/* * Copyright (c) 2020, Till Mayer * Copyright (c) 2021-2023, Sam Atkins * Copyright (c) 2022, the SerenityOS developers. * Copyright (c) 2023, David Ganz * * SPDX-License-Identifier: BSD-2-Clause */ #include "Game.h" #include #include #include #include namespace Solitaire { static constexpr uint8_t new_game_animation_delay = 2; static constexpr int s_timer_interval_ms = 1000 / 60; static constexpr int s_timer_solving_interval_ms = 100; ErrorOr> Game::try_create() { auto game = TRY(adopt_nonnull_ref_or_enomem(new (nothrow) Game())); TRY(game->add_stack(Gfx::IntPoint { 10, 10 }, CardStack::Type::Stock)); TRY(game->add_stack(Gfx::IntPoint { 10 + Card::width + 10, 10 }, CardStack::Type::Waste)); TRY(game->add_stack(Gfx::IntPoint { 10 + Card::width + 10, 10 }, CardStack::Type::Play, game->stack_at_location(Waste))); TRY(game->add_stack(Gfx::IntPoint { Game::width - 4 * Card::width - 40, 10 }, CardStack::Type::Foundation)); TRY(game->add_stack(Gfx::IntPoint { Game::width - 3 * Card::width - 30, 10 }, CardStack::Type::Foundation)); TRY(game->add_stack(Gfx::IntPoint { Game::width - 2 * Card::width - 20, 10 }, CardStack::Type::Foundation)); TRY(game->add_stack(Gfx::IntPoint { Game::width - Card::width - 10, 10 }, CardStack::Type::Foundation)); TRY(game->add_stack(Gfx::IntPoint { 10, 10 + Card::height + 10 }, CardStack::Type::Normal)); TRY(game->add_stack(Gfx::IntPoint { 10 + Card::width + 10, 10 + Card::height + 10 }, CardStack::Type::Normal)); TRY(game->add_stack(Gfx::IntPoint { 10 + 2 * Card::width + 20, 10 + Card::height + 10 }, CardStack::Type::Normal)); TRY(game->add_stack(Gfx::IntPoint { 10 + 3 * Card::width + 30, 10 + Card::height + 10 }, CardStack::Type::Normal)); TRY(game->add_stack(Gfx::IntPoint { 10 + 4 * Card::width + 40, 10 + Card::height + 10 }, CardStack::Type::Normal)); TRY(game->add_stack(Gfx::IntPoint { 10 + 5 * Card::width + 50, 10 + Card::height + 10 }, CardStack::Type::Normal)); TRY(game->add_stack(Gfx::IntPoint { 10 + 6 * Card::width + 60, 10 + Card::height + 10 }, CardStack::Type::Normal)); return game; } Game::Game() = default; static float rand_float() { return get_random_uniform(RAND_MAX) / static_cast(RAND_MAX); } void Game::deal_next_card() { VERIFY(m_state == State::NewGameAnimation); auto& current_pile = stack_at_location(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).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()) { 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&) { switch (m_state) { case State::StartGameOverAnimationNextFrame: { m_state = State::GameOverAnimation; set_background_fill_enabled(false); break; } case State::GameOverAnimation: { if (m_animation.position().x() >= Game::width || m_animation.card_rect().right() <= 0) create_new_animation_card(); if (m_animation.tick()) update(m_animation.card_rect()); break; } case 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(); } break; } case State::Solving: { step_solve(); break; } default: break; } } void Game::create_new_animation_card() { auto suit = static_cast(get_random_uniform(to_underlying(Cards::Suit::__Count))); auto rank = static_cast(get_random_uniform(to_underlying(Cards::Rank::__Count))); Gfx::IntPoint position { get_random_uniform(Game::width - Card::width), get_random_uniform(Game::height / 8) }; int x_direction = position.x() > (Game::width / 2) ? -1 : 1; m_animation = Animation(suit, rank, position, rand_float() + .4f, x_direction * (get_random_uniform(3) + 2), .6f + rand_float() * .4f); } void Game::set_background_fill_enabled(bool enabled) { Widget* widget = this; while (widget) { widget->set_fill_with_background_color(enabled); widget = widget->parent_widget(); } } void Game::start_game_over_animation() { if (m_state == State::GameOverAnimation || m_state == State::StartGameOverAnimationNextFrame) return; m_last_move = {}; if (on_undo_availability_change) on_undo_availability_change(false); create_new_animation_card(); // We wait one frame, to make sure that the foundation stacks are repainted before we start. // Otherwise, if the game ended from an attempt_to_move_card_to_foundations() move, the // foundations could appear empty or otherwise incorrect. m_state = State::StartGameOverAnimationNextFrame; start_timer(s_timer_interval_ms); if (on_game_end) on_game_end(GameOverReason::Victory, m_score); } void Game::stop_game_over_animation() { if (m_state != State::GameOverAnimation) return; set_background_fill_enabled(true); m_state = State::NewGameAnimation; update(); stop_timer(); } void Game::setup(Mode mode) { if (m_state == State::NewGameAnimation) stop_timer(); stop_game_over_animation(); m_mode = mode; if (on_game_end) on_game_end(GameOverReason::NewGame, m_score); for (auto& stack : stacks()) stack->clear(); m_new_deck.clear(); m_new_game_animation_pile = 0; m_passes_left_before_punishment = recycle_rules().passes_allowed_before_punishment; m_score = 0; update_score(0); if (on_undo_availability_change) on_undo_availability_change(false); m_new_deck = Cards::create_standard_deck(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::start_timer_if_necessary() { if (on_game_start && m_state == State::WaitingForNewGame) { on_game_start(); m_state = State::GameInProgress; } } void Game::score_move(CardStack& from, CardStack& to, bool inverse) { if (from.type() == CardStack::Type::Play && to.type() == CardStack::Type::Normal) { update_score(5 * (inverse ? -1 : 1)); } else if (from.type() == CardStack::Type::Play && to.type() == CardStack::Type::Foundation) { update_score(10 * (inverse ? -1 : 1)); } else if (from.type() == CardStack::Type::Normal && to.type() == CardStack::Type::Foundation) { update_score(10 * (inverse ? -1 : 1)); } else if (from.type() == CardStack::Type::Foundation && to.type() == CardStack::Type::Normal) { update_score(-15 * (inverse ? -1 : 1)); } } void Game::score_flip(bool inverse) { update_score(5 * (inverse ? -1 : 1)); } 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 (is_moving_cards() || m_state == State::NewGameAnimation || m_state == State::GameOverAnimation) { event.ignore(); return; } if (event.shift() && event.key() == KeyCode::Key_F12) { start_game_over_animation(); } else if (event.key() == KeyCode::Key_Tab) { auto_move_eligible_cards_to_foundations(); } else if (event.key() == KeyCode::Key_Space) { draw_cards(); } else if (event.shift() && event.key() == KeyCode::Key_F11) { if constexpr (SOLITAIRE_DEBUG) { dump_layout(); } } else { event.ignore(); } } void Game::mousedown_event(GUI::MouseEvent& event) { GUI::Frame::mousedown_event(event); if (m_state == State::NewGameAnimation || m_state == State::GameOverAnimation) 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) { 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); score_flip(); start_timer_if_necessary(); update(top_card.rect()); remember_flip_for_undo(top_card); if (on_move) on_move(); } } else if (!is_moving_cards()) { if (is_auto_collecting() && attempt_to_move_card_to_foundations(to_check)) { if (on_move) on_move(); break; } if (event.button() == GUI::MouseButton::Secondary) { preview_card(to_check, click_location); } else { pick_up_cards_from_stack(to_check, click_location, Cards::CardStack::MovementRule::Alternating).release_value_but_fixme_should_propagate_errors(); m_mouse_down_location = click_location; m_mouse_down = true; } start_timer_if_necessary(); } } break; } } } void Game::mouseup_event(GUI::MouseEvent& event) { GUI::Frame::mouseup_event(event); clear_hovered_stack(); if (is_previewing_card()) { clear_card_preview(); return; } if (!is_moving_cards() || m_state == State::NewGameAnimation || m_state == State::GameOverAnimation) return; bool rebound = true; if (auto target_stack = find_stack_to_drop_on(Cards::CardStack::MovementRule::Alternating); !target_stack.is_null()) { auto& stack = *target_stack; remember_move_for_undo(*moving_cards_source_stack(), stack, moving_cards()); drop_cards_on_stack(stack, Cards::CardStack::MovementRule::Alternating).release_value_but_fixme_should_propagate_errors(); if (moving_cards_source_stack()->type() == CardStack::Type::Play) pop_waste_to_play_stack(); score_move(*moving_cards_source_stack(), stack); rebound = false; if (on_move) on_move(); } 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::GameOverAnimation) 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::Alternating)) { 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::GameOverAnimation) { setup(mode()); return; } if (m_state == State::NewGameAnimation) { while (m_state == State::NewGameAnimation) deal_next_card(); return; } auto click_location = event.position(); for (auto& to_check : stacks()) { if (to_check->type() != CardStack::Type::Normal && to_check->type() != CardStack::Type::Play) 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)) attempt_to_move_card_to_foundations(to_check); break; } } } void Game::check_for_game_over() { for (auto foundationID : foundations) { auto& foundation = stack_at_location(foundationID); if (foundation.count() != Card::card_count) return; } if (has_timer()) stop_timer(); start_game_over_animation(); } void Game::draw_cards() { auto& waste = stack_at_location(Waste); auto& stock = stack_at_location(Stock); auto& play = stack_at_location(Play); if (stock.is_empty()) { if (waste.is_empty() && play.is_empty()) return; update(waste.bounding_box()); update(play.bounding_box()); Vector> moved_cards; while (!play.is_empty()) { auto card = play.pop(); stock.push(card).release_value_but_fixme_should_propagate_errors(); moved_cards.prepend(card); } while (!waste.is_empty()) { auto card = waste.pop(); stock.push(card).release_value_but_fixme_should_propagate_errors(); moved_cards.prepend(card); } remember_move_for_undo(waste, stock, moved_cards); if (m_passes_left_before_punishment == 0) update_score(recycle_rules().punishment); else --m_passes_left_before_punishment; update(stock.bounding_box()); } else { auto play_bounding_box = play.bounding_box(); play.take_all(waste).release_value_but_fixme_should_propagate_errors(); 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; default: VERIFY_NOT_REACHED(); break; } update(stock.bounding_box()); Vector> cards_drawn; for (size_t i = 0; (i < cards_to_draw) && !stock.is_empty(); ++i) { auto card = stock.pop(); cards_drawn.prepend(card); play.push(move(card)).release_value_but_fixme_should_propagate_errors(); } remember_move_for_undo(stock, play, cards_drawn); if (play.bounding_box().size().width() > play_bounding_box.size().width()) update(play.bounding_box()); else update(play_bounding_box); } start_timer_if_necessary(); } void Game::pop_waste_to_play_stack() { auto& waste = stack_at_location(Waste); auto& play = stack_at_location(Play); if (play.is_empty() && !waste.is_empty()) { auto card = waste.pop(); moving_cards().append(card); play.push(move(card)).release_value_but_fixme_should_propagate_errors(); } } bool Game::attempt_to_move_card_to_foundations(CardStack& from) { if (from.is_empty()) return false; auto& top_card = from.peek(); if (top_card.is_upside_down()) return false; bool card_was_moved = false; for (auto foundationID : foundations) { auto& foundation = stack_at_location(foundationID); if (foundation.is_allowed_to_push(top_card)) { update(from.bounding_box()); auto card = from.pop(); mark_intersecting_stacks_dirty(card); foundation.push(card).release_value_but_fixme_should_propagate_errors(); Vector> moved_card; moved_card.append(card); remember_move_for_undo(from, foundation, moved_card); score_move(from, foundation); update(foundation.bounding_box()); card_was_moved = true; break; } } if (card_was_moved) { if (from.type() == CardStack::Type::Play) pop_waste_to_play_stack(); start_timer_if_necessary(); check_for_game_over(); } return card_was_moved; } void Game::auto_move_eligible_cards_to_foundations() { while (true) { bool card_was_moved = false; for (auto& to_check : stacks()) { if (to_check->type() != CardStack::Type::Normal && to_check->type() != CardStack::Type::Play) continue; if (attempt_to_move_card_to_foundations(to_check)) card_was_moved = true; } if (!card_was_moved) break; } } 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 (m_state == State::GameOverAnimation) { m_animation.draw(painter); return; } 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()) { check_for_game_over(); for (auto& card : moving_cards()) card->set_moving(false); } clear_moving_cards(); } } void Game::remember_move_for_undo(CardStack& from, CardStack& to, Vector> moved_cards) { m_last_move.type = LastMove::Type::MoveCards; m_last_move.from = &from; m_last_move.cards = moved_cards; m_last_move.to = &to; if (on_undo_availability_change) on_undo_availability_change(true); } void Game::remember_flip_for_undo(Card& card) { Vector> cards; cards.append(card); m_last_move.type = LastMove::Type::FlipCard; m_last_move.cards = cards; if (on_undo_availability_change) on_undo_availability_change(true); } void Game::perform_undo() { if (m_last_move.type == LastMove::Type::Invalid) return; if (m_last_move.type == LastMove::Type::FlipCard) { m_last_move.cards[0]->set_upside_down(true); if (on_undo_availability_change) on_undo_availability_change(false); invalidate_layout(); score_flip(true); return; } if (m_last_move.from->type() == CardStack::Type::Play && m_mode == Mode::SingleCardDraw) { auto& waste = stack_at_location(Waste); if (!m_last_move.from->is_empty()) waste.push(m_last_move.from->pop()).release_value_but_fixme_should_propagate_errors(); } for (auto& to_intersect : m_last_move.cards) { mark_intersecting_stacks_dirty(to_intersect); m_last_move.from->push(to_intersect).release_value_but_fixme_should_propagate_errors(); (void)m_last_move.to->pop(); } if (m_last_move.from->type() == CardStack::Type::Stock) { auto& waste = stack_at_location(Waste); auto& play = stack_at_location(Play); Vector> cards_popped; for (size_t i = 0; i < m_last_move.cards.size(); i++) { if (!waste.is_empty()) { auto card = waste.pop(); cards_popped.prepend(card); } } for (auto& card : cards_popped) { play.push(card).release_value_but_fixme_should_propagate_errors(); } } if (m_last_move.from->type() == CardStack::Type::Waste && m_last_move.to->type() == CardStack::Type::Stock) pop_waste_to_play_stack(); score_move(*m_last_move.from, *m_last_move.to, true); m_last_move = {}; if (on_undo_availability_change) on_undo_availability_change(false); invalidate_layout(); } bool Game::can_solve() { if (m_state != State::GameInProgress) return false; for (auto const& stack : stacks()) { switch (stack->type()) { case Cards::CardStack::Type::Waste: case Cards::CardStack::Type::Stock: if (!stack->is_empty()) return false; break; case Cards::CardStack::Type::Normal: if (!stack->is_empty() && stack->stack().first()->is_upside_down()) return false; break; default: break; } } return true; } void Game::start_solving() { if (!can_solve()) return; m_state = State::Solving; start_timer(s_timer_solving_interval_ms); } void Game::step_solve() { for (auto& stack : stacks()) { if (stack->type() != Cards::CardStack::Type::Normal) continue; if (attempt_to_move_card_to_foundations(stack)) break; } } 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; } }