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/*
* Spider
*
* (c) Copyright 1989, Donald R. Woods and Sun Microsystems, Inc.
* (c) Copyright 1990, David Lemke and Network Computing Devices Inc.
*
* See copyright.h for the terms of the copyright.
*
* @(#)spider.c 2.4 91/05/09
*
*/
/*
* Spider card logic
*/
#include "defs.h"
#include "globals.h"
#include <ctype.h>
static void fix_coords();
int deltamod = 0;
Bool squish = True;
int cheat_count = 0;
/*
* build all the cards, stacks, piles and the original deck
*/
card_init()
{
int i;
Suit suit;
Rank rank;
CardPtr tmp, tmp2;
for (i = 0; i < NUM_STACKS; i++) {
stack[i] = (CardList) malloc(sizeof(CardListStruct));
stack[i]->place = i + 11;
stack[i]->cards = CARDNULL;
stack[i]->card_delta = CARD_DELTA;
stack[i]->x = STACK_LOC_X(stack[i]->place);
stack[i]->y = STACK_LOC_Y;
}
for (i = 0; i < NUM_PILES; i++) {
piles[i] = (CardList) malloc(sizeof(CardListStruct));
piles[i]->place = i + 1;
piles[i]->cards = CARDNULL;
piles[i]->card_delta = 0;
piles[i]->x = PILE_LOC_X(piles[i]->place);
piles[i]->y = PILE_LOC_Y;
}
deck = (CardList) malloc(sizeof(CardListStruct));
deck->place = DECK;
deck->x = DECK_X;
deck->y = DECK_Y;
deck->card_delta = 0;
deck->cards = CARDNULL;
tmp2 = CARDNULL;
for (i = 0; i < NUM_DECKS; i++) {
for (suit = Spade; suit <= Club; suit++) {
for (rank = Ace; rank <= King; rank++) {
tmp = (CardPtr) calloc(sizeof(CardStruct), 1);
add_card(tmp, tmp2, LOC_BEFORE, deck);
tmp->rank = rank;
tmp->suit = suit;
tmp->type = Facedown;
tmp2 = tmp;
}
}
}
deck->cards = tmp;
srandom(getpid());
shuffle_cards();
}
/*
* randomizes order of deck list
*/
struct shuffle {
CardPtr card;
long value;
} shuffled_cards[NUM_CARDS];
compare(a1, a2)
struct shuffle *a1, *a2;
{
return ((a2->value) - (a1->value));
}
/*
* removes all the cards from the table and stcks them in a cache
*/
remove_all_cards(cache)
CardPtr cache[NUM_CARDS];
{
CardPtr tmp;
int i, j;
i = 0;
while (deck->cards) {
tmp = deck->cards;
remove_card(tmp);
cache[i++] = tmp;
}
for (j = 0; j < NUM_PILES; j++) {
while (piles[j]->cards) {
tmp = piles[j]->cards;
remove_card(tmp);
cache[i++] = tmp;
}
}
for (j = 0; j < NUM_STACKS; j++) {
while (stack[j]->cards) {
tmp = stack[j]->cards;
remove_card(tmp);
cache[i++] = tmp;
}
}
assert(i == NUM_CARDS);
}
/*
* shuffle the cards
*/
shuffle_cards()
{
int i;
CardPtr cache[NUM_CARDS];
extern long random();
remove_all_cards(cache);
for (i = 0; i < NUM_CARDS; i++) {
shuffled_cards[i].card = cache[i];
shuffled_cards[i].value = random();
}
qsort((char *) shuffled_cards, NUM_CARDS, sizeof(struct shuffle),
compare);
for (i = 0; i < NUM_CARDS; i++) {
shuffled_cards[i].card->type = Facedown;
add_card(shuffled_cards[i].card, deck->cards, LOC_START, deck);
}
/* save the deal in the save cache */
make_deck_cache();
/* reset card spacing */
for (i = 0; i < NUM_STACKS; i++) {
stack[i]->card_delta = CARD_DELTA;
}
/* force things to get fixed up */
XClearArea(dpy, table, 0, 0, 0, 0, True);
deal_number = 0;
restart = False;
cheat_count = 0;
/* reset move log */
init_cache();
deal_cards();
}
/*
* does orginal deal
*/
deal_cards()
{
int i, j;
int num;
/*
* this is the way the original does deals -- weird, but
* thats compatibility
*/
for (i = 0; i < NUM_STACKS; i++) {
CardPtr tmp[6];
/* stacks 1, 4, 7, and 10 have 1 extra card */
if (((i+1) % 3) == 1) {
num = 5;
} else {
num = 4;
}
/* faceup first */
