// See whether the card under the cursor can be moved somewhere else // Returns 'true' if it can be moved, 'false' otherwise bool Game::CanYouGo(int x, int y) { Pile* pile = WhichPile(x, y); if (pile && pile != m_pack) { Card* card = pile->GetTopCard(); if (card) { int i; for(i = 0; i < 8; i++) { if (m_foundations[i]->AcceptCard(card) && m_foundations[i] != pile) { return true; } } for(i = 0; i < 10; i++) { if (m_bases[i]->GetTopCard() && m_bases[i]->AcceptCard(card) && m_bases[i] != pile) { return true; } } } } return false; }
// See whether the card under the cursor can be moved somewhere else // Returns 'true' if it can be moved, 'false' otherwise bool Game::CanYouGo(int x, int y) { Pile* pile = WhichPile(x, y); if (pile && pile != m_pack) { Card* card = pile->GetTopCard(); if (card) { int i; #if defined(__INTEL_COMPILER) && 1 /* VDM auto patch */ # pragma ivdep # pragma swp # pragma unroll # pragma prefetch # if 0 # pragma simd noassert # endif #endif /* VDM auto patch */ for(i = 0; i < 8; i++) { if (m_foundations[i]->AcceptCard(card) && m_foundations[i] != pile) { return true; } } #if defined(__INTEL_COMPILER) && 1 /* VDM auto patch */ # pragma ivdep # pragma swp # pragma unroll # pragma prefetch # if 0 # pragma simd noassert # endif #endif /* VDM auto patch */ for(i = 0; i < 10; i++) { if (m_bases[i]->GetTopCard() && m_bases[i]->AcceptCard(card) && m_bases[i] != pile) { return true; } } } } return false; }
// Called when the left button is double clicked // If a card is under the pointer and it can move elsewhere then move it. // Move onto a foundation as first choice, a populated base as second and // an empty base as third choice. // NB Cards in the m_pack cannot be moved in this way - they aren't in play // yet void Game::LButtonDblClk(wxDC& dc, int x, int y) { Pile* pile = WhichPile(x, y); if (!pile) return; // Double click on m_pack is the same as left button down if (pile == m_pack) { LButtonDown(dc, x, y); } else { Card* card = pile->GetTopCard(); if (card) { int i; // if the card is an ace then try to place it next // to an ace of the same suit if (card->GetPipValue() == 1) { for(i = 0; i < 4; i++) { Card* m_topCard = m_foundations[i]->GetTopCard(); if ( m_topCard ) { if (m_topCard->GetSuit() == card->GetSuit() && m_foundations[i + 4] != pile && m_foundations[i + 4]->GetTopCard() == 0) { pile->RemoveTopCard(dc); m_foundations[i + 4]->AddCard(dc, card); DoMove(dc, pile, m_foundations[i + 4]); return; } } } } // try to place the card on a foundation for(i = 0; i < 8; i++) { if (m_foundations[i]->AcceptCard(card) && m_foundations[i] != pile) { pile->RemoveTopCard(dc); m_foundations[i]->AddCard(dc, card); DoMove(dc, pile, m_foundations[i]); return; } } // try to place the card on a populated base for(i = 0; i < 10; i++) { if (m_bases[i]->AcceptCard(card) && m_bases[i] != pile && m_bases[i]->GetTopCard()) { pile->RemoveTopCard(dc); m_bases[i]->AddCard(dc, card); DoMove(dc, pile, m_bases[i]); return; } } // try to place the card on any base for(i = 0; i < 10; i++) { if (m_bases[i]->AcceptCard(card) && m_bases[i] != pile) { pile->RemoveTopCard(dc); m_bases[i]->AddCard(dc, card); DoMove(dc, pile, m_bases[i]); return; } } } } }
// Called when the left button is double clicked // If a card is under the pointer and it can move elsewhere then move it. // Move onto a foundation as first choice, a populated base as second and // an empty base as third choice. // NB Cards in the m_pack cannot be moved in this way - they aren't in play // yet void Game::LButtonDblClk(wxDC& dc, int x, int y) { Pile* pile = WhichPile(x, y); if (!pile) return; // Double click on m_pack is the same as left button down if (pile == m_pack) { LButtonDown(dc, x, y); } else { Card* card = pile->GetTopCard(); if (card) { int i; // if the card is an ace then try to place it next // to an ace of the same suit if (card->GetPipValue() == 1) { #if defined(__INTEL_COMPILER) && 1 /* VDM auto patch */ # pragma ivdep # pragma swp # pragma unroll # pragma prefetch # if 0 # pragma simd noassert # endif #endif /* VDM auto patch */ for(i = 0; i < 4; i++) { Card* m_topCard = m_foundations[i]->GetTopCard(); if ( m_topCard ) { if (m_topCard->GetSuit() == card->GetSuit() && m_foundations[i + 4] != pile && m_foundations[i + 4]->GetTopCard() == 0) { pile->RemoveTopCard(dc); m_foundations[i + 4]->AddCard(dc, card); DoMove(dc, pile, m_foundations[i + 4]); return; } } } } // try to place the card on a foundation #if defined(__INTEL_COMPILER) && 1 /* VDM auto patch */ # pragma ivdep # pragma swp # pragma unroll # pragma prefetch # if 0 # pragma simd noassert # endif #endif /* VDM auto patch */ for(i = 0; i < 8; i++) { if (m_foundations[i]->AcceptCard(card) && m_foundations[i] != pile) { pile->RemoveTopCard(dc); m_foundations[i]->AddCard(dc, card); DoMove(dc, pile, m_foundations[i]); return; } } // try to place the card on a populated base #if defined(__INTEL_COMPILER) && 1 /* VDM auto patch */ # pragma ivdep # pragma swp # pragma unroll # pragma prefetch # if 0 # pragma simd noassert # endif #endif /* VDM auto patch */ for(i = 0; i < 10; i++) { if (m_bases[i]->AcceptCard(card) && m_bases[i] != pile && m_bases[i]->GetTopCard()) { pile->RemoveTopCard(dc); m_bases[i]->AddCard(dc, card); DoMove(dc, pile, m_bases[i]); return; } } // try to place the card on any base #if defined(__INTEL_COMPILER) && 1 /* VDM auto patch */ # pragma ivdep # pragma swp # pragma unroll # pragma prefetch # if 0 # pragma simd noassert # endif #endif /* VDM auto patch */ for(i = 0; i < 10; i++) { if (m_bases[i]->AcceptCard(card) && m_bases[i] != pile) { pile->RemoveTopCard(dc); m_bases[i]->AddCard(dc, card); DoMove(dc, pile, m_bases[i]); return; } } } } }