/* Cards dropped to a stack */ bool CARDLIBPROC StackDropProc(CardRegion &stackobj, CardStack &dragcards) { Card dragcard = dragcards[dragcards.NumCards() - 1]; int faceup, facedown; /* Only drop our cards on other stacks */ if (stackobj.Id() == from->Id()) { return false; } /* If stack is empty, everything can be dropped */ if (stackobj.NumCards() != 0) { const CardStack &mystack = stackobj.GetCardStack(); /* Can only drop if card is 1 less */ if (mystack[0].LoVal() != dragcard.LoVal() + 1) { return false; } /* Check if stack complete */ stackobj.GetFaceDirection(&facedown); faceup = stackobj.NumCards() - facedown; if (faceup + dragcards.NumCards() >= NUM_ONECOLOR_CARDS) { int i, max = NUM_ONECOLOR_CARDS - dragcards.NumCards() - 1; /* Dragged cards have been checked to be in order, check stack cards */ if (mystack[0].Suit() == dragcard.Suit() && stackLookingGood(mystack, max)) { CardStack s = stackobj.GetCardStack(); CardStack f; /* Remove from card stack */ for (i = 0; i < max + 1; i++) { s.RemoveCard(0); } /* Remove dragged cards */ dragcards = f; stackobj.SetCardStack(s); cardsFinished += NUM_ONECOLOR_CARDS; /* Flip top card of the dest stack */ TurnStackCard(stackobj); } } } /* Flip the top card of the source stack */ TurnStackCard(*from); fGameStarted = true; return true; }
// // Double-click on one of the row stacks // The aim is to find a suit-stack to move the // double-clicked card to. // void CARDLIBPROC RowStackDblClickProc(CardRegion &stackobj, int iNumClicked) { TRACE("ENTER RowStackDblClickProc()\n"); //can only move 1 card at a time if(iNumClicked != 1) { TRACE("EXIT RowStackDblClickProc()\n"); return; } //find a suit-stack to move the card to... const CardStack &cardstack = stackobj.GetCardStack(); CardRegion *pDest = FindSuitStackFromCard(cardstack[0]); if(pDest != 0) { fGameStarted = true; //stackobj.MoveCards(pDest, 1, true); //use the SimulateDrag funcion, because we get the //AddProc callbacks called for us on the destination stacks... stackobj.SimulateDrag(pDest, 1, true); } TRACE("EXIT RowStackDblClickProc()\n"); }
// // Can only drop a card onto a suit-stack if the // card is 1 higher, and is the same suit // bool CanDrop(CardRegion &stackobj, Card card) { TRACE("ENTER CanDrop()\n"); int topval; const CardStack &cardstack = stackobj.GetCardStack(); if(cardstack.NumCards() > 0) { if(card.Suit() != cardstack[0].Suit()) { TRACE("EXIT CanDrop()\n"); return false; } topval = cardstack[0].LoVal(); } else { topval = 0; } //make sure 1 higher if(card.LoVal() != (topval + 1)) { TRACE("EXIT CanDrop()\n"); return false; } TRACE("EXIT CanDrop()\n"); return true; }
/* Cards dragged from a stack */ bool CARDLIBPROC StackDragProc(CardRegion &stackobj, int numDragCards) { int numfacedown, numcards; stackobj.GetFaceDirection(&numfacedown); numcards = stackobj.NumCards(); /* Only cards facing up */ if (numDragCards <= numcards - numfacedown) { const CardStack &mystack = stackobj.GetCardStack(); /* Don't allow to drag unsuited cards */ if (!stackLookingGood(mystack, numDragCards - 1)) { return false; } /* Remember where the cards come from */ from = &stackobj; return true; } else { return false; } }
// // 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"); }
// // Row a row-stack, we can only drop cards // that are lower / different colour // bool CARDLIBPROC RowStackDropProc(CardRegion &stackobj, CardStack &dragcards) { TRACE("ENTER RowStackDropProc()\n"); Card dragcard = dragcards[dragcards.NumCards() - 1]; //if we are empty, can only drop a stack with a King at bottom if(stackobj.NumCards() == 0) { if(dragcard.LoVal() != 13) { TRACE("EXIT RowStackDropProc(false)\n"); return false; } } else { const CardStack &mystack = stackobj.GetCardStack(); //can only drop if card is 1 less if(mystack[0].LoVal() != dragcard.LoVal() + 1) { TRACE("EXIT RowStackDropProc(false)\n"); return false; } //can only drop if card is different colour if( (mystack[0].IsBlack() && !dragcard.IsRed()) || (!mystack[0].IsBlack() && dragcard.IsRed()) ) { TRACE("EXIT RowStackDropProc(false)\n"); return false; } } fGameStarted = true; TRACE("EXIT RowStackDropProc(true)\n"); return true; }
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; }