git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@1171 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
		
			
				
	
	
		
			945 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			945 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /////////////////////////////////////////////////////////////////////////////
 | |
| // Name:        game.cpp
 | |
| // Purpose:     Forty Thieves patience game
 | |
| // Author:      Chris Breeze
 | |
| // Modified by:
 | |
| // Created:     21/07/97
 | |
| // RCS-ID:      $Id$
 | |
| // Copyright:   (c) 1993-1998 Chris Breeze
 | |
| // Licence:   	wxWindows licence
 | |
| //---------------------------------------------------------------------------
 | |
| // Last modified: 22nd July 1998 - ported to wxWindows 2.0
 | |
| /////////////////////////////////////////////////////////////////////////////
 | |
| 
 | |
| #ifdef __GNUG__
 | |
| #pragma implementation
 | |
| #pragma interface
 | |
| #endif
 | |
| 
 | |
| // For compilers that support precompilation, includes "wx/wx.h".
 | |
| #include "wx/wxprec.h"
 | |
| 
 | |
| #ifdef __BORLANDC__
 | |
| #pragma hdrstop
 | |
| #endif
 | |
| 
 | |
| #ifndef WX_PRECOMP
 | |
| #include "wx/wx.h"
 | |
| #endif
 | |
| 
 | |
| #include <stdlib.h>
 | |
| #include <stdio.h>
 | |
| #include <time.h>
 | |
| #include <string.h>
 | |
| #include "forty.h"
 | |
| #include "game.h"
 | |
| 
 | |
| Game::Game(int wins, int games, int score) :
 | |
| 	m_inPlay(FALSE),
 | |
| 	m_moveIndex(0),
 | |
| 	m_redoIndex(0),
 | |
| 	m_bmap(0),
 | |
| 	m_bmapCard(0)
 | |
| {
 | |
|     int i;
 | |
| 
 | |
|     m_pack = new Pack(2, 2 + 4 * (CardHeight + 2));
 | |
|     srand(time(0));
 | |
| 
 | |
|     for (i = 0; i < 5; i++) m_pack->Shuffle();
 | |
| 
 | |
|     m_discard = new Discard(2, 2 + 5 * (CardHeight + 2));
 | |
| 
 | |
|     for (i = 0; i < 8; i++)
 | |
|     {
 | |
| 		m_foundations[i] = new Foundation(2 + (i / 4) * (CardWidth + 2),
 | |
| 					2 + (i % 4) * (CardHeight + 2));
 | |
|     }
 | |
| 
 | |
|     for (i = 0; i < 10; i++)
 | |
|     {
 | |
|     	m_bases[i] = new Base(8 + (i + 2) * (CardWidth + 2), 2);
 | |
|     }
 | |
|     Deal();
 | |
|     m_srcPile = 0;
 | |
|     m_liftedCard = 0;
 | |
| 
 | |
| 	// copy the input parameters for future reference
 | |
|     m_numWins = wins;
 | |
|     m_numGames = games;
 | |
|     m_totalScore = score;
 | |
|     m_currentScore = 0;
 | |
| }
 | |
| 
 | |
| 
 | |
| // Make sure we delete all objects created by the game object
 | |
| Game::~Game()
 | |
| {
 | |
|     int i;
 | |
| 
 | |
|     delete m_pack;
 | |
|     delete m_discard;
 | |
|     for (i = 0; i < 8; i++)
 | |
|     {
 | |
| 		delete m_foundations[i];
 | |
|     }
 | |
|     for (i = 0; i < 10; i++)
 | |
|     {
 | |
| 		delete m_bases[i];
 | |
|     }
 | |
| 	delete m_bmap;
 | |
| 	delete m_bmapCard;
 | |
| }
 | |
| 
 | |
| /*
 | |
| Set the score for a new player.
