git-svn-id: svn://10.65.10.50/branches/R_10_00@23289 c028cbd2-c16b-5b4b-a496-9718f37d4682
		
			
				
	
	
		
			980 lines
		
	
	
		
			26 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			980 lines
		
	
	
		
			26 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /////////////////////////////////////////////////////////////////////////////
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| // Name:        game.cpp
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| // Purpose:     Forty Thieves patience game
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| // Author:      Chris Breeze
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| // Modified by:
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| // Created:     21/07/97
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| // RCS-ID:      $Id: game.cpp 44498 2007-02-13 23:20:12Z VZ $
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| // Copyright:   (c) 1993-1998 Chris Breeze
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| // Licence:     wxWindows licence
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| //---------------------------------------------------------------------------
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| // Last modified: 22nd July 1998 - ported to wxWidgets 2.0
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| /////////////////////////////////////////////////////////////////////////////
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| 
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| // For compilers that support precompilation, includes "wx/wx.h".
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| #include "wx/wxprec.h"
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| 
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| #ifdef __BORLANDC__
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| #pragma hdrstop
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| #endif
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| 
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| #ifndef WX_PRECOMP
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| #include "wx/wx.h"
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| #endif
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| 
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| #include <stdlib.h>
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| #include <stdio.h>
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| #include <time.h>
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| #include <string.h>
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| #include "forty.h"
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| #include "game.h"
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| 
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| Game::Game(int wins, int games, int score) :
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|     m_inPlay(false),
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|     m_moveIndex(0),
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|     m_redoIndex(0),
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|     m_bmap(0),
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|     m_bmapCard(0)
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| {
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|     int i;
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| 
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|     m_pack = new Pack(2, 2 + 4 * (CardHeight + 2));
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|     srand(time(0));
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| 
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|     for (i = 0; i < 5; i++) m_pack->Shuffle();
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| 
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|     m_discard = new Discard(2, 2 + 5 * (CardHeight + 2));
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| 
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|     for (i = 0; i < 8; i++)
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|     {
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|         m_foundations[i] = new Foundation(2 + (i / 4) * (CardWidth + 2),
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|                     2 + (i % 4) * (CardHeight + 2));
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|     }
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| 
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|     for (i = 0; i < 10; i++)
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|     {
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|         m_bases[i] = new Base(8 + (i + 2) * (CardWidth + 2), 2);
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|     }
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|     Deal();
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|     m_srcPile = 0;
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|     m_liftedCard = 0;
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| 
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|     // copy the input parameters for future reference
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|     m_numWins = wins;
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|     m_numGames = games;
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|     m_totalScore = score;
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|     m_currentScore = 0;
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| }
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| 
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| 
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| void Game::Layout()
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| {
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|     int i;
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| 
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|     m_pack->SetPos(2, 2 + 4 * (CardHeight + 2));
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| 
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|     m_discard->SetPos(2, 2 + 5 * (CardHeight + 2));
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| 
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|     for (i = 0; i < 8; i++)
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|     {
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|                 m_foundations[i]->SetPos(2 + (i / 4) * (CardWidth + 2),
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|                                          2 + (i % 4) * (CardHeight + 2));
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|     }
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| 
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|     for (i = 0; i < 10; i++)
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|     {
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|         m_bases[i]->SetPos(8 + (i + 2) * (CardWidth + 2), 2);
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|     }
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|     delete m_bmap;
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|     delete m_bmapCard;
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|     m_bmap = 0;
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|     m_bmapCard = 0;
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| }
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| 
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| // Make sure we delete all objects created by the game object
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| Game::~Game()
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| {
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|     int i;
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| 
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|     delete m_pack;
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|     delete m_discard;
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|     for (i = 0; i < 8; i++)
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|     {
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|         delete m_foundations[i];
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|     }
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|     for (i = 0; i < 10; i++)
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|     {
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|         delete m_bases[i];
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|     }
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|     delete m_bmap;
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|     delete m_bmapCard;
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| }
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| 
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| /*
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| Set the score for a new player.
