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1 /////////////////////////////////////////////////////////////////////////////
2 // Name: game.cpp
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
13 // For compilers that support precompilation, includes "wx/wx.h".
14 #include "wx/wxprec.h"
15
16 #ifdef __BORLANDC__
17 #pragma hdrstop
18 #endif
19
20 #ifndef WX_PRECOMP
21 #include "wx/wx.h"
22 #endif
23
24 #include <stdlib.h>
25 #include <stdio.h>
26 #include <time.h>
27 #include <string.h>
28 #include "forty.h"
29 #include "game.h"
30
31 Game::Game(int wins, int games, int score) :
32 m_inPlay(false),
33 m_moveIndex(0),
34 m_redoIndex(0),
35 m_bmap(0),
36 m_bmapCard(0)
37 {
38 int i;
39
40 m_pack = new Pack(2, 2 + 4 * (CardHeight + 2));
41 srand(time(0));
42
43 for (i = 0; i < 5; i++) m_pack->Shuffle();
44
45 m_discard = new Discard(2, 2 + 5 * (CardHeight + 2));
46
47 for (i = 0; i < 8; i++)
48 {
49 m_foundations[i] = new Foundation(2 + (i / 4) * (CardWidth + 2),
50 2 + (i % 4) * (CardHeight + 2));
51 }
52
53 for (i = 0; i < 10; i++)
54 {
55 m_bases[i] = new Base(8 + (i + 2) * (CardWidth + 2), 2);
56 }
57 Deal();
58 m_srcPile = 0;
59 m_liftedCard = 0;
60
61 // copy the input parameters for future reference
62 m_numWins = wins;
63 m_numGames = games;
64 m_totalScore = score;
65 m_currentScore = 0;
66 }
67
68
69 void Game::Layout()
70 {
71 int i;
72
73 m_pack->SetPos(2, 2 + 4 * (CardHeight + 2));
74
75 m_discard->SetPos(2, 2 + 5 * (CardHeight + 2));
76
77 for (i = 0; i < 8; i++)
78 {
79 m_foundations[i]->SetPos(2 + (i / 4) * (CardWidth + 2),
80 2 + (i % 4) * (CardHeight + 2));
81 }
82
83 for (i = 0; i < 10; i++)
84 {
85 m_bases[i]->SetPos(8 + (i + 2) * (CardWidth + 2), 2);
86 }
87 delete m_bmap;
88 delete m_bmapCard;
89 m_bmap = 0;
90 m_bmapCard = 0;
91 }
92
93 // Make sure we delete all objects created by the game object
94 Game::~Game()
95 {
96 int i;
97
98 delete m_pack;
99 delete m_discard;
100 for (i = 0; i < 8; i++)
101 {
102 delete m_foundations[i];
103 }
104 for (i = 0; i < 10; i++)
105 {
106 delete m_bases[i];
107 }
108 delete m_bmap;
109 delete m_bmapCard;
