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README.md

csol

A small collection of solitaire games implemented in C using ncurses.

csol

Usage

Compile and run:

cmake .
make
./csol

Games

Klondike (default): csol klondike

Klondike

Yukon: csol yukon

Yukon

Eight Off: csol eightoff

Eight Off

Freecell: csol freecell

Freecell

Russian Solitaire: csol russian

Russian Solitaire

Yukon Freecell: csol yukonfc

Yukon Freecell

Klondike Freecell: csol klondikefc

Klondike Freecell

Spider 1 Suit: csol spider1

Spider 1 Suit

Spider 2 Suits: csol spider2

Spider 2 Suits

Spider 4 Suits: csol spider4

Spider 4 Suits

Golf: csol golf

Golf

Themes

csol -t default

csol -t default-xl

default-xl

csol -t ascii

ascii

csol -t compact

compact

csol -t compact-ascii

compact-ascii

csol -t ultracompact

ultracompact

csol -t corners

corners

Options

  • --version/-v: Show version
  • --help/-h: Show help
  • --list/-l: List games
  • --themes/-T: List themes
  • --theme <name>/-t <name>: Use a theme
  • --mono/-m: Disable colors
  • --seed <seed>/-s <seed>: Seed the prng
  • --config <file>/-c <file>: Use a configuration file
  • --colors/-C: List colors available in the current terminal
  • --scores/-S: Show stats for all games.
  • --scores <game>/-S <game>: Show history of all scores in a game.

Keys

Move the cursor using H, J, K, and L or the arrow keys.

Select the card under the cursor using SPACE.

Move the selected card to the tableau or foundaton under the cursor using M or ENTER.

If the card under the cursor is already selected, pressing SPACE again will move the card to a foundation or a free cell if possible.

Press A to automatically move a card (from any tableau or cell) to a foundation if possible.

Press S to move a card from the stock to the waste or redeal if stock is empty.

Press W to move a card from the waste to the pile under the cursor.

Press 19 to move a card from a cell to the tableau or foundation under cursor.

Press R to play a new game.

Press Q to quit.

Mouse

In terminals with mouse support it's possible to select cards using the left mouse button (same as SPACE) and to move cards using the right mouse button (same as M).

Configuration

The system-wide configuration file is /etc/xdg/csol/csolrc with games in /etc/xdg/csol/games and themes in /etc/xdg/csol/themes.

csol will use $XDG_CONFIG_HOME/csol/csolrc or $HOME/.config/csol/csolrc instead if one of them exists. The include-command can be used to include the system-wide-configuration file. An example of a simple configuration file:

include /etc/xdg/csol/csolrc
default_game yukon
default_theme default-xl
scores 1
stats 1
scores_file scores.csv
stats_file stats.csv

The theme_dir and game_dir commands can be used to lazily load theme and game configuration files from a directory.

The scores command enable or disable the use of CSV file to record all scores. scores_file can be used to set the file path of the scores file.

The stats command enable or disable the use of CSV file to keep track of total game time and the best scores for each game. stats_file can be used to set the file path of the stats file.

On Linux the default location for scores.csv and stats.csv is either $XDG_DATA_HOME/csol/ or $HOME/.local/share/csol/. On DOS and Windows the default location is the same directory as csol.exe.

Themes

Themes are defined with the theme-command:

theme {
  name test
  title "Test theme"
  heart   ♥
  spade   ♠
  diamond ♦
  club    ♣
  width 6
  height 4
  x_spacing 2
  y_spacing 1
  x_margin 2
  y_margin 1
  color my_green 0 500 0
  bg my_green
  fg black
  empty {
    top    ┌────┐
    middle │    │
    bottom └────┘
    fg white
    bg my_green
  }
  back {
    top    ┌────┐
    middle │    │
    bottom └────┘
    fg white
    bg blue
  }
  red {
    top    ┌────┐
    middle │    │
    bottom └────┘
    fg red
    bg white
  }
  black {
    top    ┌────┐
    middle │    │
    bottom └────┘
    fg black
    bg white
  }
}

heart/spade/diamond/club are used to set the symbols used for the different suits.

width/height are used to set the size of a card.

x_spacing/y_spacing are used to set the horizontal/vertical spacing between cards.

x_margin sets the distance between the left side of the terminal and the first card.

y_margin sets the distance between the top of the terminal and the first card.

rank followed by a number between 1 and 13 and a symbol redefines the symbol used for a rank.

utf8 can be set to 0 if the theme doesn't use UTF8 encoding.

empty/back/red/black are used to set the characters used to draw cells and the back and front of cards.

text-blocks can be placed inside layout-blocks (empty, back etc.) to add text:

text {
  format suit_rank
  x -1
  y -1
  align left
}

format is one of suit_rank, rank_suit, rank, suit, or none (default).