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| NB: call Deal() first if the new player is to start
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| a new game
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| */
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| void Game::NewPlayer(int wins, int games, int score)
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| {
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|     m_numWins = wins;
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|     m_numGames = games;
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|     m_totalScore = score;
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|     m_currentScore = 0;
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| }
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| 
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| // Undo the last move
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| void Game::Undo(wxDC& dc)
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| {
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|     if (m_moveIndex > 0)
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|     {
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|         m_moveIndex--;
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|         Card* card = m_moves[m_moveIndex].dest->RemoveTopCard(dc);
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|         m_moves[m_moveIndex].src->AddCard(dc, card);
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|         DisplayScore(dc);
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|     }
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| }
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| 
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| // Redo the last move
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| void Game::Redo(wxDC& dc)
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| {
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|     if (m_moveIndex < m_redoIndex)
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|     {
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|         Card* card = m_moves[m_moveIndex].src->RemoveTopCard(dc);
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|         if (m_moves[m_moveIndex].src == m_pack)
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|         {
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|             m_pack->Redraw(dc);
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|             card->TurnCard(faceup);
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|         }
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|         m_moves[m_moveIndex].dest->AddCard(dc, card);
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|         DisplayScore(dc);
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|         m_moveIndex++;
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|     }
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| }
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| 
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| void Game::DoMove(wxDC& dc, Pile* src, Pile* dest)
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| {
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|     if (m_moveIndex < MaxMoves)
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|     {
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|         if (src == dest)
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|         {
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|             wxMessageBox(_T("Game::DoMove() src == dest"), _T("Debug message"),
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|                    wxOK | wxICON_EXCLAMATION);
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|         }
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|         m_moves[m_moveIndex].src = src;
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|         m_moves[m_moveIndex].dest = dest;
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|         m_moveIndex++;
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| 
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|         // when we do a move any moves in redo buffer are discarded
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|         m_redoIndex = m_moveIndex;
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|     }
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|     else
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|     {
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|         wxMessageBox(_T("Game::DoMove() Undo buffer full"), _T("Debug message"),
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|                wxOK | wxICON_EXCLAMATION);
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|     }
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| 
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|     if (!m_inPlay)
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|     {
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|         m_inPlay = true;
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|         m_numGames++;
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|     }
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|     DisplayScore(dc);
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| 
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|     if (HaveYouWon())
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|     {
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|         wxWindow *frame = wxTheApp->GetTopWindow();
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|         wxWindow *canvas = (wxWindow *) NULL;
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| 
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|         if (frame)
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|         {
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|             wxWindowList::compatibility_iterator node = frame->GetChildren().GetFirst();
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|             if (node) canvas = (wxWindow*)node->GetData();
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|         }
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| 
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|         // This game is over
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|         m_inPlay = false;
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| 
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|         // Redraw the score box to update games won
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|         DisplayScore(dc);
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| 
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|         if (wxMessageBox(_T("Do you wish to play again?"),
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|             _T("Well Done, You have won!"), wxYES_NO | wxICON_QUESTION) == wxYES)
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|         {
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|             Deal();
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|             canvas->Refresh();
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|         }
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|         else
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|         {
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|             // user cancelled the dialog - exit the app
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|             ((wxFrame*)canvas->GetParent())->Close(true);
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|         }
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|     }
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| }
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| 
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| 
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| void Game::DisplayScore(wxDC& dc)
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| {
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|     wxColour bgColour = FortyApp::BackgroundColour();
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|     wxPen* pen = wxThePenList->FindOrCreatePen(bgColour, 1, wxSOLID);
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|     dc.SetTextBackground(bgColour);
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|     dc.SetTextForeground(FortyApp::TextColour());
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|     dc.SetBrush(FortyApp::BackgroundBrush());
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|     dc.SetPen(* pen);
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| 
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|     // count the number of cards in foundations
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|     m_currentScore = 0;
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|     for (int i = 0; i < 8; i++)
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|     {
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|         m_currentScore += m_foundations[i]->GetNumCards();
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|     }
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| 
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|     int x, y;
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|     m_pack->GetTopCardPos(x, y);
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|     x += 12 * CardWidth - 105;
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| 
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|     int w, h;
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|     {
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|         long width, height;
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|         dc.GetTextExtent(_T("Average score:m_x"), &width, &height);
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|         w = width;
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|         h = height;
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|     }
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|     dc.DrawRectangle(x + w, y, 20, 4 * h);
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| 
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|     wxString str;
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|     str.Printf(_T("%d"), m_currentScore);
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|     dc.DrawText(_T("Score:"), x, y);
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|     dc.DrawText(str, x + w, y);
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|     y += h;
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| 
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|     str.Printf(_T("%d"), m_numGames);
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|     dc.DrawText(_T("Games played:"), x, y);
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|     dc.DrawText(str, x + w, y);
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|     y += h;
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| 
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|     str.Printf(_T("%d"), m_numWins);
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|     dc.DrawText(_T("Games won:"), x, y);
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|     dc.DrawText(str, x + w, y);
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|     y += h;
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| 
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|     int average = 0;
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|     if (m_numGames > 0)
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|     {
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|         average = (2 * (m_currentScore + m_totalScore) + m_numGames ) / (2 * m_numGames);
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|     }
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|     str.Printf(_T("%d"), average);
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|     dc.DrawText(_T("Average score:"), x, y);
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|     dc.DrawText(str, x + w, y);
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| }
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| 
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| 
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| // Shuffle the m_pack and deal the cards
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| void Game::Deal()
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| {
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|     int i, j;
