ReactOS  0.4.15-dev-2991-g632fa1c
solgame.cpp File Reference
#include "solitaire.h"
Include dependency graph for solgame.cpp:

Go to the source code of this file.

Macros

#define TRACE(s)
 

Functions

void NewGame (void)
 
bool CARDLIBPROC RowStackDragProc (CardRegion &stackobj, int iNumDragCards)
 
bool CARDLIBPROC RowStackDropProc (CardRegion &stackobj, CardStack &dragcards)
 
bool CanDrop (CardRegion &stackobj, Card card)
 
bool CARDLIBPROC SuitStackDropProc (CardRegion &stackobj, CardStack &dragcards)
 
void CARDLIBPROC SuitStackClickProc (CardRegion &stackobj, int iNumClicked)
 
void CARDLIBPROC RowStackClickProc (CardRegion &stackobj, int iNumClicked)
 
CardRegionFindSuitStackFromCard (Card card)
 
void CARDLIBPROC SuitStackAddProc (CardRegion &stackobj, const CardStack &added)
 
void CARDLIBPROC RowStackDblClickProc (CardRegion &stackobj, int iNumClicked)
 
void CARDLIBPROC PileClickProc (CardRegion &stackobj, int iNumClicked)
 
void CARDLIBPROC PileDblClickProc (CardRegion &stackobj, int iNumClicked)
 
void FixIfOneCardLeft (void)
 
void CARDLIBPROC PileRemoveProc (CardRegion &stackobj, int iItems)
 
void CARDLIBPROC DeckClickProc (CardRegion &stackobj, int iNumClicked)
 

Variables

TCHAR MsgWin [128]
 
TCHAR MsgDeal [128]
 
CardStack activepile
 
int VisiblePileCards
 
int LastId
 
bool fGameStarted = false
 
bool bAutoroute = false
 

Macro Definition Documentation

◆ TRACE

#define TRACE (   s)

Definition at line 4 of file solgame.cpp.

Function Documentation

◆ CanDrop()

bool CanDrop ( CardRegion stackobj,
Card  card 
)

Definition at line 197 of file solgame.cpp.

198 {
199  TRACE("ENTER CanDrop()\n");
200  int topval;
201 
202  const CardStack &cardstack = stackobj.GetCardStack();
203 
204  SetPlayTimer();
205 
206  if(cardstack.NumCards() > 0)
207  {
208  if(card.Suit() != cardstack[0].Suit())
209  {
210  TRACE("EXIT CanDrop()\n");
211  return false;
212  }
213 
214  topval = cardstack[0].LoVal();
215  }
216  else
217  {
218  topval = 0;
219  }
220 
221  //make sure 1 higher
222  if(card.LoVal() != (topval + 1))
223  {
224  TRACE("EXIT CanDrop()\n");
225  return false;
226  }
227 
228  TRACE("EXIT CanDrop()\n");
229  return true;
230 }
int Suit() const
Definition: card.h:54
const CardStack & GetCardStack()
Definition: cardregion.cpp:399
#define TRACE(s)
Definition: solgame.cpp:4
void SetPlayTimer(void)
Definition: solitaire.cpp:171
int LoVal() const
Definition: card.h:59
int NumCards() const
Definition: cardstack.h:14

Referenced by FindSuitStackFromCard(), and SuitStackDropProc().

◆ DeckClickProc()

void CARDLIBPROC DeckClickProc ( CardRegion stackobj,
int  iNumClicked 
)

Definition at line 504 of file solgame.cpp.

