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///////////////////////////////////////////////////////////////////////////////
// $Id: Engine.cxx,v 1.2 1996/01/06 05:11:34 bwmott Exp $
///////////////////////////////////////////////////////////////////////////////
//
// Engine.cxx - Oonsoo engine class
//
//
// Bradford W. Mott
// Copyright (C) 1994
// December 13,1994
//
///////////////////////////////////////////////////////////////////////////////
// $Log: Engine.cxx,v $
// Revision 1.2 1996/01/06 05:11:34 bwmott
// Changed all NULLs to 0
//
// Revision 1.1 1995/01/12 02:07:15 bmott
// Initial revision
//
///////////////////////////////////////////////////////////////////////////////
#include <stdio.h>
#include "UIApplication.hxx"
#include "TopLevel.hxx"
#include "PushButton.hxx"
#include "MainDeck.hxx"
#include "PlainDeck.hxx"
#include "PlayingDeck.hxx"
#include "NewGameCommand.hxx"
#include "AboutCommand.hxx"
#include "HelpCommand.hxx"
#include "QuitOrCloseCommand.hxx"
#include "DealCardsCommand.hxx"
#include "DeckMoveCommand.hxx"
#include "LinkedList.hxx"
#include "Engine.hxx"
///////////////////////////////////////////////////////////////////////////////
// Constructor
///////////////////////////////////////////////////////////////////////////////
Engine::Engine(SpriteCollection* sprites)
: mySpriteCollection(sprites)
{
myTitle = 0;
myCongratulation = 0;
// Init deck references
myMainDeck = 0;
for(int t=0; t<12; ++t)
myPlayingDeck[t] = 0;
// Build the oonsoo main application window
TopLevel* toplevel = new TopLevel("Oonsoo", 100, 100, 800, 600,
new QuitOrCloseCommand());
toplevel->background("Gray65");
// Create a frame with a border
Frame* cardTableFrame = new Frame(toplevel, "cardTableFrame", 10,10,
780, 540, Sunken);
cardTableFrame->background("Gray70");
// Create a frame to act as the card table
myCardTable = new Frame(cardTableFrame, "cardTable", 5, 5,
770, 530, Flat);
myCardTable->background("Gray70");
// Create the oonsoo title
Sprite* title = mySpriteCollection->getByName("Title");
myTitle = new DrawingArea(myCardTable, "title",
(770 - title->width()) / 2, (530 - title->height()) / 3,
title->width(), title->height());
myTitle->background(title);
// Create push buttons
PushButton* pushButton = new PushButton(toplevel, "newGame",
10, 600-40, 90, 30, "New Game", new NewGameCommand(this));
pushButton->background("Gray70");
pushButton = new PushButton(toplevel, "about",
110, 600-40, 90, 30, "About...", new AboutCommand(mySpriteCollection));
pushButton->background("Gray70");
pushButton = new PushButton(toplevel, "rules",
210, 600-40, 90, 30, "Help...", new HelpCommand(mySpriteCollection));
pushButton->background("Gray70");
pushButton = new PushButton(toplevel, "quit",
720, 600-40, 70, 30, "Quit", new QuitOrCloseCommand());
pushButton->background("Gray70");
// Manage the main application window
toplevel->manage();
}
///////////////////////////////////////////////////////////////////////////////
// Destructor
///////////////////////////////////////////////////////////////////////////////
Engine::~Engine()
{
}
///////////////////////////////////////////////////////////////////////////////
// Setup a new game
///////////////////////////////////////////////////////////////////////////////
void Engine::newGame()
{
int t;
// Make sure myTitle has been removed
delete myTitle;
myTitle = 0;
// Make sure myCongratulation has been removed
delete myCongratulation;
myCongratulation = 0;
// Remove old decks
delete myMainDeck;
for(t=0; t<12; ++t)
delete myPlayingDeck[t];
// Main deck used to deal from
myMainDeck = new MainDeck(myCardTable, "mainDeck", 20, 10, 64, 520,
mySpriteCollection, new DealCardsCommand(this));
myMainDeck->shuffle();
myMainDeck->manage();
// Create all twelve playing decks
LinkedList<Card> cards;
myPlayingDeck[0] = new PlayingDeck(myCardTable, "playingDeck",
140 , 10, 64, 255, mySpriteCollection, &cards,
new DeckMoveCommand(this));
myPlayingDeck[1] = new PlayingDeck(myCardTable, "playingDeck",
140+110, 10, 64, 255, mySpriteCollection, &cards,
new DeckMoveCommand(this));
myPlayingDeck[2] = new PlayingDeck(myCardTable, "playingDeck",
140+220, 10, 64, 255, mySpriteCollection, &cards,
new DeckMoveCommand(this));
myPlayingDeck[3] = new PlayingDeck(myCardTable, "playingDeck",
140+330, 10, 64, 255, mySpriteCollection, &cards,
new DeckMoveCommand(this));
myPlayingDeck[4] = new PlayingDeck(myCardTable, "playingDeck",
140+440, 10, 64, 255, mySpriteCollection, &cards,
new DeckMoveCommand(this));
myPlayingDeck[5] = new PlayingDeck(myCardTable, "playingDeck",
