/* * Copyright (c) 2021, Jamie Mansfield * Copyright (c) 2022, Jonas Höpner * Copyright (c) 2022, the SerenityOS developers. * * SPDX-License-Identifier: BSD-2-Clause */ #include "Game.h" #include #include #include #include REGISTER_WIDGET(Spider, Game); namespace Spider { static constexpr uint8_t new_game_animation_delay = 2; static constexpr uint8_t draw_animation_delay = 2; static constexpr int s_timer_interval_ms = 1000 / 60; ErrorOr> Game::try_create() { auto game = TRY(adopt_nonnull_ref_or_enomem(new (nothrow) Game())); TRY(game->add_stack(Gfx::IntPoint { 10, Game::height - Card::height - 10 }, CardStack::Type::Waste)); TRY(game->add_stack(Gfx::IntPoint { Game::width - Card::width - 10, Game::height - Card::height - 10 }, CardStack::Type::Stock)); for (int i = 0; i < 10; i++) { TRY(game->add_stack(Gfx::IntPoint { 10 + i * (Card::width + 10), 10 }, CardStack::Type::Normal)); } return game; } Game::Game() = default; void Game::setup(Mode mode) { if (m_state == State::NewGameAnimation) stop_timer(); m_mode = mode; if (on_undo_availability_change) on_undo_availability_change(false); if (on_game_end) on_game_end(GameOverReason::NewGame, m_score); for (auto& stack : stacks()) stack.clear(); m_new_game_animation_pile = 0; m_score = 500; update_score(0); unsigned heart_suits = 0; unsigned spade_suits = 0; switch (m_mode) { case Mode::SingleSuit: spade_suits = 8; heart_suits = 0; break; case Mode::TwoSuit: spade_suits = 4; heart_suits = 4; break; default: VERIFY_NOT_REACHED(); break; } m_new_deck = Cards::create_deck(0, 0, heart_suits, spade_suits, Cards::Shuffle::Yes).release_value_but_fixme_should_propagate_errors(); clear_moving_cards(); m_state = State::NewGameAnimation; start_timer(s_timer_interval_ms); update(); } void Game::perform_undo() { if (m_last_move.type == LastMove::Type::Invalid) return; if (!m_last_move.was_visible) m_last_move.from->peek().set_upside_down(true); NonnullRefPtrVector cards; for (size_t i = 0; i < m_last_move.card_count; i++) cards.append(m_last_move.to->pop()); for (ssize_t i = m_last_move.card_count - 1; i >= 0; i--) m_last_move.from->push(cards[i]).release_value_but_fixme_should_propagate_errors(); update_score(-1); m_last_move = {}; if (on_undo_availability_change) on_undo_availability_change(false); invalidate_layout(); } void Game::start_timer_if_necessary() { if (on_game_start && m_state == State::WaitingForNewGame) { on_game_start(); m_state = State::GameInProgress; } } 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_at_location(Stock); if (stock_pile.is_empty()) return; update_score(-1); m_state = State::DrawAnimation; m_original_stock_rect = stock_pile.bounding_box(); start_timer(s_timer_interval_ms); } void Game::detect_full_stacks() { auto& completed_stack = stack_at_location(Completed); for (auto pile : piles) { auto& current_pile = stack_at_location(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.rank() != Cards::Rank::Ace) break; started = true; color = card.color(); } else if (to_underlying(card.rank()) != last_value + 1 || card.color() != color) { break; } else if (card.rank() == Cards::Rank::King) { // 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()).release_value_but_fixme_should_propagate_errors(); } update(original_current_rect); update(completed_stack.bounding_box()); if (current_pile.make_top_card_visible()) update(current_pile.peek().rect()); update_score(101); if (on_undo_availability_change) on_undo_availability_change(false); } last_value = to_underlying(card.rank()); } } detect_victory(); } void Game::detect_victory() { for (auto pile : piles) { auto& current_pile = stack_at_location(pile); if (!current_pile.is_empty()) return; } if (on_undo_availability_change) on_undo_availability_change(false); if (on_game_end) on_game_end(GameOverReason::Victory, m_score); } void Game::paint_event(GUI::PaintEvent& event) { Gfx::Color background_color = this->background_color(); GUI::Frame::paint_event(event); GUI::Painter painter(*this); painter.add_clip_rect(frame_inner_rect()); painter.add_clip_rect(event.rect()); if (is_moving_cards()) { for (auto& card : moving_cards()) card.clear(painter, background_color); } for (auto& stack : stacks()) { stack.paint(painter, background_color); } if (is_moving_cards()) { for (auto& card : moving_cards()) { card.paint(painter); card.save_old_position(); } } if (!m_mouse_down) { if (is_moving_cards()) { for (auto& card : moving_cards()) card.set_moving(false); } clear_moving_cards(); } } void Game::remember_move_for_undo(CardStack& from, CardStack& to, size_t card_count, bool was_visible) { m_last_move.type = LastMove::Type::MoveCards; m_last_move.from = &from; m_last_move.card_count = card_count; m_last_move.to = &to; m_last_move.was_visible = was_visible; if (on_undo_availability_change) on_undo_availability_change(true); } void