5 #include <librsvg/rsvg.h>
6 #include <librsvg/rsvg-cairo.h>
9 * TILE_NUMBER_X_OFFSET = 3
11 * || TILE_NUMBER_WIDTH = 34
13 * || | TILE_WIDTH = 40
16 * +-----+ - TILE_NUMBER_Y_OFFSET = 3 -
19 * || || TILE_NUMBER_HEIGHT = 24 |
21 * | _ | _ |-TILE_HEIGHT = 50
23 * || || TILE_SUN_HEIGHT = 20 |
25 * | | TILE_SUN_Y_OFFSET = 3 |
27 * || | TILE_SUN_WIDTH = 20
29 * || TILE_SUN_X_OFFSET = 10
32 #define TILE_HEIGHT 50
34 #define TILE_NUMBER_X_OFFSET 3
35 #define TILE_NUMBER_Y_OFFSET 3
36 #define TILE_NUMBER_WIDTH 34
37 #define TILE_NUMBER_HEIGHT 24
39 #define TILE_SUN_X_OFFSET 10
40 #define TILE_SUN_Y_OFFSET 3
41 #define TILE_SUN_WIDTH 20
42 #define TILE_SUN_HEIGHT 20
44 #define FATAL_ERROR(msg) \
45 do { fprintf (stderr, "Error: %s\n", msg); exit (1); } while (0)
47 char *colors[] = {"Black", "Blue", "Red", "Yellow"};
49 typedef enum {BLACK, BLUE, RED, YELLOW} color_t;
58 #define DECK_MAX_TILES 104
61 tile_t tiles[DECK_MAX_TILES];
65 #define TILE_GROUP_MAX_TILES DECK_MAX_TILES
67 typedef struct tile_group {
68 tile_t tiles[TILE_GROUP_MAX_TILES];
72 #define BOARD_MAX_TILE_GROUPS (DECK_MAX_TILES / 3)
74 typedef struct board {
75 tile_group_t groups[BOARD_MAX_TILE_GROUPS];
79 typedef struct player {
83 #define GAME_MAX_PLAYERS 4
84 #define GAME_WINDOW_DEFAULT_WIDTH 800
85 #define GAME_WINDOW_DEFAULT_HEIGHT 600
88 player_t players[GAME_MAX_PLAYERS];
92 RsvgHandle *blanktile;
97 int release_x, release_y;
100 static void tile_init (tile_t *tile, color_t color, int number)
103 tile->number = number;
108 static void tile_set_x_y (tile_t *tile, int x, int y)
114 static void tile_print(tile_t tile)
116 printf("%6s %2d\n", colors[tile.color], tile.number + 1);
119 static void tile_draw(game_t *game, tile_t *tile, cairo_t *cr, GdkRegion *region)
121 char number_string[3];
123 GdkRectangle rectangle;
125 rectangle.x = tile->x - 1;
126 rectangle.y = tile->y - 1;
127 rectangle.width = TILE_WIDTH + 2;
128 rectangle.height = TILE_HEIGHT + 2;
129 if (gdk_region_rect_in (region, &rectangle) == GDK_OVERLAP_RECTANGLE_OUT)
132 len = snprintf (number_string, 3, "%d", tile->number + 1);
133 if (len < 0 || len >= 3)
134 FATAL_ERROR ("snprintf failed");
137 cairo_translate(cr, tile->x, tile->y);
138 rsvg_handle_render_cairo (game->blanktile, cr);
140 if (tile->color == BLACK)
141 cairo_set_source_rgb (cr, 0.0, 0.0, 0.0);
142 if (tile->color == BLUE)
143 cairo_set_source_rgb (cr, 0.0, 0.0, 1.0);
144 if (tile->color == RED)
145 cairo_set_source_rgb (cr, 1.0, 0.0, 0.0);
146 if (tile->color == YELLOW)
147 cairo_set_source_rgb (cr, 1.0, .843, 0.0);
148 if (tile->number + 1 > 9)
149 cairo_move_to (cr, 1, 25);
151 cairo_move_to (cr, 10, 25);
152 cairo_set_font_size(cr, 25);
153 cairo_show_text (cr, number_string);
158 static void tile_group_init(tile_group_t *tile_group)
160 tile_group->num_tiles = 0;
163 static void board_init(board_t *board)
166 board->num_groups = 0;
168 for (i = 0; i <= BOARD_MAX_TILE_GROUPS; ++i)
170 tile_group_init(&board->groups[i]);
174 static void player_init(player_t *player)
176 tile_group_init(&player->hand);
180 /* If tile_one < tile_two, then return value will be negative
181 if they are equal, 0 will be returned,