110 }
111
112 /*
113 Set the score for a new player.
114 NB: call Deal() first if the new player is to start
115 a new game
116 */
117 void Game::NewPlayer(int wins, int games, int score)
118 {
119 m_numWins = wins;
120 m_numGames = games;
121 m_totalScore = score;
122 m_currentScore = 0;
123 }
124
125 // Undo the last move
126 void Game::Undo(wxDC& dc)
127 {
128 if (m_moveIndex > 0)
129 {
130 m_moveIndex--;
131 Card* card = m_moves[m_moveIndex].dest->RemoveTopCard(dc);
132 m_moves[m_moveIndex].src->AddCard(dc, card);
133 DisplayScore(dc);
134 }
135 }
136
137 // Redo the last move
138 void Game::Redo(wxDC& dc)
139 {
140 if (m_moveIndex < m_redoIndex)
141 {
142 Card* card = m_moves[m_moveIndex].src->RemoveTopCard(dc);
143 if (m_moves[m_moveIndex].src == m_pack)
144 {
145 m_pack->Redraw(dc);
146 card->TurnCard(faceup);
147 }
148 m_moves[m_moveIndex].dest->AddCard(dc, card);
149 DisplayScore(dc);
150 m_moveIndex++;
151 }
152 }
153
154 void Game::DoMove(wxDC& dc, Pile* src, Pile* dest)
155 {
156 if (m_moveIndex < MaxMoves)
157 {
158 if (src == dest)
159 {
160 wxMessageBox(wxT("Game::DoMove() src == dest"), wxT("Debug message"),
161 wxOK | wxICON_EXCLAMATION);
162 }
163 m_moves[m_moveIndex].src = src;
164 m_moves[m_moveIndex].dest = dest;
165 m_moveIndex++;
166
167 // when we do a move any moves in redo buffer are discarded
168 m_redoIndex = m_moveIndex;
169 }
170 else
171 {
172 wxMessageBox(wxT("Game::DoMove() Undo buffer full"), wxT("Debug message"),
173 wxOK | wxICON_EXCLAMATION);
174 }
175
176 if (!m_inPlay)
177 {
178 m_inPlay = true;
179 m_numGames++;
180 }
181 DisplayScore(dc);
182
183 if (HaveYouWon())
184 {
185 wxWindow *frame = wxTheApp->GetTopWindow();
186 wxWindow *canvas = (wxWindow *) NULL;
187
188 if (frame)
189 {
190 wxWindowList::compatibility_iterator node = frame->GetChildren().GetFirst();
191 if (node) canvas = (wxWindow*)node->GetData();
192 }
193
194 // This game is over
195 m_inPlay = false;
196
197 // Redraw the score box to update games won
198 DisplayScore(dc);
199
200 if (wxMessageBox(wxT("Do you wish to play again?"),
201 wxT("Well Done, You have won!"), wxYES_NO | wxICON_QUESTION) == wxYES)
202 {
203 Deal();
204 canvas->Refresh();
205 }
206 else
207 {
208 // user cancelled the dialog - exit the app
209 ((wxFrame*)canvas->GetParent())->Close(true);
210 }
211 }
212 }
213
214
215 void Game::DisplayScore(wxDC& dc)
216 {
217 wxColour bgColour = FortyApp::BackgroundColour();
218 wxPen* pen = wxThePenList->FindOrCreatePen(bgColour, 1, wxSOLID);
219 dc.SetTextBackground(bgColour);
220 dc.SetTextForeground(FortyApp::TextColour());
221 dc.SetBrush(FortyApp::BackgroundBrush());
222 dc.SetPen(* pen);
223
224 // count the number of cards in foundations
225 m_currentScore = 0;
226 for (int i = 0; i < 8; i++)
227 {
228 m_currentScore += m_foundations[i]->GetNumCards();
229 }
230
231 int x, y;
232 m_pack->GetTopCardPos(x, y);
233 x += 12 * CardWidth - 105;
234
235 wxCoord w, h;
236 {
237 wxCoord width, height;
