/* * Copyright (c) 2021, Jamie Mansfield * * SPDX-License-Identifier: BSD-2-Clause */ #include "Game.h" #include #include #include REGISTER_WIDGET(Spider, Game); namespace Spider { 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, Game::height - Card::height - 10 }, CardStack::Type::Waste))); m_stacks.append(adopt_ref(*new CardStack({ Game::width - Card::width - 10, Game::height - Card::height - 10 }, CardStack::Type::Stock))); for (int i = 0; i < 10; i++) { m_stacks.append(adopt_ref(*new CardStack({ 10 + i * (Card::width + 10), 10 }, CardStack::Type::Normal))); } } Game::~Game() { } void Game::setup(Mode mode) { if (m_new_game_animation) stop_timer(); m_mode = mode; if (on_game_end) on_game_end(GameOverReason::NewGame, m_score); for (auto& stack : m_stacks) stack.clear(); m_new_game_animation_pile = 0; m_score = 500; update_score(0); NonnullRefPtrVector deck; deck.ensure_capacity(Card::card_count * 2); for (int i = 0; i < Card::card_count; ++i) { switch (m_mode) { case Mode::SingleSuit: for (int j = 0; j < 8; j++) { deck.append(Card::construct(Card::Type::Spades, i)); } break; case Mode::TwoSuit: for (int j = 0; j < 4; j++) { deck.append(Card::construct(Card::Type::Spades, i)); deck.append(Card::construct(Card::Type::Hearts, i)); } break; default: VERIFY_NOT_REACHED(); break; } } m_new_deck.clear_with_capacity(); m_new_deck.ensure_capacity(deck.size()); while (!deck.is_empty()) m_new_deck.append(deck.take(get_random_uniform(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::update_score(int delta) { m_score = max(static_cast(m_score) + delta, 0); if (on_score_update) on_score_update(m_score); } void Game::draw_cards() { // draw a single card from the stock for each pile auto& stock_pile = stack(Stock); if (stock_pile.is_empty()) return; update_score(-1); auto original_stock_rect = stock_pile.bounding_box(); for (auto pile : piles) { auto& current_pile = stack(pile); auto card = stock_pile.pop(); card->set_upside_down(false); current_pile.push(card); update(current_pile.bounding_box()); } update(original_stock_rect); detect_full_stacks(); } 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::ensure_top_card_is_visible(NonnullRefPtr stack) { if (stack->is_empty()) return; auto& top_card = stack->peek(); if (top_card.is_upside_down()) { top_card.set_upside_down(false); update(top_card.rect()); } } void Game::detect_full_stacks() { auto& completed_stack = stack(Completed); for (auto pile : piles) { auto& current_pile = stack(pile); bool started = false; uint8_t last_value; Color color; for (size_t i = current_pile.stack().size(); i > 0; i--) { auto& card = current_pile.stack().at(i - 1); if (card.is_upside_down()) break; if (!started) { if (card.value() != 0) { break; } started = true; color = card.color(); } else if (card.value() != last_value + 1 || card.color() != color) { break; } else if (card.value() == Card::card_count - 1) { // we have a full set auto original_current_rect = current_pile.bounding_box(); for (size_t j = 0; j < Card::card_count; j++) { completed_stack.push(current_pile.pop()); } update(original_current_rect); update(completed_stack.bounding_box()); ensure_top_card_is_visible(current_pile); update_score(101); } last_value = card.value(); } } detect_victory(); } void Game::detect_victory() { for (auto pile : piles) { auto& current_pile = stack(pile); if (!current_pile.is_empty()) return; } if (on_game_end) on_game_end(GameOverReason::Victory, m_score); } 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_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()) { 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::mousedown_event(GUI::MouseEvent& event) { GUI::Frame::mousedown_event(event); if (m_new_game_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) { start_timer_if_necessary(); 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); start_timer_if_necessary(); update(top_card.rect()); } } else if (m_focused_cards.is_empty()) { to_check.add_all_grabbed_cards(click_location, m_focused_cards, Cards::CardStack::Same); m_mouse_down_location = click_location; if (m_focused_stack) m_focused_stack->set_focused(false); 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_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(), Cards::CardStack::Any)) { for (auto& to_intersect : m_focused_cards) { mark_intersecting_stacks_dirty(to_intersect); stack.push(to_intersect); (void)m_focused_stack->pop(); } update_score(-1); update(m_focused_stack->bounding_box()); update(stack.bounding_box()); detect_full_stacks(); ensure_top_card_is_visible(*m_focused_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_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::timer_event(Core::TimerEvent&) { 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)); // for first 4 piles, draw 6 cards // for last 6 piles, draw 5 cards size_t cards_to_draw = m_new_game_animation_pile < 4 ? 6 : 5; if (current_pile.count() < (cards_to_draw - 1)) { 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()) { VERIFY(m_new_deck.size() == 50); 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(); } } } } }