diff options
Diffstat (limited to 'freecell.c')
-rw-r--r-- | freecell.c | 630 |
1 files changed, 630 insertions, 0 deletions
diff --git a/freecell.c b/freecell.c new file mode 100644 index 0000000..06276d3 --- /dev/null +++ b/freecell.c @@ -0,0 +1,630 @@ +/* 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 <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 dst) { + uint len = 0; + for (uint i = Cell1; i <= Tableau8; ++i) { + if (i == dst) continue; + if (!stacks[i].len) cells[len++] = i; + } + return len; +} + +static void moveColumn(uint dst, uint src) { + uint cells[StacksLen]; + uint free = freeCells(cells, dst); + + 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 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); +} + +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_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); + + 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); + } + } + } + } +} |