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|     Card* card;
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| 
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|     // Reset all the piles, the undo buffer and shuffle the m_pack
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|     m_moveIndex = 0;
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|     m_pack->ResetPile();
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|     for (i = 0; i < 5; i++)
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|     {
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|         m_pack->Shuffle();
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|     }
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|     m_discard->ResetPile();
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|     for (i = 0; i < 10; i++)
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|     {
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|         m_bases[i]->ResetPile();
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|     }
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|     for (i = 0; i <  8; i++)
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|     {
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|         m_foundations[i]->ResetPile();
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|     }
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| 
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|     // Deal the initial 40 cards onto the bases
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|     for (i = 0; i < 10; i++)
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|     {
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|         for (j = 1; j <= 4; j++)
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|         {
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|             card = m_pack->RemoveTopCard();
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|             card->TurnCard(faceup);
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|             m_bases[i]->AddCard(card);
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|         }
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|     }
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| 
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|     if (m_inPlay)
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|     {
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|         // player has started the game and then redealt
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|         // and so we must add the score for this game to the total score
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|         m_totalScore += m_currentScore;
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|     }
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|     m_currentScore = 0;
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|     m_inPlay = false;
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| }
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| 
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| 
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| // Redraw the m_pack, discard pile, the bases and the foundations
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| void Game::Redraw(wxDC& dc)
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| {
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|     int i;
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|     m_pack->Redraw(dc);
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|     m_discard->Redraw(dc);
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|     for (i = 0; i < 8; i++)
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|     {
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|         m_foundations[i]->Redraw(dc);
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|     }
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|     for (i = 0; i < 10; i++)
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|     {
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|         m_bases[i]->Redraw(dc);
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|     }
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|     DisplayScore(dc);
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| 
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|     if (m_bmap == 0)
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|     {
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|         m_bmap = new wxBitmap(CardWidth, CardHeight);
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|         m_bmapCard = new wxBitmap(CardWidth, CardHeight);
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| 
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|         // Initialise the card bitmap to the background colour
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|         wxMemoryDC memoryDC;
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|         memoryDC.SelectObject(*m_bmapCard);
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|         memoryDC.SetPen( *wxTRANSPARENT_PEN );
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|         memoryDC.SetBrush(FortyApp::BackgroundBrush());
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|         memoryDC.DrawRectangle(0, 0, CardWidth, CardHeight);
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|         memoryDC.SelectObject(*m_bmap);
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|         memoryDC.DrawRectangle(0, 0, CardWidth, CardHeight);
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|         memoryDC.SelectObject(wxNullBitmap);
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|     }
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| }
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| 
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| 
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| // Test to see if the point (x, y) is over the top card of one of the piles
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| // Returns pointer to the pile, or 0 if (x, y) is not over a pile
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| // or the pile is empty
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| Pile* Game::WhichPile(int x, int y)
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| {
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|     if (m_pack->GetCard(x, y) &&
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|         m_pack->GetCard(x, y) == m_pack->GetTopCard())
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|     {
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|         return m_pack;
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|     }
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| 
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|     if (m_discard->GetCard(x, y) &&
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|         m_discard->GetCard(x, y) == m_discard->GetTopCard())
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|     {
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|         return m_discard;
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|     }
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| 
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|     int i;
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|     for (i = 0; i < 8; i++)
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|     {
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|         if (m_foundations[i]->GetCard(x, y) &&
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|             m_foundations[i]->GetCard(x, y) == m_foundations[i]->GetTopCard())
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|         {
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|             return m_foundations[i];
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|         }
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|     }
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| 
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|     for (i = 0; i < 10; i++)
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|     {
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|         if (m_bases[i]->GetCard(x, y) &&
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|             m_bases[i]->GetCard(x, y) == m_bases[i]->GetTopCard())
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|         {
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|             return m_bases[i];
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|         }
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|     }
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|     return 0;
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| }
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| 
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| 
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| // Left button is pressed - if cursor is over the m_pack then deal a card
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| // otherwise if it is over a card pick it up ready to be dragged - see MouseMove()
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| bool Game::LButtonDown(wxDC& dc, int x, int y)
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| {
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|     m_srcPile = WhichPile(x, y);
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|     if (m_srcPile == m_pack)
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|     {
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|         Card* card = m_pack->RemoveTopCard();
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|         if (card)
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|         {
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|             m_pack->Redraw(dc);
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|             card->TurnCard(faceup);
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|             m_discard->AddCard(dc, card);
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|             DoMove(dc, m_pack, m_discard);
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|         }
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|         m_srcPile = 0;
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|     }
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|     else if (m_srcPile)
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|     {
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|         m_srcPile->GetTopCardPos(m_xPos, m_yPos);
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|         m_xOffset = m_xPos - x;
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|         m_yOffset = m_yPos - y;
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| 
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|         // Copy the area under the card
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|         // Initialise the card bitmap to the background colour
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|         {
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|             wxMemoryDC memoryDC;
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|             memoryDC.SelectObject(*m_bmap);
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|             m_liftedCard = m_srcPile->RemoveTopCard(memoryDC, m_xPos, m_yPos);
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|         }
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| 
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|         // Draw the card in card bitmap ready for blitting onto
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|         // the screen
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|         {
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|             wxMemoryDC memoryDC;
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|             memoryDC.SelectObject(*m_bmapCard);
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|             m_liftedCard->Draw(memoryDC, 0, 0);
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|         }
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|     }
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|     return m_srcPile != 0;
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| }
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| 
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| // Called when the left button is double clicked
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| // If a card is under the pointer and it can move elsewhere then move it.