Game::mousedown_event(GUI::MouseEvent& event) { GUI::Frame::mousedown_event(event); if (m_state == State::NewGameAnimation || m_state == State::DrawAnimation) return; auto click_location = event.position(); for (auto& to_check : 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 (!is_moving_cards()) { pick_up_cards_from_stack(to_check, click_location, Cards::CardStack::MovementRule::Same).release_value_but_fixme_should_propagate_errors(); m_mouse_down_location = click_location; // When the user wants to automatically move cards, do not go into the drag mode. if (event.button() != GUI::MouseButton::Secondary) m_mouse_down = true; start_timer_if_necessary(); } } break; } } } void Game::move_focused_cards(CardStack& stack) { auto card_count = moving_cards().size(); drop_cards_on_stack(stack, Cards::CardStack::MovementRule::Any).release_value_but_fixme_should_propagate_errors(); bool was_visible = moving_cards_source_stack()->is_empty() || !moving_cards_source_stack()->peek().is_upside_down(); remember_move_for_undo(*moving_cards_source_stack(), stack, card_count, was_visible); update_score(-1); moving_cards_source_stack()->make_top_card_visible(); detect_full_stacks(); } void Game::mouseup_event(GUI::MouseEvent& event) { GUI::Frame::mouseup_event(event); clear_hovered_stack(); if (!is_moving_cards() || m_state == State::NewGameAnimation || m_state == State::DrawAnimation) return; bool rebound = true; if (event.button() == GUI::MouseButton::Secondary) { // This enables the game to move the focused cards to the first possible stack excluding empty stacks. // NOTE: This ignores empty stacks, as the game has no undo button, and a card, which has been moved to an empty stack without any other possibilities is not reversible. for (auto& stack : stacks()) { if (stack == moving_cards_source_stack()) continue; if (stack.is_allowed_to_push(moving_cards().at(0), moving_cards().size(), Cards::CardStack::MovementRule::Any) && !stack.is_empty()) { move_focused_cards(stack); rebound = false; break; } } } else if (auto target_stack = find_stack_to_drop_on(Cards::CardStack::MovementRule::Any); !target_stack.is_null()) { auto& stack = *target_stack; move_focused_cards(stack); rebound = false; } if (rebound) { for (auto& to_intersect : moving_cards()) mark_intersecting_stacks_dirty(to_intersect); moving_cards_source_stack()->rebound_cards(); update(moving_cards_source_stack()->bounding_box()); } m_mouse_down = false; } void Game::mousemove_event(GUI::MouseEvent& event) { GUI::Frame::mousemove_event(event); if (!m_mouse_down || m_state == State::NewGameAnimation || m_state == State::DrawAnimation) 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); if (auto target_stack = find_stack_to_drop_on(Cards::CardStack::MovementRule::Any)) { if (target_stack != m_hovered_stack) { clear_hovered_stack(); m_hovered_stack = move(target_stack); m_hovered_stack->set_highlighted(true); update(m_hovered_stack->bounding_box()); } } else { clear_hovered_stack(); } for (auto& to_intersect : moving_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_state == State::NewGameAnimation) { while (m_state == State::NewGameAnimation) deal_next_card(); return; } } void Game::deal_next_card() { auto& current_pile = stack_at_location(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).release_value_but_fixme_should_propagate_errors(); } else { current_pile.push(m_new_deck.take_last()).release_value_but_fixme_should_propagate_errors(); ++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_at_location(Stock); while (!m_new_deck.is_empty()) stock_pile.push(m_new_deck.take_last()).release_value_but_fixme_should_propagate_errors(); update(stock_pile.bounding_box()); m_state = State::WaitingForNewGame; stop_timer(); } } void Game::timer_event(Core::TimerEvent&) { if (m_state == State::NewGameAnimation) { if (m_new_game_animation_delay < new_game_animation_delay) { ++m_new_game_animation_delay; } else { m_new_game_animation_delay = 0; deal_next_card(); } } else if (m_state == State::DrawAnimation) { if (m_draw_animation_delay < draw_animation_delay) { ++m_draw_animation_delay; } else { auto& stock_pile = stack_at_location(Stock); auto& current_pile = stack_at_location(piles.at(m_draw_animation_pile)); auto card = stock_pile.pop(); card->set_upside_down(false); current_pile.push(card).release_value_but_fixme_should_propagate_errors(); update(current_pile.bounding_box()); ++m_draw_animation_pile; if (m_draw_animation_pile == piles.size()) { update(m_original_stock_rect); detect_full_stacks(); m_state = State::GameInProgress; m_draw_animation_delay = 0; m_draw_animation_pile = 0; stop_timer(); } } } } void Game::clear_hovered_stack() { if (!m_hovered_stack) return; m_hovered_stack->set_highlighted(false); update(m_hovered_stack->bounding_box()); m_hovered_stack = nullptr; } }