nowlin@y.UUCP (Jerry Nowlin) (06/18/87)
Enclosed is the source for a solitaire game written in the Icon Programming Language. One of the interesting things about this version of solitaire is that it will take over and play on it's own. I call it auto pilot mode. The documentation for the program is in a comment block at the top of the source. Since Icon is not "yet" a mainstream language I figured misc would be the place to post this. If you want more info on Icon send me some mail. Icon is available for MS-DOS, ATARI ST GEMDOS, UNIX, VMS and a number of other systems. Last I heard it was included on the BSD distribution tape. It's running on almost all implementations of SVR2 and Xenix too. It's a bit large to post but I can send you an address at the University of Arizona where you can obtain Icon for the cost of media and postage. It's fully supported by the CS Department at the University of Arizona as The Icon Project. Jerry Nowlin (...!ihnp4!ihuxy!nowlin) -------------------------------> cut here <------------------------------- # # <<< A semi-system independent solitaire game in Icon >>> # # 06/04/87 by Jerry Nowlin # # This program was inspired by a solitaire game that was written by Allyn # Wade and copyrighted by him in 1985. His game was designed for the IBM # PC/XT/PCjr with a color or monochrome monitor. # # I didn't follow his design exactly because I didn't want to restrict myself # to a specific machine. This program has the correct escape sequences # programmed into it to handle several common terminals and PC's. It's # commented well enough that most people can modify the source to work for # their hardware. # # The rules for this solitaire game and a help screen with the commands for # this program are coded into the program and are available while playing # by typing the "r" and "?" commands respectively. The screen is layed out # with 7 piles for runs of cards, 4 aces piles, and a deck. The run piles # each have 2 numbers over them. The first number is the number of the # pile and is used when moving cards to or from the pile. The second # number is the number of hidden cards under the pile. When aces are # uncovered in the deck or in a hidden pile under a run they are # automatically moved to the correct aces pile. When you have uncovered # all the hidden cards and the deck is empty the game will take over for # you and move the cards in runs to the aces piles. # # These variables must be defined with the correct escape sequences to: # # CLEAR - clear the screen # CLREOL - clear to the end of line # NORMAL - turn on normal video for foreground characters # RED - make the foreground color for characters red # BLACK - make the foreground color for characters black # # If there is no way to use red and black, the escape sequences should at # least make RED and BLACK have different video attributes; for example red # could have inverse video while black has normal video. # There are two other places where the code is device dependent. One is in # the face() procedure. The characters used to display the suites of cards # can be modified there. For example, the IBM PC can display actual card # face characters while all other machines currently use HDSC for hearts, # diamonds, spades and clubs respectively. # # The last, and probably trickiest place is in the movecursor() procedure. # This procedure must me modified to output the correct escape sequence to # directly position the cursor on the screen. The comments and 3 examples # already in the procedure will help. # # So as not to cast dispersions on Allyn Wade's program, I incorporated the # commands that will let you cheat. They didn't exist in his program. I # also incorporated the auto pilot command that will let the game take over # from you at your request and try to win. I've run some tests, and the # auto pilot can win about 10% of the games it starts from scratch. Not # great but not too bad. I can't do much better myself (without cheating). # This program is pretty thoroughly commented so you should be able to # follow the logic behind the auto pilot without too much trouble and maybe # even modify it. It's up to you to make the auto pilot smarter. global