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| // Move onto a foundation as first choice, a populated base as second and
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| // an empty base as third choice.
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| // NB Cards in the m_pack cannot be moved in this way - they aren't in play
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| // yet
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| void Game::LButtonDblClk(wxDC& dc, int x, int y)
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| {
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|     Pile* pile = WhichPile(x, y);
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|     if (!pile) return;
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| 
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|     // Double click on m_pack is the same as left button down
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|     if (pile == m_pack)
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|     {
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|         LButtonDown(dc, x, y);
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|     }
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|     else
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|     {
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|         Card* card = pile->GetTopCard();
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| 
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|         if (card)
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|         {
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|             int i;
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| 
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|             // if the card is an ace then try to place it next
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|             // to an ace of the same suit
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|             if (card->GetPipValue() == 1)
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|             {
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|                 for(i = 0; i < 4; i++)
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|                 {
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|                     Card* m_topCard = m_foundations[i]->GetTopCard();
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|                     if ( m_topCard )
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|                     {
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|                         if (m_topCard->GetSuit() == card->GetSuit() &&
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|                             m_foundations[i + 4] != pile &&
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|                             m_foundations[i + 4]->GetTopCard() == 0)
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|                         {
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|                             pile->RemoveTopCard(dc);
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|                             m_foundations[i + 4]->AddCard(dc, card);
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|                             DoMove(dc, pile, m_foundations[i + 4]);
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|                             return;
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|                         }
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|                     }
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|                 }
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|             }
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| 
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|             // try to place the card on a foundation
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|             for(i = 0; i < 8; i++)
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|             {
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|                 if (m_foundations[i]->AcceptCard(card) && m_foundations[i] != pile)
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|                 {
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|                     pile->RemoveTopCard(dc);
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|                     m_foundations[i]->AddCard(dc, card);
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|                     DoMove(dc, pile, m_foundations[i]);
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|                     return;
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|                 }
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|             }
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|             // try to place the card on a populated base
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|             for(i = 0; i < 10; i++)
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|             {
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|                 if (m_bases[i]->AcceptCard(card) &&
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|                     m_bases[i] != pile &&
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|                     m_bases[i]->GetTopCard())
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|                 {
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|                     pile->RemoveTopCard(dc);
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|                     m_bases[i]->AddCard(dc, card);
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|                     DoMove(dc, pile, m_bases[i]);
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|                     return;
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|                 }
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|             }
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|             // try to place the card on any base
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|             for(i = 0; i < 10; i++)
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|             {
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|                 if (m_bases[i]->AcceptCard(card) && m_bases[i] != pile)
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|                 {
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|                     pile->RemoveTopCard(dc);
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|                     m_bases[i]->AddCard(dc, card);
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|                     DoMove(dc, pile, m_bases[i]);
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|                     return;
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|                 }
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|             }
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|         }
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|     }
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| }
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| 
 | |
| 
 | |
| // Test to see whether the game has been won:
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| // i.e. m_pack, discard and bases are empty
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| bool Game::HaveYouWon()
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| {
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|     if (m_pack->GetTopCard()) return false;
 | |
|     if (m_discard->GetTopCard()) return false;
 | |
|     for(int i = 0; i < 10; i++)
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|     {
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|         if (m_bases[i]->GetTopCard()) return false;
 | |
|     }
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|     m_numWins++;
 | |
|     m_totalScore += m_currentScore;
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|     m_currentScore = 0;
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|     return true;
 | |
| }
 | |
| 
 | |
| 
 | |
| // See whether the card under the cursor can be moved somewhere else
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| // Returns 'true' if it can be moved, 'false' otherwise
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| bool Game::CanYouGo(int x, int y)
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| {
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|     Pile* pile = WhichPile(x, y);
 | |
|     if (pile && pile != m_pack)
 | |
|     {
 | |
|         Card* card = pile->GetTopCard();
 | |
| 
 | |
|         if (card)
 | |
|         {
 | |
|             int i;
 | |
|             for(i = 0; i < 8; i++)
 | |
|             {
 | |
|                 if (m_foundations[i]->AcceptCard(card) && m_foundations[i] != pile)
 | |
|                 {
 | |
|                     return true;
 | |
|                 }
 | |
|             }
 | |
|             for(i = 0; i < 10; i++)
 | |
|             {
 | |
|                 if (m_bases[i]->GetTopCard() &&
 | |
|                     m_bases[i]->AcceptCard(card) &&
 | |
|                     m_bases[i] != pile)
 | |
|                 {
 | |
|                     return true;
 | |
|                 }
 | |
|             }
 | |
|         }
 | |
|     }
 | |
|     return false;
 | |
| }
 | |
| 
 | |
| 
 | |
| // Called when the left button is released after dragging a card
 | |
| // Scan the piles to see if this card overlaps a pile and can be added
 | |
| // to the pile. If the card overlaps more than one pile on which it can be placed
 | |
| // then put it on the nearest pile.
