wxWidgets/demos/forty/game.cpp
Vadim Zeitlin 70d26c3f4f renaming and moving samples around
git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@5300 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
2000-01-08 15:28:31 +00:00

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
};