/* * Copyright (c) 2020, Till Mayer * Copyright (c) 2021, Sam Atkins * * SPDX-License-Identifier: BSD-2-Clause */ #include "Game.h" #include #include #include #include REGISTER_WIDGET(Solitaire, Game); namespace Solitaire { static constexpr uint8_t new_game_animation_delay = 2; static constexpr int s_timer_interval_ms = 1000 / 60; Game::Game() { m_stacks.append(adopt_ref(*new CardStack({ 10, 10 }, CardStack::Type::Stock))); m_stacks.append(adopt_ref(*new CardStack({ 10 + Card::width + 10, 10 }, CardStack::Type::Waste))); m_stacks.append(adopt_ref(*new CardStack({ 10 + Card::width + 10, 10 }, CardStack::Type::Play, m_stacks.ptr_at(Waste)))); m_stacks.append(adopt_ref(*new CardStack({ Game::width - 4 * Card::width - 40, 10 }, CardStack::Type::Foundation))); m_stacks.append(adopt_ref(*new CardStack({ Game::width - 3 * Card::width - 30, 10 }, CardStack::Type::Foundation))); m_stacks.append(adopt_ref(*new CardStack({ Game::width - 2 * Card::width - 20, 10 }, CardStack::Type::Foundation))); m_stacks.append(adopt_ref(*new CardStack({ Game::width - Card::width - 10, 10 }, CardStack::Type::Foundation))); m_stacks.append(adopt_ref(*new CardStack({ 10, 10 + Card::height + 10 }, CardStack::Type::Normal))); m_stacks.append(adopt_ref(*new CardStack({ 10 + Card::width + 10, 10 + Card::height + 10 }, CardStack::Type::Normal))); m_stacks.append(adopt_ref(*new CardStack({ 10 + 2 * Card::width + 20, 10 + Card::height + 10 }, CardStack::Type::Normal))); m_stacks.append(adopt_ref(*new CardStack({ 10 + 3 * Card::width + 30, 10 + Card::height + 10 }, CardStack::Type::Normal))); m_stacks.append(adopt_ref(*new CardStack({ 10 + 4 * Card::width + 40, 10 + Card::height + 10 }, CardStack::Type::Normal))); m_stacks.append(adopt_ref(*new CardStack({ 10 + 5 * Card::width + 50, 10 + Card::height + 10 }, CardStack::Type::Normal))); m_stacks.append(adopt_ref(*new CardStack({ 10 + 6 * Card::width + 60, 10 + Card::height + 10 }, CardStack::Type::Normal))); } Game::~Game() { } static float rand_float() { return get_random_uniform(RAND_MAX) / static_cast(RAND_MAX); } void Game::timer_event(Core::TimerEvent&) { if (m_start_game_over_animation_next_frame) { m_start_game_over_animation_next_frame = false; m_game_over_animation = true; set_background_fill_enabled(false); } else if (m_game_over_animation) { VERIFY(!m_animation.card().is_null()); if (m_animation.card()->position().x() >= Game::width || m_animation.card()->rect().right() <= 0) create_new_animation_card(); if (m_animation.tick()) update(m_animation.card()->rect()); } else if (m_new_game_animation) { if (m_new_game_animation_delay < new_game_animation_delay) { ++m_new_game_animation_delay; } else { m_new_game_animation_delay = 0; auto& current_pile = stack(piles.at(m_new_game_animation_pile)); if (current_pile.count() < m_new_game_animation_pile) { auto card = m_new_deck.take_last(); card->set_upside_down(true); current_pile.push(card); } else { current_pile.push(m_new_deck.take_last()); ++m_new_game_animation_pile; } update(current_pile.bounding_box()); if (m_new_game_animation_pile == piles.size()) { auto& stock_pile = stack(Stock); while (!m_new_deck.is_empty()) stock_pile.push(m_new_deck.take_last()); update(stock_pile.bounding_box()); m_new_game_animation = false; m_waiting_for_new_game = true; stop_timer(); } } } } void Game::create_new_animation_card() { auto card = Card::construct(static_cast(get_random_uniform(Card::Type::__Count)), get_random_uniform(Card::card_count)); card->set_position({ get_random_uniform(Game::width - Card::width), get_random_uniform(Game::height / 8) }); int x_sgn = card->position().x() > (Game::width / 2) ? -1 : 1; m_animation = Animation(card, rand_float() + .4f, x_sgn * (get_random_uniform(3) + 2), .6f + rand_float() * .4f); } void Game::set_background_fill_enabled(bool enabled) { Widget* widget = this; while (widget) { widget->set_fill_with_background_color(enabled); widget = widget->parent_widget(); } } void Game::start_game_over_animation() { if (m_game_over_animation || m_start_game_over_animation_next_frame) return; m_last_move = {}; if (on_undo_availability_change) on_undo_availability_change(false); create_new_animation_card(); // We