505 {
506  TRACE("ENTER DeckClickProc()\n");
507 
508  SetPlayTimer();
509 
510  CardStack cardstack = stackobj.GetCardStack();
511  CardStack pile = pPile->GetCardStack();
512 
513  fGameStarted = true;
514  SetPlayTimer();
515 
516  //reset the face-up pile to represent 3 cards
519 
520  if(cardstack.NumCards() == 0)
521  {
522  if (GetScoreMode() == SCORE_VEGAS)
523  {
525  {
526  pile.Clear();
527 
529  cardstack.Push(activepile);
530  activepile.Clear();
532  VisiblePileCards = 0;
533  }
534  }
535  else if (GetScoreMode() == SCORE_STD)
536  {
538  if ((dwWasteCount >= dwWasteTreshold) && (activepile.NumCards() != 0))
539  {
541  lScore = lScore >= 20 ? lScore - 20 : 0;
542  else
543  lScore = lScore >= 100 ? lScore - 100 : 0;
544  }
545 
546  pile.Clear();
547 
549  cardstack.Push(activepile);
550  activepile.Clear();
551  VisiblePileCards = 0;
552 
553  UpdateStatusBar();
554  }
555  else
556  {
557  pile.Clear();
558 
560  cardstack.Push(activepile);
561  activepile.Clear();
563  VisiblePileCards = 0;
564  }
565 
566  dwWasteCount++;
567  }
568  else
569  {
570  int numcards = min((dwOptions & OPTION_THREE_CARDS) ? 3 : 1, cardstack.NumCards());
571 
573 
574  //make a "visible" copy of these cards
575  CardStack temp;
576  temp = cardstack.Pop(numcards);
577  temp.Reverse();
578 
580  pile.Clear();
581 
582  pile.Push(temp);
583 
584  //remove the top 3 from deck
586 
587  VisiblePileCards = numcards;
588  }
589 
590  activepile.Print();
591 
592  pDeck->SetCardStack(cardstack);
593  pPile->SetCardStack(pile);
594 
596 
597  SolWnd.Redraw();
598  TRACE("EXIT DeckClickProc()\n");
599 }
void Print()
Definition: cardstack.cpp:222
DWORD dwOptions
Definition: solitaire.cpp:24
long lScore
Definition: solitaire.cpp:30
const CardStack & GetCardStack()
Definition: cardregion.cpp:399
void Clear()
Definition: cardstack.cpp:37
void Push(const Card card)
Definition: cardstack.cpp:83
CardRegion * pDeck
Definition: solcreate.cpp:3
#define DECK_ID
Definition: solitaire.h:39
void Redraw(void)
Definition: cardwindow.cpp:553
int GetScoreMode(void)
Definition: solitaire.cpp:129
void Reverse()
Definition: cardstack.cpp:73
int VisiblePileCards
Definition: solgame.cpp:13
#define PILE_ID
Definition: solitaire.h:40
#define TRACE(s)
Definition: solgame.cpp:4
void SetPlayTimer(void)
Definition: solitaire.cpp:171
#define CS_DEFXOFF
Definition: cardlib.h:23
Card Pop()
Definition: cardstack.cpp:127
#define OPTION_THREE_CARDS
Definition: solitaire.h:11
CardStack activepile
Definition: solgame.cpp:12
void SetCardStack(const CardStack &cs)
Definition: cardregion.cpp:390
void SetUndo(int set_source_id, int set_destination_id, int set_number_of_cards, int set_prev_score, int set_prev_visible_pile_cards)
Definition: solundo.cpp:27
void SetOffsets(int x, int y)
Definition: cardregion.cpp:228
bool fGameStarted
Definition: solgame.cpp:15
static calc_node_t temp
Definition: rpn_ieee.c:38
#define min(a, b)
Definition: monoChain.cc:55
VOID UpdateStatusBar(WCHAR wch)
Definition: charmap.c:311
DWORD dwWasteCount
Definition: solitaire.cpp:27
#define SCORE_STD
Definition: solitaire.h:45
#define SCORE_VEGAS
Definition: solitaire.h:46
void FixIfOneCardLeft(void)
Definition: solgame.cpp:465
int NumCards() const
Definition: cardstack.h:14
DWORD dwWasteTreshold
Definition: solitaire.cpp:28
CardWindow SolWnd
Definition: solitaire.cpp:33
CardRegion * pPile
Definition: solcreate.cpp:4

Referenced by CreateSol().

◆ FindSuitStackFromCard()

CardRegion* FindSuitStackFromCard ( Card  card)

Definition at line 323 of file solgame.cpp.