238 dc.GetTextExtent(wxT("Average score:m_x"), &width, &height);
239 w = width;
240 h = height;
241 }
242 dc.DrawRectangle(x + w, y, 20, 4 * h);
243
244 wxString str;
245 str.Printf(wxT("%d"), m_currentScore);
246 dc.DrawText(wxT("Score:"), x, y);
247 dc.DrawText(str, x + w, y);
248 y += h;
249
250 str.Printf(wxT("%d"), m_numGames);
251 dc.DrawText(wxT("Games played:"), x, y);
252 dc.DrawText(str, x + w, y);
253 y += h;
254
255 str.Printf(wxT("%d"), m_numWins);
256 dc.DrawText(wxT("Games won:"), x, y);
257 dc.DrawText(str, x + w, y);
258 y += h;
259
260 int average = 0;
261 if (m_numGames > 0)
262 {
263 average = (2 * (m_currentScore + m_totalScore) + m_numGames ) / (2 * m_numGames);
264 }
265 str.Printf(wxT("%d"), average);
266 dc.DrawText(wxT("Average score:"), x, y);
267 dc.DrawText(str, x + w, y);
268 }
269
270
271 // Shuffle the m_pack and deal the cards
272 void Game::Deal()
273 {
274 int i, j;
275 Card* card;
276
277 // Reset all the piles, the undo buffer and shuffle the m_pack
278 m_moveIndex = 0;
279 m_pack->ResetPile();
280 for (i = 0; i < 5; i++)
281 {
282 m_pack->Shuffle();
283 }
284 m_discard->ResetPile();
285 for (i = 0; i < 10; i++)
286 {
287 m_bases[i]->ResetPile();
288 }
289 for (i = 0; i < 8; i++)
290 {
291 m_foundations[i]->ResetPile();
292 }
293
294 // Deal the initial 40 cards onto the bases
295 for (i = 0; i < 10; i++)
296 {
297 for (j = 1; j <= 4; j++)
298 {
299 card = m_pack->RemoveTopCard();
300 card->TurnCard(faceup);
301 m_bases[i]->AddCard(card);
302 }
303 }
304
305 if (m_inPlay)
306 {
307 // player has started the game and then redealt
308 // and so we must add the score for this game to the total score
309 m_totalScore += m_currentScore;
310 }
311 m_currentScore = 0;
312 m_inPlay = false;
313 }
314
315
316 // Redraw the m_pack, discard pile, the bases and the foundations
317 void Game::Redraw(wxDC& dc)
318 {
319 int i;
320 m_pack->Redraw(dc);
321 m_discard->Redraw(dc);
322 for (i = 0; i < 8; i++)
323 {
324 m_foundations[i]->Redraw(dc);
325 }
326 for (i = 0; i < 10; i++)
327 {
328 m_bases[i]->Redraw(dc);
329 }
330 DisplayScore(dc);
331
332 if (m_bmap == 0)
333 {
334 m_bmap = new wxBitmap(CardWidth, CardHeight);
335 m_bmapCard = new wxBitmap(CardWidth, CardHeight);
336
337 // Initialise the card bitmap to the background colour
338 wxMemoryDC memoryDC;
339 memoryDC.SelectObject(*m_bmapCard);
340 memoryDC.SetPen( *wxTRANSPARENT_PEN );
341 memoryDC.SetBrush(FortyApp::BackgroundBrush());
342 memoryDC.DrawRectangle(0, 0, CardWidth, CardHeight);
343 memoryDC.SelectObject(*m_bmap);
344 memoryDC.DrawRectangle(0, 0, CardWidth, CardHeight);
345 memoryDC.SelectObject(wxNullBitmap);
346 }
347 }
348
349
350 // Test to see if the point (x, y) is over the top card of one of the piles
351 // Returns pointer to the pile, or 0 if (x, y) is not over a pile
352 // or the pile is empty
353 Pile* Game::WhichPile(int x, int y)
354 {
355 if (m_pack->GetCard(x, y) &&
356 m_pack->GetCard(x, y) == m_pack->GetTopCard())
