// optimization needed void CGame::DoDrop(CCardRegion *DestRegion) { CCardStack *DestStack; CCardRegion *BestRegion; if(DestRegion != NULL) BestRegion = DestRegion; // else BestRegion = this->GetBestStack(dcard.x, dcard.y, dcard.width, dcard.height, &DragStack); else BestRegion = this->GetBestStack(dcard.x, dcard.y, CARDWIDTH, CARDHEIGHT, &DragStack); if(BestRegion == NULL) BestRegion = SourceRegion; DestStack = BestRegion->GetCardStack(); DestStack->Push(DragStack); BestRegion->InitCardCoords(); VI vi; switch(SourceRegion->GetDragMode()) { case 2: case 3: vi = DestStack->end() - 1; break; default: // 1 and 4 vi = DestStack->end() - DragStack.Size(); } DragStack.Clear(); //when no movement if(dcard.x == vi->x && dcard.y == vi->y) return; ZoomCard(dcard.x, dcard.y, vi->x, vi->y, dcard.width, dcard.height, background, dragface); }
bool CDeck::AutoSapaw(int const pIdx) { //This disables strategy, the player may want to choose where to sapaw //in order to inhibit his opponents from 'calling' CCardStack *Stack = PlayerHand[pIdx]->GetCardStack(); int Idx = 0; //checks all the cards, performs sapaw until not able to do so for(VI vi = Stack->begin(); vi != Stack->end(); ++vi) { PlayerHand[pIdx]->SelectCard(Idx); CCardStack *cs = new CCardStack; for(int i = 0; i < 3; i++) { for(int j = 0; j < 6; j++) { SDL_PumpEvents(); if((Sets[i][j] != NULL) && !Sets[i][j]->Empty()) { cs->Clear(); cs->Push(PlayerHand[pIdx]->GetSelectedCards()); CCardStack set = *Sets[i][j]; cs->Push(set); if(VerifySet(cs)) { cs->Clear(); cs->Push(PlayerHand[pIdx]->PopSelectedCards()); cs->SetCardsFaceUp(true); Sets[i][j]->Push(*cs); Sets[i][j]->Sort(); mGame.InitDrag(cs, PlayerHand[pIdx], -1 , -1); mGame.DoDrop(ValidSet[i]); ValidSet[i]->Clear(); ValidSet[i]->Push(ExtractSet(i)); ValidSet[i]->InitCardCoords(); mGame.DrawStaticScene(); if(i != pIdx) Nasapawan[i] = true;//CALL return true; } } } } PlayerHand[pIdx]->InitCardCoords(); //select a different card Idx++; delete cs; }//end of for loop PlayerHand[pIdx]->InitCardCoords(); return false; }
bool CDeck::FindValidSet(int const pIdx) { if(PlayerHand[pIdx]->GetNumSelectedCards() > 0) return false; //should not select any CCardStack *Stack = PlayerHand[pIdx]->GetCardStack(); int Idx = 0; for(VI vi = Stack->begin(); vi != Stack->end(); ++vi) { SDL_PumpEvents(); int Rank = vi->Rank(); int Suit = vi->Suit(); int a = PlayerHand[pIdx]->FindCard(Rank + 1, Suit); int b = PlayerHand[pIdx]->FindCard(Rank + 2, Suit); int c = PlayerHand[pIdx]->FindCard(Rank - 1, Suit); int d = PlayerHand[pIdx]->FindCard(Rank - 2, Suit); int e[3]; //cards with same suit e[0] = PlayerHand[pIdx]->FindMoreSameRank(0, Rank, Suit); if(e[0] != -1) { e[1] = PlayerHand[pIdx]->FindMoreSameRank(e[0] + 1, Rank, Suit); if(e[1] != -1) e[2] = PlayerHand[pIdx]->FindMoreSameRank(e[1] + 1, Rank, Suit); } if(a != -1 && b != -1) { PlayerHand[pIdx]->SelectCard(Idx); PlayerHand[pIdx]->SelectCard(a); PlayerHand[pIdx]->SelectCard(b); return true; } if(a != -1 && c != -1) { PlayerHand[pIdx]->SelectCard(Idx); PlayerHand[pIdx]->SelectCard(a); PlayerHand[pIdx]->SelectCard(c); return true; } if(c != -1 && d != -1) { PlayerHand[pIdx]->SelectCard(Idx); PlayerHand[pIdx]->SelectCard(c); PlayerHand[pIdx]->SelectCard(d); return true; } if(e[0] != -1 && e[1] != -1) { PlayerHand[pIdx]->SelectCard(Idx); PlayerHand[pIdx]->SelectCard(e[0]); PlayerHand[pIdx]->SelectCard(e[1]); if(e[2] != -1) PlayerHand[pIdx]->SelectCard(e[2]); return true; } Idx++; }//end of for loop return false; }