wait one frame, to make sure that the foundation stacks are repainted before we start. // Otherwise, if the game ended from an attempt_to_move_card_to_foundations() move, the // foundations could appear empty or otherwise incorrect. m_start_game_over_animation_next_frame = true; start_timer(s_timer_interval_ms); if (on_game_end) on_game_end(GameOverReason::Victory, m_score); } void Game::stop_game_over_animation() { if (!m_game_over_animation) return; set_background_fill_enabled(true); m_game_over_animation = false; update(); stop_timer(); } void Game::setup(Mode mode) { if (m_new_game_animation) stop_timer(); stop_game_over_animation(); m_mode = mode; if (on_game_end) on_game_end(GameOverReason::NewGame, m_score); for (auto& stack : m_stacks) stack.clear(); m_new_deck.clear(); m_new_game_animation_pile = 0; m_passes_left_before_punishment = recycle_rules().passes_allowed_before_punishment; m_score = 0; update_score(0); if (on_undo_availability_change) on_undo_availability_change(false); for (int i = 0; i < Card::card_count; ++i) { m_new_deck.append(Card::construct(Card::Type::Clubs, i)); m_new_deck.append(Card::construct(Card::Type::Spades, i)); m_new_deck.append(Card::construct(Card::Type::Hearts, i)); m_new_deck.append(Card::construct(Card::Type::Diamonds, i)); } for (uint8_t i = 0; i < 200; ++i) m_new_deck.append(m_new_deck.take(get_random_uniform(m_new_deck.size()))); m_focused_stack = nullptr; m_focused_cards.clear(); m_new_game_animation = true; start_timer(s_timer_interval_ms); update(); } void Game::start_timer_if_necessary() { if (on_game_start && m_waiting_for_new_game) { on_game_start(); m_waiting_for_new_game = false; } } void Game::score_move(CardStack& from, CardStack& to, bool inverse) { if (from.type() == CardStack::Type::Play && to.type() == CardStack::Type::Normal) { update_score(5 * (inverse ? -1 : 1)); } else if (from.type() == CardStack::Type::Play && to.type() == CardStack::Type::Foundation) { update_score(10 * (inverse ? -1 : 1)); } else if (from.type() == CardStack::Type::Normal && to.type() == CardStack::Type::Foundation) { update_score(10 * (inverse ? -1 : 1)); } else if (from.type() == CardStack::Type::Foundation && to.type() == CardStack::Type::Normal) { update_score(-15 * (inverse ? -1 : 1)); } } void Game::score_flip(bool inverse) { update_score(5 * (inverse ? -1 : 1)); } void Game::update_score(int to_add) { m_score = max(static_cast(m_score) + to_add, 0); if (on_score_update) on_score_update(m_score); } void Game::keydown_event(GUI::KeyEvent& event) { if (m_new_game_animation || m_game_over_animation) return; if (event.shift() && event.key() == KeyCode::Key_F12) { start_game_over_animation(); } else if (event.key() == KeyCode::Key_Tab) { auto_move_eligible_cards_to_foundations(); } else if (event.key() == KeyCode::Key_Space && m_mouse_down != true) { draw_cards(); } else if (event.shift() && event.key() == KeyCode::Key_F11) { dump_layout(); } } void Game::mousedown_event(GUI::MouseEvent& event) { GUI::Frame::mousedown_event(event); if (m_new_game_animation || m_game_over_animation) return; auto click_location = event.position(); for (auto& to_check : m_stacks) { if (to_check.type() == CardStack::Type::Waste) continue; if (to_check.bounding_box().contains(click_location)) { if (to_check.type() == CardStack::Type::Stock) { draw_cards(); } else if (!to_check.is_empty()) { auto& top_card = to_check.peek(); if (top_card.is_upside_down()) { if (top_card.rect().contains(click_location)) { top_card.set_upside_down(false); score_flip(); start_timer_if_necessary(); update(top_card.rect()); remember_flip_for_undo(top_card); } } else if (m_focused_cards.is_empty()) { if (is_auto_collecting() && attempt_to_move_card_to_foundations(to_check)) break; to_check.add_all_grabbed_cards(click_location, m_focused_cards); m_mouse_down_location = click_location; to_check.set_focused(true); m_focused_stack = &to_check; m_mouse_down = true; start_timer_if_necessary(); } } break; } } } void Game::mouseup_event(GUI::MouseEvent& event) { GUI::Frame::mouseup_event(event); if (!m_focused_stack || m_focused_cards.is_empty() || m_game_over_animation || m_new_game_animation) return; bool