 | |
| NB: call Deal() first if the new player is to start
 | |
| a new game
 | |
| */
 | |
| void Game::NewPlayer(int wins, int games, int score)
 | |
| {
 | |
|     m_numWins = wins;
 | |
|     m_numGames = games;
 | |
|     m_totalScore = score;
 | |
|     m_currentScore = 0;
 | |
| }
 | |
| 
 | |
| // Undo the last move
 | |
| void Game::Undo(wxDC& dc)
 | |
| {
 | |
|     if (m_moveIndex > 0)
 | |
|     {
 | |
| 		m_moveIndex--;
 | |
| 		Card* card = m_moves[m_moveIndex].dest->RemoveTopCard(dc);
 | |
| 		m_moves[m_moveIndex].src->AddCard(dc, card);
 | |
| 		DisplayScore(dc);
 | |
|     }
 | |
| }
 | |
| 
 | |
| // Redo the last move
 | |
| void Game::Redo(wxDC& dc)
 | |
| {
 | |
|     if (m_moveIndex < m_redoIndex)
 | |
|     {
 | |
| 		Card* card = m_moves[m_moveIndex].src->RemoveTopCard(dc);
 | |
| 		if (m_moves[m_moveIndex].src == m_pack)
 | |
| 		{
 | |
| 			m_pack->Redraw(dc);
 | |
| 			card->TurnCard(faceup);
 | |
| 		}
 | |
| 		m_moves[m_moveIndex].dest->AddCard(dc, card);
 | |
| 		DisplayScore(dc);
 | |
| 		m_moveIndex++;
 | |
|     }
 | |
| }
 | |
| 
 | |
| void Game::DoMove(wxDC& dc, Pile* src, Pile* dest)
 | |
| {
 | |
|     if (m_moveIndex < MaxMoves)
 | |
|     {
 | |
| 		if (src == dest)
 | |
| 		{
 | |
| 			wxMessageBox("Game::DoMove() src == dest", "Debug message",
 | |
| 				   wxOK | wxICON_EXCLAMATION);
 | |
| 		}
 | |
| 		m_moves[m_moveIndex].src = src;
 | |
| 		m_moves[m_moveIndex].dest = dest;
 | |
| 		m_moveIndex++;
 | |
| 
 | |
| 		// when we do a move any moves in redo buffer are discarded
 | |
| 		m_redoIndex = m_moveIndex;
 | |
|     }
 | |
|     else
 | |
|     {
 | |
| 		wxMessageBox("Game::DoMove() Undo buffer full", "Debug message",
 | |
| 			   wxOK | wxICON_EXCLAMATION);
 | |
|     }
 | |
| 
 | |
|     if (!m_inPlay)
 | |
| 	{
 | |
| 		m_inPlay = TRUE;
 | |
| 		m_numGames++;
 | |
| 	}
 | |
|     DisplayScore(dc);
 | |
| }
 | |
| 
 | |
| 
 | |
| void Game::DisplayScore(wxDC& dc)
 | |
| {
 | |
|     wxColour bgColour = FortyApp::BackgroundColour();
 | |
| 	wxPen* pen = wxThePenList->FindOrCreatePen(bgColour, 1, wxSOLID);
 | |
|     dc.SetTextBackground(bgColour);
 | |
|     dc.SetTextForeground(FortyApp::TextColour());
 | |
| 	dc.SetBrush(FortyApp::BackgroundBrush());
 | |
| 	dc.SetPen(* pen);
 | |
| 
 | |
| 	// count the number of cards in foundations
 | |
|     m_currentScore = 0;
 | |
|     for (int i = 0; i < 8; i++)
 | |
|     {
 | |
|     	m_currentScore += m_foundations[i]->GetNumCards();
 | |
|     }
 | |
| 
 | |
|     int x, y;
 | |
|     m_pack->GetTopCardPos(x, y);
 | |
|     x += 12 * CardWidth - 105;
 | |
| 
 | |
| 	int w, h;
 | |
| 	{
 | |
| 		long width, height;
 | |
| 		dc.GetTextExtent("Average score:m_x", &width, &height);
 | |
| 		w = width;
 | |
| 		h = height;
 | |
| 	}
 | |
| 	dc.DrawRectangle(x + w, y, 20, 4 * h);
 | |
| 
 | |
|     char str[80];
 | |
|     sprintf(str, "%d", m_currentScore);
 | |
|     dc.DrawText("Score:", x, y);
 | |
|     dc.DrawText(str, x + w, y);
 | |
|     y += h;
 | |
| 
 | |
|     sprintf(str, "%d", m_numGames);
 | |
|     dc.DrawText("Games played:", x, y);
 | |
|     dc.DrawText(str, x + w, y);
 | |
|     y += h;
 | |
| 
 | |
|     sprintf(str, "%d", m_numWins);
 | |
|     dc.DrawText("Games won:", x, y);
 | |
|     dc.DrawText(str, x + w, y);
 | |
|     y += h;
 | |
| 
 | |
|     int average = 0;
 | |
| 	if (m_numGames > 0)
 | |
| 	{
 | |
| 		average = (2 * (m_currentScore + m_totalScore) + m_numGames ) / (2 * m_numGames);
 | |
| 	}
 | |
|     sprintf(str, "%d", average);
 | |
|     dc.DrawText("Average score:", x, y);
 | |
|     dc.DrawText(str, x + w, y);
 | |
| }
 | |
| 
 | |
| 
 | |
| // Shuffle the m_pack and deal the cards
 | |
| void Game::Deal()
 | |
| {
 | |
|     int i, j;
 | |
|     Card* card;
 | |
| 
 | |
| 	// Reset all the piles, the undo buffer and shuffle the m_pack
 | |
|     m_moveIndex = 0;
 | |
|     m_pack->ResetPile();
 | |
|     for (i = 0; i < 5; i++)
 | |
| 	{
 | |
| 		m_pack->Shuffle();
 | |
| 	}
 | |
