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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);
}
}
}
}
}
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