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https://github.com/LadybirdBrowser/ladybird.git
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445 lines
13 KiB
C++
445 lines
13 KiB
C++
/*
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* Copyright (c) 2021, Jamie Mansfield <jmansfield@cadixdev.org>
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* Copyright (c) 2022, Jonas Höpner <me@jonashoepner.de>
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* Copyright (c) 2022, the SerenityOS developers.
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include "Game.h"
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#include <AK/Random.h>
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#include <LibGUI/Event.h>
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#include <LibGUI/Painter.h>
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#include <LibGfx/Palette.h>
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REGISTER_WIDGET(Spider, Game);
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namespace Spider {
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static constexpr uint8_t new_game_animation_delay = 2;
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static constexpr uint8_t draw_animation_delay = 2;
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static constexpr int s_timer_interval_ms = 1000 / 60;
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ErrorOr<NonnullRefPtr<Game>> Game::try_create()
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{
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auto game = TRY(adopt_nonnull_ref_or_enomem(new (nothrow) Game()));
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TRY(game->add_stack(Gfx::IntPoint { 10, Game::height - Card::height - 10 }, CardStack::Type::Waste));
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TRY(game->add_stack(Gfx::IntPoint { Game::width - Card::width - 10, Game::height - Card::height - 10 }, CardStack::Type::Stock));
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for (int i = 0; i < 10; i++) {
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TRY(game->add_stack(Gfx::IntPoint { 10 + i * (Card::width + 10), 10 }, CardStack::Type::Normal));
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}
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return game;
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}
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Game::Game() = default;
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void Game::setup(Mode mode)
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{
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if (m_new_game_animation)
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stop_timer();
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m_mode = mode;
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if (on_undo_availability_change)
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on_undo_availability_change(false);
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if (on_game_end)
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on_game_end(GameOverReason::NewGame, m_score);
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for (auto& stack : stacks())
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stack.clear();
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m_new_game_animation_pile = 0;
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m_score = 500;
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update_score(0);
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unsigned heart_suits = 0;
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unsigned spade_suits = 0;
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switch (m_mode) {
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case Mode::SingleSuit:
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spade_suits = 8;
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heart_suits = 0;
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break;
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case Mode::TwoSuit:
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spade_suits = 4;
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heart_suits = 4;
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break;
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default:
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VERIFY_NOT_REACHED();
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break;
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}
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m_new_deck = Cards::create_deck(0, 0, heart_suits, spade_suits, Cards::Shuffle::Yes);
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clear_moving_cards();
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m_new_game_animation = true;
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start_timer(s_timer_interval_ms);
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update();
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}
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void Game::perform_undo()
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{
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if (m_last_move.type == LastMove::Type::Invalid)
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return;
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if (!m_last_move.was_visible)
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m_last_move.from->peek().set_upside_down(true);
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NonnullRefPtrVector<Card> cards;
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for (size_t i = 0; i < m_last_move.card_count; i++)
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cards.append(m_last_move.to->pop());
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for (ssize_t i = m_last_move.card_count - 1; i >= 0; i--)
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m_last_move.from->push(cards[i]).release_value_but_fixme_should_propagate_errors();
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update_score(-1);
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m_last_move = {};
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if (on_undo_availability_change)
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on_undo_availability_change(false);
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invalidate_layout();
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}
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void Game::start_timer_if_necessary()
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{
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if (on_game_start && m_waiting_for_new_game) {
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on_game_start();
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m_waiting_for_new_game = false;
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}
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}
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void Game::update_score(int delta)
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{
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m_score = max(static_cast<int>(m_score) + delta, 0);
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if (on_score_update)
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on_score_update(m_score);
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}
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void Game::draw_cards()
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{
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// draw a single card from the stock for each pile
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auto& stock_pile = stack_at_location(Stock);
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if (stock_pile.is_empty())
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return;
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update_score(-1);
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m_draw_animation = true;
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m_original_stock_rect = stock_pile.bounding_box();
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start_timer(s_timer_interval_ms);
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}
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void Game::detect_full_stacks()
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{
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auto& completed_stack = stack_at_location(Completed);
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for (auto pile : piles) {
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auto& current_pile = stack_at_location(pile);
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bool started = false;
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uint8_t last_value;
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Color color;
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for (size_t i = current_pile.stack().size(); i > 0; i--) {
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auto& card = current_pile.stack().at(i - 1);
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if (card.is_upside_down())
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break;
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if (!started) {
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if (card.rank() != Cards::Rank::Ace)
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break;
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started = true;
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color = card.color();
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} else if (to_underlying(card.rank()) != last_value + 1 || card.color() != color) {
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break;
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} else if (card.rank() == Cards::Rank::King) {
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// we have a full set