tmp[num] = deck->cards;
remove_card(tmp[num]);
tmp[num]->type = Faceup;
for (j = (num - 1); j >= 0; j--) {
tmp[j] = deck->cards;
remove_card(tmp[j]);
tmp[j]->type = Facedown;
}
for (j = 0; j <= num; j++) {
add_card(tmp[j], stack[i]->cards, LOC_END, stack[i]);
}
}
deck_index -= 54;
deal_number = 1;
/*
* show the deal
*/
for (i = 0; i < NUM_STACKS; i++) {
show_list(stack[i], stack[i]->cards);
}
}
/*
* deal hand of 10
*/
deal_next_hand(log)
Bool log;
{
int i;
CardPtr tmp;
char buf[128];
int old_delta;
/* be sure all the spaces are filled */
for (i = 0; i < NUM_STACKS; i++) {
if (stack[i]->cards == CARDNULL) {
show_message("Can't deal until all spaces are filled");
spider_bell(dpy, 0);
return;
}
}
if (deck->cards == CARDNULL) {
/* dealt them all */
show_message("No more cards in deck");
spider_bell(dpy, 0);
return;
}
/* deal face up cards */
for (i = 0; i < NUM_STACKS; i++) {
old_delta = stack[i]->card_delta;
tmp = deck->cards;
remove_card(tmp);
tmp->type = Faceup;
add_card(tmp, stack[i]->cards, LOC_END, stack[i]);
if (old_delta != stack[i]->card_delta) {
show_list(stack[i], stack[i]->cards);
} else {
show_card(tmp);
}
}
deck_index -= 10;
/* force deck to repaint itself if its empty */
if (deck->cards == CARDNULL)
redraw_deck(0, 0, table_width, table_height);
assert (deal_number >= 1);
if (log)
record (0, 0, 0, True);
(void)sprintf(buf, "Dealt hand %d of 5", deal_number);
show_message(buf);
assert((deal_number < 5) || (deck_index == 0));
deal_number++;
}
/*
* change the state of a card
*/
flip_card(card, state)
CardPtr card;
Type state;
{
card->type = state;
show_card(card);
}
/*
* place a card on a list
*
* expects 'new' to have been removed from any list
*/
add_card(new, old, location, list)
CardPtr new, old;
int location;
CardList list;
{
assert(new->prev == CARDNULL);
assert(new->next == CARDNULL);
assert((location == LOC_BEFORE) || (location == LOC_AFTER)
|| (location == LOC_END) || (location == LOC_START));
assert ((old == NULL) || (old->list == list));
if (location == LOC_END) {
old = last_card(list);
location = LOC_AFTER;
/* let the later code do the work */
} else if (location == LOC_START) {
old = list->cards;
location = LOC_BEFORE;
/* let the later code do the work */
}
assert((location == LOC_BEFORE) || (location == LOC_AFTER));
/* fix the list */
if (list->cards == CARDNULL)
list->cards = new;
new->list = list;
if (location == LOC_BEFORE) {
if (old) {
if (list->cards == old)
list->cards = new;
if (old->prev)
old->prev->next = new;
new->prev = old->prev;
new->next = old;
old->prev = new;
} else {
new->next = old;
}
} else { /* LOC_AFTER */
if (old) {
if (old->next)
old->next->prev = new;
new->prev = old;
new->next = old->next;
old->next = new;
} else {
new->prev = old;
}
}
fix_coords(new, list, False);
}
/*
* see if cards exist, are faceup, and part of the same run
*/
#define in_sequence(a, b) \
((a) && (b) && \
((a)->type == Faceup) && ((b)->type == Faceup) && \
((a)->suit == (b)->suit) && ((a)->rank == (b)->rank + 1))
/*
* fix up the inter-card spacing for a stack
*/
static void
fix_coords(new, list, display)
CardPtr new;
CardList list;
Bool display;
{
/* fix the coords */
new->x = list->x;
if (new->prev) { /* added to bottom */
if ((new->prev->y + list->card_delta + CARD_HEIGHT) >
table_height) {
recompute_list_deltas(list);
if (display)
show_list(list, list->cards);
}
/* runs are coallesced */