324 {
325  TRACE("ENTER FindSuitStackFromCard()\n");
326 
327  for(int i = 0; i < 4; i++)
328  {
329  if(CanDrop(*pSuitStack[i], card))
330  {
331  TRACE("EXIT FindSuitStackFromCard()\n");
332  return pSuitStack[i];
333  }
334  }
335 
336  TRACE("EXIT FindSuitStackFromCard()\n");
337  return 0;
338 }
CardRegion * pSuitStack[4]
Definition: solcreate.cpp:5
#define TRACE(s)
Definition: solgame.cpp:4
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat GLuint GLbitfield GLfloat GLint GLuint GLboolean GLenum GLfloat GLenum GLbitfield GLenum GLfloat GLfloat GLint GLint const GLfloat GLenum GLfloat GLfloat GLint GLint GLfloat GLfloat GLint GLint const GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat const GLdouble const GLfloat const GLdouble const GLfloat GLint i
Definition: glfuncs.h:248
bool CanDrop(CardRegion &stackobj, Card card)
Definition: solgame.cpp:197

Referenced by RowStackDblClickProc().

◆ FixIfOneCardLeft()

void FixIfOneCardLeft ( void  )

Definition at line 465 of file solgame.cpp.

466 {
467  // If there is just 1 card left, then modify the
468  // stack to contain ALL the face-up cards. The effect
469  // will be, the next time a card is dragged, all the
470  // previous card-triplets will be available underneath.
471  if ((dwOptions & OPTION_THREE_CARDS) && pPile->NumCards() == 1)
472  {
473  pPile->SetOffsets(0, 0);
475  }
476 }
DWORD dwOptions
Definition: solitaire.cpp:24
int NumCards() const
Definition: cardregion.cpp:544
#define OPTION_THREE_CARDS
Definition: solitaire.h:11
CardStack activepile
Definition: solgame.cpp:12
void SetCardStack(const CardStack &cs)
Definition: cardregion.cpp:390
void SetOffsets(int x, int y)
Definition: cardregion.cpp:228
CardRegion * pPile
Definition: solcreate.cpp:4

Referenced by DeckClickProc(), and PileRemoveProc().

◆ NewGame()

void NewGame ( void  )

Definition at line 18 of file solgame.cpp.

19 {
20  TRACE("ENTER NewGame()\n");
21  int i, j;
22 
23  if (GetScoreMode() == SCORE_VEGAS)
24  {
26  lScore = lScore - 52;
27  else
28  lScore = -52;
29 
31  dwWasteTreshold = 2;
32  else
33  dwWasteTreshold = 0;
34 
35  }
36  else
37  {
39  dwWasteTreshold = 3;
40  else
41  dwWasteTreshold = 0;
42 
43  lScore = 0;
44  }
45 
46  dwTime = 0;
47  dwWasteCount = 0;
48  LastId = 0;
49 
51 
52  //create a new card-stack
54  deck.NewDeck();
55  deck.Shuffle();
56  activepile.Clear();
57  VisiblePileCards = 0;
58 
59  //deal to each row stack..
60  for(i = 0; i < NUM_ROW_STACKS; i++)
61  {
63  temp.Clear();
64 
66 
67  for(j = 0; j <= i; j++)
68  {
69  temp.Push(deck.Pop());
70  }
71 
73  }
74 
75  //put the other cards onto the deck
77  pDeck->Update();
78 
79  // For the 1-card-mode, all cards need to be completely overlapped
81  pPile->SetOffsets(0, 0);
82 
83  SolWnd.Redraw();
84 
85  fGameStarted = false;
86 
88 
90  ClearUndo();
91 
92  TRACE("EXIT NewGame()\n");
93 
94 }
DWORD dwOptions
Definition: solitaire.cpp:24
#define OPTION_KEEP_SCORE
Definition: solitaire.h:13
void SetFaceDirection(UINT uDirType, int nOption)
Definition: cardregion.cpp:258
long lScore
Definition: solitaire.cpp:30
void EmptyStacks(void)
Definition: cardwindow.cpp:607
void Clear()
Definition: cardstack.cpp:37
CardRegion * pDeck
Definition: solcreate.cpp:3
void Redraw(void)
Definition: cardwindow.cpp:553
int GetScoreMode(void)
Definition: solitaire.cpp:129
void NewDeck()
Definition: cardstack.cpp:42
void Update()
Definition: cardregion.cpp:207
int VisiblePileCards
Definition: solgame.cpp:13
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat GLuint GLbitfield GLfloat GLint GLuint GLboolean GLenum GLfloat GLenum GLbitfield GLenum GLfloat GLfloat GLint GLint const GLfloat GLenum GLfloat GLfloat GLint GLint GLfloat GLfloat GLint GLint const GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat const GLdouble const GLfloat const GLdouble const GLfloat GLint GLint GLint j
Definition: glfuncs.h:250
DWORD dwTime
Definition: solitaire.cpp:26
#define NUM_ROW_STACKS
Definition: solitaire.h:38
#define TRACE(s)
Definition: solgame.cpp:4
void Shuffle()
Definition: cardstack.cpp:50
void ClearUndo(void)
Definition: solundo.cpp:45
DWORD dwPrevMode
Definition: solitaire.cpp:29
Card Pop()
Definition: cardstack.cpp:127
#define OPTION_THREE_CARDS
Definition: solitaire.h:11
CardStack activepile
Definition: solgame.cpp:12
int LastId
Definition: solgame.cpp:14
void SetCardStack(const CardStack &cs)
Definition: cardregion.cpp:390
void SetOffsets(int x, int y)
Definition: cardregion.cpp:228
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat GLuint GLbitfield GLfloat GLint GLuint GLboolean GLenum GLfloat GLenum GLbitfield GLenum GLfloat GLfloat GLint GLint const GLfloat GLenum GLfloat GLfloat GLint GLint GLfloat GLfloat GLint GLint const GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat const GLdouble const GLfloat const GLdouble const GLfloat GLint i
Definition: glfuncs.h:248
bool fGameStarted
Definition: solgame.cpp:15
static calc_node_t temp
Definition: rpn_ieee.c:38
#define CS_FACE_DOWNUP
Definition: cardlib.h:53
CardStack deck
Definition: spigame.cpp:18
VOID UpdateStatusBar(WCHAR wch)
Definition: charmap.c:311
DWORD dwWasteCount
Definition: solitaire.cpp:27
#define SCORE_VEGAS
Definition: solitaire.h:46
CardRegion * pRowStack[NUM_ROW_STACKS]
Definition: solcreate.cpp:6
DWORD dwWasteTreshold
Definition: solitaire.cpp:28
CardWindow SolWnd
Definition: solitaire.cpp:33
CardRegion * pPile
Definition: solcreate.cpp:4