357 {
358 return m_pack;
359 }
360
361 if (m_discard->GetCard(x, y) &&
362 m_discard->GetCard(x, y) == m_discard->GetTopCard())
363 {
364 return m_discard;
365 }
366
367 int i;
368 for (i = 0; i < 8; i++)
369 {
370 if (m_foundations[i]->GetCard(x, y) &&
371 m_foundations[i]->GetCard(x, y) == m_foundations[i]->GetTopCard())
372 {
373 return m_foundations[i];
374 }
375 }
376
377 for (i = 0; i < 10; i++)
378 {
379 if (m_bases[i]->GetCard(x, y) &&
380 m_bases[i]->GetCard(x, y) == m_bases[i]->GetTopCard())
381 {
382 return m_bases[i];
383 }
384 }
385 return 0;
386 }
387
388
389 // Left button is pressed - if cursor is over the m_pack then deal a card
390 // otherwise if it is over a card pick it up ready to be dragged - see MouseMove()
391 bool Game::LButtonDown(wxDC& dc, int x, int y)
392 {
393 m_srcPile = WhichPile(x, y);
394 if (m_srcPile == m_pack)
395 {
396 Card* card = m_pack->RemoveTopCard();
397 if (card)
398 {
399 m_pack->Redraw(dc);
400 card->TurnCard(faceup);
401 m_discard->AddCard(dc, card);
402 DoMove(dc, m_pack, m_discard);
403 }
404 m_srcPile = 0;
405 }
406 else if (m_srcPile)
407 {
408 m_srcPile->GetTopCardPos(m_xPos, m_yPos);
409 m_xOffset = m_xPos - x;
410 m_yOffset = m_yPos - y;
411
412 // Copy the area under the card
413 // Initialise the card bitmap to the background colour
414 {
415 wxMemoryDC memoryDC;
416 memoryDC.SelectObject(*m_bmap);
417 m_liftedCard = m_srcPile->RemoveTopCard(memoryDC, m_xPos, m_yPos);
418 }
419
420 // Draw the card in card bitmap ready for blitting onto
421 // the screen
422 {
423 wxMemoryDC memoryDC;
424 memoryDC.SelectObject(*m_bmapCard);
425 m_liftedCard->Draw(memoryDC, 0, 0);
426 }
427 }
428 return m_srcPile != 0;
429 }
430
431 // Called when the left button is double clicked
432 // If a card is under the pointer and it can move elsewhere then move it.
433 // Move onto a foundation as first choice, a populated base as second and
434 // an empty base as third choice.
435 // NB Cards in the m_pack cannot be moved in this way - they aren't in play
436 // yet
437 void Game::LButtonDblClk(wxDC& dc, int x, int y)
438 {
439 Pile* pile = WhichPile(x, y);
440 if (!pile) return;
441
442 // Double click on m_pack is the same as left button down
443 if (pile == m_pack)
444 {
445 LButtonDown(dc, x, y);
446 }
447 else
448 {
449 Card* card = pile->GetTopCard();
450
451 if (card)
452 {
453 int i;
454
455 // if the card is an ace then try to place it next
456 // to an ace of the same suit
457 if (card->GetPipValue() == 1)
458 {
459 for(i = 0; i < 4; i++)
460 {
461 Card* m_topCard = m_foundations[i]->GetTopCard();
462 if ( m_topCard )
463 {
464 if (m_topCard->GetSuit() == card->GetSuit() &&
465 m_foundations[i + 4] != pile &&
466 m_foundations[i + 4]->GetTopCard() == 0)
467 {
468 pile->RemoveTopCard(dc);
469 m_foundations[i + 4]->AddCard(dc, card);
470 DoMove(dc, pile, m_foundations[i + 4]);
471 return;
472 }
473 }
474 }
475 }
476
477 // try to place the card on a foundation
