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avoid duplicate move events
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1 /////////////////////////////////////////////////////////////////////////////
2 // Name: game.h
3 // Purpose: Forty Thieves patience game
4 // Author: Chris Breeze
5 // Modified by:
6 // Created: 21/07/97
7 // Copyright: (c) 1993-1998 Chris Breeze
8 // Licence: wxWindows licence
9 //---------------------------------------------------------------------------
10 // Last modified: 22nd July 1998 - ported to wxWidgets 2.0
11 /////////////////////////////////////////////////////////////////////////////
12 #ifndef _GAME_H_
13 #define _GAME_H_
14 #include "card.h"
15 #include "pile.h"
16
17 const int MaxMoves = 800;
18
19
20 //---------------------------------------//
21 // A class which holds the pack of cards //
22 //---------------------------------------//
23 class Pack : public Pile {
24 public:
25 Pack(int x, int y);
26 virtual ~Pack();
27 void Redraw(wxDC& dc);
28 void ResetPile() { m_topCard = NumCards - 1; }
29 void Shuffle();
30 void AddCard(Card* card); // Add card
31 void AddCard(wxDC& dc, Card* card) { AddCard(card); Redraw(dc); }
32 };
33
34
35 //----------------------------------------------------------//
36 // A class which holds a base i.e. the initial 10 x 4 cards //
37 //----------------------------------------------------------//
38 class Base : public Pile {
39 public:
40 Base(int x, int y);
41 virtual ~Base(){}
42 bool AcceptCard(Card* card);
43 };
44
45
46 //----------------------------------------------------//
47 // A class which holds a foundation i.e. Ace, 2, 3... //
48 //----------------------------------------------------//
49 class Foundation : public Pile {
50 public:
51 Foundation(int x, int y);
52 virtual ~Foundation(){}
53 bool AcceptCard(Card* card);
54 };
55
56
57 //--------------------------------------//
58 // A class which holds the discard pile //
59 //--------------------------------------//
60 class Discard : public Pile {
61 public:
62 Discard(int x, int y);
63 virtual ~Discard(){}
64 void Redraw(wxDC& dc);
65 void GetTopCardPos(int& x, int& y);
66 Card* RemoveTopCard(wxDC& dc, int m_xOffset, int m_yOffset);
67 };
68
69
70 class Game {
71 public:
72 Game(int wins, int games, int score);
73 virtual ~Game();
74
75 void Layout();
76 void NewPlayer(int wins, int games, int score);
77 void Deal(); // Shuffle and deal a new game
78 bool CanYouGo(int x, int y); // can card under (x,y) go somewhere?
79 bool HaveYouWon(); // have you won the game?
80
81 void Undo(wxDC& dc); // Undo the last go
82 void Redo(wxDC& dc); // Redo the last go
83
84 void Redraw(wxDC& dc);
85 void DisplayScore(wxDC& dc);
86 bool LButtonDown(wxDC& dc, int mx, int my);
87 void LButtonUp(wxDC& dc, int mx, int my);
88 void LButtonDblClk(wxDC& dc, int mx, int my);
89 void MouseMove(wxDC& dc, int mx, int my);
90
91 int GetNumWins() const { return m_numWins; }
92 int GetNumGames() const { return m_numGames; }
93 int GetScore() const { return m_currentScore + m_totalScore; }
94
95 bool InPlay() const { return m_inPlay; }
96
97 private:
98 bool DropCard(int x, int y, Pile* pile, Card* card);
99 // can the card at (x, y) be dropped on the pile?
100 Pile* WhichPile(int x, int y); // which pile is (x, y) over?
101 void DoMove(wxDC& dc, Pile* src, Pile* dest);
102
103 bool m_inPlay; // flag indicating that the game has started
104
105 // undo buffer
106 struct {
107 Pile* src;
108 Pile* dest;
109 } m_moves[MaxMoves];
110 int m_moveIndex; // current position in undo/redo buffer
111 int m_redoIndex; // max move index available for redo
112
113 // the various piles of cards
114 Pack* m_pack;
115 Discard* m_discard;
116 Base* m_bases[10];
117 Foundation* m_foundations[8];
118
119 // variables to do with dragging cards
120 Pile* m_srcPile;
121 Card* m_liftedCard;
122 int m_xPos, m_yPos; // current coords of card being dragged
123 int m_xOffset, m_yOffset; // card/mouse offset when dragging a card
124
125 wxBitmap* m_bmap;
126 wxBitmap* m_bmapCard;
127
128 // variables to do with scoring
129 int m_numGames;
130 int m_numWins;
131 int m_totalScore;
132 int m_currentScore;
133 };
134
135 #endif // _GAME_H_