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/* 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 "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) {
clear(&stacks[i]);
}
stacks[Stock] = Deck;
shuffle(&stacks[Stock]);
for (uint i = Tableau1; i <= Tableau7; ++i) {
moveTo(&stacks[i], &stacks[Stock], i - Tableau1);
flipTo(&stacks[i], &stacks[Stock], 1);
}
}
static void gameDraw(void) {
moveTo(&stacks[Waste1], &stacks[Waste3], stacks[Waste3].len);
if (stacks[Stock].len) {
if (game.draw > 1) {
gameDo(flipTo, Waste3, Stock, game.draw);
} else {
gameDo(flipTo, Waste1, Stock, 1);
}
} else {
gameDo(flipTo, 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 == peek(&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 != peek(&stacks[stack])) return false;
if (card > 0) return false;
gameDo(flipTo, 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 = peek(&stacks[dest]);
if (dest >= Foundation1 && dest <= Foundation4) {
if (count > 1) return false;
if (!destTop && rank(card) != Cards_A) return false;
if (destTop && suit(card) != suit(destTop)) return false;
if (destTop && rank(card) != rank(destTop) + 1) return false;
gameDo(moveTo, dest, source, 1);
return true;
}
if (dest >= Tableau1 && dest <= Tableau7) {
if (!destTop && rank(card) != Cards_K) return false;
if (destTop && color(card) == color(destTop)) return false;
if (destTop && rank(card) != rank(destTop) - 1) return false;
gameDo(moveTo, 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(int argc, char *argv[]) {
(void)argc;
(void)argv;
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();
}
|