979 lines
		
	
	
		
			25 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			979 lines
		
	
	
		
			25 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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// 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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// For compilers that support precompilation, includes "wx/wx.h".
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#include "wx/wxprec.h"
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#ifdef __BORLANDC__
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#pragma hdrstop
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#endif
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#ifndef WX_PRECOMP
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#include "wx/wx.h"
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#endif
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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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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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    m_pack = new Pack(2, 2 + 4 * (CardHeight + 2));
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    srand(time(0));
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    for (i = 0; i < 5; i++) m_pack->Shuffle();
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    m_discard = new Discard(2, 2 + 5 * (CardHeight + 2));
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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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    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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    // 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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void Game::Layout()
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{
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    int i;
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    m_pack->SetPos(2, 2 + 4 * (CardHeight + 2));
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    m_discard->SetPos(2, 2 + 5 * (CardHeight + 2));
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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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    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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// 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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    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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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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// 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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// 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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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(wxT("Game::DoMove() src == dest"), wxT("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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        // 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(wxT("Game::DoMove() Undo buffer full"), wxT("Debug message"),
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               wxOK | wxICON_EXCLAMATION);
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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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    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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        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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        // This game is over
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        m_inPlay = false;
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        // Redraw the score box to update games won
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        DisplayScore(dc);
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        if (wxMessageBox(wxT("Do you wish to play again?"),
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            wxT("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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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);
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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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    // 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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    int x, y;
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    m_pack->GetTopCardPos(x, y);
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    x += 12 * CardWidth - 105;
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    wxCoord w, h;
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    {
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        wxCoord width, height;
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        dc.GetTextExtent(wxT("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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    wxString str;
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    str.Printf(wxT("%d"), m_currentScore);
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    dc.DrawText(wxT("Score:"), x, y);
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    dc.DrawText(str, x + w, y);
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    y += h;
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    str.Printf(wxT("%d"), m_numGames);
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    dc.DrawText(wxT("Games played:"), x, y);
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    dc.DrawText(str, x + w, y);
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    y += h;
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    str.Printf(wxT("%d"), m_numWins);
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    dc.DrawText(wxT("Games won:"), x, y);
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    dc.DrawText(str, x + w, y);
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    y += h;
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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(wxT("%d"), average);
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    dc.DrawText(wxT("Average score:"), x, y);
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    dc.DrawText(str, x + w, y);
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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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    // 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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    // 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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    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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// 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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    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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        // 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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// 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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    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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    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())
