CardStack CreatePlayDeck() { CardStack newStack; int i, colors = 1, num = 0; switch (dwDifficulty) { case IDC_DIF_ONECOLOR: colors = 1; break; case IDC_DIF_TWOCOLORS: colors = 2; break; case IDC_DIF_FOURCOLORS: colors = 4; break; } for (i = 0; i < NUM_SPIDER_CARDS; i++) { num += NUM_CARD_COLORS / colors; Card newCard(num % NUM_STD_CARDS); newStack.Push(newCard); } return newStack; }
// // Double-click on the deck // Move 3 cards to the face-up pile // void CARDLIBPROC DeckClickProc(CardRegion &stackobj, int iNumClicked) { TRACE("ENTER DeckClickProc()\n"); CardStack cardstack = stackobj.GetCardStack(); CardStack pile = pPile->GetCardStack(); fGameStarted = true; //reset the face-up pile to represent 3 cards if(dwOptions & OPTION_THREE_CARDS) pPile->SetOffsets(CS_DEFXOFF, 1); if(cardstack.NumCards() == 0) { pile.Clear(); activepile.Reverse(); cardstack.Push(activepile); activepile.Clear(); } else { int numcards = min((dwOptions & OPTION_THREE_CARDS) ? 3 : 1, cardstack.NumCards()); //make a "visible" copy of these cards CardStack temp; temp = cardstack.Pop(numcards); temp.Reverse(); if(dwOptions & OPTION_THREE_CARDS) pile.Clear(); pile.Push(temp); //remove the top 3 from deck activepile.Push(temp); } activepile.Print(); pDeck->SetCardStack(cardstack); pPile->SetCardStack(pile); SolWnd.Redraw(); TRACE("EXIT DeckClickProc()\n"); }
void BuildDeck(CardStack& cards) { for (int index = 0; index < NUM_CARDS; index++) { //Num [2,14]. cards.Push( rand() % 13 + 2); } }
void NewGame(void) { TRACE("ENTER NewGame()\n"); int i, j; SolWnd.EmptyStacks(); //create a new card-stack CardStack deck; deck.NewDeck(); deck.Shuffle(); activepile.Clear(); //deal to each row stack.. for(i = 0; i < NUM_ROW_STACKS; i++) { CardStack temp; temp.Clear(); pRowStack[i]->SetFaceDirection(CS_FACE_DOWNUP, i); for(j = 0; j <= i; j++) { temp.Push(deck.Pop()); } pRowStack[i]->SetCardStack(temp); } //put the other cards onto the deck pDeck->SetCardStack(deck); pDeck->Update(); // For the 1-card-mode, all cards need to be completely overlapped if(!(dwOptions & OPTION_THREE_CARDS)) pPile->SetOffsets(0, 0); SolWnd.Redraw(); fGameStarted = false; TRACE("EXIT NewGame()\n"); }
bool CardRegion::OnLButtonUp(int x, int y) { CardRegion *pDestStack = 0; HDC hdc; int dropstackid = CS_DROPZONE_NODROP; RECT dragrect; DropZone *dropzone; fMouseDragging = false; //first of all, see if any drop zones have been registered SetRect(&dragrect, x-mousexoffset, y-mouseyoffset, x-mousexoffset+nDragCardWidth, y-mouseyoffset+nDragCardHeight); dropzone = parentWnd.GetDropZoneFromRect(&dragrect); if(dropzone) { dropstackid = dropzone->DropCards(dragstack); if(dropstackid != CS_DROPZONE_NODROP) pDestStack = parentWnd.CardRegionFromId(dropstackid); else pDestStack = 0; } else { pDestStack = parentWnd.GetBestStack(x - mousexoffset, y - mouseyoffset, nDragCardWidth, nDragCardHeight); } // If have found a stack to drop onto // TRACE ( "can I drop card?\n" ); if(pDestStack && pDestStack->CanDropCards(dragstack)) { TRACE ( "yes, dropping card\n" ); hdc = GetDC((HWND)parentWnd); // UseNicePalette(hdc); ZoomCard(hdc, x - mousexoffset, y - mouseyoffset, pDestStack); ReleaseDC((HWND)parentWnd, hdc); // //add the cards to the destination stack // CardStack temp = pDestStack->GetCardStack(); temp.Push(dragstack); pDestStack->SetCardStack(temp); // pDestStack->Update(); //Update this stack's card count + size // pDestStack->UpdateFaceDir(temp); // Call the remove callback on THIS stack, if one is specified // if(RemoveCallback) RemoveCallback(*this, iNumDragCards); // Call the add callback, if one is specified // if(pDestStack->AddCallback) pDestStack->AddCallback(*pDestStack, pDestStack->cardstack);//index, deststack->numcards); RedrawIfNotDim(pDestStack, true); TRACE ( "done dropping card\n" ); } // // Otherwise, let the cards snap back onto this stack // else { TRACE ( "no, putting card back\n" ); hdc = GetDC((HWND)parentWnd); TRACE ( "calling ZoomCard()\n" ); ZoomCard(hdc, x - mousexoffset, y - mouseyoffset, this); TRACE ( "cardstack += dragstack\n" ); cardstack += dragstack; TRACE ( "calling ReleaseDC()\n" ); ReleaseDC((HWND)parentWnd, hdc); TRACE ( "calling Update()\n" ); Update(); //Update this stack's card count + size TRACE ( "done putting card back\n" ); } ReleaseDragBitmaps(); ReleaseCapture(); TRACE ( "OnLButtonUp() done\n" ); return true; }