478 for(i = 0; i < 8; i++)
479 {
480 if (m_foundations[i]->AcceptCard(card) && m_foundations[i] != pile)
481 {
482 pile->RemoveTopCard(dc);
483 m_foundations[i]->AddCard(dc, card);
484 DoMove(dc, pile, m_foundations[i]);
485 return;
486 }
487 }
488 // try to place the card on a populated base
489 for(i = 0; i < 10; i++)
490 {
491 if (m_bases[i]->AcceptCard(card) &&
492 m_bases[i] != pile &&
493 m_bases[i]->GetTopCard())
494 {
495 pile->RemoveTopCard(dc);
496 m_bases[i]->AddCard(dc, card);
497 DoMove(dc, pile, m_bases[i]);
498 return;
499 }
500 }
501 // try to place the card on any base
502 for(i = 0; i < 10; i++)
503 {
504 if (m_bases[i]->AcceptCard(card) && m_bases[i] != pile)
505 {
506 pile->RemoveTopCard(dc);
507 m_bases[i]->AddCard(dc, card);
508 DoMove(dc, pile, m_bases[i]);
509 return;
510 }
511 }
512 }
513 }
514 }
515
516
517 // Test to see whether the game has been won:
518 // i.e. m_pack, discard and bases are empty
519 bool Game::HaveYouWon()
520 {
521 if (m_pack->GetTopCard()) return false;
522 if (m_discard->GetTopCard()) return false;
523 for(int i = 0; i < 10; i++)
524 {
525 if (m_bases[i]->GetTopCard()) return false;
526 }
527 m_numWins++;
528 m_totalScore += m_currentScore;
529 m_currentScore = 0;
530 return true;
531 }
532
533
534 // See whether the card under the cursor can be moved somewhere else
535 // Returns 'true' if it can be moved, 'false' otherwise
536 bool Game::CanYouGo(int x, int y)
537 {
538 Pile* pile = WhichPile(x, y);
539 if (pile && pile != m_pack)
540 {
541 Card* card = pile->GetTopCard();
542
543 if (card)
544 {
545 int i;
546 for(i = 0; i < 8; i++)
547 {
548 if (m_foundations[i]->AcceptCard(card) && m_foundations[i] != pile)
549 {
550 return true;
551 }
552 }
553 for(i = 0; i < 10; i++)
554 {
555 if (m_bases[i]->GetTopCard() &&
556 m_bases[i]->AcceptCard(card) &&
557 m_bases[i] != pile)
558 {
559 return true;
560 }
561 }
562 }
563 }
564 return false;
565 }
566
567
568 // Called when the left button is released after dragging a card
569 // Scan the piles to see if this card overlaps a pile and can be added
570 // to the pile. If the card overlaps more than one pile on which it can be placed
571 // then put it on the nearest pile.
572 void Game::LButtonUp(wxDC& dc, int x, int y)
573 {
574 if (m_srcPile)
575 {
576 // work out the position of the dragged card
577 x += m_xOffset;
578 y += m_yOffset;
579
580 Pile* nearestPile = 0;
581 int distance = (CardHeight + CardWidth) * (CardHeight + CardWidth);
582
583 // find the nearest pile which will accept the card
584 int i;
585 for (i = 0; i < 8; i++)
586 {
587 if (DropCard(x, y, m_foundations[i], m_liftedCard))
588 {
589 if (m_foundations[i]->CalcDistance(x, y) < distance)
590 {
591 nearestPile = m_foundations[i];
592 distance = nearestPile->CalcDistance(x, y);
593 }
594 }
595 }
596 for (i = 0; i < 10; i++)
597 {
598 if (DropCard(x, y, m_bases[i], m_liftedCard))
599 {
600 if (m_bases[i]->CalcDistance(x, y) < distance)
601 {
