bool CDeck::Show(int const pIdx, int pRgn) { if(PlayerHand[pIdx]->GetNumSelectedCards() < 3) return false; //too few selected cards if(pRgn != -1) { pRgn -= SETSTART; if(pIdx != pRgn) return false; //should click on your own sets } CCardStack *cs = new CCardStack; cs->Push(PlayerHand[pIdx]->GetSelectedCards()); if(VerifySet(cs)) { cs->Clear(); cs->Push(PlayerHand[pIdx]->PopSelectedCards()); cs->SetCardsFaceUp(true); cs->Sort(); Sets[pIdx][this->GetEmptyStack(pIdx)] = cs; mGame.InitDrag(cs, PlayerHand[pIdx], -1 , -1); mGame.DoDrop(ValidSet[pIdx]); return true; } else { PlayerHand[pIdx]->InitCardCoords(); return false; } }
bool CDeck::Sapaw(int const pIdx, int pRgn) { if(PlayerHand[pIdx]->GetNumSelectedCards() < 1) return false; //too few selected cards pRgn -= SETSTART; CCardStack *cs = new CCardStack; for(int j = 0; j < 6; j++) { SDL_PumpEvents(); if((Sets[pRgn][j] != NULL) && !Sets[pRgn][j]->Empty()) { cs->Clear(); cs->Push(PlayerHand[pIdx]->GetSelectedCards()); CCardStack set = *Sets[pRgn][j]; cs->Push(set); if(VerifySet(cs)) { cs->Clear(); cs->Push(PlayerHand[pIdx]->PopSelectedCards()); cs->SetCardsFaceUp(true); Sets[pRgn][j]->Push(*cs); Sets[pRgn][j]->Sort(); mGame.InitDrag(cs, PlayerHand[pIdx], -1 , -1); mGame.DoDrop(ValidSet[pRgn]); ValidSet[pRgn]->Clear(); ValidSet[pRgn]->Push(ExtractSet(pRgn)); ValidSet[pRgn]->InitCardCoords(); mGame.DrawStaticScene(); if(pRgn != pIdx) Nasapawan[pRgn] = true;//CALL return true; } } } delete cs; return false; }
// 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); }
CCardStack CDeck::ExtractSet(int const pIdx) { CCardStack set; for(int j = 0; j < 6; j++) { if(Sets[pIdx][j] != NULL) set.Push(*Sets[pIdx][j]); } return set; }
bool CDeck::Chow(int const pIdx) { if(PlayerHand[pIdx]->GetNumSelectedCards() < 2) return false; //too few selected cards if(DumpPile->Empty()) return false; if(!TransferPile->Empty()) return false; CCard thrown = DumpPile->Pop(); //push again if unsuccessful CCardStack *cs = new CCardStack; cs->Push(thrown); cs->Push(PlayerHand[pIdx]->GetSelectedCards()); if(VerifySet(cs)) { cs->Clear(); cs->Push(thrown); cs->Push(PlayerHand[pIdx]->PopSelectedCards()); cs->SetCardsFaceUp(true); cs->Sort(); Sets[pIdx][this->GetEmptyStack(pIdx)] = cs; mGame.InitDrag(cs, PlayerHand[pIdx], -1 , -1); mGame.DoDrop(ValidSet[pIdx]); return true; } else { DumpPile->Push(thrown); DumpPile->InitCardCoords(); PlayerHand[pIdx]->InitCardCoords(); return false; } }
bool CDeck::DumpACard(int const pIdx) { if( (PlayerHand[pIdx]->GetNumSelectedCards() > 1) || (PlayerHand[pIdx]->GetNumSelectedCards() < 1) ) return false; //too many or too few cards to dump CCardStack *cs = new CCardStack; cs->Push(PlayerHand[pIdx]->PopSelectedCards()); cs->SetCardsFaceUp(true); //Doesn't refresh the card locations for robots so we should manually refresh PlayerHand[pIdx]->InitCardCoords(); mGame.InitDrag(cs, PlayerHand[pIdx], -1 , -1); mGame.DoDrop(DumpPile); return true; }
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; }
CCardRegion* CGame::FindDropRegion(int Id, CCard card) { CCardStack stack; stack.Push(card); return FindDropRegion(Id, stack); }