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///////////////////////////////////////////////////////////////////////////////
// $Id: PlayingDeck.cxx,v 1.3 1996/01/06 05:12:00 bwmott Exp $
///////////////////////////////////////////////////////////////////////////////
//
// PlayingDeck.cxx - Oonsoo playing deck
//
//
// Bradford W. Mott
// Copyright (C) 1994
// December 11,1994
//
///////////////////////////////////////////////////////////////////////////////
// $Log: PlayingDeck.cxx,v $
// Revision 1.3 1996/01/06 05:12:00 bwmott
// Changed all NULLs to 0
//
// Revision 1.2 1996/01/03 20:13:27 bwmott
// Fixed definitions inside case statement
//
// Revision 1.1 1995/01/08 06:45:30 bmott
// Initial revision
//
///////////////////////////////////////////////////////////////////////////////
#include "UIApplication.hxx"
#include "Sprite.hxx"
#include "SpriteCollection.hxx"
#include "Card.hxx"
#include "PlayingDeck.hxx"
#include "PlainDeck.hxx"
#include "DeckMoveCommand.hxx"
///////////////////////////////////////////////////////////////////////////////
// Construct an empty deck of playing cards
///////////////////////////////////////////////////////////////////////////////
PlayingDeck::PlayingDeck(ContainerWidget* parent, const char *const widgetName,
int x, int y, int width, int maxHeight, SpriteCollection* sprites,
Command* command)
: Deck(parent, widgetName, x, y, width, maxHeight, sprites),
myCommand(command)
{
// Update my view
updateView();
}
///////////////////////////////////////////////////////////////////////////////
// Construct a partial deck of playing cards
///////////////////////////////////////////////////////////////////////////////
PlayingDeck::PlayingDeck(ContainerWidget* parent, const char *const widgetName,
int x, int y, int width, int maxHeight, SpriteCollection* sprites,
LinkedList<Card>* cards, Command* command)
: Deck(parent, widgetName, x, y, width, maxHeight, sprites),
myCommand(command)
{
// Move each of the cards from the LinkedList into myListOfCards
for(Card* card = cards->remove(); card != (Card*)0; card = cards->remove())
{
myListOfCards.prepend(card);
}
// Update my view
updateView();
}
///////////////////////////////////////////////////////////////////////////////
// Destructor
///////////////////////////////////////////////////////////////////////////////
PlayingDeck::~PlayingDeck()
{
// Free my command
delete myCommand;
}
///////////////////////////////////////////////////////////////////////////////
// See if the deck consists of one complete suit in order
///////////////////////////////////////////////////////////////////////////////
int PlayingDeck::checkCompleteSuitInOrder()
{
// There has to be 4 cards on the deck for it to be complete
if(myListOfCards.size() != 4)
return(0);
Card* top = myListOfCards.first();
for(Card* card = myListOfCards.next(); card != 0; card = myListOfCards.next())
{
// Suites have to be the same
if(top->suite() != card->suite())
return(0);
// Top card has to be the same or next priority in the suite
if((top->priority() != card->priority()) &&
(top->priority() != (card->priority() + 1)))
return(0);
top = card;
}
return(1);
}
///////////////////////////////////////////////////////////////////////////////
// See if these cards form a legal oonsoo move
///////////////////////////////////////////////////////////////////////////////
int PlayingDeck::checkValidAddition(LinkedList<Card>* cards)
{
// Get the top card
Card* top = myListOfCards.tail();
for(Card* card = cards->first(); card != 0; card = cards->next())
{
if(top == 0)
{
// Only highest level cards can be added to an empty deck
if(card->priority() != 4)
return(0);
}
else
{
// Suites have to be the same
if(top->suite() != card->suite())
return(0);
// Top card has to be the same or next priority in the suite
if((top->priority() != card->priority()) &&
(top->priority() != (card->priority() + 1)))
return(0);
}
top = card;
}
return(1);
}
///////////////////////////////////////////////////////////////////////////////
// Called whenever an event arrives for me (I need to override the default)
///////////////////////////////////////////////////////////////////////////////
void PlayingDeck::handleEvent(XEvent* event)
{
if ((event->type == ButtonPress) && (event->xbutton.button == Button1))
{
int done = 0;
int t;
// Return if there are no cards to move
if (myListOfCards.size() == 0)
return;
// Calculate the root x and y coordinate of my parent widget
int parentRootX = event->xbutton.x_root - event->xbutton.x - x();
int parentRootY = event->xbutton.y_root - event->xbutton.y - y();
// Calculate how many cards to remove from myself
int num = myListOfCards.size() - cardIndexFromCoordinate(event->xbutton.y);
// Remove cards from myself and place them in a temporary list
LinkedList<Card> tmpListOfCards;
for(t = 0; t < num; ++t)
{
tmpListOfCards.prepend(myListOfCards.remove());
}
// Create a plain deck with the temporary list of cards
PlainDeck* plainDeck = new PlainDeck(myParent, "plainDeck",
x() + event->xbutton.x - (width()/2), y() + event->xbutton.y - 24,
width(), myMaximumHeight, mySprites, &tmpListOfCards);
plainDeck->manage();
// Update my view
updateView();
while(!done)
{
XEvent event;
XNextEvent(application->display(), &event);
switch(event.type)
{
case MotionNotify:
{
int newX = event.xmotion.x_root - parentRootX - width()/2;
int newY = event.xmotion.y_root - parentRootY - 24;
plainDeck->move(newX, newY);
break;
}
case ButtonRelease:
done = 1;
break;
default:
application->dispatchEvent(&event);
break;
}
}
// Build the command arguments
DeckMoveCommandArguments args(this, plainDeck);
// Execute my command passing the arguments
myCommand->execute(&args);
}
}
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