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-rw-r--r--freecell.c635
1 files changed, 635 insertions, 0 deletions
diff --git a/freecell.c b/freecell.c
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index 0000000..a346277
--- /dev/null
+++ b/freecell.c
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+/* Copyright (C) 2019  June 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 <stdbool.h>
+#include <stdio.h>
+#include <stdlib.h>
+#include <time.h>
+
+#include <SDL.h>
+#include <cards.h>
+
+#include "asset.h"
+#include "stack.h"
+
+typedef unsigned uint;
+
+enum {
+	Foundation1,
+	Foundation2,
+	Foundation3,
+	Foundation4,
+	Cell1,
+	Cell2,
+	Cell3,
+	Cell4,
+	Tableau1,
+	Tableau2,
+	Tableau3,
+	Tableau4,
+	Tableau5,
+	Tableau6,
+	Tableau7,
+	Tableau8,
+	StacksLen,
+};
+
+static struct Stack stacks[StacksLen];
+
+static uint kingIndex = Cards_KingRight;
+
+struct Move {
+	uint dst;
+	uint src;
+};
+
+enum { QueueLen = 16 };
+static struct {
+	struct Move moves[QueueLen];
+	uint r, w, u;
+} queue;
+
+static void enqueue(uint dst, uint src) {
+	queue.moves[queue.w % QueueLen].dst = dst;
+	queue.moves[queue.w % QueueLen].src = src;
+	queue.w++;
+}
+
+static void dequeue(void) {
+	struct Move move = queue.moves[queue.r++ % QueueLen];
+	push(&stacks[move.dst], pop(&stacks[move.src]));
+	if (move.dst <= Foundation4) {
+		kingIndex = Cards_KingRight;
+	} else if (move.dst <= Cell4) {
+		kingIndex = Cards_KingLeft;
+	}
+}
+
+static bool undo(void) {
+	uint len = queue.w - queue.u;
+	if (!len || len > QueueLen) return false;
+	for (uint i = len - 1; i < len; --i) {
+		struct Move move = queue.moves[(queue.u + i) % QueueLen];
+		push(&stacks[move.src], pop(&stacks[move.dst]));
+	}
+	queue.r = queue.w = queue.u;
+	return true;
+}
+
+static uint lcgState = 1;
+static uint lcgRand(void) {
+	lcgState = (214013 * lcgState + 2531011) % (1 << 31);
+	return lcgState / (1 << 16);
+}
+
+// <https://rosettacode.org/wiki/Deal_cards_for_FreeCell>
+static void deal(uint game) {
+	lcgState = game;
+
+	queue.r = queue.w = queue.u = 0;
+	for (uint i = 0; i < StacksLen; ++i) {
+		clear(&stacks[i]);
+	}
+	kingIndex = Cards_KingRight;
+
+	struct Stack deck = {0};
+	for (Card i = Cards_A; i <= Cards_K; ++i) {
+		push(&deck, Cards_Club + i);
+		push(&deck, Cards_Diamond + i);
+		push(&deck, Cards_Heart + i);
+		push(&deck, Cards_Spade + i);
+	}
+
+	uint stack = 0;
+	while (deck.len) {
+		uint i = lcgRand() % deck.len;
+		Card card = deck.cards[i];
+		deck.cards[i] = deck.cards[--deck.len];
+		push(&stacks[Tableau1 + stack++ % 8], card);
+	}
+}
+
+static bool win(void) {
+	for (uint i = Foundation1; i <= Foundation4; ++i) {
+		if (stacks[i].len != 13) return false;
+	}
+	return true;
+}
+
+static bool valid(uint dst, Card card) {
+	Card top = peek(&stacks[dst]);
+	if (dst <= Foundation4) {
+		if (!top) return rank(card) == Cards_A;
+		return suit(card) == suit(top)
+			&& rank(card) == rank(top) + 1;
+	}
+	if (!top) return true;
+	if (dst >= Tableau1) {
+		return color(card) != color(top)
+			&& rank(card) == rank(top) - 1;
+	}
+	return false;
+}
+
+static void autoEnqueue(void) {
+	Card min[] = { 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 (rank(card) < min[color(card)]) {
+				min[color(card)] = rank(card);
+			}
+		}
+	}
+
+	for (uint src = Cell1; src <= Tableau8; ++src) {
+		Card card = peek(&stacks[src]);
+		if (!card) continue;
+		if (rank(card) > Cards_2) {
+			if (min[!color(card)] < rank(card)) continue;
+		}
+		for (uint dst = Foundation1; dst <= Foundation4; ++dst) {
+			if (valid(dst, card)) {
+				enqueue(dst, src);