|     m_discard->ResetPile();
 | |
|     for (i = 0; i < 10; i++)
 | |
| 	{
 | |
| 		m_bases[i]->ResetPile();
 | |
| 	}
 | |
|     for (i = 0; i <  8; i++)
 | |
| 	{
 | |
| 		m_foundations[i]->ResetPile();
 | |
| 	}
 | |
| 
 | |
|     	// Deal the initial 40 cards onto the bases
 | |
|     for (i = 0; i < 10; i++)
 | |
|     {
 | |
| 		for (j = 1; j <= 4; j++)
 | |
| 		{
 | |
| 			card = m_pack->RemoveTopCard();
 | |
| 			card->TurnCard(faceup);
 | |
| 			m_bases[i]->AddCard(card);
 | |
| 		}
 | |
|     }
 | |
| 
 | |
|     if (m_inPlay)
 | |
| 	{
 | |
| 		// player has started the game and then redealt
 | |
| 		// and so we must add the score for this game to the total score
 | |
| 		m_totalScore += m_currentScore;
 | |
| 	}
 | |
|     m_currentScore = 0;
 | |
|     m_inPlay = FALSE;
 | |
| }
 | |
| 
 | |
| 
 | |
| // Redraw the m_pack, discard pile, the bases and the foundations
 | |
| void Game::Redraw(wxDC& dc)
 | |
| {
 | |
| 	int i;
 | |
| 	m_pack->Redraw(dc);
 | |
| 	m_discard->Redraw(dc);
 | |
| 	for (i = 0; i < 8; i++)
 | |
| 	{
 | |
| 		m_foundations[i]->Redraw(dc);
 | |
| 	}
 | |
| 	for (i = 0; i < 10; i++)
 | |
| 	{
 | |
| 		m_bases[i]->Redraw(dc);
 | |
| 	}
 | |
| 	DisplayScore(dc);
 | |
| 
 | |
| 	if (m_bmap == 0)
 | |
| 	{
 | |
| 		m_bmap = new wxBitmap(CardWidth, CardHeight);
 | |
| 		m_bmapCard = new wxBitmap(CardWidth, CardHeight);
 | |
| 
 | |
| 		// Initialise the card bitmap to the background colour
 | |
| 		wxMemoryDC memoryDC;
 | |
| 		memoryDC.SelectObject(*m_bmapCard);
 | |
| 		memoryDC.SetBrush(FortyApp::BackgroundBrush());
 | |
| 		memoryDC.DrawRectangle(0, 0, CardWidth, CardHeight);
 | |
| 		memoryDC.SelectObject(*m_bmap);
 | |
| 		memoryDC.DrawRectangle(0, 0, CardWidth, CardHeight);
 | |
| 		memoryDC.SelectObject(wxNullBitmap);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 
 | |
| // Test to see if the point (x, y) is over the top card of one of the piles
 | |
| // Returns pointer to the pile, or 0 if (x, y) is not over a pile
 | |
| // or the pile is empty
 | |
| Pile* Game::WhichPile(int x, int y)
 | |
| {
 | |
| 	if (m_pack->GetCard(x, y) &&
 | |
| 		m_pack->GetCard(x, y) == m_pack->GetTopCard())
 | |
| 	{
 | |
| 		return m_pack;
 | |
| 	}
 | |
| 
 | |
| 	if (m_discard->GetCard(x, y) &&
 | |
| 		m_discard->GetCard(x, y) == m_discard->GetTopCard())
 | |
| 	{
 | |
| 		return m_discard;
 | |
| 	}
 | |
| 
 | |
| 	int i;
 | |
| 	for (i = 0; i < 8; i++)
 | |
| 	{
 | |
| 		if (m_foundations[i]->GetCard(x, y) &&
 | |
| 			m_foundations[i]->GetCard(x, y) == m_foundations[i]->GetTopCard())
 | |
| 		{
 | |
| 			return m_foundations[i];
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	for (i = 0; i < 10; i++)
 | |
| 	{
 | |
| 		if (m_bases[i]->GetCard(x, y) &&
 | |
| 			m_bases[i]->GetCard(x, y) == m_bases[i]->GetTopCard())
 | |
| 		{
 | |
| 			return m_bases[i];
 | |
| 		}
 | |
| 	}
 | |
| 	return 0;
 | |
| }
 | |
| 
 | |
| 
 | |
| // 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;
 | |
| 					if ((m_topCard = m_foundations[i]->GetTopCard()))
 | |
|                     {
 | |
| 						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);
 | |
| 
 | |
|     char str[10];
 | |
|     sprintf(str, "%d  ", m_topCard + 1);
 | |
| 
 | |
| 	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("Pack::AddCard() Undo error", "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;
 | |
| }
 | |
| 
 | |
| Base::~Base()
 | |
| {
 | |
| // nothing special at the moment
 | |
| };
 | |
| 
 | |
| 
 | |
| //----------------------------------------------------------------//
 | |
| // 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;
 | |
| }
 | |
| 
 | |
| Foundation::~Foundation()
 | |
| {
 | |
| // nothing special at the moment
 | |
| };
 | |
| 
 | |
| 
 | |
| //----------------------------------------------------//
 | |
| // 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;
 | |
| }
 | |
| 
 | |
| 
 | |
| Discard::~Discard()
 | |
| {
 | |
| // nothing special at the moment
 | |
| };
 |