if (squish && in_sequence(new->prev, new) &&
in_sequence(new->prev->prev, new->prev)) {
new->y = new->prev->y + (list->card_delta >> 2);
} else {
new->y = new->prev->y + list->card_delta;
}
} else {
new->y = list->y;
}
}
/*
* compute the inter-card spacing for a stack
*/
void
recompute_list_deltas(list)
CardList list;
{
CardPtr tmp;
int delta, num = 0;
assert (list->place >= STACK_1);
tmp = list->cards;
while (tmp) {
num++;
tmp = tmp->next;
}
/* don't do anything if 1 or fewer cards */
if (num <= 1) {
delta = CARD_DELTA;
return;
}
/* adjust 'size' of stack to limit the amount of redrawing */
if (deltamod)
num = (num + deltamod - 1)/deltamod * deltamod;
delta = (table_height - (STACK_LOC_Y + 10 + CARD_HEIGHT))/(num - 1);
if (delta > CARD_DELTA)
delta = CARD_DELTA;
if (list->card_delta != delta) {
list->card_delta = delta;
tmp = list->cards;
while (tmp) {
fix_coords(tmp, list, False);
tmp = tmp->next;
}
}
}
/*
* remove a card from a list
*/
remove_card(card)
CardPtr card;
{
/* fix card pointers */
if (card->prev)
card->prev->next = card->next;
if (card->next)
card->next->prev = card->prev;
/* fix up card list */
if (card->prev == CARDNULL)
card->list->cards = card->next;
/* clear pointers */
card->next = CARDNULL;
card->prev = CARDNULL;
card->list = CARDLISTNULL;
}
/*
* move an entire sublist to another list
*/
void
move_to_list(card, list, log)
CardPtr card;
CardList list;
Bool log;
{
CardPtr tmp;
int from, dest;
int count = 0;
Bool exposed = False;
int delta;
/* fix old list */
if (card->prev) {
card->prev->next = CARDNULL;
if (card->prev->type == Facedown) {
exposed = True;
card->prev->type = Faceup;
}
} else {
card->list->cards = CARDNULL;
}
/* shrink stack if necessary */
if (card->list->place >= STACK_1 &&
card->list->card_delta != CARD_DELTA) {
recompute_list_deltas(card->list);
show_list(card->list, card->list->cards);
} else {
show_list(card->list, card->prev);
}
from = STACK_INDEX(card->list->place) + 1;
#ifdef DEBUG
validate_card_list(card->list);
#endif
tmp = last_card(list);
if (tmp) {
assert(tmp->next == CARDNULL);
tmp->next = card;
card->prev = tmp;
} else {
list->cards = card;
card->prev = CARDNULL;
}
tmp = card;
while (tmp) {
count++;
tmp->list = list;
delta = list->card_delta;
fix_coords(tmp, list, True);
/* only show card if fix_coords() didn't */
if (delta == list->card_delta)
show_card(tmp);
tmp = tmp->next;
}
#ifdef DEBUG
validate_card_list(list);
#endif
if (log) {
dest = (IS_PILE(list)) ? 0 : STACK_INDEX(list->place) + 1;
record(from, dest, count, exposed);
}
}
#ifdef DEBUG
print_list(list)
CardList list;
{
CardPtr tmp;
tmp = list->cards;
while (tmp) {
(void) fprintf(stderr,"card is %s of %s (%s)\n",
rank_name(tmp->rank),
suit_name(tmp->suit),
type_name(tmp->type));
tmp = tmp->next;
}
}
validate_card_list(list)
CardList list;
{
CardPtr tmp;
tmp = list->cards;
if (tmp == CARDNULL)
return;
if (tmp->prev != CARDNULL) {
(void) fprintf(stderr,
"validate list: first card has non-null prev\n");
}
while (tmp->next) {
if (tmp->next->prev != tmp)
(void) fprintf(stderr,"validate list: bad link\n");
if (tmp->list != list)
(void) fprintf(stderr,
"validate list: card/list mismatch\n");
tmp = tmp->next;
}
}
#endif
/*
* rank & suit value->string roputines
*/
static char *rnk_names[] = {
"A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K"
};
/*
* shortened version for save files and info
*/
char *
rnk_name(rank)
Rank rank;
