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serenity/Userland/Games/Solitaire/Game.cpp
Jesse Buhagiar 2f49241296 Solitaire: Prevent player dragging entire stack to foundation
Currently, it is possible for the player to drag an entire stack
of cards to the foundation stack, provided the top card of the stack
(i.e the "root" card) can be dropped onto the foundation stack.
This causes an invalid state where, e.g, red cards end up in a
black foundation stack, or vice versa.
2021-05-18 20:05:10 +02:00

487 lines
15 KiB
C++

/*
* Copyright (c) 2020, Till Mayer <till.mayer@web.de>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "Game.h"
#include <AK/Debug.h>
#include <LibGUI/Painter.h>
#include <LibGfx/Palette.h>
#include <time.h>
REGISTER_WIDGET(Solitaire, Game);
namespace Solitaire {
static constexpr uint8_t new_game_animation_delay = 2;
static constexpr int s_timer_interval_ms = 1000 / 60;
Game::Game()
{
srand(time(nullptr));
m_stacks[Stock] = CardStack({ 10, 10 }, CardStack::Type::Stock);
m_stacks[Waste] = CardStack({ 10 + Card::width + 10, 10 }, CardStack::Type::Waste);
m_stacks[Play] = CardStack({ 10 + Card::width + 10, 10 }, CardStack::Type::Play);
m_stacks[Foundation4] = CardStack({ Game::width - Card::width - 10, 10 }, CardStack::Type::Foundation);
m_stacks[Foundation3] = CardStack({ Game::width - 2 * Card::width - 20, 10 }, CardStack::Type::Foundation);
m_stacks[Foundation2] = CardStack({ Game::width - 3 * Card::width - 30, 10 }, CardStack::Type::Foundation);
m_stacks[Foundation1] = CardStack({ Game::width - 4 * Card::width - 40, 10 }, CardStack::Type::Foundation);
m_stacks[Pile1] = CardStack({ 10, 10 + Card::height + 10 }, CardStack::Type::Normal);
m_stacks[Pile2] = CardStack({ 10 + Card::width + 10, 10 + Card::height + 10 }, CardStack::Type::Normal);
m_stacks[Pile3] = CardStack({ 10 + 2 * Card::width + 20, 10 + Card::height + 10 }, CardStack::Type::Normal);
m_stacks[Pile4] = CardStack({ 10 + 3 * Card::width + 30, 10 + Card::height + 10 }, CardStack::Type::Normal);
m_stacks[Pile5] = CardStack({ 10 + 4 * Card::width + 40, 10 + Card::height + 10 }, CardStack::Type::Normal);
m_stacks[Pile6] = CardStack({ 10 + 5 * Card::width + 50, 10 + Card::height + 10 }, CardStack::Type::Normal);
m_stacks[Pile7] = CardStack({ 10 + 6 * Card::width + 60, 10 + Card::height + 10 }, CardStack::Type::Normal);
}
Game::~Game()
{
}
static float rand_float()
{
return rand() / static_cast<float>(RAND_MAX);
}
void Game::timer_event(Core::TimerEvent&)
{
if (m_game_over_animation) {
VERIFY(!m_animation.card().is_null());
if (m_animation.card()->position().x() >= Game::width || m_animation.card()->rect().right() <= 0)
create_new_animation_card();
if (m_animation.tick())
update(m_animation.card()->rect());
} else if (m_new_game_animation) {
update();
}
}
void Game::create_new_animation_card()
{
auto card = Card::construct(static_cast<Card::Type>(rand() % Card::Type::__Count), rand() % Card::card_count);
card->set_position({ rand() % (Game::width - Card::width), rand() % (Game::height / 8) });
int x_sgn = card->position().x() > (Game::width / 2) ? -1 : 1;
m_animation = Animation(card, rand_float() + .4f, x_sgn * ((rand() % 3) + 2), .6f + rand_float() * .4f);
}
void Game::start_game_over_animation()
{
if (m_game_over_animation)
return;
create_new_animation_card();
m_game_over_animation = true;
start_timer(s_timer_interval_ms);
if (on_game_end)
on_game_end();
}
void Game::stop_game_over_animation()
{
if (!m_game_over_animation)
return;
m_game_over_animation = false;
update();
stop_timer();
}
void Game::setup(Mode mode)
{
if (m_new_game_animation)
stop_timer();
stop_game_over_animation();
m_mode = mode;
if (on_game_end)
on_game_end();
for (auto& stack : m_stacks)
stack.clear();
m_new_deck.clear();
m_new_game_animation_pile = 0;
m_score = 0;
update_score(0);
for (int i = 0; i < Card::card_count; ++i) {
m_new_deck.append(Card::construct(Card::Type::Clubs, i));
m_new_deck.append(Card::construct(Card::Type::Spades, i));
m_new_deck.append(Card::construct(Card::Type::Hearts, i));
m_new_deck.append(Card::construct(Card::Type::Diamonds, i));
}
for (uint8_t i = 0; i < 200; ++i)
m_new_deck.append(m_new_deck.take(rand() % m_new_deck.size()));
m_new_game_animation = true;
start_timer(s_timer_interval_ms);
update();
}
void Game::update_score(int to_add)
{
m_score = max(static_cast<int>(m_score) + to_add, 0);
if (on_score_update)
on_score_update(m_score);
}
void Game::keydown_event(GUI::KeyEvent& event)
{
if (m_new_game_animation || m_game_over_animation)
return;
if (event.shift() && (event.key() == KeyCode::Key_F12))
start_game_over_animation();
else if (event.shift() && (event.key() == KeyCode::Key_F11))
dump_layout();
}
void Game::mousedown_event(GUI::MouseEvent& event)
{
GUI::Frame::mousedown_event(event);
if (m_new_game_animation || m_game_over_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) {
auto& waste = stack(Waste);