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auto original_current_rect = current_pile.bounding_box();
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for (size_t j = 0; j < Card::card_count; j++) {
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completed_stack.push(current_pile.pop()).release_value_but_fixme_should_propagate_errors();
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}
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update(original_current_rect);
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update(completed_stack.bounding_box());
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if (current_pile.make_top_card_visible())
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update(current_pile.peek().rect());
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update_score(101);
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if (on_undo_availability_change)
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on_undo_availability_change(false);
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}
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last_value = to_underlying(card.rank());
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}
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}
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detect_victory();
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}
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void Game::detect_victory()
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{
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for (auto pile : piles) {
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auto& current_pile = stack_at_location(pile);
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if (!current_pile.is_empty())
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return;
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}
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if (on_undo_availability_change)
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on_undo_availability_change(false);
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if (on_game_end)
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on_game_end(GameOverReason::Victory, m_score);
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}
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void Game::paint_event(GUI::PaintEvent& event)
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{
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Gfx::Color background_color = this->background_color();
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GUI::Frame::paint_event(event);
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GUI::Painter painter(*this);
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painter.add_clip_rect(frame_inner_rect());
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painter.add_clip_rect(event.rect());
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if (is_moving_cards()) {
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for (auto& card : moving_cards())
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card.clear(painter, background_color);
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}
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for (auto& stack : stacks()) {
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stack.paint(painter, background_color);
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}
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if (is_moving_cards()) {
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for (auto& card : moving_cards()) {
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card.paint(painter);
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card.save_old_position();
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}
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}
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if (!m_mouse_down) {
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if (is_moving_cards()) {
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for (auto& card : moving_cards())
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card.set_moving(false);
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}
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clear_moving_cards();
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}
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}
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void Game::remember_move_for_undo(CardStack& from, CardStack& to, size_t card_count, bool was_visible)
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{
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m_last_move.type = LastMove::Type::MoveCards;
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m_last_move.from = &from;
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m_last_move.card_count = card_count;
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m_last_move.to = &to;
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m_last_move.was_visible = was_visible;
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if (on_undo_availability_change)
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on_undo_availability_change(true);
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}
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void Game::mousedown_event(GUI::MouseEvent& event)
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{
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GUI::Frame::mousedown_event(event);
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if (m_new_game_animation || m_draw_animation)
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return;
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auto click_location = event.position();
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for (auto& to_check : stacks()) {
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if (to_check.type() == CardStack::Type::Waste)
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continue;
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if (to_check.bounding_box().contains(click_location)) {
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if (to_check.type() == CardStack::Type::Stock) {
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start_timer_if_necessary();
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draw_cards();
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} else if (!to_check.is_empty()) {
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auto& top_card = to_check.peek();
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if (top_card.is_upside_down()) {
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if (top_card.rect().contains(click_location)) {
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top_card.set_upside_down(false);
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start_timer_if_necessary();
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update(top_card.rect());
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}
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} else if (!is_moving_cards()) {
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pick_up_cards_from_stack(to_check, click_location, Cards::CardStack::MovementRule::Same);
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m_mouse_down_location = click_location;
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// When the user wants to automatically move cards, do not go into the drag mode.
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if (event.button() != GUI::MouseButton::Secondary)
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m_mouse_down = true;
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start_timer_if_necessary();
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}
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}
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break;
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}
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}
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}
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void Game::move_focused_cards(CardStack& stack)
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{
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auto card_count = moving_cards().size();
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drop_cards_on_stack(stack, Cards::CardStack::MovementRule::Any).release_value_but_fixme_should_propagate_errors();
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bool was_visible = moving_cards_source_stack()->is_empty() || !moving_cards_source_stack()->peek().is_upside_down();
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remember_move_for_undo(*moving_cards_source_stack(), stack, card_count, was_visible);
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update_score(-1);
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moving_cards_source_stack()->make_top_card_visible();
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detect_full_stacks();
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}
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void Game::mouseup_event(GUI::MouseEvent& event)
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{
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GUI::Frame::mouseup_event(event);
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clear_hovered_stack();
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if (!is_moving_cards() || m_new_game_animation || m_draw_animation)
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return;
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bool rebound = true;
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if (event.button() == GUI::MouseButton::Secondary) {
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// This enables the game to move the focused cards to the first possible stack excluding empty stacks.