182 if tile_one > tile_two, then return value will be positive */
183 static int tile_compare(const void *one, const void *two)
185 const tile_t *tile_one = one;
186 const tile_t *tile_two = two;
187 return tile_one->number - tile_two->number;
190 static int tile_group_is_run_one(tile_group_t *tile_group)
193 qsort (&tile_group->tiles[0], tile_group->num_tiles,
194 sizeof (tile_t), tile_compare);
196 if (tile_group->num_tiles > 13 || tile_group->num_tiles < 3)
200 for (i = 0; i < tile_group->num_tiles - 1; ++i)
201 if(tile_group->tiles[i].color != tile_group->tiles[i + 1].color)
205 if(tile_group->tiles[i].number != tile_group->tiles[i + 1].number -1)
213 static int tile_group_is_run_two(tile_group_t *tile_group)
216 int lowest = 14, highest = 0;
219 /* By definition, a run must have at least 3 tiles. Also, it's
220 * impossible for any group of tiles with more than 13 tiles to be
221 * a run, (there are only 13 unique numbers so a group with more
222 * than 13 tiles must have some duplicates).
224 if (tile_group->num_tiles < 3 || tile_group->num_tiles > 13)
229 /* Loop through all tiles in the group, ensuring that they are all
230 * the same color and finding the highest and lowest number in the
232 run_color = tile_group->tiles[0].color;
234 for (i = 0; i < tile_group->num_tiles; i++)
236 if (tile_group->tiles[i].color != run_color)
238 if (tile_group->tiles[i].number > highest)
240 highest = tile_group->tiles[i].number;
242 if (tile_group->tiles[i].number < lowest)
244 lowest = tile_group->tiles[i].number;
248 /* For a run, the difference between the highest and lowest tiles
249 * will always be one less than the number of tiles in the
250 * group. If not then we know it's not a run.
252 if (highest - lowest != tile_group->num_tiles - 1)
257 /* XXX: There's a bug here. We're guessing that at this point
258 * anything we're looking at must be a run. This would be correct
259 * if there were no duplicate tiles, but since there are
260 * duplicates this us quite broken. For example consider two
261 * sequences of entirely red tiles:
263 * This is a run: 1, 2, 3, 4
264 * But this is not: 1, 3, 4, 4
266 * As currently written, this function will consider both of these
267 * groups to be a run. One possible fix is to throw away the
268 * highest - lowest heuristic and instead simply sort the tiles up
269 * front and ensure the difference between each adjacent pair is
275 static int tile_group_is_set(tile_group_t *tile_group)
278 color_t seen_color[tile_group->num_tiles];
280 if (tile_group->num_tiles > 4 || tile_group->num_tiles < 3)
284 for (i = 0; i < tile_group->num_tiles - 1; ++i)
286 if (tile_group->tiles[i].number != tile_group->tiles[i + 1].number)
291 seen_color[i] = tile_group->tiles[i].color;
292 for (i = 0; i < tile_group->num_tiles; ++i)
294 seen_color[tile_group->tiles[i].color]++;
295 if (seen_color[tile_group->tiles[i].color] > 1)
303 static void deck_deal(game_t *game, deck_t *deck)
309 printf ("How many players(1-4) should I deal in? ");
310 game->num_players = getchar();
311 if (game->num_players == EOF)
313 printf ("\nGoodbye.\n");
317 game->num_players -= '0';
319 for (i = 0; i < game->num_players; ++i)