VERSION, CLEAR, CLREOL, NORMAL, RED, BLACK global whitespace, amode, seed, deck, over, hidden, run, ace procedure main(args) VERSION := "hp2621" VERSION := (!args == ("Atari ST" | "hp2621" | "IBM PC" | "vt100")) case VERSION of { "Atari ST": { CLEAR := "\eE" CLREOL := "\eK" NORMAL := "\eb3" RED := "\eb1" BLACK := "\eb2" } "hp2621": { CLEAR := "\eH\eJ" CLREOL := "\eK" NORMAL := "\e&d@" RED := "\e&dJ" BLACK := "\e&d@" } "IBM PC" | "vt100": { CLEAR := "\e[H\e[2J" CLREOL := "\e[0K" NORMAL := "\e[0m" RED := "\e[31m" BLACK := "\e[34m" } default: { # same as IBM PC and vt100 CLEAR := "\e[H\e[2J" CLREOL := "\e[0K" NORMAL := "\e[0m" RED := "\e[31m" BLACK := "\e[34m" } } # white space is blanks or tabs whitespace := ' \t' # clear the auto pilot mode flag amode := 0 # if a command line argument started with "seed" use the rest of # the argument for the random number generator seed value if (a := !args)[1:5] == "seed" then seed := integer(a[5:0]) # initialize the data structures deck := shuffle() over := [] hidden := [[],[],[],[],[],[],[]] run := [[],[],[],[],[],[],[]] ace := [[],[],[],[]] # lay down the 7 piles of cards every p := 1 to 7 do every c := p to 7 do put(hidden[c],get(deck)) # turn over the top of each pile to start a run every r := 1 to 7 do put(run[r],get(hidden[r])) # check for aces in the runs and move them to the ace piles every r := 1 to 7 do while getvalue(run[r][1]) = 1 do { s := getsuite(!run[r]) push(ace[s],get(run[r])) put(run[r],get(hidden[r])) } # initialize the command and cheat counts cnt := cheat := 0 # clear the screen and display the initial layout writes(CLEAR) display() # if a command line argument was "auto" let the auto pilot take over if !args == "auto" then autopilot() # loop reading commands repeat { # increment the command count cnt +:= 1 # prompt for a command movecursor(15,0) writes("cmd:",cnt,"> ",CLREOL) # scan the command line cmd := read() ? { # parse the one character action tab(many(whitespace)) act := (move(1) | "") tab(many(whitespace)) # switch on the action case act of { # turn on the automatic pilot "a": autopilot() # move a card or run of cards "m": { from := move(1) | whoops(cmd) tab(many(whitespace)) dest := move(1) | whoops(cmd) if not movecard(from,dest) then whoops(cmd) else if cardsleft() = 0 then finish(cheat) } # thumb the deck "t" | "": thumb() # print some help "h" | "?": disphelp() # print the rules of the game "r": disprules() # give up without winning "q": break # shuffle the deck (cheat!) "s": { deck |||:= over over := [] deck := shuffle(deck) display(["deck"]) cheat +:= 1 } # put hidden cards in the deck (cheat!) "p": { from := move(1) | whoops(cmd) if integer(from) & from >= 2 & from <= 7 & *hidden[from] > 0 then { deck |||:= hidden[from] hidden[from] := [] display(["hide","deck"]) cheat +:= 1 } else { whoops(cmd) } } # print the contents of the deck (cheat!) "d": { movecursor(17,0) write(*deck + *over," cards in deck:") every writes(face(deck[*deck to 1 by -1])," ") every writes(face(!over)," ") writes("\nHit RETURN") read() movecursor(17,0) every 1 to 4 do write(CLREOL) cheat +:= 1 } # print the contents of a hidden pile (cheat!) "2" | "3" | "4" | "5" | "6" | "7": { movecursor(17,0) write(*hidden[act]," cards hidden under run ", act) every writes(face(!hidden[act])," ") writes("\nHit RETURN") read() movecursor(17,0) every 1 to 4 do write(CLREOL) cheat +:= 1 } # they gave an invalid command default: whoops(cmd) } # end of action case } # end of scan line } # end of command loop # a quit command breaks the loop movecursor(16,0) writes(CLREOL,"I see you gave up") if cheat > 0 then write("...even after you cheated ",cheat," times!") else write("...but at least you didn't cheat...congratulations!") exit(1) end # this procedure moves cards from one place to another procedure movecard(from,dest,limitmove) # if from and dest are the same fail if from == dest then fail # move a card from the deck if from == "d" then { # to one of the aces piles if dest == "a" then { return deck2ace() # to one of the 7 run piles } else if integer(dest) & dest >= 1 & dest <= 7 then { return deck2run(dest) } # from one of the 7 run piles } else if integer(from) & from >= 1 & from <= 7 then { # to one of the aces piles