Referenced by DifficultyDlgProc(), ShowGameOptionsDlg(), SuitStackAddProc(), and WndProc().

◆ PileClickProc()

void CARDLIBPROC PileClickProc ( CardRegion stackobj,
int  iNumClicked 
)

Definition at line 438 of file solgame.cpp.

439 {
440  TRACE("ENTER SuitStackClickProc()\n");
441 
442  fGameStarted = true;
443 
444  LastId = stackobj.Id();
445 
446  TRACE("EXIT SuitStackClickProc()\n");
447 }
#define TRACE(s)
Definition: solgame.cpp:4
int LastId
Definition: solgame.cpp:14
bool fGameStarted
Definition: solgame.cpp:15

Referenced by CreateSol().

◆ PileDblClickProc()

void CARDLIBPROC PileDblClickProc ( CardRegion stackobj,
int  iNumClicked 
)

Definition at line 452 of file solgame.cpp.

453 {
454  TRACE("ENTER PileDblClickProc()\n");
455 
456  SetPlayTimer();
457 
458  RowStackDblClickProc(stackobj, iNumClicked);
459  TRACE("EXIT PileDblClickProc()\n");
460 }
#define TRACE(s)
Definition: solgame.cpp:4
void CARDLIBPROC RowStackDblClickProc(CardRegion &stackobj, int iNumClicked)
Definition: solgame.cpp:403
void SetPlayTimer(void)
Definition: solitaire.cpp:171

Referenced by CreateSol().

◆ PileRemoveProc()

void CARDLIBPROC PileRemoveProc ( CardRegion stackobj,
int  iItems 
)

Definition at line 481 of file solgame.cpp.

482 {
483  TRACE("ENTER PileRemoveProc()\n");
484 
485  SetPlayTimer();
486 
487  //modify our "virtual" pile by removing the same card
488  //that was removed from the physical card stack
489  activepile.Pop(iItems);
491  {
493  }
494 
496 
497  TRACE("EXIT PileRemoveProc()\n");
498 }
DWORD dwOptions
Definition: solitaire.cpp:24
int VisiblePileCards
Definition: solgame.cpp:13
#define TRACE(s)
Definition: solgame.cpp:4
void SetPlayTimer(void)
Definition: solitaire.cpp:171
Card Pop()
Definition: cardstack.cpp:127
#define OPTION_THREE_CARDS
Definition: solitaire.h:11
CardStack activepile
Definition: solgame.cpp:12
void FixIfOneCardLeft(void)
Definition: solgame.cpp:465

Referenced by CreateSol().

