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