if dest == "a" then { return run2ace(from) # to another of the 7 run piles } else if integer(dest) & dest >= 1 & dest <= 7 then { return run2run(from,dest,limitmove) } } # if none of the correct move combinations were found fail fail end procedure deck2run(dest) # set fcard to the top of the overturned pile or fail fcard := (over[1] | fail) # set dcard to the low card of the run or to null if there are no # cards in the run dcard := (run[dest][-1] | &null) # check to see if the move is legal if chk2run(fcard,dcard) then { # move the card and update the display put(run[dest],get(over)) display(["deck",dest]) # while there are aces on the top of the overturned pile # move them to the aces piles while getvalue(over[1]) = 1 do { s := getsuite(over[1]) push(ace[s],get(over)) display(["deck","ace"]) } return } end procedure deck2ace() # set fcard to the top of the overturned pile or fail fcard := (over[1] | fail) # for every ace pile every a := !ace do { # if the top of the ace pile is one less than the from card # they are in the same suit and in sequence if a[-1] + 1 = fcard then { # move the card and update the display put(a,get(over)) display(["deck","ace"]) # while there are aces on the top of the overturned # pile move them to the aces piles while getvalue(over[1]) = 1 do { s := getsuite(!over) push(ace[s],get(over)) display(["deck","ace"]) } return } } end procedure run2ace(from) # set fcard to the low card of the run or fail if there are no # cards in the run fcard := (run[from][-1] | fail) # for every ace pile every a := !ace do { # if the top of the ace pile is one less than the from card # they are in the same suit and in sequence if a[-1] + 1 = fcard then { # move the card and update the display put(a,pull(run[from])) display([from,"ace"]) # if the from run is now empty and there are hidden # cards to expose if *run[from] = 0 & *hidden[from] > 0 then { # while there are aces on the top of the # hidden pile move them to the aces piles while getvalue(hidden[from][1]) = 1 do { s := getsuite(hidden[from][1]) push(ace[s],get(hidden[from])) display(["ace"]) } # put the top hidden card in the empty run # and display the hidden counts put(run[from],get(hidden[from])) display(["hide"]) } # update the from run display display([from]) return } } end procedure run2run(from,dest,limitmove) # set fcard to the high card of the run or fail if there are no # cards in the run fcard := (run[from][1] | fail) # set dcard to the low card of the run or null if there are no # cards in the run dcard := (run[dest][-1] | &null) # avoid king thrashing in automatic mode (there's no point in # moving a king high run to an empty run if there are no hidden # cards under the king high run to be exposed) if amode > 0 & /dcard & getvalue(fcard) = 13 & *hidden[from] = 0 then fail # avoid wasted movement if the limit move parameter was passed # (there's no point in moving a pile if there are no hidden cards # under it unless you have a king in the deck) if amode > 0 & \limitmove & *hidden[from] = 0 then fail # check to see if the move is legal if chk2run(fcard,dcard) then { # add the from run to the dest run run[dest] |||:= run[from] # empty the from run run[from] := [] # display the updated runs display([from,dest]) # if there are hidden cards to expose if *hidden[from] > 0 then { # while there are aces on the top of the hidden # pile move them to the aces piles while getvalue(hidden[from][1]) = 1 do { s := getsuite(hidden[from][1]) push(ace[s],get(hidden[from])) display(["ace"]) } # put the top hidden card in the empty run and # display the hidden counts put(run[from],get(hidden[from])) display(["hide"]) } # update the from run display display([from]) return } end procedure chk2run(fcard,dcard) # if dcard is null the from card must be a king or if ( /dcard & (getvalue(fcard) = 13 | fail) ) | # if the value of dcard is one more than fcard and ( getvalue(dcard) - 1 = getvalue(fcard) & # their colors are different they can be moved getcolor(dcard) ~= getcolor(fcard) ) then return end # this procedure finishes a game where there are no hidden cards left and the # deck is empty procedure finish(cheat) movecursor(16,0) writes("\007I'll finish for you now\007") # finish moving