◆ RowStackClickProc()

void CARDLIBPROC RowStackClickProc ( CardRegion stackobj,
int  iNumClicked 
)

Definition at line 291 of file solgame.cpp.

292 {
293  TRACE("ENTER RowStackClickProc()\n");
294  int numfacedown;
295 
296  stackobj.GetFaceDirection(&numfacedown);
297 
298  //if all face-down, then make top card face-up
299  if(stackobj.NumCards() == numfacedown)
300  {
301  if(numfacedown > 0) numfacedown--;
302  stackobj.SetFaceDirection(CS_FACE_DOWNUP, numfacedown);
303  stackobj.Redraw();
304 
305  if (GetScoreMode() == SCORE_STD)
306  {
307  lScore = lScore + 5;
308  UpdateStatusBar();
309  }
310  ClearUndo();
311  }
312 
313  LastId = stackobj.Id();
314 
315  fGameStarted = true;
316 
317  TRACE("EXIT RowStackClickProc()\n");
318 }
void SetFaceDirection(UINT uDirType, int nOption)
Definition: cardregion.cpp:258
long lScore
Definition: solitaire.cpp:30
void Redraw()
int GetScoreMode(void)
Definition: solitaire.cpp:129
#define TRACE(s)
Definition: solgame.cpp:4
void ClearUndo(void)
Definition: solundo.cpp:45
int NumCards() const
Definition: cardregion.cpp:544
int LastId
Definition: solgame.cpp:14
bool fGameStarted
Definition: solgame.cpp:15
#define CS_FACE_DOWNUP
Definition: cardlib.h:53
VOID UpdateStatusBar(WCHAR wch)
Definition: charmap.c:311
#define SCORE_STD
Definition: solitaire.h:45
UINT GetFaceDirection(int *pnOption)
Definition: cardregion.cpp:273

Referenced by CreateSol().

◆ RowStackDblClickProc()

void CARDLIBPROC RowStackDblClickProc ( CardRegion stackobj,
int  iNumClicked 
)

Definition at line 403 of file solgame.cpp.

404 {
405  TRACE("ENTER RowStackDblClickProc()\n");
406 
407  SetPlayTimer();
408 
409  //can only move 1 card at a time
410  if(iNumClicked != 1)
411  {
412  TRACE("EXIT RowStackDblClickProc()\n");
413  return;
414  }
415 
416  //find a suit-stack to move the card to...
417  const CardStack &cardstack = stackobj.GetCardStack();
418  CardRegion *pDest = FindSuitStackFromCard(cardstack[0]);
419 
420  if(pDest != 0)
421  {
422  fGameStarted = true;
423  SetPlayTimer();
424 
425  //stackobj.MoveCards(pDest, 1, true);
426  //use the SimulateDrag function, because we get the
427  //AddProc callbacks called for us on the destination stacks...
428  bAutoroute = true;
429  stackobj.SimulateDrag(pDest, 1, true);
430  bAutoroute = false;
431  }
432  TRACE("EXIT RowStackDblClickProc()\n");
433 }
const CardStack & GetCardStack()
Definition: cardregion.cpp:399
CardRegion * FindSuitStackFromCard(Card card)
Definition: solgame.cpp:323
bool SimulateDrag(CardRegion *pDestStack, int nNumCards, bool fAnimate)
Definition: cardregion.cpp:636
bool bAutoroute
Definition: solgame.cpp:16
#define TRACE(s)
Definition: solgame.cpp:4
void SetPlayTimer(void)
Definition: solitaire.cpp:171
bool fGameStarted
Definition: solgame.cpp:15

Referenced by CreateSol(), and PileDblClickProc().

◆ RowStackDragProc()

bool CARDLIBPROC RowStackDragProc ( CardRegion stackobj,
int  iNumDragCards 
)

Definition at line 104 of file solgame.cpp.