321 for (j = 0; j < 14; ++j)
323 rand_tile = ((deck->num_tiles + 1.0) * rand()) / (RAND_MAX + 1.0);
324 temp = deck->tiles[rand_tile];
325 deck->tiles[rand_tile] = deck->tiles[deck->num_tiles - 1];
326 game->players[i].hand.tiles[j] = temp;
327 deck->num_tiles -= 1;
328 game->players[i].hand.num_tiles += 1;
331 printf ("Game dealt for %d player(s)\n", game->num_players);
334 static void deck_init(deck_t *deck)
338 for (h = 0; h <= 1; ++h)
340 for (i = 0; i <= 3; ++i)
342 for (j = 0; j <= 12; ++j)
344 tile_init (&deck->tiles[deck->num_tiles++], i, j);
345 printf ("There are %d tiles in the deck\n", deck->num_tiles);
351 static void deck_shuffle(deck_t *deck)
356 for (last = deck->num_tiles; last > 0; --last)
358 rand_tile = ((last + 1.0) * rand()) / (RAND_MAX + 1.0);
359 temp = deck->tiles[rand_tile];
360 deck->tiles[rand_tile] = deck->tiles[last - 1];
361 deck->tiles[last - 1] = temp;
365 static void deck_print(deck_t *deck)
368 for (h = 0; h < 2; ++h)
370 for (i = 0; i < 4; ++i)
372 for (j = 0; j < 13; ++j)
374 tile_print(deck->tiles[j + (i * 13) + (h * 52)]);
378 printf ("There are %d tiles in the deck\n" , deck->num_tiles);
381 static void deck_spread(deck_t *deck)
384 for (i = 0; i < 8; i++)
386 for (j = 0; j < 13; j++)
388 deck->tiles[j + (i * 13)].x = j * 50;
389 deck->tiles[j + (i * 13)].y = i * 60;
394 static void deck_draw(game_t *game, cairo_t *cr, GdkRegion *region)
397 for (i = 0; i < game->deck.num_tiles; i++)
399 tile_draw(game, &game->deck.tiles[i], cr, region);
403 static void hand_print(game_t *game, int player)
406 for (i = 0; i < game->players[player].hand.num_tiles; i++)
408 tile_print(game->players[player].hand.tiles[i]);
412 static void hand_draw(game_t *game, int player, cairo_t *cr, GdkRegion *region)
415 int gwdw = GAME_WINDOW_DEFAULT_WIDTH;
416 int gwdh = GAME_WINDOW_DEFAULT_HEIGHT;
417 for (i = 0; i < game->players[player].hand.num_tiles; i++)
419 tile_set_x_y(&game->players[player].hand.tiles[i],
420 ((gwdw / game->players[player].hand.num_tiles)) * i,
421 (gwdh - TILE_HEIGHT - 6) );
423 for (i = 0; i < game->players[player].hand.num_tiles; i++)
425 tile_draw(game, &game->players[player].hand.tiles[i], cr, region);
429 static void game_init(game_t *game)
432 GError *error = NULL;
434 game->num_players = 0;
436 for (i = 0; i < GAME_MAX_PLAYERS; ++i)
438 player_init(&game->players[i]);
439 game->num_players += 1;
442 board_init(&game->board);
443 deck_init(&game->deck);
444 deck_shuffle(&game->deck);
446 game->blanktile = rsvg_handle_new_from_file ("tiles/blanktile.svg", &error);
448 FATAL_ERROR (error->message);
450 /*This line appears to be useless, has been replaced by line below*/
451 //game->current_tile = game->deck.num_tiles - 1;
452 game->current_tile = -1;
454 game->diff_x = game->diff_y = 0;
457 static gboolean on_expose_event (GtkWidget *widget, GdkEventExpose *event, game_t *game)
461 cr = gdk_cairo_create (widget->window);
463 deck_draw(game, cr, event->region);
465 hand_draw(game, 0, cr, event->region);
472 static gboolean on_key_press_event (GtkWidget *widget, GdkEventKey *event, game_t *game)
474 printf ("You pressed key %d\n", event->keyval);