the runs to the aces piles while movecard(!"7654321","a") movecursor(16,0) writes(CLREOL,"\007You WIN\007") if cheat > 0 then write("...but you cheated ",cheat," times!") else write("...and without cheating...congratulations!") exit(0) end # this procedure takes over and plays the game for you procedure autopilot() movecursor(16,0) writes("Going into automatic mode...") # set auto pilot mode amode := 1 # while there are cards that aren't in runs or the aces piles while (cardsleft()) > 0 do { # try to make any run to run plays that will uncover # hidden cards while movecard(!"7654321",!"1234567","hidden") # try for a move that will leave an empty spot if movecard(!"7654321",!"1234567") then next # if there's no overturned card thumb the deck if *over = 0 then thumb() # initialize the thumbed sequence set tseq := set([]) # try thumbing the deck for a play totdeck := *deck + *over every 1 to totdeck do { if movecard("d",!"1234567a") then break insert(tseq,over[1]) thumb() } # if we made a deck to somewhere move continue if totdeck > *deck + *over then next # try for a run to ace play if movecard(!"7654321","a") then next # if we got this far and couldn't play give up break } # position the cursor for the news movecursor(16,28) # if all the cards are in runs or the aces piles if cardsleft() = 0 then { writes("\007YEA...\007") # finish moving the runs to the aces piles while movecard(!"7654321","a") movecursor(16,34) write("I won!!!!!") exit(0) } else { writes("I couldn't win this time") # print the information needed to verify that the # program couldn't win movecursor(17,0) writes(*deck + *over," cards in deck") if *tseq > 0 then { write("...final thumbing sequence:") every writes(" ",face(!tseq)) } write() exit(1) } end # this procedure updates the display procedure display(parts) static long # a list with the length of each run initial { long := [1,1,1,1,1,1,1] } # if the argument list is empty or contains "all" update all parts # of the screen if /parts | !parts == "all" then { long := [1,1,1,1,1,1,1] parts := [ "label","hide","ace","deck", "1","2","3","4","5","6","7" ] } # for every part in the argument list every part := !parts do case part of { # display the run number, aces and deck labels "label" : { every r := 1 to 7 do { movecursor(1,7+(r-1)*5) writes(r) } movecursor(1,56) writes("ACES") movecursor(6,56) writes("DECK") } # display the hidden card counts "hide" : { every r := 1 to 7 do { movecursor(1,9+(r-1)*5) writes(0 < *hidden[r] | " ") } } # display the aces piles "ace" : { movecursor(3,49) every a := 1 to 4 do writes(face(ace[a][-1]) | "---"," ") } # display the deck and overturned piles "deck" : { movecursor(8,54) writes((*deck > 0 , " # ") | " "," ") writes(face(!over) | " "," ") } # display the runs piles "1" | "2" | "3" | "4" | "5" | "6" | "7" : { l := ((long[part] > *run[part]) | long[part]) h := ((long[part] < *run[part]) | long[part]) l <:= 1 every c := l to h do { movecursor(c+1,7+(part-1)*5) writes(face(run[part][c]) | " ") } long[part] := *run[part] } } return end # this procedure thumbs the deck 3 cards at a time procedure thumb() # if the deck is all thumbed if *deck = 0 then { # if there are no cards in the overturned pile either return if *over = 0 then return # turn the overturned pile back over while put(deck,pull(over)) } # turn over 3 cards or at least what's left every 1 to 3 do if *deck > 0 then push(over,get(deck)) display(["deck"]) # while there are aces on top of the overturned pile move them to # the aces pile while getvalue(over[1]) = 1 do { s := getsuite(over[1]) push(ace[s],get(over)) display(["deck","ace"]) } # if the overturned pile is empty again and there are still cards # in the deck thumb again (this will only happen if the top three # cards in the deck were aces...not likely but) if *over = 0 & *deck > 0 then thumb() return end # this procedure shuffles a deck of cards procedure shuffle(cards) static fulldeck # the default shuffle is a full deck of cards initial { # set up a full deck of cards fulldeck := [] every put(fulldeck,1 to 52) # if seed isn't already set use the time to set it if /seed then seed := integer(&clock[1:3] || &clock[4:6] || &clock[7:0]) # seed the random number generator for