602 nearestPile = m_bases[i];
603 distance = nearestPile->CalcDistance(x, y);
604 }
605 }
606 }
607
608 // Restore the area under the card
609 wxMemoryDC memoryDC;
610 memoryDC.SelectObject(*m_bmap);
611 dc.Blit(m_xPos, m_yPos, CardWidth, CardHeight,
612 &memoryDC, 0, 0, wxCOPY);
613
614 // Draw the card in its new position
615 if (nearestPile)
616 {
617 // Add to new pile
618 nearestPile->AddCard(dc, m_liftedCard);
619 if (nearestPile != m_srcPile)
620 {
621 DoMove(dc, m_srcPile, nearestPile);
622 }
623 }
624 else
625 {
626 // Return card to src pile
627 m_srcPile->AddCard(dc, m_liftedCard);
628 }
629 m_srcPile = 0;
630 m_liftedCard = 0;
631 }
632 }
633
634
635
636
637 bool Game::DropCard(int x, int y, Pile* pile, Card* card)
638 {
639 bool retval = false;
640 if (pile->Overlap(x, y))
641 {
642 if (pile->AcceptCard(card))
643 {
644 retval = true;
645 }
646 }
647 return retval;
648 }
649
650
651 void Game::MouseMove(wxDC& dc, int mx, int my)
652 {
653 if (m_liftedCard)
654 {
655 wxMemoryDC memoryDC;
656 memoryDC.SelectObject(*m_bmap);
657
658 int dx = mx + m_xOffset - m_xPos;
659 int dy = my + m_yOffset - m_yPos;
660
661 if (abs(dx) >= CardWidth || abs(dy) >= CardHeight)
662 {
663 // Restore the area under the card
664 dc.Blit(m_xPos, m_yPos, CardWidth, CardHeight,
665 &memoryDC, 0, 0, wxCOPY);
666
667 // Copy the area under the card in the new position
668 memoryDC.Blit(0, 0, CardWidth, CardHeight,
669 &dc, m_xPos + dx, m_yPos + dy, wxCOPY);
670 }
671 else if (dx >= 0)
672 {
673 // dx >= 0
674 dc.Blit(m_xPos, m_yPos, dx, CardHeight, &memoryDC, 0, 0, wxCOPY);
675 if (dy >= 0)
676 {
677 // dy >= 0
678 dc.Blit(m_xPos + dx, m_yPos, CardWidth - dx, dy, &memoryDC, dx, 0, wxCOPY);
679 memoryDC.Blit(0, 0, CardWidth - dx, CardHeight - dy,
680 &memoryDC, dx, dy, wxCOPY);
681 memoryDC.Blit(0, CardHeight - dy, CardWidth - dx, dy,
682 &dc, m_xPos + dx, m_yPos + CardHeight, wxCOPY);
683 }
684 else
685 {
686 // dy < 0
687 dc.Blit(m_xPos + dx, m_yPos + dy + CardHeight, CardWidth - dx, -dy,
688 &memoryDC, dx, CardHeight + dy, wxCOPY);
689 memoryDC.Blit(0, -dy, CardWidth - dx, CardHeight + dy,
690 &memoryDC, dx, 0, wxCOPY);
691 memoryDC.Blit(0, 0, CardWidth - dx, -dy,
692 &dc, m_xPos + dx, m_yPos + dy, wxCOPY);
693 }
694 memoryDC.Blit(CardWidth - dx, 0, dx, CardHeight,
695 &dc, m_xPos + CardWidth, m_yPos + dy, wxCOPY);
696 }
697 else
698 {
699 // dx < 0
700 dc.Blit(m_xPos + CardWidth + dx, m_yPos, -dx, CardHeight,
701 &memoryDC, CardWidth + dx, 0, wxCOPY);
702 if (dy >= 0)
703 {
704 dc.Blit(m_xPos, m_yPos, CardWidth + dx, dy, &memoryDC, 0, 0, wxCOPY);
705 memoryDC.Blit(-dx, 0, CardWidth + dx, CardHeight - dy,
706 &memoryDC, 0, dy, wxCOPY);
707 memoryDC.Blit(-dx, CardHeight - dy, CardWidth + dx, dy,
708 &dc, m_xPos, m_yPos + CardHeight, wxCOPY);
709 }
710 else
711 {
712 // dy < 0
713 dc.Blit(m_xPos, m_yPos + CardHeight + dy, CardWidth + dx, -dy,
714 &memoryDC, 0, CardHeight + dy, wxCOPY);
715 memoryDC.Blit(-dx, -dy, CardWidth + dx, CardHeight + dy,
