///////////////////////////////////////////////////////////////////////////// // Name: game.h // Purpose: Forty Thieves patience game // Author: Chris Breeze // Modified by: // Created: 21/07/97 // 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); virtual ~Pack(); void Redraw(wxDC& dc) wxOVERRIDE; void ResetPile() wxOVERRIDE { m_topCard = NumCards - 1; } void Shuffle(); void AddCard(Card* card) wxOVERRIDE; // Add card void AddCard(wxDC& dc, Card* card) wxOVERRIDE { 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); virtual ~Base(){} bool AcceptCard(Card* card) wxOVERRIDE; }; //----------------------------------------------------// // A class which holds a foundation i.e. Ace, 2, 3... // //----------------------------------------------------// class Foundation : public Pile { public: Foundation(int x, int y); virtual ~Foundation(){} bool AcceptCard(Card* card) wxOVERRIDE; }; //--------------------------------------// // A class which holds the discard pile // //--------------------------------------// class Discard : public Pile { public: Discard(int x, int y); virtual ~Discard(){} void Redraw(wxDC& dc) wxOVERRIDE; void GetTopCardPos(int& x, int& y) wxOVERRIDE; Card* RemoveTopCard(wxDC& dc, int m_xOffset, int m_yOffset) wxOVERRIDE; }; 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_