479 static gboolean on_button_press_event (GtkWidget *widget, GdkEventButton *event, game_t *game)
481 int i, tile_x, tile_y;
483 for (i = 0; i < game->deck.num_tiles; i++)
485 tile_x = game->deck.tiles[i].x;
486 tile_y = game->deck.tiles[i].y;
487 if (event->x >= tile_x && event->x <= (tile_x + TILE_WIDTH) &&
488 event->y >= tile_y && event->y <= (tile_y + TILE_HEIGHT) )
490 game->current_tile = i;
491 game->diff_x = event->x - tile_x;
492 game->diff_y = event->y - tile_y;
495 if (game->current_tile == -1)
497 game->click_x = event->x;
498 game->click_y = event->y;
503 static gboolean on_button_release_event (GtkWidget *widget, GdkEventButton *event, game_t *game)
505 if (game->current_tile == -1)
510 int i, tile_x, tile_y;
511 for (i = 0; i < game->deck.num_tiles; i++)
513 tile_x = game->deck.tiles[i].x;
514 tile_y = game->deck.tiles[i].y;
515 if ( (event->x >= tile_x && game->click_x <= tile_x &&
516 event->y >= tile_y && game->click_y <= tile_y) ||
517 (event->x >= tile_x && game->click_x <= tile_x &&
518 event->y <= (tile_y + TILE_HEIGHT) && game->click_y >= tile_y) )
520 group.tiles[group.num_tiles] = game->deck.tiles[i];
524 for (i = 0; i < group.num_tiles; i++)
525 tile_print(group.tiles[i]);
528 game->current_tile = -1;
529 printf ("You released button %d\n", event->button);
534 static gboolean on_button_motion_event (GtkWidget *widget, GdkEventMotion *event,
535 game_t *game, cairo_t *cr)
539 tile = &game->deck.tiles[game->current_tile];
541 /* First, invalidate the region where the tile currently is. */
542 gtk_widget_queue_draw_area (widget, tile->x - 1, tile->y - 1, TILE_WIDTH + 1, TILE_HEIGHT + 2);
544 /* Then, move the tile */
545 tile->x = event->x - game->diff_x;
546 tile->y = event->y - game->diff_y;
548 /* Finally, invalidate the region where the tile is now. */
549 gtk_widget_queue_draw_area (widget, tile->x - 1, tile->y - 1, TILE_WIDTH + 1, TILE_HEIGHT + 2);
554 int main(int argc, char *argv[])
561 gtk_init (&argc, &argv);
564 deck_print(&game.deck);
565 deck_spread(&game.deck);
566 deck_deal(&game, &game.deck);
567 //hand_print(&game, 0); //With Zero being passed, will print hand for player 1(players[0])
568 //deck_print(&game.deck);
570 /* Create a new window */
571 window = gtk_window_new (GTK_WINDOW_TOPLEVEL);
572 gtk_window_set_default_size (GTK_WINDOW (window),
573 GAME_WINDOW_DEFAULT_WIDTH,
574 GAME_WINDOW_DEFAULT_HEIGHT);
576 gtk_widget_set_events (window,
579 GDK_BUTTON_MOTION_MASK |
580 GDK_BUTTON_PRESS_MASK |
581 GDK_BUTTON_RELEASE_MASK);
583 g_signal_connect (G_OBJECT (window), "delete_event",
584 G_CALLBACK (gtk_main_quit), NULL);
585 g_signal_connect (G_OBJECT (window), "expose_event",
586 G_CALLBACK (on_expose_event), &game);
587 g_signal_connect (G_OBJECT (window), "key_press_event",
588 G_CALLBACK (on_key_press_event), &game);
589 g_signal_connect (G_OBJECT (window), "button_press_event",
590 G_CALLBACK (on_button_press_event), &game);
591 g_signal_connect (G_OBJECT (window), "button_release_event",
592 G_CALLBACK (on_button_release_event), &game);
593 g_signal_connect (G_OBJECT (window), "motion_notify_event",
594 G_CALLBACK (on_button_motion_event), &game);
597 gtk_widget_show_all (window);