If x is negative, the x-position will be calculated as width + x.

If y is negative, the y-position will be calculated as height + x.

align right can be used to right align the printed text such that the right-most character is printed on x.

Colors

fg and bg are used to set the foreground and background colors used to draw the background and cards. The two commands expect a color index or a color name. The colors assigned to each index depends on the terminal and color scheme of the terminal, but often the values 0–7 are assigned to black, red, green, yellow, blue, magenta, cyan and white and the values 8–15 are assigned to brighter versions of those colors.

The following named default colors are available: default, black, blue, green, cyan, red, magenta, yellow, white, bright_black, bright_blue, bright_green, bright_cyan, bright_red, bright_magenta, bright_yellow, and bright_white.

In some terminals it is also possible to redefine colors using the color-command. This command takes 4 arguments. The first arguments is either the index of a color to redefine or a name, the following three arguments are the red/green/blue values for the color in the range 0–1000.

Games

Games are defined using the game-command:

game {
  name klondike
  title Klondike
  repeat 4 {
    foundation {
      x 3+
      first_rank a
      next_suit same
      next_rank up
    }
  }
  repeat 7 {
    tableau {
      y 1
      x 0+
      deal 1+
      hide -1
      first_rank k
      next_suit diff_color
      next_rank down
      move_group group
    }
  }
  stock {
    deal 52
  }
  waste {
    x 1
    from stock
  }
}

The command decks specified how many decks of cards are used in the game (default is 1).

The command deck_suits specifies which suits are used in a deck. The suits are identified by a letter, e.g. deck_suits hs matches hearts and spades.

There are four types of rule-blocks that can be used inside a game-block: foundation, tableau, stock, and waste.

The repeat command can be used to repeat a game rule. Inside a repeat-block it's possible to use expressions of the form INIT+INCREMENT where INIT is the value used for the first iteration. Before each additional iteration INCREMENT (optional, 1 by default) is added to the value. The following example creates three cells with the (x, y) values (0, 2), (1, 4), and (2, 6):

repeat 3 {
  cell {
    x 0+
    y 2+2
  }
}

Game rules

The following command can be used in a rule block:

  • x: horizontal position of the pile (default: 0).
  • y: vertical position of the pile (default: 0).
  • deal: number of cards to initially deal to the pile, rest can be used to deal remaining cards from deck (default: 0).
  • redeal: maximum number of redeals (for stock-pile). -1 for unlimited (default -1).
  • hide: number of cards to initially deal face-down. If the number is negative, i.e. hide -n, then all cards are hidden except the top n cards (default 0).
  • first_rank: rank of first card in pile (see below for possible values) (default: ace if foundation, none if stock, any otherwise).
  • first_suit: suit of first card in pile (see below for possible values) (default: same if foundation, none if stock, any otherwise).
  • next_rank: rank of next card in pile (see below for possible values) (default: up if foundation, down if tableau, none if stock or cell, any otherwise).
  • next_suit: suit of next card in pile (see below for possible values) (default: same if foundation, any if tableau, none if stock or cell, any otherwise).
  • move_group: whether it's possible to move a valid sequence (group), a complete sequence (all), any sequence (any), or just single cards (one, default).
  • from: which pile type to accept cards from: foundation, cell, tableau, stock, waste, any, or none (default: stock if waste, any otherwise).
  • to: which pile type to move stock cards to (default: waste if stock, any otherwise.
  • win_rank: the game is won when the top card of all foundations is of this rank (see below for possible values) (default: king if foundation, none otherwise).
  • class: an integer. Can be used to group together several game rules (default: 0).
  • turn: an integer. How many cards to turn from stock. (default: 1 if stock, 0 otherwise).
  • same_class: a rule block that applies only when the class of the source and destination is the same.
  • valid_group: a rule block that applies when moving sequences of cards.

The following values can be used with commands that expect a rank:

  • any: any rank
  • none: no cards allowed
  • empty: empty pile expected (e.g. win_rank empty)
  • a/2/3/4/5/6/7/8/9/10/j/q/k: exact rank
  • same: must be the same rank as the card below
  • down: must be exactly one rank lower than the card below
  • up: must be exactly one rank higher than the card below
  • up_down: must be exactly one rank higher or lower than the card below
  • lower: must be lower rank than the card below
  • higher: must be higher rank than the card below

The follwing values can be used with commands that expect a suit:

  • any: any suit
  • none: no cards allowed
  • heart/diamond/spade/club: exact suit
  • red/black: exact color
  • same: must be the same suit as the card below
  • same_color: must be the same color as the card below
  • diff: must be a different suit than the card below
  • diff_color: must be a different color than the card below
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