716 &memoryDC, 0, 0, wxCOPY);
717 memoryDC.Blit(-dx, 0, CardWidth + dx, -dy,
718 &dc, m_xPos, m_yPos + dy, wxCOPY);
719 }
720 memoryDC.Blit(0, 0, -dx, CardHeight,
721 &dc, m_xPos + dx, m_yPos + dy, wxCOPY);
722 }
723 m_xPos += dx;
724 m_yPos += dy;
725
726 // draw the card in its new position
727 memoryDC.SelectObject(*m_bmapCard);
728 dc.Blit(m_xPos, m_yPos, CardWidth, CardHeight,
729 &memoryDC, 0, 0, wxCOPY);
730 }
731 }
732
733
734
735 //----------------------------------------------//
736 // The Pack class: holds the two decks of cards //
737 //----------------------------------------------//
738 Pack::Pack(int x, int y) : Pile(x, y, 0, 0)
739 {
740 for (m_topCard = 0; m_topCard < NumCards; m_topCard++)
741 {
742 m_cards[m_topCard] = new Card(1 + m_topCard / 2, facedown);
743 }
744 m_topCard = NumCards - 1;
745 }
746
747
748 void Pack::Shuffle()
749 {
750 Card* temp[NumCards];
751 int i;
752
753 // Don't try to shuffle an empty m_pack!
754 if (m_topCard < 0) return;
755
756 // Copy the cards into a temporary array. Start by clearing
757 // the array and then copy the card into a random position.
758 // If the position is occupied then find the next lower position.
759 for (i = 0; i <= m_topCard; i++)
760 {
761 temp[i] = 0;
762 }
763 for (i = 0; i <= m_topCard; i++)
764 {
765 int pos = rand() % (m_topCard + 1);
766 while (temp[pos])
767 {
768 pos--;
769 if (pos < 0) pos = m_topCard;
770 }
771 m_cards[i]->TurnCard(facedown);
772 temp[pos] = m_cards[i];
773 m_cards[i] = 0;
774 }
775
776 // Copy each card back into the m_pack in a random
777 // position. If position is occupied then find nearest
778 // unoccupied position after the random position.
779 for (i = 0; i <= m_topCard; i++)
780 {
781 int pos = rand() % (m_topCard + 1);
782 while (m_cards[pos])
783 {
784 pos++;
785 if (pos > m_topCard) pos = 0;
786 }
787 m_cards[pos] = temp[i];
788 }
789 }
790
791 void Pack::Redraw(wxDC& dc)
792 {
793 Pile::Redraw(dc);
794
795 wxString str;
796 str.Printf(wxT("%d "), m_topCard + 1);
797
798 dc.SetBackgroundMode( wxSOLID );
799 dc.SetTextBackground(FortyApp::BackgroundColour());
800 dc.SetTextForeground(FortyApp::TextColour());
801 dc.DrawText(str, m_x + CardWidth + 5, m_y + CardHeight / 2);
802
803 }
804
805 void Pack::AddCard(Card* card)
806 {
807 if (card == m_cards[m_topCard + 1])
808 {
809 m_topCard++;
810 }
811 else
812 {
813 wxMessageBox(wxT("Pack::AddCard() Undo error"), wxT("Forty Thieves: Warning"),
814 wxOK | wxICON_EXCLAMATION);
815 }
816 card->TurnCard(facedown);
817 }
818
819
820 Pack::~Pack()
821 {
822 for (m_topCard = 0; m_topCard < NumCards; m_topCard++)
823 {
824 delete m_cards[m_topCard];
825 }
826 }
827
828
829 //------------------------------------------------------//
830 // The Base class: holds the initial pile of four cards //
831 //------------------------------------------------------//
832 Base::Base(int x, int y) : Pile(x, y, 0, 12)
833 {
834 m_topCard = -1;
835 }
836
837