+				return;
+			}
+		}
+	}
+}
+
+static void moveSingle(uint dst, uint src) {
+	if (valid(dst, peek(&stacks[src]))) {
+		queue.u = queue.w;
+		enqueue(dst, src);
+	}
+}
+
+static uint moveDepth(uint src) {
+	struct Stack stack = stacks[src];
+	if (stack.len < 2) return stack.len;
+	uint n = 1;
+	for (uint i = stack.len - 2; i < stack.len; --i, ++n) {
+		if (color(stack.cards[i]) == color(stack.cards[i + 1])) break;
+		if (rank(stack.cards[i]) != rank(stack.cards[i + 1]) + 1) break;
+	}
+	return n;
+}
+
+static uint freeCells(uint cells[]) {
+	uint len = 0;
+	for (uint i = Cell1; i <= Cell4; ++i) {
+		if (!stacks[i].len) cells[len++] = i;
+	}
+	return len;
+}
+
+static void moveColumn(uint dst, uint src) {
+	uint cells[4];
+	uint free = freeCells(cells);
+
+	uint depth;
+	for (depth = moveDepth(src); depth; --depth) {
+		if (free < depth - 1) continue;
+		if (valid(dst, stacks[src].cards[stacks[src].len - depth])) break;
+	}
+	if (depth < 2 || dst <= Cell4) {
+		moveSingle(dst, src);
+		return;
+	}
+
+	queue.u = queue.w;
+	for (uint i = 0; i < depth - 1; ++i) {
+		enqueue(cells[i], src);
+	}
+	enqueue(dst, src);
+	for (uint i = depth - 2; i < depth - 1; --i) {
+		enqueue(dst, cells[i]);
+	}
+}
+
+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,
+	StackDeltaY = 17,
+
+	TableauX = StackMarginX,
+	TableauY = CellY + CardHeight + StackMarginY,
+
+	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 struct SDL_Rect rects[StacksLen];
+
+static void initRects(void) {
+	SDL_Rect rect = { CellX, CellY, CardWidth, CardHeight };
+	for (uint i = Cell1; i <= Cell4; ++i) {
+		rects[i] = rect;
+		rect.x += CardWidth;
+	}
+
+	rect.x = FoundationX;
+	rect.y = FoundationY;
+	for (uint i = Foundation1; i <= Foundation4; ++i) {
+		rects[i] = rect;
+		rect.x += CardWidth;
+	}
+
+	rect.x = TableauX;
+	rect.y = TableauY;
+	rect.h = WindowHeight - TableauY;
+	for (uint i = Tableau1; i <= Tableau8; ++i) {
+		rects[i] = rect;
+		rect.x += CardWidth + StackMarginX;
+	}
+}
+
+static uint pointStack(SDL_Point point) {
+	uint i;
+	for (i = 0; i < StacksLen; ++i) {
+		if (SDL_PointInRect(&point, &rects[i])) break;
+	}
+	return i;
+}
+
+static SDL_Window *window;
+
+static void err(const char *title) {
+	int error = SDL_ShowSimpleMessageBox(
+		SDL_MESSAGEBOX_ERROR, title, SDL_GetError(), window
+	);
+	if (error) fprintf(stderr, "%s\n", SDL_GetError());
+	exit(EXIT_FAILURE);
+}
+
+static bool playAgain(void) {
+	SDL_MessageBoxButtonData buttons[] = {
+		{ SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT, true, "Yes" },
+		{ SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT, false, "No" },
+	};
+	SDL_MessageBoxData data = {
+		.window = window,
+		.title = "Game Over",
+		.message = "Congratulations, you win!\n\nDo you want to play again?",
+		.buttons = buttons,
+		.numbuttons = SDL_arraysize(buttons),
+	};
+	int choice;
+	if (SDL_ShowMessageBox(&data, &choice) < 0) err("SDL_ShowMessageBox");
+	return choice;
+}
+
+enum Choice {
+	Cancel,
+	Column,
+	Single,
+};
+
+static enum Choice chooseMove(void) {
+	SDL_MessageBoxButtonData buttons[] = {
+		{ SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT, Column, "Move column" },
+		{ 0, Single, "Move single card" },
+		{ SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT, Cancel, "Cancel" },
+	};
+	SDL_MessageBoxData data = {
+		.window = window,
+		.title = "Move to Empty Column...",
+		.message = "",
+		.buttons = buttons,
+		.numbuttons = SDL_arraysize(buttons),
+	};
+	int choice;
+	if (SDL_ShowMessageBox(&data, &choice) < 0) err("SDL_ShowMessageBox");
+	return choice;
+}
+
