Foundation1 && dest <= Foundation4) {
-		if (count > 1) return false;
-		if (!destTop && cardRank(card) != Cards_A) return false;
-		if (destTop && cardSuit(card) != cardSuit(destTop)) return false;
-		if (destTop && cardRank(card) != cardRank(destTop) + 1) return false;
-		gameDo(stackMoveTo, dest, source, 1);
-		return true;
-	}
-
-	if (dest >= Tableau1 && dest <= Tableau7) {
-		if (!destTop && cardRank(card) != Cards_K) return false;
-		if (destTop && cardColor(card) == cardColor(destTop)) return false;
-		if (destTop && cardRank(card) != cardRank(destTop) - 1) return false;
-		gameDo(stackMoveTo, dest, source, count);
-		return true;
-	}
-
-	return false;
-}
-
-enum {
-	CardWidth = Cards_CardWidth,
-	CardHeight = Cards_CardHeight,
-
-	StackMarginX = 11,
-	StackMarginY = 6,
-
-	StockX = StackMarginX,
-	StockY = StackMarginY,
-
-	WasteX = StockX + CardWidth + StackMarginX,
-	WasteY = StackMarginY,
-
-	FoundationX = WasteX + 2 * (CardWidth + StackMarginX),
-	FoundationY = StackMarginY,
-
-	TableauX = StackMarginX,
-	TableauY = StockY + CardHeight + StackMarginY,
-
-	FanRightDeltaX = 14,
-	FanDownDeltaYBack = 3,
-	FanDownDeltaYFront = 15,
-
-	WindowWidth = 7 * CardWidth + 8 * StackMarginX,
-	WindowHeight = 2 * (StackMarginY + CardHeight)
-		+ 6 * FanDownDeltaYBack
-		+ 12 * FanDownDeltaYFront
-		+ StackMarginY,
-};
-
-static const struct Style FanRight = {
-	1, 0, 0, FanRightDeltaX, SquareDeltaY
-};
-static const struct Style FanDown = {
-	1, 0, FanDownDeltaYBack, 0, FanDownDeltaYFront
-};
-
-static struct SDL_Rect stackRects[StacksLen];
-static struct Layout layout;
-static uint backTexture = Cards_Back1;
-
-static void updateLayout(void) {
-	layoutClear(&layout);
-
-	SDL_Rect stock = { StockX, StockY, CardWidth, CardHeight };
-	stackRects[Stock] = stock;
-	listPush(&layout.main, &stock, Cards_O);
-	layoutStack(&layout, &stock, &stacks[Stock], &Square);
-
-	SDL_Rect waste = { WasteX, WasteY, CardWidth, CardHeight };
-	layoutStack(&layout, &waste, &stacks[Waste1], &Square);
-	layoutStack(&layout, &waste, &stacks[Waste3], &FanRight);
-
-	SDL_Rect found = { FoundationX, FoundationY, CardWidth, CardHeight };
-	for (uint i = Foundation1; i <= Foundation4; ++i) {
-		stackRects[i] = found;
-		listPush(&layout.main, &found, Cards_Empty);
-		SDL_Rect rect = found;
-		layoutStack(&layout, &rect, &stacks[i], &Square);
-		found.x += CardWidth + StackMarginX;
-	}
-
-	SDL_Rect table = { TableauX, TableauY, CardWidth, CardHeight };
-	for (uint i = Tableau1; i <= Tableau7; ++i) {
-		stackRects[i] = table;
-		stackRects[i].h = WindowHeight;
-		SDL_Rect rect = table;
-		layoutStack(&layout, &rect, &stacks[i], &FanDown);
-		table.x += CardWidth + StackMarginX;
-	}
-}
-
-static bool keyDown(SDL_KeyboardEvent key) {
-	switch (key.keysym.sym) {
-		case SDLK_F2: gameDeal(); return true;
-		case SDLK_BACKSPACE: return gameUndo();
-		case SDLK_b: {
-			backTexture -= Cards_Back1;
-			backTexture += 1;
-			backTexture %= 12;
-			backTexture += Cards_Back1;
-			return true;
-		}
-		case SDLK_d: {
-			game.draw = (game.draw == 1 ? 3 : 1);
-			gameDeal();
-			return true;
-		}
-		default: return false;
-	}
-}
-
-static bool mouseButtonDown(SDL_MouseButtonEvent button) {
-	struct SDL_Point point = { button.x, button.y };
-	if (SDL_PointInRect(&point, &stackRects[Stock])) {
-		gameDraw();
-		return true;
-	}