the first time &random := seed } # if no cards were passed use the full deck /cards := fulldeck # copy the cards (shuffling is destructive) deck := copy(cards) # shuffle the deck every !deck :=: ?deck return deck end procedure face(card) static cstr, # the list of card color escape sequences vstr, # the list of card value labels sstr # the list of card suite labels initial { cstr := [RED,BLACK] vstr := ["A",2,3,4,5,6,7,8,9,10,"J","Q","K"] if VERSION == "IBM PC" then sstr := ["\003","\004","\005","\006"] else sstr := ["H","D","S","C"] } # return a string containing the correct color change escape sequence, # the value and suite labels right justified in 3 characters, # and the back to normal escape sequence return cstr[getcolor(card)] || right(vstr[getvalue(card)] || sstr[getsuite(card)],3) || NORMAL end # a deck of cards is made up of 4 suites of 13 values; 1-13, 14-26, etc. procedure getvalue(card) return (card-1) % 13 + 1 end # each suite of cards is made up of ace - king (1-13) procedure getsuite(card) return (card-1) / 13 + 1 end # the first two suites are hearts and diamonds so all cards 1-26 are red # and all cards 27-52 are black. procedure getcolor(card) return (card-1) / 26 + 1 end # this procedure counts cards that aren't in runs or the aces piles procedure cardsleft() # count the cards left in the deck and the overturned pile totleft := *deck + *over # add in the hidden cards every totleft +:= *!hidden return totleft end # this procedure implements a device dependent cursor positioning scheme procedure movecursor(line,col) if VERSION == "Atari ST" then writes("\eY",&ascii[33+line],&ascii[33+col]) else if VERSION == "hp2621" then writes("\e&a",col,"c",line,"Y") else writes("\e[",line,";",col,"H") end # all invalid commands call this procedure procedure whoops(cmd) movecursor(15,0) writes("\007Invalid Command: '",cmd,"'\007") # this delay loop can be diddled for different machines every i := 1 to 500 do j := i movecursor(15,0) writes("\007",CLREOL,"\007") return end # display the help message procedure disphelp() static help initial { help := [ "Commands: t or RETURN : thumb the deck 3 cards at a time", " m [d1-7] [1-7a] : move cards or runs", " a : turn on the auto pilot (in case you get stuck)", " s : shuffle the deck (cheat!)", " p [2-7] : put a hidden pile into the deck (cheat!)", " d : print the cards in the deck (cheat!)", " [2-7] : print the cards in a hidden pile (cheat!)", " h or ? : print this command summary", " r : print the rules of the game", " q : quit", "", "Moving: 1-7, 'd', or 'a' select the source and destination for a move. ", " Valid moves are from a run to a run, from the deck to a run,", " from a run to an ace pile, and from the deck to an ace pile.", "", "Cheating: Commands that allow cheating are available but they will count", " against you in your next life!" ] } writes(CLEAR) every write(!help) writes("Hit RETURN") read() writes(CLEAR) display() return end # display the rules message procedure disprules() static rules initial { rules := [ "Object: The object of this game is to get all of the cards in each suit", " in order on the proper ace pile.", " ", "Rules: Cards are played on the ace piles in ascending order: A,2,...,K. ", " All aces are automatically placed in the correct aces pile as", " they're found in the deck or in a pile of hidden cards. Once a", " card is placed in an ace pile it can't be removed.", "", " Cards must be played in descending order: K,Q,..,2, on the seven", " runs which are initially dealt. They must always be played on a", " card of the opposite color. Runs must always be moved as a", " whole, unless you're moving the lowest card on a run to the", " correct ace pile.", "", " Whenever a whole run is moved, the top hidden card is turned", " over, thus becoming the beginning of a new run. If there are no", " hidden cards left, a space is created which can only be filled by", " a king.", "", " The rest of the deck is thumbed 3 cards at a time, until you spot", " a valid move. Whenever the bottom of the deck is reached, the", " cards are turned over and you can continue thumbing." ] } writes(CLEAR) every write(!rules) writes("Hit RETURN") read() writes(CLEAR) display() return end