 | |
| void Game::LButtonUp(wxDC& dc, int x, int y)
 | |
| {
 | |
|     if (m_srcPile)
 | |
|     {
 | |
|         // work out the position of the dragged card
 | |
|         x += m_xOffset;
 | |
|         y += m_yOffset;
 | |
| 
 | |
|         Pile* nearestPile = 0;
 | |
|         int distance = (CardHeight + CardWidth) * (CardHeight + CardWidth);
 | |
| 
 | |
|         // find the nearest pile which will accept the card
 | |
|         int i;
 | |
|         for (i = 0; i < 8; i++)
 | |
|         {
 | |
|             if (DropCard(x, y, m_foundations[i], m_liftedCard))
 | |
|             {
 | |
|                 if (m_foundations[i]->CalcDistance(x, y) < distance)
 | |
|                 {
 | |
|                     nearestPile = m_foundations[i];
 | |
|                     distance = nearestPile->CalcDistance(x, y);
 | |
|                 }
 | |
|             }
 | |
|         }
 | |
|         for (i = 0; i < 10; i++)
 | |
|         {
 | |
|             if (DropCard(x, y, m_bases[i], m_liftedCard))
 | |
|             {
 | |
|                 if (m_bases[i]->CalcDistance(x, y) < distance)
 | |
|                 {
 | |
|                     nearestPile = m_bases[i];
 | |
|                     distance = nearestPile->CalcDistance(x, y);
 | |
|                 }
 | |
|             }
 | |
|         }
 | |
| 
 | |
|         // Restore the area under the card
 | |
|         wxMemoryDC memoryDC;
 | |
|         memoryDC.SelectObject(*m_bmap);
 | |
|         dc.Blit(m_xPos, m_yPos, CardWidth, CardHeight,
 | |
|                &memoryDC, 0, 0, wxCOPY);
 | |
| 
 | |
|         // Draw the card in its new position
 | |
|         if (nearestPile)
 | |
|         {
 | |
|             // Add to new pile
 | |
|             nearestPile->AddCard(dc, m_liftedCard);
 | |
|             if (nearestPile != m_srcPile)
 | |
|             {
 | |
|                 DoMove(dc, m_srcPile, nearestPile);
 | |
|             }
 | |
|         }
 | |
|         else
 | |
|         {
 | |
|             // Return card to src pile
 | |
|             m_srcPile->AddCard(dc, m_liftedCard);
 | |
|         }
 | |
|         m_srcPile = 0;
 | |
|         m_liftedCard = 0;
 | |
|     }
 | |
| }
 | |
| 
 | |
| 
 | |
| 
 | |
| 
 | |
| bool Game::DropCard(int x, int y, Pile* pile, Card* card)
 | |
| {
 | |
|     bool retval = false;
 | |
|     if (pile->Overlap(x, y))
 | |
|     {
 | |
|         if (pile->AcceptCard(card))
 | |
|         {
 | |
|             retval = true;
 | |
|         }
 | |
|     }
 | |
|     return retval;
 | |
| }
 | |
| 
 | |
| 
 | |
| void Game::MouseMove(wxDC& dc, int mx, int my)
 | |
| {
 | |
|     if (m_liftedCard)
 | |
|     {
 | |
|         wxMemoryDC memoryDC;
 | |
|         memoryDC.SelectObject(*m_bmap);
 | |
| 
 | |
|         int dx = mx + m_xOffset - m_xPos;
 | |
|         int dy = my + m_yOffset - m_yPos;
 | |
| 
 | |
|         if (abs(dx) >= CardWidth || abs(dy) >= CardHeight)
 | |
|         {
 | |
|             // Restore the area under the card
 | |
|             dc.Blit(m_xPos, m_yPos, CardWidth, CardHeight,
 | |
|                &memoryDC, 0, 0, wxCOPY);
 | |
| 
 | |
|             // Copy the area under the card in the new position
 | |
|             memoryDC.Blit(0, 0, CardWidth, CardHeight,
 | |
|                &dc, m_xPos + dx, m_yPos + dy, wxCOPY);
 | |
|         }
 | |
|         else if (dx >= 0)
 | |
|         {
 | |
|             // dx >= 0
 | |
|             dc.Blit(m_xPos, m_yPos, dx, CardHeight, &memoryDC, 0, 0, wxCOPY);