105 {
106  TRACE("ENTER RowStackDragProc()\n");
107  int numfacedown;
108  int numcards;
109 
110  SetPlayTimer();
111 
112  stackobj.GetFaceDirection(&numfacedown);
113 
114  numcards = stackobj.NumCards();
115 
116  TRACE("EXIT RowStackDragProc()\n");
117  if(iNumDragCards <= numcards-numfacedown)
118  return true;
119  else
120  return false;
121 
122 }
#define TRACE(s)
Definition: solgame.cpp:4
void SetPlayTimer(void)
Definition: solitaire.cpp:171
int NumCards() const
Definition: cardregion.cpp:544
UINT GetFaceDirection(int *pnOption)
Definition: cardregion.cpp:273

Referenced by CreateSol().

◆ RowStackDropProc()

bool CARDLIBPROC RowStackDropProc ( CardRegion stackobj,
CardStack dragcards 
)

Definition at line 128 of file solgame.cpp.

129 {
130  TRACE("ENTER RowStackDropProc()\n");
131  Card dragcard = dragcards[dragcards.NumCards() - 1];
132 
133  SetPlayTimer();
134 
135  //if we are empty, can only drop a stack with a King at bottom
136  if(stackobj.NumCards() == 0)
137  {
138  if(dragcard.LoVal() != 13)
139  {
140  TRACE("EXIT RowStackDropProc(false)\n");
141  return false;
142  }
143  }
144  else
145  {
146  const CardStack &mystack = stackobj.GetCardStack();
147 
148  //can only drop if card is 1 less
149  if(mystack[0].LoVal() != dragcard.LoVal() + 1)
150  {
151  TRACE("EXIT RowStackDropProc(false)\n");
152  return false;
153  }
154 
155  //can only drop if card is different colour
156  if( (mystack[0].IsBlack() && !dragcard.IsRed()) ||
157  (!mystack[0].IsBlack() && dragcard.IsRed()) )
158  {
159  TRACE("EXIT RowStackDropProc(false)\n");
160  return false;
161  }
162  }
163 
164  fGameStarted = true;
165 
166  SetUndo(LastId, stackobj.Id(), dragcards.NumCards(), lScore, VisiblePileCards);
167 
168  if (LastId == PILE_ID)
169  {
170  if (GetScoreMode() == SCORE_STD)
171  {
172  lScore = lScore + 5;
173  }
174  }
175  else if ((LastId >= SUIT_ID) && (LastId <= SUIT_ID + 3))
176  {
177  if (GetScoreMode() == SCORE_STD)
178  {
179  lScore = lScore >= 15 ? lScore - 15 : 0;
180  }
181  else if (GetScoreMode() == SCORE_VEGAS)
182  {
183  lScore = lScore >= -47 ? lScore - 5 : -52;
184  }
185  }
186 
187  UpdateStatusBar();
188 
189  TRACE("EXIT RowStackDropProc(true)\n");
190  return true;
191 }
long lScore
Definition: solitaire.cpp:30
const CardStack & GetCardStack()
Definition: cardregion.cpp:399
#define SUIT_ID
Definition: solitaire.h:41
int GetScoreMode(void)
Definition: solitaire.cpp:129
int VisiblePileCards
Definition: solgame.cpp:13
#define PILE_ID
Definition: solitaire.h:40
#define TRACE(s)
Definition: solgame.cpp:4
void SetPlayTimer(void)
Definition: solitaire.cpp:171
int NumCards() const
Definition: cardregion.cpp:544
bool IsRed() const
Definition: card.h:94
int LastId
Definition: solgame.cpp:14
void SetUndo(int set_source_id, int set_destination_id, int set_number_of_cards, int set_prev_score, int set_prev_visible_pile_cards)
Definition: solundo.cpp:27
Definition: card.h:27
bool fGameStarted
Definition: solgame.cpp:15
int LoVal() const
Definition: card.h:59
VOID UpdateStatusBar(WCHAR wch)
Definition: charmap.c:311
#define SCORE_STD
Definition: solitaire.h:45
#define SCORE_VEGAS
Definition: solitaire.h:46
int NumCards() const
Definition: cardstack.h:14

Referenced by CreateSol().

◆ SuitStackAddProc()

void CARDLIBPROC SuitStackAddProc ( CardRegion stackobj,
const CardStack added 
)

Definition at line 346 of file solgame.cpp.