+static uint currentGame;
+static void newGame(uint game) {
+	if (!game) game = 1 + randUniform(32000);
+	deal(game);
+	char buf[sizeof("FreeCell Game #32000")];
+	snprintf(buf, sizeof(buf), "FreeCell Game #%u", game);
+	SDL_SetWindowTitle(window, buf);
+	currentGame = game;
+}
+
+static Card hiliteRank;
+static SDL_Point revealPoint;
+static uint fromStack = StacksLen;
+
+static bool keyDown(SDL_KeyboardEvent key) {
+	switch (key.keysym.sym) {
+		case SDLK_F2: newGame(0); return true;
+		case SDLK_F5: newGame(currentGame); return true;
+		case SDLK_BACKSPACE: return undo();
+	}
+	if (key.repeat) return false;
+	switch (key.keysym.sym) {
+		break; case SDLK_a: hiliteRank = Cards_A;
+		break; case SDLK_2: hiliteRank = Cards_2;
+		break; case SDLK_3: hiliteRank = Cards_3;
+		break; case SDLK_4: hiliteRank = Cards_4;
+		break; case SDLK_5: hiliteRank = Cards_5;
+		break; case SDLK_6: hiliteRank = Cards_6;
+		break; case SDLK_7: hiliteRank = Cards_7;
+		break; case SDLK_8: hiliteRank = Cards_8;
+		break; case SDLK_9: hiliteRank = Cards_9;
+		break; case SDLK_1: hiliteRank = Cards_10;
+		break; case SDLK_0: hiliteRank = Cards_10;
+		break; case SDLK_j: hiliteRank = Cards_J;
+		break; case SDLK_q: hiliteRank = Cards_Q;
+		break; case SDLK_k: hiliteRank = Cards_K;
+		break; default: return false;
+	}
+	return true;
+}
+
+static bool keyUp(SDL_KeyboardEvent key) {
+	(void)key;
+	if (hiliteRank) {
+		hiliteRank = 0;
+		return true;
+	}
+	return false;
+}
+
+static bool mouseButtonDown(SDL_MouseButtonEvent button) {
+	if (button.button == SDL_BUTTON_RIGHT) {
+		revealPoint.x = button.x;
+		revealPoint.y = button.y;
+		return true;
+	}
+	return false;
+}
+
+static bool mouseButtonUp(SDL_MouseButtonEvent button) {
+	if (win() && playAgain()) {
+		newGame(0);
+		return true;
+	}
+
+	if (button.button == SDL_BUTTON_RIGHT && revealPoint.x) {
+		revealPoint.x = 0;
+		revealPoint.y = 0;
+		return true;
+	}
+
+	SDL_Point point = { button.x, button.y };
+	uint stack = pointStack(point);
+	if (button.clicks % 2 == 0) {
+		for (stack = Cell1; stack <= Cell4; ++stack) {
+			if (!stacks[stack].len) break;
+		}
+	}
+
+	if (fromStack < StacksLen && stack < StacksLen) {
+		if (moveDepth(fromStack) > 1 && stack > Cell4 && !stacks[stack].len) {
+			switch (chooseMove()) {
+				break; case Single: moveSingle(stack, fromStack);
+				break; case Column: moveColumn(stack, fromStack);
+				break; case Cancel: break;
+			}
+		} else {
+			moveColumn(stack, fromStack);
+		}
+	}
+
+	if (fromStack < StacksLen) {
+		fromStack = StacksLen;
+		return true;
+	}
+	if (stack < StacksLen && stack > Foundation4 && stacks[stack].len) {
+		fromStack = stack;
+		return true;
+	}
+
+	return false;
+}
+
+static SDL_Renderer *render;
+static struct {
+	SDL_Texture *cards[Cards_Empty];
+	SDL_Texture *hilites[Cards_Empty];
+	SDL_Texture *kings[Cards_FreeCellCount];
+} tex;
+
+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(rects[i], false);
+	}
+}
+
+static void renderKing(void) {
+	SDL_Rect box = { KingX, KingY, KingWidth, KingHeight };
+	renderOutline(box, true);
+	if (win()) {
+		SDL_Rect king = { KingWinX, KingWinY, KingWinWidth, KingWinHeight };
+		SDL_RenderCopy(render, tex.kings[Cards_KingWin], NULL, &king);
+	} else {
+		SDL_Rect king = {
+			KingX + KingPadX, KingY + KingPadY,
+			Cards_KingWidth, Cards_KingHeight,
+		};
+		SDL_RenderCopy(render, tex.kings[kingIndex], NULL, &king);
+	}
+}
+
+static void renderCard(SDL_Rect rect, Card card, bool hilite) {
+	SDL_Texture *texture = (hilite ? tex.hilites : tex.cards)[card];
+	SDL_RenderCopy(render, texture, NULL, &rect);
+}
+
