ladybird/Userland/Games/Hearts/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

117 lines
3.4 KiB
C++

/*
* Copyright (c) 2020, Till Mayer <till.mayer@web.de>
* Copyright (c) 2021, Gunnar Beutner <gbeutner@serenityos.org>
* Copyright (c) 2022, the SerenityOS developers.
* Copyright (c) 2022, Sam Atkins <atkinssj@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include "Player.h"
#include <LibCards/Card.h>
#include <LibCards/CardGame.h>
#include <LibCore/Timer.h>
using Cards::Card;
namespace Hearts {
class Game final : public Cards::CardGame {
C_OBJECT(Game)
public:
static constexpr int width = 640;
static constexpr int height = 480;
virtual ~Game() override = default;
void setup(DeprecatedString player_name, int hand_number = 0);
Function<void(DeprecatedString const&)> on_status_change;
private:
Game();
void reset();
void show_score_card(bool game_over);
void dump_state() const;
void play_card(Player& player, size_t card_index);
bool are_hearts_broken() const;
bool is_valid_play(Player& player, Card& card, DeprecatedString* explanation = nullptr) const;
void let_player_play_card();
void continue_game_after_delay(int interval_ms = 750);
void advance_game();
size_t pick_card(Player& player);
size_t pick_first_card_ltr(Player& player);
size_t player_index(Player& player);
Player& current_player();
bool game_ended() const { return m_trick_number == 13; }
int calculate_score(Player& player);
bool other_player_has_lower_value_card(Player& player, Card& card);
bool other_player_has_higher_value_card(Player& player, Card& card);
bool other_player_has_queen_of_spades(Player& player);
void reposition_hand(Player&);
bool is_card_highlighted(Card& card);
void clear_highlighted_cards();
void highlight_card(Card& card);
void unhighlight_card(Card& card);
void select_cards_for_passing();
void pass_cards();
PassingDirection passing_direction() const;
void start_animation(Vector<NonnullRefPtr<Card>> cards, Gfx::IntPoint end, Function<void()> did_finish_callback, int initial_delay_ms, int steps = 30);
void stop_animation();
virtual void paint_event(GUI::PaintEvent&) override;
virtual void mouseup_event(GUI::MouseEvent&) override;
virtual void keydown_event(GUI::KeyEvent&) override;
virtual void timer_event(Core::TimerEvent&) override;
void card_clicked(size_t card_index, Card& card);
void card_clicked_during_passing(size_t card_index, Card& card);
void card_clicked_during_play(size_t card_index, Card& card);
RefPtr<GUI::Button> m_passing_button;
enum class State {
PassingSelect,
PassingSelectConfirmed,
PassingAccept,
Play,
GameEnded,
};
State m_state { State::PassingSelect };
int m_hand_number { 0 };
HashTable<NonnullRefPtr<Card>> m_cards_highlighted;
Player m_players[4];
Vector<NonnullRefPtr<Card>> m_trick;
Player* m_leading_player { nullptr };
u8 m_trick_number { 0 };
RefPtr<Core::Timer> m_delay_timer;
bool m_human_can_play { false };
struct AnimatedCard {
NonnullRefPtr<Card> card;
Gfx::IntPoint start;
};
RefPtr<Core::Timer> m_animation_delay_timer;
bool m_animation_playing { false };
Vector<AnimatedCard> m_animation_cards;
Gfx::IntPoint m_animation_end;
int m_animation_current_step { 0 };
int m_animation_steps { 0 };
OwnPtr<Function<void()>> m_animation_did_finish;
RefPtr<Card> m_inverted_card;
};
}