#include #include #include #include #include #include #include "display.h" #include "util.h" #include "game.h" static bool maneuvre_stack(struct stack *stack) { return(stack->card->frame->start_y >= MANEUVRE_STACKS_STARTING_Y); } void move_card(struct stack **origin, struct stack **destination) { struct stack *stack = NULL; (*origin)->card->frame->start_x = (*destination)->card->frame->start_x; (*origin)->card->frame->start_y = (*destination)->card->frame->start_y; if (!empty(*destination) && maneuvre_stack(*destination)) { (*origin)->card->frame->start_y++; } if ((stack = pop(origin))) { push(destination, stack->card); } return; } static void set_stacks_initial_coordinates(struct deck *deck) { set_frame(deck->stock->card->frame, STOCK_STARTING_Y, STOCK_STARTING_X); set_frame(deck->waste_pile->card->frame, WASTE_PILE_STARTING_Y, WASTE_PILE_STARTING_X); set_frame(deck->foundation_0->card->frame, FOUNDATION_STARTING_Y, FOUNDATION_0_STARTING_X); set_frame(deck->foundation_1->card->frame, FOUNDATION_STARTING_Y, FOUNDATION_1_STARTING_X); set_frame(deck->foundation_2->card->frame, FOUNDATION_STARTING_Y, FOUNDATION_2_STARTING_X); set_frame(deck->foundation_3->card->frame, FOUNDATION_STARTING_Y, FOUNDATION_3_STARTING_X); set_frame(deck->maneuvre_0->card->frame, MANEUVRE_STARTING_Y, MANEUVRE_0_STARTING_X); set_frame(deck->maneuvre_1->card->frame, MANEUVRE_STARTING_Y, MANEUVRE_1_STARTING_X); set_frame(deck->maneuvre_2->card->frame, MANEUVRE_STARTING_Y, MANEUVRE_2_STARTING_X); set_frame(deck->maneuvre_3->card->frame, MANEUVRE_STARTING_Y, MANEUVRE_3_STARTING_X); set_frame(deck->maneuvre_4->card->frame, MANEUVRE_STARTING_Y, MANEUVRE_4_STARTING_X); set_frame(deck->maneuvre_5->card->frame, MANEUVRE_STARTING_Y, MANEUVRE_5_STARTING_X); set_frame(deck->maneuvre_6->card->frame, MANEUVRE_STARTING_Y, MANEUVRE_6_STARTING_X); return; } static void fill_deck(struct deck *deck) { struct card *card[NUMBER_OF_CARDS]; for (int i = 0; i < NUMBER_OF_CARDS; i++) { allocate_card(&(card[i])); } set_card(card[0], TWO, DIAMONDS, COVERED, 1, 1); set_card(card[1], TWO, SPADES, COVERED, 1, 1); set_card(card[2], TWO, HEARTS, COVERED, 1, 1); set_card(card[3], TWO, CLUBS, COVERED, 1, 1); set_card(card[4], THREE, DIAMONDS, COVERED, 1, 1); set_card(card[5], THREE, SPADES, COVERED, 1, 1); set_card(card[6], THREE, HEARTS, COVERED, 1, 1); set_card(card[7], THREE, CLUBS, COVERED, 1, 1); set_card(card[8], FOUR, DIAMONDS, COVERED, 1, 1); set_card(card[9], FOUR, SPADES, COVERED, 1, 1); set_card(card[10], FOUR, HEARTS, COVERED, 1, 1); set_card(card[11], FOUR, CLUBS, COVERED, 1, 1); set_card(card[12], FIVE, DIAMONDS, COVERED, 1, 1); set_card(card[13], FIVE, SPADES, COVERED, 1, 1); set_card(card[14], FIVE, HEARTS, COVERED, 1, 1); set_card(card[15], FIVE, CLUBS, COVERED, 1, 1); set_card(card[16], SIX, DIAMONDS, COVERED, 1, 1); set_card(card[17], SIX, SPADES, COVERED, 1, 1); set_card(card[18], SIX, HEARTS, COVERED, 1, 1); set_card(card[19], SIX, CLUBS, COVERED, 1, 1); set_card(card[20], SEVEN, DIAMONDS, COVERED, 1, 1); set_card(card[21], SEVEN, SPADES, COVERED, 1, 1); set_card(card[22], SEVEN, HEARTS, COVERED, 1, 1); set_card(card[23], SEVEN, CLUBS, COVERED, 1, 1); set_card(card[24], EIGHT, DIAMONDS, COVERED, 1, 1); set_card(card[25], EIGHT, SPADES, COVERED, 1, 1); set_card(card[26], EIGHT, HEARTS, COVERED, 1, 1); set_card(card[27], EIGHT, CLUBS, COVERED, 1, 1); set_card(card[28], NINE, DIAMONDS, COVERED, 1, 1); set_card(card[29], NINE, SPADES, COVERED, 1, 1); set_card(card[30], NINE, HEARTS, COVERED, 1, 1); set_card(card[31], NINE, CLUBS, COVERED, 1, 1); set_card(card[32], TEN, DIAMONDS, COVERED, 1, 1); set_card(card[33], TEN, SPADES, COVERED, 1, 1); set_card(card[34], TEN, HEARTS, COVERED, 1, 1); set_card(card[35], TEN, CLUBS, COVERED, 1, 