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// 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.
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for (auto& stack : stacks()) {
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if (stack == moving_cards_source_stack())
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continue;
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if (stack.is_allowed_to_push(moving_cards().at(0), moving_cards().size(), Cards::CardStack::MovementRule::Any) && !stack.is_empty()) {
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move_focused_cards(stack);
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rebound = false;
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break;
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}
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}
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} else if (auto target_stack = find_stack_to_drop_on(Cards::CardStack::MovementRule::Any); !target_stack.is_null()) {
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auto& stack = *target_stack;
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move_focused_cards(stack);
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rebound = false;
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}
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if (rebound) {
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for (auto& to_intersect : moving_cards())
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mark_intersecting_stacks_dirty(to_intersect);
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moving_cards_source_stack()->rebound_cards();
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update(moving_cards_source_stack()->bounding_box());
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}
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m_mouse_down = false;
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}
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void Game::mousemove_event(GUI::MouseEvent& event)
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{
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GUI::Frame::mousemove_event(event);
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if (!m_mouse_down || m_new_game_animation || m_draw_animation)
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return;
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auto click_location = event.position();
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int dx = click_location.dx_relative_to(m_mouse_down_location);
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int dy = click_location.dy_relative_to(m_mouse_down_location);
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if (auto target_stack = find_stack_to_drop_on(Cards::CardStack::MovementRule::Any)) {
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if (target_stack != m_hovered_stack) {
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clear_hovered_stack();
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m_hovered_stack = move(target_stack);
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m_hovered_stack->set_highlighted(true);
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update(m_hovered_stack->bounding_box());
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}
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} else {
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clear_hovered_stack();
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}
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for (auto& to_intersect : moving_cards()) {
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mark_intersecting_stacks_dirty(to_intersect);
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to_intersect.rect().translate_by(dx, dy);
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update(to_intersect.rect());
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}
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m_mouse_down_location = click_location;
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}
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void Game::timer_event(Core::TimerEvent&)
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{
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if (m_new_game_animation) {
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if (m_new_game_animation_delay < new_game_animation_delay) {
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++m_new_game_animation_delay;
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} else {
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m_new_game_animation_delay = 0;
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auto& current_pile = stack_at_location(piles.at(m_new_game_animation_pile));
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// for first 4 piles, draw 6 cards
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// for last 6 piles, draw 5 cards
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size_t cards_to_draw = m_new_game_animation_pile < 4 ? 6 : 5;
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if (current_pile.count() < (cards_to_draw - 1)) {
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auto card = m_new_deck.take_last();
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card->set_upside_down(true);
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current_pile.push(card).release_value_but_fixme_should_propagate_errors();
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} else {
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current_pile.push(m_new_deck.take_last()).release_value_but_fixme_should_propagate_errors();
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++m_new_game_animation_pile;
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}
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update(current_pile.bounding_box());
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if (m_new_game_animation_pile == piles.size()) {
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VERIFY(m_new_deck.size() == 50);
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auto& stock_pile = stack_at_location(Stock);
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while (!m_new_deck.is_empty())
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stock_pile.push(m_new_deck.take_last()).release_value_but_fixme_should_propagate_errors();
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update(stock_pile.bounding_box());
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m_new_game_animation = false;
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m_waiting_for_new_game = true;
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stop_timer();
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}
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}
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} else if (m_draw_animation) {
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if (m_draw_animation_delay < draw_animation_delay) {
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++m_draw_animation_delay;
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} else {
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auto& stock_pile = stack_at_location(Stock);
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auto& current_pile = stack_at_location(piles.at(m_draw_animation_pile));
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auto card = stock_pile.pop();
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card->set_upside_down(false);
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current_pile.push(card).release_value_but_fixme_should_propagate_errors();
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update(current_pile.bounding_box());
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++m_draw_animation_pile;
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if (m_draw_animation_pile == piles.size()) {
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update(m_original_stock_rect);
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detect_full_stacks();
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m_draw_animation = false;
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m_draw_animation_delay = 0;
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m_draw_animation_pile = 0;
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stop_timer();
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}
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}
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}
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}
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void Game::clear_hovered_stack()
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{
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if (!m_hovered_stack)
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return;
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m_hovered_stack->set_highlighted(false);
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update(m_hovered_stack->bounding_box());
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m_hovered_stack = nullptr;
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}
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}
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