#include #include #include #include "resource.h" #include "cardlib/cardlib.h" //#include "../catch22lib/trace.h" #include "solitaire.h" CardStack activepile; bool fGameStarted = false; void NewGame(void) { int i, j; SolWnd.EmptyStacks(); //create a new card-stack CardStack deck; deck.NewDeck(); deck.Shuffle(); activepile.Clear(); //deal to each row stack.. for(i = 0; i < NUM_ROW_STACKS; i++) { CardStack temp; temp.Clear(); pRowStack[i]->SetFaceDirection(CS_FACE_DOWNUP, i); for(j = 0; j <= i; j++) { temp.Push(deck.Pop()); } pRowStack[i]->SetCardStack(temp); } //put the other cards onto the deck pDeck->SetCardStack(deck); pDeck->Update(); SolWnd.Redraw(); fGameStarted = false; } // // Now follow the stack callback functions. This is where we // provide the game functionality and rules // // // Can only drag face-up cards // bool CARDLIBPROC RowStackDragProc(CardRegion &stackobj, int iNumDragCards) { int numfacedown; int numcards; stackobj.GetFaceDirection(&numfacedown); numcards = stackobj.NumCards(); if(iNumDragCards <= numcards-numfacedown) return true; else return false; } // // Row a row-stack, we can only drop cards // that are lower / different colour // bool CARDLIBPROC RowStackDropProc(CardRegion &stackobj, const CardStack &dragcards) { Card dragcard = dragcards[dragcards.NumCards() - 1]; //if we are empty, can only drop a stack with a King at bottom if(stackobj.NumCards() == 0) { if(dragcard.LoVal() != 13) return false; } else { const CardStack &mystack = stackobj.GetCardStack(); //can only drop if card is 1 less if(mystack[0].LoVal() != dragcard.LoVal() + 1) return false; //can only drop if card is different colour if( mystack[0].IsBlack() && !dragcard.IsRed() || !mystack[0].IsBlack() && dragcard.IsRed() ) return false; } return true; } // // Can only drop a card onto a suit-stack if the // card is 1 higher, and is the same suit // bool CanDrop(CardRegion &stackobj, Card card) { int topval; const CardStack &cardstack = stackobj.GetCardStack(); if(cardstack.NumCards() > 0) { if(card.Suit() != cardstack[0].Suit()) { return false; } topval = cardstack[0].LoVal(); } else { topval = 0; } //make sure 1 higher if(card.LoVal() != (topval + 1)) return false; return true; } // // Can only drop a card onto suit stack if it is same suit, and 1 higher // bool CARDLIBPROC SuitStackDropProc(CardRegion &stackobj, const CardStack &dragcards) { int topval = 0; //only drop 1 card at a time if(dragcards.NumCards() != 1) return false; return CanDrop(stackobj, dragcards[0]); } // // Single-click on one of the row-stacks // Turn the top-card over if they are all face-down // void CARDLIBPROC RowStackClickProc(CardRegion &stackobj, int iNumClicked) { int numfacedown; stackobj.GetFaceDirection(&numfacedown); //if all face-down, then make top card face-up if(stackobj.NumCards() == numfacedown) { if(numfacedown > 0) numfacedown--; stackobj.SetFaceDirection(CS_FACE_DOWNUP, numfacedown); stackobj.Redraw(); } } // // Find the suit-stack that can accept the specified card // CardRegion *FindSuitStackFromCard(Card card) { for(int i = 0; i < 4; i++) { if(CanDrop(*pSuitStack[i], card)) return pSuitStack[i]; } return 0; } // // What happens when we add a card to one of the suit stacks? // Well, nothing (it is already added), but we need to // check all four stacks (not just this one) to see if // the game has finished. // void CARDLIBPROC SuitStackAddProc(CardRegion &stackobj, const CardStack &added) { bool fGameOver = true; for(int i = 0; i < 4; i++) { if(pSuitStack[i]->NumCards() != 13) { fGameOver = false; break; } } if(fGameOver) { MessageBox(SolWnd, _T("Congratulations, you win!!"), szAppName, MB_OK | MB_ICONINFORMATION); for(int i = 0; i < 4; i++) { pSuitStack[i]->Flash(11, 100); } } } // // Double-click on one of the row stacks // The aim is to find a suit-stack to move the // double-clicked card to. // void CARDLIBPROC RowStackDblClickProc(CardRegion &stackobj, int iNumClicked) { //can only move 1 card at a time if(iNumClicked != 1) return; //find a suit-stack to move the card to... const CardStack &cardstack = stackobj.GetCardStack(); CardRegion *pDest = FindSuitStackFromCard(cardstack[0]); if(pDest != 0) { //stackobj.MoveCards(pDest, 1, true); //use the SimulateDrag funcion, because we get the //AddProc callbacks called for us on the destination stacks... stackobj.SimulateDrag(pDest, 1, true); } } // // Face-up pile double-click // void CARDLIBPROC PileDblClickProc(CardRegion &stackobj, int iNumClicked) { RowStackDblClickProc(stackobj, iNumClicked); } // // What happens when a card is removed from face-up pile? // void CARDLIBPROC PileRemoveProc(CardRegion &stackobj, int iItems) { //modify our "virtual" pile by removing the same card //that was removed from the physical card stack activepile.Pop(iItems); //if there is just 1 card left, then modify the //stack to contain ALL the face-up cards..the effect //will be, the next time a card is dragged, all the //previous card-triplets will be available underneath if(stackobj.NumCards() == 1) { stackobj.SetOffsets(0,0); stackobj.SetCardStack(activepile); } } // // Double-click on the deck // Move 3 cards to the face-up pile // void CARDLIBPROC DeckClickProc(CardRegion &stackobj, int iNumClicked) { CardStack cardstack = stackobj.GetCardStack(); CardStack pile = pPile->GetCardStack(); fGameStarted = true; //reset the face-up pile to represent 3 cards pPile->SetOffsets(CS_DEFXOFF, 1); if(cardstack.NumCards() == 0) { pile.Clear(); activepile.Reverse(); cardstack.Push(activepile); activepile.Clear(); } else { int numcards = min(3, cardstack.NumCards()); //make a "visible" copy of these cards CardStack temp; temp = cardstack.Pop(numcards); temp.Reverse(); pile.Clear(); pile.Push(temp); //remove the top 3 from deck activepile.Push(temp); } activepile.Print(); pDeck->SetCardStack(cardstack); pPile->SetCardStack(pile); SolWnd.Redraw(); }