{
assert(rank >= Ace && rank <= King);
return (rnk_names[rank]);
}
static char *rank_names[] = {
"Ace", "Deuce", "Three", "Four", "Five", "Six", "Seven",
"Eight", "Nine", "Ten", "Jack", "Queen", "King"
};
char *
rank_name(rank)
Rank rank;
{
assert(rank >= Ace && rank <= King);
return (rank_names[rank]);
}
static char *suit_names[] = {
"Spades", "Hearts", "Diamonds", "Clubs"
};
char *
suit_name(suit)
Suit suit;
{
assert (suit >= Spade && suit <= Club);
return (suit_names[suit]);
}
#ifdef DEBUG
static char *type_names[] = {
"Faceup", "Facedown", "Joker"
};
char *
type_name(type)
Type type;
{
assert (type >= Faceup && type <= Joker);
return (type_names[type]);
}
#endif DEBUG
/*
* return the bottom-most card of a list
*/
CardPtr
last_card(list)
CardList list;
{
CardPtr tmp = CARDNULL;
if ((list == CARDLISTNULL) || (list->cards == CARDNULL))
return (CARDNULL);
tmp = list->cards;
while (tmp->next) {
tmp = tmp->next;
}
return (tmp);
}
/*
* can only move card if there's a run of the same suit underneath it
*/
Bool
can_move(card)
CardPtr card;
{
CardPtr tmp;
Rank last_rank;
if (card->type != Faceup)
return (False);
last_rank = card->rank;
tmp = card->next;
while (tmp) {
if ((tmp->rank != (last_rank - 1)) || (tmp->suit != card->suit))
return (False);
last_rank = tmp->rank;
tmp = tmp->next;
}
return (True);
}
/*
* can 'card' go on to 'dest' ?
*/
Bool
can_move_to(card, list)
CardPtr card;
CardList list;
{
CardPtr tmp;
assert (can_move(card));
tmp = last_card(list);
if (tmp == CARDNULL)
return (True);
return (tmp->rank == (card->rank + 1));
}
/*
* finds the best move for a specific card
*
* use the first 'next best' move so we choose them from right to left
*/
CardList
best_card_move(card)
CardPtr card;
{
CardList next_best = CARDLISTNULL;
CardList space = CARDLISTNULL;
CardPtr tmp;
int i;
/* iterate through the stacks */
for (i = 0; i < NUM_STACKS; i++) {
/* don't look at our own stack */
if (stack[i] == card->list)
continue;
tmp = last_card(stack[i]);
if (tmp == CARDNULL) { /* spaces are ok */
if (next_best == CARDLISTNULL)
space = stack[i];
continue;
}
/* rank & suit is optimal */
if (tmp->rank == (card->rank + 1)) {
if (tmp->suit == card->suit)
return (tmp->list);
/* just rank is the next best */
if (next_best == CARDLISTNULL)
next_best = tmp->list;
}
}
if (next_best == CARDLISTNULL)
next_best = space;
return (next_best);
}
/*
* performs the best move for an entire sub-list
*/
void
best_list_move(list, first_card)
CardList list;
CardPtr first_card;
{
CardPtr tmp, tmp2;
CardList best = CARDLISTNULL;
if (first_card != CARDNULL) {
tmp = first_card;
} else {
tmp = list->cards;
if (tmp == CARDNULL) {
show_message("Empty list");
spider_bell(dpy, 0);
return;
}
}
/*
* iterate through stack. for each card that can move,
* try to find one. return as soon as we find one
*/
while (tmp) {
if (can_move(tmp)) {
/*
* special case full suits
*/
if (tmp->rank == King) {
tmp2 = last_card(list);
if (tmp2->rank == Ace) {
move_to_pile(tmp);
return;
}
}
best = best_card_move(tmp);
if (best) {
move_to_list(tmp, best, True);
} else {
card_message("Nowhere to move the", tmp);
spider_bell(dpy, 0);
}
return;
}
tmp = tmp->next;
}
}
void
move_to_pile(card)
CardPtr card;
{
int i;
for (i = 0; i < NUM_PILES; i++) {
if (piles[i]->cards == CARDNULL)
break;
}
assert(i < NUM_PILES);
move_to_list(card, piles[i], True);
}
/*
* is card thru lastcard King - Ace?