838 bool Base::AcceptCard(Card* card)
839 {
840 bool retval = false;
841
842 if (m_topCard >= 0)
843 {
844 if (m_cards[m_topCard]->GetSuit() == card->GetSuit() &&
845 m_cards[m_topCard]->GetPipValue() - 1 == card->GetPipValue())
846 {
847 retval = true;
848 }
849 }
850 else
851 {
852 // pile is empty - ACCEPT
853 retval = true;
854 }
855 return retval;
856 }
857
858
859 //----------------------------------------------------------------//
860 // The Foundation class: holds the cards built up from the ace... //
861 //----------------------------------------------------------------//
862 Foundation::Foundation(int x, int y) : Pile(x, y, 0, 0)
863 {
864 m_topCard = -1;
865 }
866
867 bool Foundation::AcceptCard(Card* card)
868 {
869 bool retval = false;
870
871 if (m_topCard >= 0)
872 {
873 if (m_cards[m_topCard]->GetSuit() == card->GetSuit() &&
874 m_cards[m_topCard]->GetPipValue() + 1 == card->GetPipValue())
875 {
876 retval = true;
877 }
878 }
879 else if (card->GetPipValue() == 1)
880 {
881 // It's an ace and the pile is empty - ACCEPT
882 retval = true;
883 }
884 return retval;
885 }
886
887
888 //----------------------------------------------------//
889 // The Discard class: holds cards dealt from the m_pack //
890 //----------------------------------------------------//
891 Discard::Discard(int x, int y) : Pile(x, y, 19, 0)
892 {
893 m_topCard = -1;
894 }
895
896 void Discard::Redraw(wxDC& dc)
897 {
898 if (m_topCard >= 0)
899 {
900 if (m_dx == 0 && m_dy == 0)
901 {
902 m_cards[m_topCard]->Draw(dc, m_x, m_y);
903 }
904 else
905 {
906 int x = m_x;
907 int y = m_y;
908 for (int i = 0; i <= m_topCard; i++)
909 {
910 m_cards[i]->Draw(dc, x, y);
911 x += m_dx;
912 y += m_dy;
913 if (i == 31)
914 {
915 x = m_x;
916 y = m_y + CardHeight / 3;
917 }
918 }
919 }
920 }
921 else
922 {
923 Card::DrawNullCard(dc, m_x, m_y);
924 }
925 }
926
927
928 void Discard::GetTopCardPos(int& x, int& y)
929 {
930 if (m_topCard < 0)
931 {
932 x = m_x;
933 y = m_y;
934 }
935 else if (m_topCard > 31)
936 {
937 x = m_x + m_dx * (m_topCard - 32);
938 y = m_y + CardHeight / 3;
939 }
940 else
941 {
942 x = m_x + m_dx * m_topCard;
943 y = m_y;
944 }
945 }
946
947
948 Card* Discard::RemoveTopCard(wxDC& dc, int m_xOffset, int m_yOffset)
949 {
950 Card* card;
951
952 if (m_topCard <= 31)
953 {
954 card = Pile::RemoveTopCard(dc, m_xOffset, m_yOffset);
955 }
956 else
957 {
958 int topX, topY, x, y;
959 GetTopCardPos(topX, topY);
960 card = Pile::RemoveTopCard();
961 card->Erase(dc, topX - m_xOffset, topY - m_yOffset);
962 GetTopCardPos(x, y);
963 dc.SetClippingRegion(topX - m_xOffset, topY - m_yOffset,
964 CardWidth, CardHeight);
965
966 for (int i = m_topCard - 31; i <= m_topCard - 31 + CardWidth / m_dx; i++)
967 {
968 m_cards[i]->Draw(dc, m_x - m_xOffset + i * m_dx, m_y - m_yOffset);
969 }
970 if (m_topCard > 31)
971 {
972 m_cards[m_topCard]->Draw(dc, topX - m_xOffset - m_dx, topY - m_yOffset);
973 }
974 dc.DestroyClippingRegion();
975 }
976
977 return card;
978 }