 | 
						|
        {
 | 
						|
            return m_bases[i];
 | 
						|
        }
 | 
						|
    }
 | 
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    return 0;
 | 
						|
}
 | 
						|
 | 
						|
 | 
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// Left button is pressed - if cursor is over the m_pack then deal a card
 | 
						|
// otherwise if it is over a card pick it up ready to be dragged - see MouseMove()
 | 
						|
bool Game::LButtonDown(wxDC& dc, int x, int y)
 | 
						|
{
 | 
						|
    m_srcPile = WhichPile(x, y);
 | 
						|
    if (m_srcPile == m_pack)
 | 
						|
    {
 | 
						|
        Card* card = m_pack->RemoveTopCard();
 | 
						|
        if (card)
 | 
						|
        {
 | 
						|
            m_pack->Redraw(dc);
 | 
						|
            card->TurnCard(faceup);
 | 
						|
            m_discard->AddCard(dc, card);
 | 
						|
            DoMove(dc, m_pack, m_discard);
 | 
						|
        }
 | 
						|
        m_srcPile = 0;
 | 
						|
    }
 | 
						|
    else if (m_srcPile)
 | 
						|
    {
 | 
						|
        m_srcPile->GetTopCardPos(m_xPos, m_yPos);
 | 
						|
        m_xOffset = m_xPos - x;
 | 
						|
        m_yOffset = m_yPos - y;
 | 
						|
 | 
						|
        // Copy the area under the card
 | 
						|
        // Initialise the card bitmap to the background colour
 | 
						|
        {
 | 
						|
            wxMemoryDC memoryDC;
 | 
						|
            memoryDC.SelectObject(*m_bmap);
 | 
						|
            m_liftedCard = m_srcPile->RemoveTopCard(memoryDC, m_xPos, m_yPos);
 | 
						|
        }
 | 
						|
 | 
						|
        // Draw the card in card bitmap ready for blitting onto
 | 
						|
        // the screen
 | 
						|
        {
 | 
						|
            wxMemoryDC memoryDC;
 | 
						|
            memoryDC.SelectObject(*m_bmapCard);
 | 
						|
            m_liftedCard->Draw(memoryDC, 0, 0);
 | 
						|
        }
 | 
						|
    }
 | 
						|
    return m_srcPile != 0;
 | 
						|
}
 | 
						|
 | 
						|
// Called when the left button is double clicked
 | 
						|
// If a card is under the pointer and it can move elsewhere then move it.
 | 
						|
// Move onto a foundation as first choice, a populated base as second and
 | 
						|
// an empty base as third choice.
 | 
						|
// NB Cards in the m_pack cannot be moved in this way - they aren't in play
 | 
						|
// yet
 | 
						|
void Game::LButtonDblClk(wxDC& dc, int x, int y)
 | 
						|
{
 | 
						|
    Pile* pile = WhichPile(x, y);
 | 
						|
    if (!pile) return;
 | 
						|
 | 
						|
    // Double click on m_pack is the same as left button down
 | 
						|
    if (pile == m_pack)
 | 
						|
    {
 | 
						|
        LButtonDown(dc, x, y);
 | 
						|
    }
 | 
						|
    else
 | 
						|
    {
 | 
						|
        Card* card = pile->GetTopCard();
 | 
						|
 | 
						|
        if (card)
 | 
						|
        {
 | 
						|
            int i;
 | 
						|
 | 
						|
            // if the card is an ace then try to place it next
 | 
						|
            // to an ace of the same suit
 | 
						|
            if (card->GetPipValue() == 1)
 | 
						|
            {
 | 
						|
                for(i = 0; i < 4; i++)
 | 
						|
                {
 | 
						|
                    Card* m_topCard = m_foundations[i]->GetTopCard();
 | 
						|
                    if ( m_topCard )
 | 
						|
                    {
 | 
						|
                        if (m_topCard->GetSuit() == card->GetSuit() &&
 | 
						|
                            m_foundations[i + 4] != pile &&
 | 
						|
                            m_foundations[i + 4]->GetTopCard() == 0)
 | 
						|
                        {
 | 
						|
                            pile->RemoveTopCard(dc);
 | 
						|
                            m_foundations[i + 4]->AddCard(dc, card);
 | 
						|
                            DoMove(dc, pile, m_foundations[i + 4]);
 | 
						|
                            return;
 | 
						|
                        }
 | 
						|
                    }
 | 
						|
                }
 | 
						|
            }
 | 
						|
 | 
						|
            // try to place the card on a foundation
 | 
						|
            for(i = 0; i < 8; i++)
 | 
						|
            {
 | 
						|
                if (m_foundations[i]->AcceptCard(card) && m_foundations[i] != pile)
 | 
						|
                {
 | 
						|
                    pile->RemoveTopCard(dc);
 | 
						|
                    m_foundations[i]->AddCard(dc, card);
 | 
						|
                    DoMove(dc, pile, m_foundations[i]);
 | 
						|
                    return;
 | 
						|
                }
 | 
						|
            }
 | 
						|
            // try to place the card on a populated base
 | 
						|
            for(i = 0; i < 10; i++)
 | 
						|
            {
 | 
						|
                if (m_bases[i]->AcceptCard(card) &&
 | 
						|
                    m_bases[i] != pile &&
 | 
						|
                    m_bases[i]->GetTopCard())
 | 
						|
                {
 | 
						|
                    pile->RemoveTopCard(dc);
 | 
						|
                    m_bases[i]->AddCard(dc, card);
 | 
						|
                    DoMove(dc, pile, m_bases[i]);
 | 
						|
                    return;
 | 
						|
                }
 | 
						|
            }
 | 
						|
            // try to place the card on any base
 | 
						|
            for(i = 0; i < 10; i++)
 | 
						|
            {
 | 
						|
                if (m_bases[i]->AcceptCard(card) && m_bases[i] != pile)
 | 
						|
                {
 | 
						|
                    pile->RemoveTopCard(dc);
 | 
						|
                    m_bases[i]->AddCard(dc, card);
 | 
						|
                    DoMove(dc, pile, m_bases[i]);
 | 
						|
                    return;
 | 
						|
                }
 | 
						|
            }
 | 
						|
        }
 | 
						|
    }
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
// Test to see whether the game has been won:
 | 
						|
// i.e. m_pack, discard and bases are empty
 | 
						|
bool Game::HaveYouWon()
 | 
						|
{
 | 
						|
    if (m_pack->GetTopCard()) return false;
 | 
						|
    if (m_discard->GetTopCard()) return false;
 | 
						|
    for(int i = 0; i < 10; i++)
 | 
						|
    {
 | 
						|
        if (m_bases[i]->GetTopCard()) return false;
 | 
						|
    }
 | 
						|
    m_numWins++;
 | 
						|
    m_totalScore += m_currentScore;
 | 
						|
    m_currentScore = 0;
 | 
						|
    return true;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
// See whether the card under the cursor can be moved somewhere else
 | 
						|
// Returns 'true' if it can be moved, 'false' otherwise
 | 
						|
bool Game::CanYouGo(int x, int y)
 | 
						|
{
 | 
						|
    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(wxT("%d  "), m_topCard + 1);
 | 
						|
 | 
						|
    dc.SetBackgroundMode( wxBRUSHSTYLE_SOLID );
 | 
						|
    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(wxT("Pack::AddCard() Undo error"), wxT("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;
 | 
						|
}
 |