auto& stock = stack(Stock);
auto& play = stack(Play);
if (stock.is_empty()) {
if (waste.is_empty() && play.is_empty())
return;
update(waste.bounding_box());
update(play.bounding_box());
while (!play.is_empty()) {
auto card = play.pop();
stock.push(card);
}
while (!waste.is_empty()) {
auto card = waste.pop();
stock.push(card);
}
update_score(-100);
update(stock.bounding_box());
} else {
auto play_bounding_box = play.bounding_box();
play.move_to_stack(waste);
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());
for (size_t i = 0; (i < cards_to_draw) && !stock.is_empty(); ++i) {
auto card = stock.pop();
play.push(move(card));
}
if (play.bounding_box().size().width() > play_bounding_box.size().width())
update(play.bounding_box());
else
update(play_bounding_box);
}
} 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);
update_score(5);
update(top_card.rect());
}
} else if (m_focused_cards.is_empty()) {
to_check.add_all_grabbed_cards(click_location, m_focused_cards);
m_mouse_down_location = click_location;
to_check.set_focused(true);
m_focused_stack = &to_check;
m_mouse_down = true;
}
}
break;
}
}
}
void Game::mouseup_event(GUI::MouseEvent& event)
{
GUI::Frame::mouseup_event(event);
if (!m_focused_stack || m_focused_cards.is_empty() || m_game_over_animation || 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())) {
for (auto& to_intersect : m_focused_cards) {
mark_intersecting_stacks_dirty(to_intersect);
stack.push(to_intersect);
m_focused_stack->pop();
}
if (m_focused_stack->type() == CardStack::Type::Play) {
auto& waste = this->stack(Waste);
if (m_focused_stack->is_empty() && !waste.is_empty()) {
auto card = waste.pop();
m_focused_cards.append(card);
m_focused_stack->push(move(card));
}
}
update(m_focused_stack->bounding_box());
update(stack.bounding_box());
if (m_focused_stack->type() == CardStack::Type::Play && stack.type() == CardStack::Type::Normal) {
update_score(5);
} else if (m_focused_stack->type() == CardStack::Type::Play && stack.type() == CardStack::Type::Foundation) {
update_score(10);
} else if (m_focused_stack->type() == CardStack::Type::Normal && stack.type() == CardStack::Type::Foundation) {
update_score(10);
} else if (m_focused_stack->type() == CardStack::Type::Foundation && stack.type() == CardStack::Type::Normal) {
update_score(-15);
}
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_game_over_animation || 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::doubleclick_event(GUI::MouseEvent& event)
{
GUI::Frame::doubleclick_event(event);
if (m_game_over_animation) {
start_game_over_animation();
setup(mode());
return;
}
if (m_new_game_animation)
return;
auto click_location = event.position();
for (auto& to_check : m_stacks) {
if (to_check.type() == CardStack::Type::Foundation || to_check.type() == CardStack::Type::Stock || to_check.type() == CardStack::Type::Waste)
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)) {
if (stack(Foundation1).is_allowed_to_push(top_card))
move_card(to_check, stack(Foundation1));
else if (stack(Foundation2).is_allowed_to_push(top_card))
move_card(to_check, stack(Foundation2));
else if (stack(Foundation3).is_allowed_to_push(top_card))
move_card(to_check, stack(Foundation3));
else if (stack(Foundation4).is_allowed_to_push(top_card))
move_card(to_check, stack(Foundation4));
else
break;
if (to_check.type() == CardStack::Type::Play) {
auto& waste = this->stack(Waste);
if (to_check.is_empty() && !waste.is_empty()) {
auto card = waste.pop();
m_focused_cards.append(card);
to_check.push(move(card));
}
}
update_score(10);
}
break;
}
}
}
void Game::check_for_game_over()
{
for (auto& stack : m_stacks) {
if (stack.type() != CardStack::Type::Foundation)
continue;
if (stack.count() != Card::card_count)
return;
}
start_game_over_animation();
}
void Game::move_card(CardStack& from, CardStack& to)
{
update(from.bounding_box());
auto card = from.pop();
card->set_moving(true);
m_focused_cards.clear();
m_focused_cards.append(card);
mark_intersecting_stacks_dirty(card);
to.push(card);
update(to.bounding_box());
}
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::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_game_over_animation) {
m_animation.draw(painter);
return;
}
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));
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);
} else {
current_pile.push(m_new_deck.take_last());
++m_new_game_animation_pile;
}
if (m_new_game_animation_pile == piles.size()) {
while (!m_new_deck.is_empty())
stack(Stock).push(m_new_deck.take_last());
m_new_game_animation = false;
stop_timer();
if (on_game_start)
on_game_start();
}
}
}
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()) {
check_for_game_over();
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::dump_layout() const
{
if constexpr (SOLITAIRE_DEBUG) {
dbgln("------------------------------");
for (const auto& stack : m_stacks)
dbgln("{}", stack);
}
}
}