-	struct Item *item = listFind(&layout.main, &point);
-	if (!item) return false;
-	if (!gameAvail(item->card)) return gameReveal(item->card);
-	if (button.clicks % 2 == 0) {
-		for (uint dest = Foundation1; dest <= Foundation4; ++dest) {
-			if (gameMove(dest, item->card)) return true;
-		}
-		return false;
-	}
-	layout.dragItem = *item;
-	return true;
-}
-
-static bool mouseButtonUp(SDL_MouseButtonEvent button) {
-	(void)button;
-	if (!layout.dragItem.card) return false;
-	for (uint dest = 0; dest < StacksLen; ++dest) {
-		if (SDL_HasIntersection(&layout.dragItem.rect, &stackRects[dest])) {
-			if (gameMove(dest, layout.dragItem.card)) break;
-		}
-	}
-	layout.dragItem.card = 0;
-	return true;
-}
-
-static bool mouseMotion(SDL_MouseMotionEvent motion) {
-	if (!motion.state) return false;
-	layout.dragItem.rect.x += motion.xrel;
-	layout.dragItem.rect.y += motion.yrel;
-	return true;
-}
-
-static SDL_Renderer *render;
-static SDL_Texture *textures[Cards_CardCount];
-
-static void renderList(const struct List *list) {
-	for (uint i = 0; i < list->len; ++i) {
-		int tex = list->items[i].card;
-		if (tex < 0) tex = backTexture;
-		SDL_RenderCopy(render, textures[tex], NULL, &list->items[i].rect);
-	}
-}
-
-static void err(const char *title) {
-	int error = SDL_ShowSimpleMessageBox(
-		SDL_MESSAGEBOX_ERROR, title, SDL_GetError(), NULL
-	);
-	if (error) fprintf(stderr, "%s\n", SDL_GetError());
-	exit(EXIT_FAILURE);
-}
-
-int main(void) {
-	if (SDL_Init(SDL_INIT_VIDEO) < 0) err("SDL_Init");
-	atexit(SDL_Quit);
-
-	struct Paths paths;
-	if (assetPaths(&paths) < 0) err("SDL_GetPrefPath");
-
-	SDL_RWops *rw = assetOpenCards(&paths);
-	if (!rw) return EXIT_FAILURE;
-
-	SDL_Surface *surfaces[Cards_CardCount];
-	int error = Cards_LoadCards(
-		surfaces, Cards_CardCount,
-		rw, Cards_ColorKey | Cards_AlphaCorners | Cards_BlackBorders
-	);
-	if (error) err("Cards_LoadCards");
-	SDL_RWclose(rw);
-
-	SDL_Window *window;
-	error = SDL_CreateWindowAndRenderer(
-		WindowWidth, WindowHeight, SDL_WINDOW_ALLOW_HIGHDPI,
-		&window, &render
-	);
-	if (error) err("SDL_CreateWindowAndRenderer");
-	SDL_SetWindowTitle(window, "Solitaire");
-
-	SDL_RenderSetIntegerScale(render, SDL_TRUE);
-	SDL_RenderSetLogicalSize(render, WindowWidth, WindowHeight);
-
-	for (uint i = 0; i < Cards_CardCount; ++i) {
-		textures[i] = NULL;
-		if (!surfaces[i]) continue;
-		textures[i] = SDL_CreateTextureFromSurface(render, surfaces[i]);
-		if (!textures[i]) err("SDL_CreateTextureFromSurface");
-		SDL_FreeSurface(surfaces[i]);
-	}
-
-	srand(time(NULL));
-	backTexture = Cards_Back1 + randUniform(12);
-	gameDeal();
-
-	for (;;) {
-		updateLayout();
-
-		SDL_SetRenderDrawColor(render, 0x00, 0xAA, 0x55, 0xFF);
-		SDL_RenderClear(render);
-		renderList(&layout.main);
-		renderList(&layout.drag);
-		SDL_RenderPresent(render);
-
-		SDL_Event event;
-		for (;;) {
-			SDL_WaitEvent(&event);
-			if (event.type == SDL_QUIT) {
-				goto quit;
-			} else if (event.type == SDL_KEYDOWN) {
-				if (keyDown(event.key)) break;
-			} else if (event.type == SDL_MOUSEBUTTONDOWN) {
-				if (mouseButtonDown(event.button)) break;
-			} else if (event.type == SDL_MOUSEBUTTONUP) {
-				if (mouseButtonUp(event.button)) break;
-			} else if (event.type == SDL_MOUSEMOTION) {
-				if (mouseMotion(event.motion)) break;
-			}
-		}
-	}
-
-quit:
-	SDL_Quit();
-}