347 {
348  TRACE("ENTER SuitStackAddProc()\n");
349  bool fGameOver = true;
350 
351  SetPlayTimer();
352 
353  for(int i = 0; i < 4; i++)
354  {
355  if(pSuitStack[i]->NumCards() != 13)
356  {
357  fGameOver = false;
358 
359  break;
360  }
361  }
362 
363  if(fGameOver)
364  {
366  PlayTimer = 0;
367 
369  {
370  lScore = lScore + (700000 / dwTime);
371  }
372 
373  UpdateStatusBar();
374  ClearUndo();
375 
377 
378  for(int i = 0; i < 4; i++)
379  {
380  pSuitStack[i]->Flash(11, 100);
381  }
382 
384  {
385  NewGame();
386  }
387  else
388  {
390 
391  fGameStarted = false;
392  }
393  }
394 
395  TRACE("EXIT SuitStackAddProc()\n");
396 }
DWORD dwOptions
Definition: solitaire.cpp:24
#define IDYES
Definition: winuser.h:829
HWND hwndMain
Definition: solitaire.cpp:12
long lScore
Definition: solitaire.cpp:30
void EmptyStacks(void)
Definition: cardwindow.cpp:607
CardRegion * pSuitStack[4]
Definition: solcreate.cpp:5
UINT_PTR PlayTimer
Definition: solitaire.cpp:31
void Flash(int count, int timeout)
Definition: cardregion.cpp:322
void NewGame(void)
Definition: solgame.cpp:18
int GetScoreMode(void)
Definition: solitaire.cpp:129
TCHAR MsgWin[128]
Definition: solitaire.cpp:22
#define IDT_PLAYTIMER
Definition: solitaire.h:33
#define MB_YESNO
Definition: winuser.h:811
#define MB_ICONQUESTION
Definition: winuser.h:783
DWORD dwTime
Definition: solitaire.cpp:26
#define TRACE(s)
Definition: solgame.cpp:4
void ClearUndo(void)
Definition: solundo.cpp:45
void SetPlayTimer(void)
Definition: solitaire.cpp:171
#define MB_ICONINFORMATION
Definition: winuser.h:796
BOOL WINAPI KillTimer(_In_opt_ HWND, _In_ UINT_PTR)
#define MessageBox
Definition: winuser.h:5797
TCHAR szAppName[128]
Definition: solitaire.cpp:17
GLsizei GLenum const GLvoid GLsizei GLenum GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLint GLint GLint GLshort GLshort GLshort GLubyte GLubyte GLubyte GLuint GLuint GLuint GLushort GLushort GLushort GLbyte GLbyte GLbyte GLbyte GLdouble GLdouble GLdouble GLdouble GLfloat GLfloat GLfloat GLfloat GLint GLint GLint GLint GLshort GLshort GLshort GLshort GLubyte GLubyte GLubyte GLubyte GLuint GLuint GLuint GLuint GLushort GLushort GLushort GLushort GLboolean const GLdouble const GLfloat const GLint const GLshort const GLbyte const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLdouble const GLfloat const GLfloat const GLint const GLint const GLshort const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort const GLdouble const GLfloat const GLint const GLshort GLenum GLenum GLenum GLfloat GLenum GLint GLenum GLenum GLenum GLfloat GLenum GLenum GLint GLenum GLfloat GLenum GLint GLint GLushort GLenum GLenum GLfloat GLenum GLenum GLint GLfloat const GLubyte GLenum GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLint GLint GLsizei GLsizei GLint GLenum GLenum const GLvoid GLenum GLenum const GLfloat GLenum GLenum const GLint GLenum GLenum const GLdouble GLenum GLenum const GLfloat GLenum GLenum const GLint GLsizei GLuint GLfloat GLuint GLbitfield GLfloat GLint GLuint GLboolean GLenum GLfloat GLenum GLbitfield GLenum GLfloat GLfloat GLint GLint const GLfloat GLenum GLfloat GLfloat GLint GLint GLfloat GLfloat GLint GLint const GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat GLint GLfloat GLfloat const GLdouble const GLfloat const GLdouble const GLfloat GLint i
Definition: glfuncs.h:248
bool fGameStarted
Definition: solgame.cpp:15
#define MB_OK
Definition: winuser.h:784
VOID UpdateStatusBar(WCHAR wch)
Definition: charmap.c:311
TCHAR MsgDeal[128]
Definition: solitaire.cpp:23
#define SCORE_STD
Definition: solitaire.h:45
#define OPTION_SHOW_TIME
Definition: solitaire.h:12
CardWindow SolWnd
Definition: solitaire.cpp:33

Referenced by CreateSol().