140+550, 10, 64, 255, mySpriteCollection, &cards,
new DeckMoveCommand(this));
myPlayingDeck[6] = new PlayingDeck(myCardTable, "playingDeck",
140 , 275, 64, 255, mySpriteCollection, &cards,
new DeckMoveCommand(this));
myPlayingDeck[7] = new PlayingDeck(myCardTable, "playingDeck",
140+110, 275, 64, 255, mySpriteCollection, &cards,
new DeckMoveCommand(this));
myPlayingDeck[8] = new PlayingDeck(myCardTable, "playingDeck",
140+220, 275, 64, 255, mySpriteCollection, &cards,
new DeckMoveCommand(this));
myPlayingDeck[9] = new PlayingDeck(myCardTable, "playingDeck",
140+330, 275, 64, 255, mySpriteCollection, &cards,
new DeckMoveCommand(this));
myPlayingDeck[10] = new PlayingDeck(myCardTable, "playingDeck",
140+440, 275, 64, 255, mySpriteCollection, &cards,
new DeckMoveCommand(this));
myPlayingDeck[11] = new PlayingDeck(myCardTable, "playingDeck",
140+550, 275, 64, 255, mySpriteCollection, &cards,
new DeckMoveCommand(this));
// Manage each of the playing decks
for(t=0; t<12; ++t)
myPlayingDeck[t]->manage();
// Deal the first twelve cards face down
dealCards(FaceDown);
// Deal the second twelve cards face up
dealCards(FaceUp);
}
///////////////////////////////////////////////////////////////////////////////
// Deal twelve cards from the main deck to the playing deck
///////////////////////////////////////////////////////////////////////////////
void Engine::dealCards(CardOrientation orientation)
{
// Add a card to each playing deck
for(int t=0; t<12; ++t)
{
// Get the top card
Card* card = myMainDeck->remove();
// return if there are no more cards
if(card == 0)
return;
card->orientation(orientation);
myPlayingDeck[t]->add(card);
}
}
///////////////////////////////////////////////////////////////////////////////
// Handle moving cards from one deck to somewhere else
///////////////////////////////////////////////////////////////////////////////
void Engine::moveCards(Deck* from, Deck* moved)
{
int t;
Sound* soundSystem = application->soundSystem();
// See if the moved deck intersects with any of the playing decks
for(t = 0; t < 12; ++t)
{
int x1 = myPlayingDeck[t]->x();
int y1 = myPlayingDeck[t]->y();
int x2 = x1 + myPlayingDeck[t]->width();
int y2 = y1 + myPlayingDeck[t]->height();
int x3 = moved->x();
int y3 = moved->y();
int x4 = x3 + moved->width();
int y4 = y3 + moved->height();
// See if the moved deck intersects this playing deck
if((x3 >= x1) && (x3 <= x2) && (y3 >= y1) && (y3 <= y2))
break;
if((x4 >= x1) && (x4 <= x2) && (y4 >= y1) && (y4 <= y2))
break;
if((x4 >= x1) && (x4 <= x2) && (y3 >= y1) && (y3 <= y2))
break;
if((x3 >= x1) && (x3 <= x2) && (y4 >= y1) && (y4 <= y2))
break;
}
// Unmanage the moved deck
moved->unmanage();
// Take the cards out of the moved deck and place them in a linked list
LinkedList<Card> movedCards;
for(Card* card = moved->remove(); card != 0; card = moved->remove())
movedCards.prepend(card);
// Delete the moved deck
delete moved;
if(t != 12)
{
// If it's the deck they moved from then go ahead and add it back
if(myPlayingDeck[t] == from)
{
from->add(&movedCards);
}
else if(myPlayingDeck[t]->checkValidAddition(&movedCards))
{
myPlayingDeck[t]->add(&movedCards);
// Tell the "from" deck to turn its top card over
from->turnTopCardFaceUp();
// Check to see if the game is finished
CheckAndHandleFinished();
}
else
{
// Bad user! Move them back to where they came from
from->add(&movedCards);
if(soundSystem->state() == Enabled)
soundSystem->playSample("BeepCasio");
else
XBell(application->display(), 50);
}
}
else
{
// Bad user! Move them back to where they came from
from->add(&movedCards);
if(soundSystem->state() == Enabled)
soundSystem->playSample("BeepCasio");
else
XBell(application->display(), 50);
}
}
///////////////////////////////////////////////////////////////////////////////
// Check to see if the game has been finished
///////////////////////////////////////////////////////////////////////////////
void Engine::CheckAndHandleFinished()
{
Sound* soundSystem = application->soundSystem();
// Make sure each playing deck is correct
for(int t = 0; t < 12; ++t)
{
if(myPlayingDeck[t]->checkCompleteSuitInOrder() == 0)
return;
}
// Ok, the game has been finished
Sprite* congratulation = mySpriteCollection->getByName("Congratulation");
myCongratulation = new DrawingArea(myCardTable, "congratulation",
10, 10, congratulation->width(), congratulation->height());
myCongratulation->background(congratulation);
myCongratulation->manage();
if(soundSystem->state() == Enabled)
soundSystem->playSample("Chord");
else
XBell(application->display(), 50);
}
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