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![Tibor Lajos Füzi](/assets/img/avatar_default.png)
Two issues are addressed: CORE-2189: missing undo feature Works the same way as solitaire in windows xp: - only 1 action can be undone; - the player gets -2 points in standard score mode; - the undo action resets when the player clicks on a row stack to turn the top card. CORE-11148: invisible cards This happens in 3-card mode, when only 1 card left in the deck. The fix for this is to modify the pile stack to contain all the face-up cards. It was actually already in the code somewhere else, so I turned it into a separate function.
172 lines
4.9 KiB
C++
172 lines
4.9 KiB
C++
/*
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* PROJECT: Solitaire
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* LICENSE: See COPYING in top level directory
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* FILE: base/applications/games/solitaire/solundo.cpp
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* PURPOSE: Undo module for Solitaire
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* PROGRAMMER: Tibor Lajos Füzi
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*/
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#include "solitaire.h"
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// source_id and destination_id store the source and destination of the cards
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// that were moved. These ids are defined in solitaire.h and can be DECK_ID, PILE_ID,
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// [SUIT_ID..SUIT_ID + 3], [ROW_ID..ROW_ID + NUM_ROW_STACKS - 1].
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// -1 means that there is no action stored in the undo module.
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static int source_id = -1;
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static int destination_id = -1;
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// Number of cards that were moved.
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static int number_of_cards = 0;
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// The score before the action was taken.
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static int prev_score = 0;
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// The number of visible pile cards before the action was taken.
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static int prev_visible_pile_cards = 0;
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void SetUndo(
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int set_source_id,
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int set_destination_id,
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int set_number_of_cards,
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int set_prev_score,
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int set_prev_visible_pile_cards)
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{
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if ((set_source_id == set_destination_id) || (set_number_of_cards == 0))
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return;
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source_id = set_source_id;
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destination_id = set_destination_id;
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number_of_cards = set_number_of_cards;
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prev_score = set_prev_score;
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prev_visible_pile_cards = set_prev_visible_pile_cards;
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SetUndoMenuState(true);
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}
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void ClearUndo(void)
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{
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source_id = -1;
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destination_id = -1;
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number_of_cards = 0;
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SetUndoMenuState(false);
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}
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void Undo(void)
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{
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CardRegion *source = NULL;
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CardRegion *destination = NULL;
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if ((source_id < 1) ||
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(source_id > (ROW_ID + NUM_ROW_STACKS - 1)) ||
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(destination_id < 1) ||
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(destination_id > (ROW_ID + NUM_ROW_STACKS - 1)) ||
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(number_of_cards < 1))
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{
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ClearUndo();
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return;
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}
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if (source_id >= ROW_ID)
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source = pRowStack[source_id - ROW_ID];
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else if ((source_id >= SUIT_ID) && (source_id < SUIT_ID + 4))
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source = pSuitStack[source_id - SUIT_ID];
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else if (source_id == PILE_ID)
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source = pPile;
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else if (source_id == DECK_ID)
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source = pDeck;
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if (destination_id >= ROW_ID)
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destination = pRowStack[destination_id - ROW_ID];
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else if ((destination_id >= SUIT_ID) && (destination_id < SUIT_ID + 4))
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destination = pSuitStack[destination_id - SUIT_ID];
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else if (destination_id == PILE_ID)
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destination = pPile;
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else if (destination_id == DECK_ID)
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destination = pDeck;
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if (destination == NULL || source == NULL)
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{
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ClearUndo();
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return;
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}
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// If the player clicked on the deck.
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if (destination == pPile && source == pDeck)
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{
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// Put back the cards on the deck in reversed order.
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CardStack tmp = activepile.Pop(number_of_cards);
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tmp.Reverse();
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source->Push(tmp);
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// Restore the pile to be the top cards in the active pile.
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destination->Clear();
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if (prev_visible_pile_cards <= 1)
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{
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destination->SetOffsets(0,0);
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destination->SetCardStack(activepile);
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}
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else
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{
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tmp = activepile.Top(prev_visible_pile_cards);
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destination->SetOffsets(CS_DEFXOFF, 1);
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destination->Push(tmp);
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}
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VisiblePileCards = prev_visible_pile_cards;
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}
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// If the player clicked on the empty deck.
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else if (source == pPile && destination == pDeck)
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{
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// Put back all the cards from the deck to the active pile in reversed order.
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destination->Reverse();
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activepile.Push(destination->GetCardStack());
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destination->Clear();
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if (prev_visible_pile_cards <= 1)
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{
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source->SetOffsets(0,0);
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source->SetCardStack(activepile);
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}
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else
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{
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CardStack tmp = activepile.Top(prev_visible_pile_cards);
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source->SetOffsets(CS_DEFXOFF, 1);
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source->Push(tmp);
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}
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VisiblePileCards = prev_visible_pile_cards;
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}
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// If the player moved one card from the pile.
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else if (source == pPile)
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{
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CardStack tmp = destination->Pop(1);
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activepile.Push(tmp);
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if (prev_visible_pile_cards <= 1)
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{
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source->Push(tmp);
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}
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else
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{
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source->Clear();
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tmp = activepile.Top(prev_visible_pile_cards);
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source->Push(tmp);
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source->SetOffsets(CS_DEFXOFF, 1);
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}
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VisiblePileCards = prev_visible_pile_cards;
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}
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// If the player moved cards between row stacks / suit stacks.
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else
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{
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destination->MoveCard(source, number_of_cards, false);
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}
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lScore = prev_score;
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// -2 points for the undo in standard score mode.
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if (GetScoreMode() == SCORE_STD)
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lScore = lScore >= 2 ? lScore - 2 : 0;
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UpdateStatusBar();
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SolWnd.Redraw();
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ClearUndo();
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}
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