/* * Copyright (c) 2020, Till Mayer * * 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() { srand(time(nullptr)); m_stacks[Stock] = CardStack({ 10, 10 }, CardStack::Type::Stock); m_stacks[Waste] = CardStack({ 10 + Card::width + 10, 10 }, CardStack::Type::Waste); m_stacks[Play] = CardStack({ 10 + Card::width + 10, 10 }, CardStack::Type::Play); m_stacks[Foundation4] = CardStack({ Game::width - Card::width - 10, 10 }, CardStack::Type::Foundation); m_stacks[Foundation3] = CardStack({ Game::width - 2 * Card::width - 20, 10 }, CardStack::Type::Foundation); m_stacks[Foundation2] = CardStack({ Game::width - 3 * Card::width - 30, 10 }, CardStack::Type::Foundation); m_stacks[Foundation1] = CardStack({ Game::width - 4 * Card::width - 40, 10 }, CardStack::Type::Foundation); m_stacks[Pile1] = CardStack({ 10, 10 + Card::height + 10 }, CardStack::Type::Normal); m_stacks[Pile2] = CardStack({ 10 + Card::width + 10, 10 + Card::height + 10 }, CardStack::Type::Normal); m_stacks[Pile3] = CardStack({ 10 + 2 * Card::width + 20, 10 + Card::height + 10 }, CardStack::Type::Normal); m_stacks[Pile4] = CardStack({ 10 + 3 * Card::width + 30, 10 + Card::height + 10 }, CardStack::Type::Normal); m_stacks[Pile5] = CardStack({ 10 + 4 * Card::width + 40, 10 + Card::height + 10 }, CardStack::Type::Normal); m_stacks[Pile6] = CardStack({ 10 + 5 * Card::width + 50, 10 + Card::height + 10 }, CardStack::Type::Normal); m_stacks[Pile7] = CardStack({ 10 + 6 * Card::width + 60, 10 + Card::height + 10 }, CardStack::Type::Normal); } Game::~Game() { } static float rand_float() { return rand() / static_cast(RAND_MAX); } void Game::timer_event(Core::TimerEvent&) { 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) { update(); } } void Game::create_new_animation_card() { auto card = Card::construct(static_cast(rand() % Card::Type::__Count), rand() % Card::card_count); card->set_position({ rand() % (Game::width - Card::width), rand() % (Game::height / 8) }); int x_sgn = card->position().x() > (Game::width / 2) ? -1 : 1; m_animation = Animation(card, rand_float() + .4f, x_sgn * ((rand() % 3) + 2), .6f + rand_float() * .4f); } void Game::start_game_over_animation() { if (m_game_over_animation) return; create_new_animation_card(); m_game_over_animation = true; start_timer(s_timer_interval_ms); if (on_game_end) on_game_end(); } void Game::stop_game_over_animation() { if (!m_game_over_animation) return; m_game_over_animation = false; update(); stop_timer(); } void Game::setup(Mode mode) { stop_game_over_animation(); m_mode = mode; if (on_game_end) on_game_end(); for (auto& stack : m_stacks) stack.clear(); m_new_deck.clear(); m_new_game_animation_pile = 0; m_score = 0; update_score(0); 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(rand() % m_new_deck.size())); m_new_game_animation = true; start_timer(s_timer_interval_ms); update(); } 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.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) { 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()); while (!play.is_empty()) { auto card = play.pop(); stock.push(card); } while (!waste.is_empty()) { auto card = waste.pop(); stock.push(card); } update_score(-100); 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; } update(stock.bounding_box()); for (size_t i = 0; (i < cards_to_draw) && !stock.is_empty(); ++i) { auto card = stock.pop(); play.push(move(card)); } if (play.bounding_box().size().width() > play_bounding_box.size().width()) update(play.bounding_box()); else update(play_bounding_box); } } 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); update_score(5); update(top_card.rect()); } } else if (m_focused_cards.is_empty()) { 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; } } 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))) { for (auto& to_intersect : m_focused_cards) { mark_intersecting_stacks_dirty(to_intersect); stack.push(to_intersect); m_focused_stack->pop(); } if (m_focused_stack->type() == CardStack::Type::Play) { auto& waste = this->stack(Waste); if (m_focused_stack->is_empty() && !waste.is_empty()) { auto card = waste.pop(); m_focused_cards.append(card); m_focused_stack->push(move(card)); } } update(m_focused_stack->bounding_box()); update(stack.bounding_box()); if (m_focused_stack->type() == CardStack::Type::Play && stack.type() == CardStack::Type::Normal) { update_score(5); } else if (m_focused_stack->type() == CardStack::Type::Play && stack.type() == CardStack::Type::Foundation) { update_score(10); } else if (m_focused_stack->type() == CardStack::Type::Normal && stack.type() == CardStack::Type::Foundation) { update_score(10); } else if (m_focused_stack->type() == CardStack::Type::Foundation && stack.type() == CardStack::Type::Normal) { update_score(-15); } 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) { start_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::Foundation || to_check.type() == CardStack::Type::Stock || to_check.type() == CardStack::Type::Waste) 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)) { if (stack(Foundation1).is_allowed_to_push(top_card)) move_card(to_check, stack(Foundation1)); else if (stack(Foundation2).is_allowed_to_push(top_card)) move_card(to_check, stack(Foundation2)); else if (stack(Foundation3).is_allowed_to_push(top_card)) move_card(to_check, stack(Foundation3)); else if (stack(Foundation4).is_allowed_to_push(top_card)) move_card(to_check, stack(Foundation4)); else break; if (to_check.type() == CardStack::Type::Play) { auto& waste = this->stack(Waste); if (to_check.is_empty() && !waste.is_empty()) { auto card = waste.pop(); m_focused_cards.append(card); to_check.push(move(card)); } } update_score(10); } break; } } } void Game::check_for_game_over() { for (auto& stack : m_stacks) { if (stack.type() != CardStack::Type::Foundation) continue; if (stack.count() != Card::card_count) return; } start_game_over_animation(); } void Game::move_card(CardStack& from, CardStack& to) { update(from.bounding_box()); auto card = from.pop(); card->set_moving(true); m_focused_cards.clear(); m_focused_cards.append(card); mark_intersecting_stacks_dirty(card); to.push(card); update(to.bounding_box()); } 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_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; } if (m_new_game_animation_pile == piles.size()) { while (!m_new_deck.is_empty()) stack(Stock).push(m_new_deck.take_last()); m_new_game_animation = false; stop_timer(); if (on_game_start) on_game_start(); } } } 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::dump_layout() const { if constexpr (SOLITAIRE_DEBUG) { dbgln("------------------------------"); for (const auto& stack : m_stacks) dbgln("{}", stack); } } }