/* Copyright (C) 2019 C. McEnroe * * 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 . */ #include #include #include #include #include #include "asset.h" #include "cards.h" #include "layout.h" #include "stack.h" enum { Foundation1, Foundation2, Foundation3, Foundation4, Cell1, Cell2, Cell3, Cell4, Tableau1, Tableau2, Tableau3, Tableau4, Tableau5, Tableau6, Tableau7, Tableau8, StacksLen, }; static struct Stack stacks[StacksLen]; static struct { bool avail; uint dst; uint src; } undo; static uint kingFace = Cards_KingRight; static void gameDeal(void) { for (uint i = 0; i < StacksLen; ++i) { stackClear(&stacks[i]); } struct Stack deck = {0}; for (Card i = 1; i <= 52; ++i) { stackPush(&deck, i); } stackShuffle(&deck); for (uint i = Tableau1; i <= Tableau8; ++i) { stackMoveTo(&stacks[i], &deck, (i < Tableau5 ? 7 : 6)); } undo.avail = false; kingFace = Cards_KingRight; } static bool gameWin(void) { for (uint i = Foundation1; i <= Foundation4; ++i) { if (stacks[i].len != 13) return false; } return true; } static bool gameFind(uint *stack, Card card) { for (*stack = 0; *stack < StacksLen; ++*stack) { for (uint i = 0; i < stacks[*stack].len; ++i) { if (stacks[*stack].cards[i] == card) return true; } } return false; } static bool gameAvail(Card card) { uint stack; assert(gameFind(&stack, card)); if (stack <= Foundation4) return false; return card == stackTop(&stacks[stack]); } static bool gameMove(uint dst, Card card) { uint src; assert(gameFind(&src, card)); Card top = stackTop(&stacks[dst]); if (src == dst) return false; if (dst >= Cell1 && dst <= Cell4) { if (stacks[dst].len) return false; kingFace = Cards_KingLeft; } if (dst >= Foundation1 && dst <= Foundation4) { if (!top && cardRank(card) != Cards_A) return false; if (top && cardSuit(card) != cardSuit(top)) return false; if (top && cardRank(card) != cardRank(top) + 1) return false; kingFace = Cards_KingRight; } if (dst >= Tableau1 && dst <= Tableau8) { if (top && cardColor(card) == cardColor(top)) return false; if (top && cardRank(card) != cardRank(top) - 1) return false; } undo.dst = src; undo.src = dst; undo.avail = true; stackPush(&stacks[dst], stackPop(&stacks[src])); return true; } static bool gameUndo(void) { if (!undo.avail) return false; stackPush(&stacks[undo.dst], stackPop(&stacks[undo.src])); undo.avail = false; return true; } static bool gameAuto(void) { Card min[2] = { Cards_K, Cards_K }; for (uint i = Cell1; i <= Tableau8; ++i) { for (uint j = 0; j < stacks[i].len; ++j) { Card card = stacks[i].cards[j]; if (cardRank(card) < min[cardColor(card)]) { min[cardColor(card)] = cardRank(card); } } } for (uint i = Cell1; i <= Tableau8; ++i) { Card card = stackTop(&stacks[i]); if (!card) continue; if (cardRank(card) > Cards_2) { if (min[!cardColor(card)] < cardRank(card)) continue; } for (uint dst = Foundation1; dst <= Foundation4; ++dst) { if (gameMove(dst, card)) return true; } } return false; } enum { CardWidth = Cards_CardWidth, CardHeight = Cards_CardHeight, CellX = 0, CellY = 0, KingMarginX = 13, KingX = CellX + 4 * CardWidth + KingMarginX, KingY = 18, KingPadX = 3, KingPadY = 3, KingWidth = Cards_KingWidth + 2 * KingPadX, KingHeight = Cards_KingHeight + 2 * KingPadY, FoundationX = KingX + KingWidth + KingMarginX, FoundationY = CellY, StackMarginX = 7, StackMarginY = 10, TableauX = StackMarginX, TableauY = CellY + CardHeight + StackMarginY, FanDownDeltaY = 17, KingWinMarginX = 10, KingWinMarginY = 10, KingWinX = KingWinMarginX, KingWinY = CellY + CardHeight + KingWinMarginY, KingWinWidth = 320, KingWinHeight = 320, WindowWidth = 8 * CardWidth + 9 * StackMarginX + 1, WindowHeight = KingWinY + KingWinHeight + KingWinMarginY, }; static const struct Style FanDown = { 1, 0, 0, 0, FanDownDeltaY }; static struct SDL_Rect stackRects[StacksLen]; static struct Layout layout; static struct List reveal; static void updateLayout(void) { layoutClear(&layout); SDL_Rect cell = { CellX, CellY, CardWidth, CardHeight }; for (uint i = Cell1; i <= Cell4; ++i) { stackRects[i] = cell; layoutStack(&layout, &cell, &stacks[i], &Flat); cell.x += CardWidth; } SDL_Rect found = { FoundationX, FoundationY, CardWidth, CardHeight }; for (uint i = Foundation1; i <= Foundation4; ++i) { stackRects[i] = found; layoutStack(&layout, &found, &stacks[i], &Flat); found.x += CardWidth; } SDL_Rect table = { TableauX, TableauY, CardWidth, CardHeight }; for (uint i = Tableau1; i <= Tableau8; ++i) { stackRects[i] = table; stackRects[i].h = WindowHeight; SDL_Rect rect = table; layoutStack(&layout, &rect, &stacks[i], &FanDown); table.x += CardWidth + StackMarginX; } } static void revealRank(Card rank) { for (uint i = 0; i < layout.main.len; ++i) { struct Item item = layout.main.items[i]; if (cardRank(item.card) != rank) continue; listPush(&reveal, &item.rect, item.card); } } static bool keyDown(SDL_KeyboardEvent key) { switch (key.keysym.sym) { case SDLK_F2: gameDeal(); return true; case SDLK_BACKSPACE: return gameUndo(); } if (key.repeat) return false; switch (key.keysym.sym) { break; case SDLK_a: revealRank(Cards_A); break; case SDLK_2: revealRank(Cards_2); break; case SDLK_3: revealRank(Cards_3); break; case SDLK_4: revealRank(Cards_4); break; case SDLK_5: revealRank(Cards_5); break; case SDLK_6: revealRank(Cards_6); break; case SDLK_7: revealRank(Cards_7); break; case SDLK_8: revealRank(Cards_8); break; case SDLK_9: revealRank(Cards_9); break; case SDLK_1: revealRank(Cards_10); break; case SDLK_0: revealRank(Cards_10); break; case SDLK_j: revealRank(Cards_J); break; case SDLK_q: revealRank(Cards_Q); break; case SDLK_k: revealRank(Cards_K); break; default: return false; } return true; } static bool keyUp(SDL_KeyboardEvent key) { (void)key; if (!reveal.len) return false; listClear(&reveal); return true; } static bool mouseButtonDown(SDL_MouseButtonEvent button) { if (button.button != SDL_BUTTON_RIGHT) return false; struct SDL_Point point = { button.x, button.y }; struct Item *item = listFind(&layout.main, &point); if (!item) return false; listPush(&reveal, &item->rect, item->card); return true; } static bool mouseButtonUp(SDL_MouseButtonEvent button) { struct SDL_Point point = { button.x, button.y }; if (button.button == SDL_BUTTON_RIGHT) { if (!reveal.len) return false; listClear(&reveal); return true; } if (button.clicks % 2 == 0) { Card card = layout.dragItem.card; if (!card) { struct Item *item = listFind(&layout.main, &point); if (!item) return false; card = item->card; } if (!gameAvail(card)) return false; for (uint dst = Cell1; dst <= Cell4; ++dst) { if (gameMove(dst, card)) break; } layout.dragItem.card = 0; return true; } if (layout.dragItem.card) { for (uint dst = 0; dst < StacksLen; ++dst) { if (SDL_PointInRect(&point, &stackRects[dst])) { if (gameMove(dst, layout.dragItem.card)) break; } } layout.dragItem.card = 0; return true; } struct Item *item = listFind(&layout.main, &point); if (!item) return false; if (!gameAvail(item->card)) return false; layout.dragItem = *item; return true; } static SDL_Renderer *render; static void renderOutline(SDL_Rect rect, bool out) { int right = rect.x + rect.w - 1; int bottom = rect.y + rect.h - 1; SDL_Point topLeft[3] = { { rect.x, bottom - 1 }, { rect.x, rect.y }, { right - 1, rect.y }, }; SDL_Point bottomRight[3] = { { rect.x + 1, bottom }, { right, bottom }, { right, rect.y + 1 }, }; SDL_SetRenderDrawColor(render, 0x00, 0x00, 0x00, 0xFF); SDL_RenderDrawLines(render, out ? bottomRight : topLeft, 3); SDL_SetRenderDrawColor(render, 0x00, 0xFF, 0x00, 0xFF); SDL_RenderDrawLines(render, out ? topLeft : bottomRight, 3); } static void renderOutlines(void) { for (uint i = Foundation1; i <= Cell4; ++i) { renderOutline(stackRects[i], false); } } static void renderKing(SDL_Texture *textures[]) { SDL_Rect box = { KingX, KingY, KingWidth, KingHeight }; renderOutline(box, true); if (gameWin()) { SDL_Rect king = { KingWinX, KingWinY, KingWinWidth, KingWinHeight }; SDL_RenderCopy(render, textures[Cards_KingWin], NULL, &king); } else { SDL_Rect king = { KingX + KingPadX, KingY + KingPadY, Cards_KingWidth, Cards_KingHeight, }; SDL_RenderCopy(render, textures[kingFace], NULL, &king); } } static void renderList(SDL_Texture *textures[], const struct List *list) { for (uint i = 0; i < list->len; ++i) { SDL_RenderCopy( render, textures[list->items[i].card], 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"); bool kings = false; struct { SDL_Surface *cards[Cards_Empty]; SDL_Surface *kings[Cards_FreeCellCount]; } surfaces; SDL_RWops *rw = assetOpenCards(&paths); if (!rw) return EXIT_FAILURE; int error = Cards_LoadCards( surfaces.cards, Cards_Empty, rw, Cards_AlphaCorners | Cards_BlackBorders ); if (error) err("Cards_LoadCards"); SDL_RWclose(rw); rw = assetOpenFreeCell(&paths); if (rw) { kings = true; int error = Cards_LoadFreeCell( surfaces.kings, Cards_FreeCellCount, rw, Cards_ColorKey ); if (error) err("Cards_LoadFreeCell"); 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, "FreeCell"); SDL_RenderSetIntegerScale(render, SDL_TRUE); SDL_RenderSetLogicalSize(render, WindowWidth, WindowHeight); SDL_Texture *textures[Cards_Empty] = {0}; SDL_Texture *inverted[Cards_Empty] = {0}; SDL_Texture *kingTextures[Cards_FreeCellCount] = {0}; for (uint i = 0; i < Cards_Empty; ++i) { if (!surfaces.cards[i]) continue; textures[i] = SDL_CreateTextureFromSurface(render, surfaces.cards[i]); if (!textures[i]) err("SDL_CreateTextureFromSurface"); error = Cards_InvertSurface(surfaces.cards[i]); if (error) err("Cards_InvertSurface"); inverted[i] = SDL_CreateTextureFromSurface(render, surfaces.cards[i]); if (!inverted[i]) err("SDL_CreateTextureFromSurface"); SDL_FreeSurface(surfaces.cards[i]); } if (kings) { for (uint i = 0; i < Cards_FreeCellCount; ++i) { if (!surfaces.kings[i]) continue; kingTextures[i] = SDL_CreateTextureFromSurface(render, surfaces.kings[i]); if (!kingTextures[i]) err("SDL_CreateTextureFromSurface"); SDL_FreeSurface(surfaces.kings[i]); } } srand(time(NULL)); gameDeal(); for (;;) { updateLayout(); SDL_SetRenderDrawColor(render, 0x00, 0xAA, 0x55, 0xFF); SDL_RenderClear(render); renderOutlines(); if (kings) renderKing(kingTextures); renderList(textures, &layout.main); renderList(inverted, &layout.drag); renderList(textures, &reveal); SDL_RenderPresent(render); // TODO: Add more than a frame delay between automatic moves? if (gameAuto()) continue; 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_KEYUP) { if (keyUp(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; } } } quit: SDL_Quit(); }