*/
static Bool
is_sequence(card)
CardPtr card;
{
CardPtr tmp;
if (card->rank != King)
return (False);
tmp = card;
while (tmp->next) {
if (!(tmp->next && (tmp->suit == tmp->next->suit) &&
(tmp->rank == (tmp->next->rank + 1))))
return (False);
tmp = tmp->next;
}
if (tmp->rank == Ace)
return (True);
else
return (False);
}
/*
* Compute a somewhat arbitrary evaluation function for the position:
* 2 point per card sitting atop next higher card in same suit
* 10 per card turned face up
* 15 extra for each column where all cards have been revealed
* 50 per completed suit removed (note this costs 12*2 for cards in seq)
* If all columns are either empty or contain completed suits, then those
* suits also count 50 (including the 24 for the 12 cards that are atop
* higher cards), plus an extra 2 for each suit after the first three.
* Thus the only way to get 1000 points is to win with all eight suits
* still in the tableau.
*/
int
compute_score()
{
int score = 0;
int i;
CardPtr tmp;
int num_piles = 0;
if (deal_number == 0)
return (0);
score = 44 * 10; /* score if all cards flipped */
for (i = 0; i < NUM_PILES; i++) {
if (piles[i]->cards)
score += 50;
}
for (i = 0; i < NUM_STACKS; i++) {
if (stack[i]->cards) {
if (stack[i]->cards->type == Faceup) {
score += 15;
if (is_sequence(stack[i]->cards)) {
score += 50;
num_piles++;
if (num_piles > 3) {
score += 2;
}
continue;
}
}
} else {
score += 15;
}
tmp = stack[i]->cards;
while (tmp) {
if (tmp->type == Faceup) {
if (tmp->prev) {
if ((tmp->prev->type == Faceup) &&
(tmp->rank == (tmp->prev->rank - 1))
&& (tmp->suit == tmp->prev->suit))
score += 2;
}
} else {
score -= 10; /* still Facedown */
}
tmp = tmp->next;
}
}
return (score);
}
/*
* display which suits have all their cards visible
*/
show_full_suits()
{
char showing[NUM_RANKS][NUM_SUITS];
Bool all[NUM_SUITS];
int num = 0;
int i, j;
CardPtr tmp;
char buf[128];
for (i = 0; i < NUM_RANKS; i++)
for (j = 0; j < NUM_SUITS; j++)
showing[i][j] = 0;
for (i = 0; i < NUM_STACKS; i++) {
tmp = stack[i]->cards;
while (tmp) {
if (tmp->type == Faceup) {
showing[tmp->rank][tmp->suit]++;
}
tmp = tmp->next;
}
}
for (j = 0; j < NUM_SUITS; j++) {
all[j] = True;
for (i = 0; i < NUM_RANKS; i++) {
if (showing[i][j] == 0) {
all[j] = False;
break;
}
}
if (all[j])
num++;
}
if (num == 0) {
show_message("No suit has all 13 cards showing.");
} else {
(void) strcpy(buf,
"Sufficient cards visible to form complete set of ");
for (j = 0; j < NUM_SUITS; j++) {
if (all[j]) {
(void)strcat(buf, suit_name((Suit) j));
if (--num) {
(void)strcat(buf, ", ");
} else {
(void)strcat(buf, ".");
}
}
}
show_message(buf);
}
}
/*
* print cards in list
*/
expand(list)
CardList list;
{
CardPtr tmp, last;
char buf[512], buf2[10];
Bool sequence = False;
tmp = list->cards;
if (tmp == CARDNULL) {
show_message("Empty column.");
return;
}
(void)strcpy(buf, "Column contains:");