◆ SuitStackClickProc()

void CARDLIBPROC SuitStackClickProc ( CardRegion stackobj,
int  iNumClicked 
)

Definition at line 276 of file solgame.cpp.

277 {
278  TRACE("ENTER SuitStackClickProc()\n");
279 
280  fGameStarted = true;
281 
282  LastId = stackobj.Id();
283 
284  TRACE("EXIT SuitStackClickProc()\n");
285 }
#define TRACE(s)
Definition: solgame.cpp:4
int LastId
Definition: solgame.cpp:14
bool fGameStarted
Definition: solgame.cpp:15

Referenced by CreateSol().

◆ SuitStackDropProc()

bool CARDLIBPROC SuitStackDropProc ( CardRegion stackobj,
CardStack dragcards 
)

Definition at line 235 of file solgame.cpp.

236 {
237  TRACE("ENTER SuitStackDropProc()\n");
238 
239  SetPlayTimer();
240 
241  //only drop 1 card at a time
242  if (!bAutoroute && dragcards.NumCards() != 1)
243  {
244  TRACE("EXIT SuitStackDropProc()\n");
245  return false;
246  }
247 
248  bool b = CanDrop(stackobj, dragcards[0]);
249  TRACE("EXIT SuitStackDropProc()\n");
250 
251  if (b)
252  {
253  SetUndo(LastId, stackobj.Id(), 1, lScore, VisiblePileCards);
254 
255  if ((LastId == PILE_ID) || (LastId >= ROW_ID))
256  {
257  if (GetScoreMode() == SCORE_VEGAS)
258  {
259  lScore = lScore + 5;
260  }
261  else if (GetScoreMode() == SCORE_STD)
262  {
263  lScore = lScore + 10;
264  }
265 
266  UpdateStatusBar();
267  }
268  }
269 
270  return b;
271 }
long lScore
Definition: solitaire.cpp:30
#define ROW_ID
Definition: solitaire.h:42
int GetScoreMode(void)
Definition: solitaire.cpp:129
int VisiblePileCards
Definition: solgame.cpp:13
#define b
Definition: ke_i.h:79
#define PILE_ID
Definition: solitaire.h:40
bool bAutoroute
Definition: solgame.cpp:16
GLboolean GLboolean GLboolean b
Definition: glext.h:6204
#define TRACE(s)
Definition: solgame.cpp:4
void SetPlayTimer(void)
Definition: solitaire.cpp:171
int LastId
Definition: solgame.cpp:14
void SetUndo(int set_source_id, int set_destination_id, int set_number_of_cards, int set_prev_score, int set_prev_visible_pile_cards)
Definition: solundo.cpp:27
bool CanDrop(CardRegion &stackobj, Card card)
Definition: solgame.cpp:197
VOID UpdateStatusBar(WCHAR wch)
Definition: charmap.c:311
#define SCORE_STD
Definition: solitaire.h:45
#define SCORE_VEGAS
Definition: solitaire.h:46
int NumCards() const
Definition: cardstack.h:14

Referenced by CreateSol().

Variable Documentation

◆ activepile

CardStack activepile

Definition at line 12 of file solgame.cpp.

Referenced by CreateSol(), DeckClickProc(), FixIfOneCardLeft(), NewGame(), PileRemoveProc(), and Undo().

◆ bAutoroute

bool bAutoroute = false

Definition at line 16 of file solgame.cpp.

Referenced by RowStackDblClickProc(), and SuitStackDropProc().

◆ fGameStarted

◆ LastId

◆ MsgDeal

TCHAR MsgDeal[128]

Definition at line 23 of file solitaire.cpp.

Referenced by SuitStackAddProc().

◆ MsgWin

TCHAR MsgWin[128]

Definition at line 22 of file solitaire.cpp.

Referenced by SuitStackAddProc().

◆ VisiblePileCards

int VisiblePileCards