1); set_card(card[36], JACK, DIAMONDS, COVERED, 1, 1); set_card(card[37], JACK, SPADES, COVERED, 1, 1); set_card(card[38], JACK, HEARTS, COVERED, 1, 1); set_card(card[39], JACK, CLUBS, COVERED, 1, 1); set_card(card[40], QUEEN, DIAMONDS, COVERED, 1, 1); set_card(card[41], QUEEN, SPADES, COVERED, 1, 1); set_card(card[42], QUEEN, HEARTS, COVERED, 1, 1); set_card(card[43], QUEEN, CLUBS, COVERED, 1, 1); set_card(card[44], KING, DIAMONDS, COVERED, 1, 1); set_card(card[45], KING, SPADES, COVERED, 1, 1); set_card(card[46], KING, HEARTS, COVERED, 1, 1); set_card(card[47], KING, CLUBS, COVERED, 1, 1); set_card(card[48], ACE, DIAMONDS, COVERED, 1, 1); set_card(card[49], ACE, SPADES, COVERED, 1, 1); set_card(card[50], ACE, HEARTS, COVERED, 1, 1); set_card(card[51], ACE, CLUBS, COVERED, 1, 1); for (int i = 0; i < NUMBER_OF_CARDS; i++) { push(&(deck->stock), card[i]); } return; } static void shuffle_deck(struct deck *deck) { struct stack **stack = NULL; struct stack tmp; int random; if (!(stack = malloc(NUMBER_OF_CARDS * sizeof(*stack)))) { fprintf(stderr, "%s: %s (%s:%d)\n", program_name, strerror(errno), __FILE__, __LINE__ - 1); exit(errno); } for (int i = 0; i < NUMBER_OF_CARDS; i++) { stack[i] = pop(&(deck->stock)); } srand(time(NULL)); for (int i = 0; i < NUMBER_OF_CARDS - 1; i++) { random = i + (rand() % (NUMBER_OF_CARDS) - i); tmp = (*stack[i]); (*stack[i]) = (*stack[random]); (*stack[random]) = tmp; } for (int i = 0; i < NUMBER_OF_CARDS; i++) { push(&(deck->stock), stack[i]->card); } return; } static void deal_cards(struct deck *deck) { move_card(&(deck->stock), &(deck->maneuvre_0)); expose_card(deck->maneuvre_0->card); move_card(&(deck->stock), &(deck->maneuvre_1)); move_card(&(deck->stock), &(deck->maneuvre_2)); move_card(&(deck->stock), &(deck->maneuvre_3)); move_card(&(deck->stock), &(deck->maneuvre_4)); move_card(&(deck->stock), &(deck->maneuvre_5)); move_card(&(deck->stock), &(deck->maneuvre_6)); move_card(&(deck->stock), &(deck->maneuvre_1)); expose_card(deck->maneuvre_1->card); move_card(&(deck->stock), &(deck->maneuvre_2)); move_card(&(deck->stock), &(deck->maneuvre_3)); move_card(&(deck->stock), &(deck->maneuvre_4)); move_card(&(deck->stock), &(deck->maneuvre_5)); move_card(&(deck->stock), &(deck->maneuvre_6)); move_card(&(deck->stock), &(deck->maneuvre_2)); expose_card(deck->maneuvre_2->card); move_card(&(deck->stock), &(deck->maneuvre_3)); move_card(&(deck->stock), &(deck->maneuvre_4)); move_card(&(deck->stock), &(deck->maneuvre_5)); move_card(&(deck->stock), &(deck->maneuvre_6)); move_card(&(deck->stock), &(deck->maneuvre_3)); expose_card(deck->maneuvre_3->card); move_card(&(deck->stock), &(deck->maneuvre_4)); move_card(&(deck->stock), &(deck->maneuvre_5)); move_card(&(deck->stock), &(deck->maneuvre_6)); move_card(&(deck->stock), &(deck->maneuvre_4)); expose_card(deck->maneuvre_4->card); move_card(&(deck->stock), &(deck->maneuvre_5)); move_card(&(deck->stock), &(deck->maneuvre_6)); move_card(&(deck->stock), &(deck->maneuvre_5)); expose_card(deck->maneuvre_5->card); move_card(&(deck->stock), &(deck->maneuvre_6)); move_card(&(deck->stock), &(deck->maneuvre_6)); expose_card(deck->maneuvre_6->card); return; } void greet_player() { mvprintw(10, 27, "Welcome to tty-solitaire."); mvprintw(11, 8, "Move with \u2190\u2191\u2192\u2193 or hjkl. Use the space bar to mark and move cards."); mvprintw(12, 19, "Press the space bar to play or q to quit."); return; } void initialize_game() { clear_screen(); allocate_cursor(&cursor); initialize_cursor(cursor); allocate_deck(&deck); initialize_deck(deck); set_stacks_initial_coordinates(deck); fill_deck(deck); shuffle_deck(deck); deal_cards(deck); draw_empty_stacks(); draw_cursor(cursor); draw_deck(deck); return; } void end_game() { free_deck(deck); return; }