last = CARDNULL;
while (tmp) {
if (tmp->type != Faceup) {
tmp = tmp->next;
continue;
}
if (last && last->suit == tmp->suit &&
(last->rank == tmp->rank + 1)) {
if (!sequence) {
sequence = True;
}
} else {
if (sequence) {
(void)sprintf(buf2, "-%s%c %s%c",
rnk_name(last->rank),
tolower(*suit_name(last->suit)),
rnk_name(tmp->rank),
tolower(*suit_name(tmp->suit)));
sequence = False;
} else {
(void)sprintf(buf2, " %s%c",rnk_name(tmp->rank),
tolower(*suit_name(tmp->suit)));
}
(void)strcat(buf, buf2);
}
last = tmp;
tmp = tmp->next;
}
/* handle dangling sequences */
if (sequence) {
(void)sprintf(buf2, "-%s%c", rnk_name(last->rank),
tolower(*suit_name(last->suit)));
(void)strcat(buf, buf2);
}
show_message(buf);
}
static int
col_locate(list, suit, rank, checksuit)
CardList list;
Suit suit;
Rank rank;
Bool checksuit;
{
CardPtr tmp;
int count = 0;
tmp = list->cards;
for (tmp = list->cards; tmp; tmp = tmp->next) {
if (tmp->type != Faceup)
continue;
/* we have a find if we asked for a suit and found it
* OR if we don't have a suit and are looking for a free
* card
*/
if (tmp->rank == rank &&
((checksuit && tmp->suit == suit) ||
(!checksuit &&
(!tmp->next || /* end of stack */
(tmp->next && /* free */
tmp->next->rank != (tmp->rank - 1))))))
count++;
}
return count;
}
void
locate(str)
char *str;
{
int i, num;
Suit suit;
Rank rank;
char buf[512], buf2[256], times[32];
Bool found = False, checksuit = False;
if (!str)
return;
/*
* assume that the string is well formed (probably stupid
* assumption) and treat accordingly
*/
for (i = 0; i < strlen(str); i++) {
switch(str[i]) {
case 'D':
case 'd':
suit = Diamond;
checksuit = True;
break;
case 'S':
case 's':
suit = Spade;
checksuit = True;
break;
case 'H':
case 'h':
suit = Heart;
checksuit = True;
break;
case 'C':
case 'c':
suit = Club;
checksuit = True;
break;
case 'A':
case 'a':
rank = Ace;
break;
case 'T':
case 't':
rank = Ten;
break;
case 'J':
case 'j':
rank = Jack;
break;
case 'Q':
case 'q':
rank = Queen;
break;
case 'K':
case 'k':
rank = King;
break;
default:
rank = atoi(str) - 1;
if (rank < Deuce || rank > Ten) {
(void)sprintf(buf,
"Invalid card specification %s", str);
show_message(buf);
return;
}
break;
}
}
if (checksuit)
(void)sprintf(buf, "%s of %s ",
rank_name(rank), suit_name(suit));
else
(void)sprintf(buf, "Free %s ", rank_name(rank));
for (i = 0; i < NUM_STACKS; i++) {
if (num = col_locate(stack[i], suit, rank, checksuit)) {
if (found) {
(void)strcat(buf, ", ");
}
found = True;
if (num == 1) {
(void)strcpy(times, "once");
} else if (num == 2) {
(void)strcpy(times, "twice");
} else {
(void)sprintf(times, "%d times", num);
}
(void)sprintf(buf2, "occurs in column %d %s ", i + 1,
times);
(void)strcat(buf, buf2);
}
}
if (!found)
(void)strcat(buf, "is not visible");
show_message(buf);
}
/*
* routines to give advice about best move.
