ladybird/Userland/Games/Solitaire/Game.h
Andreas Kling 8a48246ed1 Everywhere: Stop using NonnullRefPtrVector
This class had slightly confusing semantics and the added weirdness
doesn't seem worth it just so we can say "." instead of "->" when
iterating over a vector of NNRPs.

This patch replaces NonnullRefPtrVector<T> with Vector<NNRP<T>>.
2023-03-06 23:46:35 +01:00

229 lines
6.2 KiB
C++

/*
* Copyright (c) 2020, Till Mayer <till.mayer@web.de>
* Copyright (c) 2021-2023, Sam Atkins <atkinssj@serenityos.org>
* Copyright (c) 2022, the SerenityOS developers.
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/Array.h>
#include <LibCards/CardGame.h>
#include <LibCards/CardPainter.h>
#include <LibCards/CardStack.h>
using Cards::Card;
using Cards::CardStack;
namespace Solitaire {
enum class Mode : u8 {
SingleCardDraw,
ThreeCardDraw,
__Count
};
enum class GameOverReason {
Victory,
NewGame,
};
class Game final : public Cards::CardGame {
C_OBJECT_ABSTRACT(Game)
public:
static constexpr int width = 640;
static constexpr int height = 480;
static ErrorOr<NonnullRefPtr<Game>> try_create();
virtual ~Game() override = default;
Mode mode() const { return m_mode; }
void setup(Mode);
void perform_undo();
bool is_auto_collecting() const { return m_auto_collect; }
void set_auto_collect(bool collect) { m_auto_collect = collect; }
Function<void(uint32_t)> on_score_update;
Function<void()> on_game_start;
Function<void(GameOverReason, uint32_t)> on_game_end;
Function<void(bool)> on_undo_availability_change;
private:
Game();
class Animation {
public:
Animation()
{
}
Animation(Cards::Suit suit, Cards::Rank rank, Gfx::IntPoint start_position, float gravity, int x_vel, float bouncyness)
: m_suit(suit)
, m_rank(rank)
, m_position(start_position)
, m_gravity(gravity)
, m_x_velocity(x_vel)
, m_bouncyness(bouncyness)
{
}
Gfx::IntRect card_rect() const
{
return {
m_position.x(), m_position.y(), Card::width, Card::height
};
}
Gfx::IntPoint position() const { return m_position; }
void draw(GUI::Painter& painter)
{
auto bitmap = Cards::CardPainter::the().card_front(m_suit, m_rank);
painter.blit(m_position, bitmap, bitmap->rect());
m_dirty = false;
}
bool tick()
{
// Don't move the animation card until the event loop has had a chance to paint its current location.
if (m_dirty)
return false;
m_y_velocity += m_gravity;
if (m_position.y() + Card::height + m_y_velocity > Game::height + 1 && m_y_velocity > 0) {
m_y_velocity = min((m_y_velocity * -m_bouncyness), -8.f);
m_position.set_y(Game::height - Card::height);
m_position.translate_by(m_x_velocity, 0);
} else {
m_position.translate_by(m_x_velocity, m_y_velocity);
}
m_dirty = true;
return true;
}
private:
Cards::Suit m_suit { Cards::Suit::Spades };
Cards::Rank m_rank { Cards::Rank::Ace };
Gfx::IntPoint m_position { 0, 0 };
float m_gravity { 0 };
int m_x_velocity { 0 };
float m_y_velocity { 0 };
float m_bouncyness { 0 };
bool m_dirty { false };
};
struct WasteRecycleRules {
uint8_t passes_allowed_before_punishment { 0 };
int8_t punishment { 0 };
};
struct LastMove {
enum class Type {
Invalid,
MoveCards,
FlipCard
};
Type type { Type::Invalid };
CardStack* from { nullptr };
Vector<NonnullRefPtr<Card>> cards;
CardStack* to { nullptr };
};
enum StackLocation {
Stock,
Waste,
Play,
Foundation1,
Foundation2,
Foundation3,
Foundation4,
Pile1,
Pile2,
Pile3,
Pile4,
Pile5,
Pile6,
Pile7,
__Count
};
static constexpr Array piles = { Pile1, Pile2, Pile3, Pile4, Pile5, Pile6, Pile7 };
static constexpr Array foundations = { Foundation1, Foundation2, Foundation3, Foundation4 };
ALWAYS_INLINE WasteRecycleRules const& recycle_rules()
{
static constexpr Array<WasteRecycleRules, 2> rules { {
{ 0, -100 },
{ 2, -20 },
} };
switch (m_mode) {
case Mode::SingleCardDraw:
return rules[0];
case Mode::ThreeCardDraw:
return rules[1];
default:
VERIFY_NOT_REACHED();
}
}
void score_move(CardStack& from, CardStack& to, bool inverse = false);
void score_flip(bool inverse = false);
void remember_move_for_undo(CardStack& from, CardStack& to, Vector<NonnullRefPtr<Card>> moved_cards);
void remember_flip_for_undo(Card& card);
void update_score(int to_add);
void draw_cards();
void pop_waste_to_play_stack();
bool attempt_to_move_card_to_foundations(CardStack& from);
void auto_move_eligible_cards_to_foundations();
void start_timer_if_necessary();
void start_game_over_animation();
void stop_game_over_animation();
void create_new_animation_card();
void set_background_fill_enabled(bool);
void check_for_game_over();
void clear_hovered_stack();
void deal_next_card();
virtual void paint_event(GUI::PaintEvent&) override;
virtual void mousedown_event(GUI::MouseEvent&) override;
virtual void mouseup_event(GUI::MouseEvent&) override;
virtual void mousemove_event(GUI::MouseEvent&) override;
virtual void doubleclick_event(GUI::MouseEvent&) override;
virtual void keydown_event(GUI::KeyEvent&) override;
virtual void timer_event(Core::TimerEvent&) override;
Mode m_mode { Mode::SingleCardDraw };
LastMove m_last_move;
Vector<NonnullRefPtr<Card>> m_new_deck;
Gfx::IntPoint m_mouse_down_location;
bool m_mouse_down { false };
enum class State {
WaitingForNewGame,
NewGameAnimation,
GameInProgress,
StartGameOverAnimationNextFrame,
GameOverAnimation,
};
State m_state { State::WaitingForNewGame };
Animation m_animation;
uint8_t m_new_game_animation_pile { 0 };
uint8_t m_new_game_animation_delay { 0 };
uint32_t m_score { 0 };
uint8_t m_passes_left_before_punishment { 0 };
bool m_auto_collect { false };
RefPtr<CardStack> m_hovered_stack;
};
}