wxWidgets/demos/forty/game.h

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/////////////////////////////////////////////////////////////////////////////
// Name: game.h
// Purpose: Forty Thieves patience game
// Author: Chris Breeze
// Modified by:
// Created: 21/07/97
// RCS-ID: $Id$
// Copyright: (c) 1993-1998 Chris Breeze
// Licence: wxWindows licence
//---------------------------------------------------------------------------
// Last modified: 22nd July 1998 - ported to wxWidgets 2.0
/////////////////////////////////////////////////////////////////////////////
#ifndef _GAME_H_
#define _GAME_H_
#include "card.h"
#include "pile.h"
const int MaxMoves = 800;
//---------------------------------------//
// A class which holds the pack of cards //
//---------------------------------------//
class Pack : public Pile {
public:
Pack(int x, int y);
~Pack();
void Redraw(wxDC& dc);
void ResetPile() { m_topCard = NumCards - 1; }
void Shuffle();
void AddCard(Card* card); // Add card
void AddCard(wxDC& dc, Card* card) { AddCard(card); Redraw(dc); }
};
//----------------------------------------------------------//
// A class which holds a base i.e. the initial 10 x 4 cards //
//----------------------------------------------------------//
class Base : public Pile {
public:
Base(int x, int y);
~Base(){};
bool AcceptCard(Card* card);
};
//----------------------------------------------------//
// A class which holds a foundation i.e. Ace, 2, 3... //
//----------------------------------------------------//
class Foundation : public Pile {
public:
Foundation(int x, int y);
~Foundation(){};
bool AcceptCard(Card* card);
};
//--------------------------------------//
// A class which holds the discard pile //
//--------------------------------------//
class Discard : public Pile {
public:
Discard(int x, int y);
~Discard(){};
void Redraw(wxDC& dc);
void GetTopCardPos(int& x, int& y);
Card* RemoveTopCard(wxDC& dc, int m_xOffset, int m_yOffset);
};
class Game {
public:
Game(int wins, int games, int score);
virtual ~Game();
void Layout();
void NewPlayer(int wins, int games, int score);
void Deal(); // Shuffle and deal a new game
bool CanYouGo(int x, int y); // can card under (x,y) go somewhere?
bool HaveYouWon(); // have you won the game?
void Undo(wxDC& dc); // Undo the last go
void Redo(wxDC& dc); // Redo the last go
void Redraw(wxDC& dc);
void DisplayScore(wxDC& dc);
bool LButtonDown(wxDC& dc, int mx, int my);
void LButtonUp(wxDC& dc, int mx, int my);
void LButtonDblClk(wxDC& dc, int mx, int my);
void MouseMove(wxDC& dc, int mx, int my);
int GetNumWins() const { return m_numWins; }
int GetNumGames() const { return m_numGames; }
int GetScore() const { return m_currentScore + m_totalScore; }
bool InPlay() const { return m_inPlay; }
private:
bool DropCard(int x, int y, Pile* pile, Card* card);
// can the card at (x, y) be dropped on the pile?
Pile* WhichPile(int x, int y); // which pile is (x, y) over?
void DoMove(wxDC& dc, Pile* src, Pile* dest);
bool m_inPlay; // flag indicating that the game has started
// undo buffer
struct {
Pile* src;
Pile* dest;
} m_moves[MaxMoves];
int m_moveIndex; // current position in undo/redo buffer
int m_redoIndex; // max move index available for redo
// the various piles of cards
Pack* m_pack;
Discard* m_discard;
Base* m_bases[10];
Foundation* m_foundations[8];
// variables to do with dragging cards
Pile* m_srcPile;
Card* m_liftedCard;
int m_xPos, m_yPos; // current coords of card being dragged
int m_xOffset, m_yOffset; // card/mouse offset when dragging a card
wxBitmap* m_bmap;
wxBitmap* m_bmapCard;
// variables to do with scoring
int m_numGames;
int m_numWins;
int m_totalScore;
int m_currentScore;
};
#endif // _GAME_H_