rebound = true; for (auto& stack : m_stacks) { if (stack.is_focused()) continue; for (auto& focused_card : m_focused_cards) { if (stack.bounding_box().intersects(focused_card.rect())) { if (stack.is_allowed_to_push(m_focused_cards.at(0), m_focused_cards.size())) { for (auto& to_intersect : m_focused_cards) { mark_intersecting_stacks_dirty(to_intersect); stack.push(to_intersect); m_focused_stack->pop(); } remember_move_for_undo(*m_focused_stack, stack, m_focused_cards); if (m_focused_stack->type() == CardStack::Type::Play) { pop_waste_to_play_stack(); } update(m_focused_stack->bounding_box()); update(stack.bounding_box()); score_move(*m_focused_stack, stack); rebound = false; break; } } } } if (rebound) { for (auto& to_intersect : m_focused_cards) mark_intersecting_stacks_dirty(to_intersect); m_focused_stack->rebound_cards(); update(m_focused_stack->bounding_box()); } m_mouse_down = false; } void Game::mousemove_event(GUI::MouseEvent& event) { GUI::Frame::mousemove_event(event); if (!m_mouse_down || m_game_over_animation || m_new_game_animation) return; auto click_location = event.position(); int dx = click_location.dx_relative_to(m_mouse_down_location); int dy = click_location.dy_relative_to(m_mouse_down_location); for (auto& to_intersect : m_focused_cards) { mark_intersecting_stacks_dirty(to_intersect); to_intersect.rect().translate_by(dx, dy); update(to_intersect.rect()); } m_mouse_down_location = click_location; } void Game::doubleclick_event(GUI::MouseEvent& event) { GUI::Frame::doubleclick_event(event); if (m_game_over_animation) { setup(mode()); return; } if (m_new_game_animation) return; auto click_location = event.position(); for (auto& to_check : m_stacks) { if (to_check.type() != CardStack::Type::Normal && to_check.type() != CardStack::Type::Play) continue; if (to_check.bounding_box().contains(click_location) && !to_check.is_empty()) { auto& top_card = to_check.peek(); if (!top_card.is_upside_down() && top_card.rect().contains(click_location)) attempt_to_move_card_to_foundations(to_check); break; } } } void Game::check_for_game_over() { for (auto foundationID : foundations) { auto& foundation = stack(foundationID); if (foundation.count() != Card::card_count) return; } start_game_over_animation(); } void Game::draw_cards() { auto& waste = stack(Waste); auto& stock = stack(Stock); auto& play = stack(Play); if (stock.is_empty()) { if (waste.is_empty() && play.is_empty()) return; update(waste.bounding_box()); update(play.bounding_box()); NonnullRefPtrVector moved_cards; while (!play.is_empty()) { auto card = play.pop(); stock.push(card); moved_cards.prepend(card); } while (!waste.is_empty()) { auto card = waste.pop(); stock.push(card); moved_cards.prepend(card); } remember_move_for_undo(waste, stock, moved_cards); if (m_passes_left_before_punishment == 0) update_score(recycle_rules().punishment); else --m_passes_left_before_punishment; update(stock.bounding_box()); } else { auto play_bounding_box = play.bounding_box(); play.move_to_stack(waste); size_t cards_to_draw = 0; switch (m_mode) { case Mode::SingleCardDraw: cards_to_draw = 1; break; case Mode::ThreeCardDraw: cards_to_draw = 3; break; default: VERIFY_NOT_REACHED(); break; } update(stock.bounding_box()); NonnullRefPtrVector cards_drawn; for (size_t i = 0; (i < cards_to_draw) && !stock.is_empty(); ++i) { auto card = stock.pop(); cards_drawn.prepend(card); play.push(move(card)); } remember_move_for_undo(stock, play, cards_drawn); if (play.bounding_box().size().width() > play_bounding_box.size().width()) update(play.bounding_box()); else update(play_bounding_box); } start_timer_if_necessary(); } void Game::pop_waste_to_play_stack() { auto& waste = this->stack(Waste); auto& play = this->stack(Play); if (play.is_empty() && !waste.is_empty()) { auto card = waste.pop(); m_focused_cards.append(card); play.push(move(card)); } } bool Game::attempt_to_move_card_to_foundations(CardStack& from) { if (from.is_empty()) return false; auto& top_card = from.peek(); if (top_card.is_upside_down()) return false; bool card_was_moved = false; for (auto foundationID : foundations) { auto& foundation = stack(foundationID); if (foundation.is_allowed_to_push(top_card)) { update(from.bounding_box()); auto card = from.pop(); mark_intersecting_stacks_dirty(card); foundation.push(card); NonnullRefPtrVector moved_card; moved_card.append(card); remember_move_for_undo(from, foundation, moved_card); score_move(from, foundation); update(foundation.bounding_box()); card_was_moved = true; break; } } if (card_was_moved) { if (from.type() == CardStack::Type::Play) pop_waste_to_play_stack(); start_timer_if_necessary(); check_for_game_over(); } return card_was_moved; } void Game::auto_move_eligible_cards_to_foundations() { bool card_was_moved = false; for (auto& to_check : m_stacks) { if (to_check.type() != CardStack::Type::Normal && to_check.type() != CardStack::Type::Play) continue; if (attempt_to_move_card_to_foundations(to_check)) card_was_moved = true; } // If at least one card was moved, check again to see if now any additional cards can now be moved if (card_was_moved) auto_move_eligible_cards_to_foundations(); } void Game::mark_intersecting_stacks_dirty(Card& intersecting_card) { for (auto& stack : m_stacks) { if (intersecting_card.rect().intersects(stack.bounding_box())) update(stack.bounding_box()); } update(intersecting_card.rect()); } void Game::paint_event(GUI::PaintEvent& event) { static Gfx::Color s_background_color = palette().color(background_role()); GUI::Frame::paint_event(event); GUI::Painter painter(*this); painter.add_clip_rect(frame_inner_rect()); painter.add_clip_rect(event.rect()); if (m_game_over_animation) { m_animation.draw(painter); return; } if (!m_focused_cards.is_empty()) { for (auto& focused_card : m_focused_cards) focused_card.clear(painter, s_background_color); } for (auto& stack : m_stacks) { stack.draw(painter, s_background_color); } if (!m_focused_cards.is_empty()) { for (auto& focused_card : m_focused_cards) { focused_card.draw(painter); focused_card.save_old_position(); } } if (!m_mouse_down) { if (!m_focused_cards.is_empty()) { check_for_game_over(); for (auto& card : m_focused_cards) card.set_moving(false); m_focused_cards.clear(); } if (m_focused_stack) { m_focused_stack->set_focused(false); m_focused_stack = nullptr; } } } void Game::remember_move_for_undo(CardStack& from, CardStack& to, NonnullRefPtrVector moved_cards) { m_last_move.type = LastMove::Type::MoveCards; m_last_move.from = &from; m_last_move.cards = moved_cards; m_last_move.to = &to; if (on_undo_availability_change) on_undo_availability_change(true); } void Game::remember_flip_for_undo(Card& card) { NonnullRefPtrVector cards; cards.append(card); m_last_move.type = LastMove::Type::FlipCard; m_last_move.cards = cards; if (on_undo_availability_change) on_undo_availability_change(true); } void Game::perform_undo() { if (m_last_move.type == LastMove::Type::Invalid) return; if (m_last_move.type == LastMove::Type::FlipCard) { m_last_move.cards.at(0).set_upside_down(true); if (on_undo_availability_change) on_undo_availability_change(false); invalidate_layout(); score_flip(true); return; } if (m_last_move.from->type() == CardStack::Type::Play && m_mode == Mode::SingleCardDraw) { auto& waste = stack(Waste); if (!m_last_move.from->is_empty()) waste.push(m_last_move.from->pop()); } for (auto& to_intersect : m_last_move.cards) { mark_intersecting_stacks_dirty(to_intersect); m_last_move.from->push(to_intersect); m_last_move.to->pop(); } if (m_last_move.from->type() == CardStack::Type::Stock) { auto& waste = this->stack(Waste); auto& play = this->stack(Play); NonnullRefPtrVector cards_popped; for (size_t i = 0; i < m_last_move.cards.size(); i++) { if (!waste.is_empty()) { auto card = waste.pop(); cards_popped.prepend(card); } } for (auto& card : cards_popped) { m_focused_cards.append(card); play.push(move(card)); } } if (m_last_move.from->type() == CardStack::Type::Waste && m_last_move.to->type() == CardStack::Type::Stock) pop_waste_to_play_stack(); score_move(*m_last_move.from, *m_last_move.to, true); m_last_move = {}; if (on_undo_availability_change) on_undo_availability_change(false); invalidate_layout(); } void Game::dump_layout() const { if constexpr (SOLITAIRE_DEBUG) { dbgln("------------------------------"); for (const auto& stack : m_stacks) dbgln("{}", stack); } } }