reactos/rosapps/games/solitaire/solgame.cpp
Martin Fuchs 4f8cc9596c update SVN properties
svn path=/trunk/; revision=17143
2005-08-07 07:33:14 +00:00

361 lines
8.3 KiB
C++

#include <windows.h>
#include <commctrl.h>
#include <tchar.h>
#include <stdio.h>
#include "resource.h"
#include "cardlib/cardlib.h"
//#include "../catch22lib/trace.h"
#include "solitaire.h"
#if 1
#define TRACE(s)
#else
#define TRACE(s) printf("%s(%i): %s",__FILE__,__LINE__,s)
#endif
CardStack activepile;
bool fGameStarted = false;
void NewGame(void)
{
TRACE("ENTER NewGame()\n");
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;
TRACE("EXIT NewGame()\n");
}
//
// 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)
{
TRACE("ENTER RowStackDragProc()\n");
int numfacedown;
int numcards;
stackobj.GetFaceDirection(&numfacedown);
numcards = stackobj.NumCards();
TRACE("EXIT RowStackDragProc()\n");
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)
{
TRACE("ENTER RowStackDropProc()\n");
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)
{
TRACE("EXIT RowStackDropProc(false)\n");
return false;
}
}
else
{
const CardStack &mystack = stackobj.GetCardStack();
//can only drop if card is 1 less
if(mystack[0].LoVal() != dragcard.LoVal() + 1)
{
TRACE("EXIT RowStackDropProc(false)\n");
return false;
}
//can only drop if card is different colour
if( mystack[0].IsBlack() && !dragcard.IsRed() ||
!mystack[0].IsBlack() && dragcard.IsRed() )
{
TRACE("EXIT RowStackDropProc(false)\n");
return false;
}
}
TRACE("EXIT RowStackDropProc(true)\n");
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)
{
TRACE("ENTER CanDrop()\n");
int topval;
const CardStack &cardstack = stackobj.GetCardStack();
if(cardstack.NumCards() > 0)
{
if(card.Suit() != cardstack[0].Suit())
{
TRACE("EXIT CanDrop()\n");
return false;
}
topval = cardstack[0].LoVal();
}
else
{
topval = 0;
}
//make sure 1 higher
if(card.LoVal() != (topval + 1))
{
TRACE("EXIT CanDrop()\n");
return false;
}
TRACE("EXIT CanDrop()\n");
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)
{
TRACE("ENTER SuitStackDropProc()\n");
//only drop 1 card at a time
if(dragcards.NumCards() != 1)
{
TRACE("EXIT SuitStackDropProc()\n");
return false;
}
bool b = CanDrop(stackobj, dragcards[0]);
TRACE("EXIT SuitStackDropProc()\n");
return b;
}
//
// 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)
{
TRACE("ENTER RowStackClickProc()\n");
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();
}
TRACE("EXIT RowStackClickProc()\n");
}
//
// Find the suit-stack that can accept the specified card
//
CardRegion *FindSuitStackFromCard(Card card)
{
TRACE("ENTER FindSuitStackFromCard()\n");
for(int i = 0; i < 4; i++)
{
if(CanDrop(*pSuitStack[i], card))
{
TRACE("EXIT FindSuitStackFromCard()\n");
return pSuitStack[i];
}
}
TRACE("EXIT FindSuitStackFromCard()\n");
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)
{
TRACE("ENTER SuitStackAddProc()\n");
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);
}
}
TRACE("EXIT SuitStackAddProc()\n");
}
//
// 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)
{
TRACE("ENTER RowStackDblClickProc()\n");
//can only move 1 card at a time
if(iNumClicked != 1)
{
TRACE("EXIT RowStackDblClickProc()\n");
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);
}
TRACE("EXIT RowStackDblClickProc()\n");
}
//
// Face-up pile double-click
//
void CARDLIBPROC PileDblClickProc(CardRegion &stackobj, int iNumClicked)
{
TRACE("ENTER PileDblClickProc()\n");
RowStackDblClickProc(stackobj, iNumClicked);
TRACE("EXIT PileDblClickProc()\n");
}
//
// What happens when a card is removed from face-up pile?
//
void CARDLIBPROC PileRemoveProc(CardRegion &stackobj, int iItems)
{
TRACE("ENTER PileRemoveProc()\n");
//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);
}
TRACE("EXIT PileRemoveProc()\n");
}
//
// Double-click on the deck
// Move 3 cards to the face-up pile
//
void CARDLIBPROC DeckClickProc(CardRegion &stackobj, int iNumClicked)
{
TRACE("ENTER DeckClickProc()\n");
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();
TRACE("EXIT DeckClickProc()\n");
}