 | |
|             if (dy >= 0)
 | |
|             {
 | |
|                 // dy >= 0
 | |
|                 dc.Blit(m_xPos + dx, m_yPos, CardWidth - dx, dy, &memoryDC, dx, 0, wxCOPY);
 | |
|                 memoryDC.Blit(0, 0, CardWidth - dx, CardHeight - dy,
 | |
|                        &memoryDC, dx, dy, wxCOPY);
 | |
|                 memoryDC.Blit(0, CardHeight - dy, CardWidth - dx, dy,
 | |
|                        &dc, m_xPos + dx, m_yPos + CardHeight, wxCOPY);
 | |
|             }
 | |
|             else
 | |
|             {
 | |
|                 // dy < 0
 | |
|                 dc.Blit(m_xPos + dx, m_yPos + dy + CardHeight, CardWidth - dx, -dy,
 | |
|                        &memoryDC, dx, CardHeight + dy, wxCOPY);
 | |
|                 memoryDC.Blit(0, -dy, CardWidth - dx, CardHeight + dy,
 | |
|                        &memoryDC, dx, 0, wxCOPY);
 | |
|                 memoryDC.Blit(0, 0, CardWidth - dx, -dy,
 | |
|                        &dc, m_xPos + dx, m_yPos + dy, wxCOPY);
 | |
|             }
 | |
|             memoryDC.Blit(CardWidth - dx, 0, dx, CardHeight,
 | |
|                    &dc, m_xPos + CardWidth, m_yPos + dy, wxCOPY);
 | |
|         }
 | |
|         else
 | |
|         {
 | |
|             // dx < 0
 | |
|             dc.Blit(m_xPos + CardWidth + dx, m_yPos, -dx, CardHeight,
 | |
|                    &memoryDC, CardWidth + dx, 0, wxCOPY);
 | |
|             if (dy >= 0)
 | |
|             {
 | |
|                 dc.Blit(m_xPos, m_yPos, CardWidth + dx, dy, &memoryDC, 0, 0, wxCOPY);
 | |
|                 memoryDC.Blit(-dx, 0, CardWidth + dx, CardHeight - dy,
 | |
|                        &memoryDC, 0, dy, wxCOPY);
 | |
|                 memoryDC.Blit(-dx, CardHeight - dy, CardWidth + dx, dy,
 | |
|                        &dc, m_xPos, m_yPos + CardHeight, wxCOPY);
 | |
|             }
 | |
|             else
 | |
|             {
 | |
|                 // dy < 0
 | |
|                 dc.Blit(m_xPos, m_yPos + CardHeight + dy, CardWidth + dx, -dy,
 | |
|                        &memoryDC, 0, CardHeight + dy, wxCOPY);
 | |
|                 memoryDC.Blit(-dx, -dy, CardWidth + dx, CardHeight + dy,
 | |
|                        &memoryDC, 0, 0, wxCOPY);
 | |
|                 memoryDC.Blit(-dx, 0, CardWidth + dx, -dy,
 | |
|                        &dc, m_xPos, m_yPos + dy, wxCOPY);
 | |
|             }
 | |
|             memoryDC.Blit(0, 0, -dx, CardHeight,
 | |
|                    &dc, m_xPos + dx, m_yPos + dy, wxCOPY);
 | |
|         }
 | |
|         m_xPos += dx;
 | |
|         m_yPos += dy;
 | |
| 
 | |
|         // draw the card in its new position
 | |
|         memoryDC.SelectObject(*m_bmapCard);
 | |
|         dc.Blit(m_xPos, m_yPos, CardWidth, CardHeight,
 | |
|                &memoryDC, 0, 0, wxCOPY);
 | |
|     }
 | |
| }
 | |
| 
 | |
| 
 | |
| 
 | |
| //----------------------------------------------//
 | |
| // The Pack class: holds the two decks of cards //
 | |
| //----------------------------------------------//
 | |
| Pack::Pack(int x, int y) : Pile(x, y, 0, 0)
 | |
| {
 | |
|     for (m_topCard = 0; m_topCard < NumCards; m_topCard++)
 | |
|     {
 | |
|         m_cards[m_topCard] = new Card(1 + m_topCard / 2, facedown);
 | |
|     }
 | |
|     m_topCard = NumCards - 1;
 | |
| }
 | |
| 
 | |
| 
 | |
| void Pack::Shuffle()
 | |
| {
 | |
|     Card* temp[NumCards];
 | |
|     int i;
 | |
| 
 | |
|     // Don't try to shuffle an empty m_pack!
