bool CDeck::ShowTemp(int pRgn) { int const Human = 2; pRgn -= TEMPSTART; if(TempPile[pRgn]->Empty() || TempPile[pRgn]->Size() < 3) return false; CCardStack *cs = new CCardStack; *cs = *(TempPile[pRgn]->GetCardStack()); if(VerifySet(cs)) { cs->SetCardsFaceUp(true); TempPile[pRgn]->Clear(); Sets[Human][this->GetEmptyStack(Human)] = cs; mGame.InitDrag(cs, PlayerHand[Human], -1 , -1); mGame.DoDrop(ValidSet[Human]); return true; } else { delete cs; return false; } }
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; }
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; }
void HandleMouseDownEvent(SDL_Event &event) { CCardRegion *srcReg; if(event.button.button == SDL_BUTTON_LEFT){ srcReg = Scorpion.OnMouseDown(event.button.x, event.button.y); if(srcReg == NULL) return; //clicked on the top of the foundations if((srcReg->Id == CRD_TABLEAU) && srcReg->PtOnTop(event.button.x, event.button.y)){ srcReg->SetCardFaceUp(true, srcReg->Size() - 1); } //clicked on the tableau or piles for dragging if(((srcReg->Id == CRD_TABLEAU) || (srcReg->Id == CRD_FOUNDATION)) && Scorpion.InitDrag(event.button.x, event.button.y)){ startdrag = true; SDL_WM_GrabInput(SDL_GRAB_ON); } //clicked on the stock pile if(srcReg->Id == CRD_STOCK){ //printf("clicked on stock pile\n"); CCardStack *cs = new CCardStack; for(int i = 0; i < 4; i++){ *cs = Scorpion[0].Pop(1); cs->SetCardsFaceUp(true); Scorpion.InitDrag(cs, -1, -1); Scorpion.DoDrop(&Scorpion[i]); } } } //substitute right-click for double-click event if(event.button.button == SDL_BUTTON_RIGHT){ srcReg = Scorpion.OnMouseDown(event.button.x, event.button.y); if(srcReg == NULL) return; CCardRegion *cr; CCard card = srcReg->GetCard(srcReg->Size()-1); //clicked on the top of the foundations if(((srcReg->Id == CRD_FOUNDATION) || (srcReg->Id == CRD_STOCK)) && card.FaceUp() && srcReg->PtOnTop(event.button.x, event.button.y)){ if((cr = Scorpion.FindDropRegion(CRD_FOUNDATION, card))){ CCardStack *cs = new CCardStack; *cs = srcReg->Pop(1); Scorpion.InitDrag(cs, -1 , -1); Scorpion.DoDrop(cr); } } } }
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::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; }