+static void renderStack(uint stack) {
+	Card revealCard = 0;
+	SDL_Rect revealRect = {0};
+	SDL_Rect rect = { rects[stack].x, rects[stack].y, CardWidth, CardHeight };
+	for (uint i = 0; i < stacks[stack].len; ++i) {
+		Card card = stacks[stack].cards[i];
+		if (SDL_PointInRect(&revealPoint, &rect)) {
+			revealCard = card;
+			revealRect = rect;
+		}
+		bool hilite = (stack == fromStack && i == stacks[stack].len - 1);
+		renderCard(rect, card, hilite || rank(card) == hiliteRank);
+		rect.y += StackDeltaY;
+	}
+	if (revealCard) {
+		renderCard(revealRect, revealCard, false);
+	}
+}
+
+static void renderStacks(void) {
+	for (uint i = Foundation1; i <= Cell4; ++i) {
+		Card card = peek(&stacks[i]);
+		if (!card) continue;
+		bool hilite = (i == fromStack || rank(card) == hiliteRank);
+		renderCard(rects[i], card, hilite);
+	}
+	for (uint i = Tableau1; i <= Tableau8; ++i) {
+		renderStack(i);
+	}
+}
+
+int main(int argc, char *argv[]) {
+	int error;
+
+	if (SDL_Init(SDL_INIT_VIDEO) < 0) err("SDL_Init");
+	atexit(SDL_Quit);
+
+	SDL_SetHint(SDL_HINT_VIDEO_ALLOW_SCREENSAVER, "1");
+	SDL_SetHint(SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK, "1");
+
+	struct Paths paths;
+	if (assetPaths(&paths) < 0) err("SDL_GetPrefPath");
+
+	bool haveFreeCell = false;
+	struct {
+		SDL_Surface *cards[Cards_Empty];
+		SDL_Surface *freeCell[Cards_FreeCellCount];
+	} res;
+
+	SDL_RWops *rw = assetOpenCards(&paths);
+	if (!rw) return EXIT_FAILURE;
+	error = Cards_LoadCards(
+		res.cards, Cards_Empty, rw,
+		Cards_AlphaCorners | Cards_BlackBorders
+	);
+	if (error) err("Cards_LoadCards");
+	SDL_RWclose(rw);
+
+	rw = assetOpenFreeCell(&paths);
+	if (rw) {
+		haveFreeCell = true;
+		error = Cards_LoadFreeCell(
+			res.freeCell, Cards_FreeCellCount, rw,
+			Cards_ColorKey
+		);
+		if (error) err("Cards_LoadFreeCell");
+		SDL_RWclose(rw);
+	}
+
+	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);
+
+	for (uint i = 0; i < Cards_Empty; ++i) {
+		if (!res.cards[i]) continue;
+
+		tex.cards[i] = SDL_CreateTextureFromSurface(render, res.cards[i]);
+		if (!tex.cards[i]) err("SDL_CreateTextureFromSurface");
+
+		if (Cards_InvertSurface(res.cards[i]) < 0) err("Cards_hilitesurface");
+		tex.hilites[i] = SDL_CreateTextureFromSurface(render, res.cards[i]);
+		if (!tex.hilites[i]) err("SDL_CreateTextureFromSurface");
+
+		SDL_FreeSurface(res.cards[i]);
+	}
+
+	if (haveFreeCell) {
+		for (uint i = 0; i < Cards_FreeCellCount; ++i) {
+			if (!res.freeCell[i]) continue;
+			tex.kings[i] = SDL_CreateTextureFromSurface(render, res.freeCell[i]);
+			if (!tex.kings[i]) err("SDL_CreateTextureFromSurface");
+			SDL_FreeSurface(res.freeCell[i]);
+		}
+	}
+
+	srand(time(NULL));
+	newGame(argc > 1 ? strtoul(argv[1], NULL, 10) : 0);
+	
+	initRects();
+	for (;;) {
+		SDL_SetRenderDrawColor(render, 0x00, 0xAA, 0x55, 0xFF);
+		SDL_RenderClear(render);
+		renderOutlines();
+		renderStacks();
+		if (haveFreeCell) renderKing();
+		SDL_RenderPresent(render);
+
+		if (queue.r < queue.w) {
+			dequeue();
+			if (queue.r == queue.w) autoEnqueue();
+			if (queue.r < queue.w) SDL_Delay(50);
+			continue;
+		}
+
+		bool update = false;
+		while (!update) {
+			SDL_Event event;
+			SDL_WaitEvent(&event);
+			switch (event.type) {
+				break; case SDL_QUIT: return EXIT_SUCCESS;
+				break; case SDL_KEYDOWN: update = keyDown(event.key);
+				break; case SDL_KEYUP: update = keyUp(event.key);
+				break; case SDL_MOUSEBUTTONDOWN: {
+					update = mouseButtonDown(event.button);
+				}
+				break; case SDL_MOUSEBUTTONUP: {
+					update = mouseButtonUp(event.button);
+				}
+			}
+		}
+	}
+}