 | |
|     if (m_topCard < 0) return;
 | |
| 
 | |
|     // Copy the cards into a temporary array. Start by clearing
 | |
|     // the array and then copy the card into a random position.
 | |
|     // If the position is occupied then find the next lower position.
 | |
|     for (i = 0; i <= m_topCard; i++)
 | |
|     {
 | |
|         temp[i] = 0;
 | |
|     }
 | |
|     for (i = 0; i <= m_topCard; i++)
 | |
|     {
 | |
|         int pos = rand() % (m_topCard + 1);
 | |
|         while (temp[pos])
 | |
|         {
 | |
|             pos--;
 | |
|             if (pos < 0) pos = m_topCard;
 | |
|         }
 | |
|         m_cards[i]->TurnCard(facedown);
 | |
|         temp[pos] = m_cards[i];
 | |
|         m_cards[i] = 0;
 | |
|     }
 | |
| 
 | |
|     // Copy each card back into the m_pack in a random
 | |
|     // position. If position is occupied then find nearest
 | |
|     // unoccupied position after the random position.
 | |
|     for (i = 0; i <= m_topCard; i++)
 | |
|     {
 | |
|         int pos = rand() % (m_topCard + 1);
 | |
|         while (m_cards[pos])
 | |
|         {
 | |
|             pos++;
 | |
|             if (pos > m_topCard) pos = 0;
 | |
|         }
 | |
|         m_cards[pos] = temp[i];
 | |
|     }
 | |
| }
 | |
| 
 | |
| void Pack::Redraw(wxDC& dc)
 | |
| {
 | |
|     Pile::Redraw(dc);
 | |
| 
 | |
|     wxString str;
 | |
|     str.Printf(_T("%d  "), m_topCard + 1);
 | |
| 
 | |
|     dc.SetBackgroundMode( wxSOLID );
 | |
|     dc.SetTextBackground(FortyApp::BackgroundColour());
 | |
|     dc.SetTextForeground(FortyApp::TextColour());
 | |
|     dc.DrawText(str, m_x + CardWidth + 5, m_y + CardHeight / 2);
 | |
| 
 | |
| }
 | |
| 
 | |
| void Pack::AddCard(Card* card)
 | |
| {
 | |
|     if (card == m_cards[m_topCard + 1])
 | |
|     {
 | |
|         m_topCard++;
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|         wxMessageBox(_T("Pack::AddCard() Undo error"), _T("Forty Thieves: Warning"),
 | |
|            wxOK | wxICON_EXCLAMATION);
 | |
|     }
 | |
|     card->TurnCard(facedown);
 | |
| }
 | |
| 
 | |
| 
 | |
| Pack::~Pack()
 | |
| {
 | |
|     for (m_topCard = 0; m_topCard < NumCards; m_topCard++)
 | |
|     {
 | |
|         delete m_cards[m_topCard];
 | |
|     }
 | |
| }
 | |
| 
 | |
| 
 | |
| //------------------------------------------------------//
 | |
| // The Base class: holds the initial pile of four cards //
 | |
| //------------------------------------------------------//
 | |
| Base::Base(int x, int y) : Pile(x, y, 0, 12)
 | |
| {
 | |
|     m_topCard = -1;
 | |
| }
 | |
| 
 | |
| 
 | |
| bool Base::AcceptCard(Card* card)
 | |
| {
 | |
|     bool retval = false;
 | |
| 
 | |
|     if (m_topCard >= 0)
 | |
|     {
 | |
|         if (m_cards[m_topCard]->GetSuit() == card->GetSuit() &&
 | |
|             m_cards[m_topCard]->GetPipValue() - 1 == card->GetPipValue())
 | |
|         {
 | |
|             retval = true;
 | |
|         }
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|         // pile is empty - ACCEPT
 | |
|         retval = true;
 | |
|     }
 | |
|     return retval;
 | |
| }
 | |
| 
 | |
| 
 | |
| //----------------------------------------------------------------//
 | |
| // The Foundation class: holds the cards built up from the ace... //
 | |
| //----------------------------------------------------------------//
 | |
| Foundation::Foundation(int x, int y) : Pile(x, y, 0, 0)