*
* doing a really good job here may be impossible -- this is just a
* rough attempt
*/
static void
advise_pile_move(list)
CardList list;
{
char buf[128];
(void) sprintf(buf, "Remove King through Ace in pile %d",
STACK_INDEX(list->place) + 1);
show_message(buf);
}
static void
advise_move(card, from, to)
CardPtr card;
CardList from, to;
{
char buf[128];
if (to->cards == CARDNULL) {
(void) sprintf(buf, "Move %s of %s from stack %d to space in stack %d",
rank_name(card->rank), suit_name(card->suit),
STACK_INDEX(from->place) + 1,
STACK_INDEX(to->place) + 1);
} else {
(void) sprintf(buf, "Move %s of %s from stack %d to %s of %s on stack %d",
rank_name(card->rank), suit_name(card->suit),
STACK_INDEX(from->place) + 1,
rank_name(last_card(to)->rank), suit_name(last_card(to)->suit),
STACK_INDEX(to->place) + 1);
}
show_message(buf);
}
/*
* calculate the relative worth of a move
*
* this is by no means an optimal algorithm, since there's no lookahead,
* but it should be good enough to get a beginner started
*/
/*
* value is:
* head of sublist rank + 100 (best to move the high cards first)
* + number of cards (move as many as possible)
* + 200 if show a new card (dig out cards)
* + 400 if show a new space (dig out cards)
* + 800 if same suit (same suits is preferable)
*
* the constants are arbitrary values large enough not to be reached
* by the rank or count modifiers
*/
#define RANK_MOVE 100
#define NEW_CARD_MOVE 200
#define SPACE_MOVE 400
#define SAME_SUIT_MOVE 800
/* ARGSUSED */
static int
value_move(card, from, to)
CardPtr card;
CardList from, to;
{
int value;;
value = card->rank + RANK_MOVE; /* higher cards are worth more */
if (!card->prev) {
value += SPACE_MOVE;
} else if (card->prev->type == Facedown) {
value += NEW_CARD_MOVE;
}
/* avoid moving to a space */
if (last_card(to) == CARDNULL) {
/* don't space hop */
if (card->prev == CARDNULL) {
value = 0;
} else {
value /= 2;
}
/* same suit is worth a lot more */
} else if (card->suit == last_card(to)->suit) {
value += SAME_SUIT_MOVE;
/* avoid jumping back & forth from two equal moves */
} else if (card->prev && card->prev->type == Faceup &&
(card->prev->rank == (card->rank + 1))) {
value = 0;
}
return (value);
}
/*
* finds the 'best' move and displays it
*/
void
advise_best_move()
{
CardPtr tmp, tmp2, bestcard;
CardList move = CARDLISTNULL,
bestfrom = CARDLISTNULL,
bestto = CARDLISTNULL;
int best_value = 0, val;
CardList list;
int i;
for (i = 0; i < NUM_STACKS; i++) {
list = stack[i];
tmp = list->cards;
if (tmp == CARDNULL) {
continue;
}
/*
* iterate through stack. for each card that can move,
* calculate the move value
*/
while (tmp) {
if (can_move(tmp)) {
/*
* special case full suits
*/
if (tmp->rank == King) {
tmp2 = last_card(list);
if (tmp2->rank == Ace) {
advise_pile_move(list);
return;
}
}
move = best_card_move(tmp);
if (move) {
val = value_move(tmp, list, move);
if (val > best_value) {
bestfrom = list;
bestto = move;
bestcard = tmp;
best_value = val;
}
}
break; /* finished with this stack */
}
tmp = tmp->next;
}
}
if (bestfrom) {
advise_move(bestcard, bestfrom, bestto);
} else {
if (deck->cards == CARDNULL) {
show_message("Its all over.");
} else {
show_message("Deal the next hand.");
}
}
}
/*
* fix up the inter-card spacing when resource value "squish" changes.
*/
void
fix_up_card_spacing()
{
int i, maxy;
CardPtr tmp, last;
CardList list;
for (i = 0; i < NUM_STACKS; i++) {
list = stack[i];
tmp = list->cards;
last = last_card(list);
maxy = last->y;
while(tmp) {
fix_coords(tmp, list, False);
tmp = tmp->next;
}
if (maxy != last->y) {
show_list(list, list->cards);
}
}
}
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