 | |
| {
 | |
|     m_topCard = -1;
 | |
| }
 | |
| 
 | |
| bool Foundation::AcceptCard(Card* card)
 | |
| {
 | |
|     bool retval = false;
 | |
| 
 | |
|     if (m_topCard >= 0)
 | |
|     {
 | |
|         if (m_cards[m_topCard]->GetSuit() == card->GetSuit() &&
 | |
|             m_cards[m_topCard]->GetPipValue() + 1 == card->GetPipValue())
 | |
|         {
 | |
|             retval = true;
 | |
|         }
 | |
|     }
 | |
|     else if (card->GetPipValue() == 1)
 | |
|     {
 | |
|         // It's an ace and the pile is empty - ACCEPT
 | |
|         retval = true;
 | |
|     }
 | |
|     return retval;
 | |
| }
 | |
| 
 | |
| 
 | |
| //----------------------------------------------------//
 | |
| // The Discard class: holds cards dealt from the m_pack //
 | |
| //----------------------------------------------------//
 | |
| Discard::Discard(int x, int y) : Pile(x, y, 19, 0)
 | |
| {
 | |
|     m_topCard = -1;
 | |
| }
 | |
| 
 | |
| void Discard::Redraw(wxDC& dc)
 | |
| {
 | |
|     if (m_topCard >= 0)
 | |
|     {
 | |
|         if (m_dx == 0 && m_dy == 0)
 | |
|         {
 | |
|             m_cards[m_topCard]->Draw(dc, m_x, m_y);
 | |
|         }
 | |
|         else
 | |
|         {
 | |
|             int x = m_x;
 | |
|             int y = m_y;
 | |
|             for (int i = 0; i <= m_topCard; i++)
 | |
|             {
 | |
|                 m_cards[i]->Draw(dc, x, y);
 | |
|                 x += m_dx;
 | |
|                 y += m_dy;
 | |
|                 if (i == 31)
 | |
|                 {
 | |
|                     x = m_x;
 | |
|                     y = m_y + CardHeight / 3;
 | |
|                 }
 | |
|             }
 | |
|         }
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|         Card::DrawNullCard(dc, m_x, m_y);
 | |
|     }
 | |
| }
 | |
| 
 | |
| 
 | |
| void Discard::GetTopCardPos(int& x, int& y)
 | |
| {
 | |
|     if (m_topCard < 0)
 | |
|     {
 | |
|         x = m_x;
 | |
|         y = m_y;
 | |
|     }
 | |
|     else if (m_topCard > 31)
 | |
|     {
 | |
|         x = m_x + m_dx * (m_topCard - 32);
 | |
|         y = m_y + CardHeight / 3;
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|         x = m_x + m_dx * m_topCard;
 | |
|         y = m_y;
 | |
|     }
 | |
| }
 | |
| 
 | |
| 
 | |
| Card* Discard::RemoveTopCard(wxDC& dc, int m_xOffset, int m_yOffset)
 | |
| {
 | |
|     Card* card;
 | |
| 
 | |
|     if (m_topCard <= 31)
 | |
|     {
 | |
|         card = Pile::RemoveTopCard(dc, m_xOffset, m_yOffset);
 | |
|     }
 | |
|     else
 | |
|     {
 | |
|         int topX, topY, x, y;
 | |
|         GetTopCardPos(topX, topY);
 | |
|         card = Pile::RemoveTopCard();
 | |
|         card->Erase(dc, topX - m_xOffset, topY - m_yOffset);
 | |
|         GetTopCardPos(x, y);
 | |
|         dc.SetClippingRegion(topX - m_xOffset, topY - m_yOffset,
 | |
|                      CardWidth, CardHeight);
 | |
| 
 | |
|         for (int i = m_topCard - 31; i <= m_topCard - 31 + CardWidth / m_dx; i++)
 | |
|         {
 | |
|             m_cards[i]->Draw(dc, m_x - m_xOffset + i * m_dx, m_y - m_yOffset);
 | |
|         }
 | |
|         if (m_topCard > 31)
 | |
|         {
 | |
|             m_cards[m_topCard]->Draw(dc, topX - m_xOffset - m_dx, topY - m_yOffset);
 | |
|         }
 | |
|         dc.DestroyClippingRegion();
 | |
|     }
 | |
| 
 | |
|     return card;
 | |
| }
 |