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- #include "play.h"
- #include "db.h"
- #include "deck.h"
- #include "version.h"
- #include <iomanip> // put_time
- #include <sstream>
- static std::function<std::ofstream &(void)> get_logger;
- static int press_a_key(door::Door &door) {
- door << door::reset << "Press a key to continue...";
- int r = door.sleep_key(door.inactivity);
- door << door::nl;
- return r;
- }
- /*
- In the future, this will probably check to see if they can play today or not, as
- well as displaying a calendar to show what days are available to be played.
- For now, it will play today.
- */
- PlayCards::PlayCards(door::Door &d, DBData &dbd, std::mt19937 &r)
- : door{d}, db{dbd}, rng{r} {
- init_values();
- spaceAceTriPeaks = make_tripeaks();
- score_panel = make_score_panel();
- streak_panel = make_streak_panel();
- left_panel = make_left_panel();
- cmd_panel = make_command_panel();
- int mx = door.width;
- int my = door.height;
- play_day = std::chrono::system_clock::now();
- get_logger = [this]() -> ofstream & { return door.log(); };
- }
- PlayCards::~PlayCards() { get_logger = nullptr; }
- void PlayCards::init_values(void) {
- hand = 1;
- total_hands = 3;
- card_number = 28;
- current_streak = 0;
- best_streak = 0;
- active_card = 23;
- score = 0;
- }
- void PlayCards::bonus(void) {
- door << door::ANSIColor(door::COLOR::YELLOW, door::ATTR::BOLD) << "BONUS";
- }
- int PlayCards::play_cards(void) {
- play_day = std::chrono::system_clock::now();
- init_values();
- std::string currentDefault = db.getSetting("DeckColor", "ALL");
- get_logger() << "DeckColor shows as " << currentDefault << std::endl;
- deck_color = from_string(currentDefault);
- dp = Deck(deck_color);
- // Calculate the game size
- int game_width;
- int game_height = 20;
- {
- int cx, cy, level;
- cardgo(27, cx, cy, level);
- game_width = cx + 5;
- }
- int mx = door.width;
- int my = door.height;
- off_x = (mx - game_width) / 2;
- off_y = (my - game_height) / 2;
- int true_off_y = off_y;
- // we can now position things properly centered
- int tp_off_x = (mx - spaceAceTriPeaks->getWidth()) / 2;
- spaceAceTriPeaks->set(tp_off_x, off_y);
- off_y += 3; // adjust for tripeaks panel
- next_hand:
- card_number = 28;
- active_card = 23;
- score = 0;
- // Use play_day to seed the rng
- {
- time_t tt = std::chrono::system_clock::to_time_t(play_day);
- tm local_tm = *localtime(&tt);
- std::seed_seq seq{local_tm.tm_year + 1900, local_tm.tm_mon + 1,
- local_tm.tm_mday, hand};
- deck = card_shuffle(seq, 1);
- state = card_states();
- }
- /*
- door::Panel score_panel = make_score_panel();
- door::Panel streak_panel = make_streak_panel();
- door::Panel left_panel = make_left_panel();
- door::Panel cmd_panel = make_command_panel();
- */
- {
- int off_yp = off_y + 11;
- int cxp, cyp, levelp;
- int left_panel_x, right_panel_x;
- // find position of card, to position the panels
- cardgo(18, cxp, cyp, levelp);
- left_panel_x = cxp;
- cardgo(15, cxp, cyp, levelp);
- right_panel_x = cxp;
- score_panel->set(left_panel_x + off_x, off_yp);
- streak_panel->set(right_panel_x + off_x, off_yp);
- cmd_panel->set(left_panel_x + off_x, off_yp + 5);
- }
- bool dealing = true;
- int r = 0;
- redraw(dealing);
- dealing = false;
- left_panel->update(door);
- door << door::reset;
- door::Panel *c;
- bool in_game = true;
- while (in_game) {
- // time might have updated, so update score panel too.
- score_panel->update(door);
- r = door.sleep_key(door.inactivity);
- if (r > 0) {
- // not a timeout or expire.
- if (r < 0x1000) // not a function key
- r = std::toupper(r);
- switch (r) {
- case '\x0d':
- if (card_number < 51) {
- card_number++;
- current_streak = 0;
- streak_panel->update(door);
- // Ok, deal next card from the pile.
- int cx, cy, level;
- if (card_number == 51) {
- cardgo(29, cx, cy, level);
- level = 0; // out of cards
- c = dp.back(level);
- c->set(cx + off_x, cy + off_y);
- door << *c;
- }
- cardgo(28, cx, cy, level);
- c = dp.card(deck.at(card_number));
- c->set(cx + off_x, cy + off_y);
- door << *c;
- // update the cards left_panel
- left_panel->update(door);
- }
- break;
- case 'R':
- // now_what = false;
- redraw(false);
- break;
- case 'Q':
- in_game = false;
- break;
- case ' ':
- case '5':
- // can we play this card?
- /*
- get_logger() << "can_play( " << active_card << ":"
- << deck1.at(active_card) << "/"
- << d.is_rank(deck1.at(active_card)) << " , "
- << card_number << "/" <<
- d.is_rank(deck1.at(card_number))
- << ") = "
- << d.can_play(deck1.at(active_card),
- deck1.at(card_number))
- << std::endl;
- */
- if (dp.can_play(deck.at(active_card), deck.at(card_number))) {
- // if (true) {
- // yes we can.
- ++current_streak;
- if (current_streak > best_streak)
- best_streak = current_streak;
- streak_panel->update(door);
- score += 10;
- if (current_streak > 2)
- score += 5;
- // play card!
- state.at(active_card) = 2;
- {
- // swap the active card with card_number (play card)
- int temp = deck.at(active_card);
- deck.at(active_card) = deck.at(card_number);
- deck.at(card_number) = temp;
- // active_card is -- invalidated here! find "new" card.
- int cx, cy, level;
- // erase/clear active_card
- std::vector<int> check = dp.unblocks(active_card);
- bool left = false, right = false;
- for (const int c : check) {
- std::pair<int, int> blockers = dp.blocks[c];
- if (blockers.first == active_card)
- right = true;
- if (blockers.second == active_card)
- left = true;
- }
- dp.remove_card(door, active_card, off_x, off_y, left, right);
- /* // old way of doing this that leaves holes.
- cardgo(active_card, cx, cy, level);
- c = d.back(0);
- c->set(cx + off_x, cy + off_y);
- door << *c;
- */
- // redraw play card #28. (Which is the "old" active_card)
- cardgo(28, cx, cy, level);
- c = dp.card(deck.at(card_number));
- c->set(cx + off_x, cy + off_y);
- door << *c;
- // Did we unhide a card here?
- // std::vector<int> check = d.unblocks(active_card);
- /*
- get_logger() << "active_card = " << active_card
- << " unblocks: " << check.size() << std::endl;
- */
- int new_card_shown = -1;
- if (!check.empty()) {
- for (const int to_check : check) {
- std::pair<int, int> blockers = dp.blocks[to_check];
- /*
- get_logger()
- << "Check: " << to_check << " " << blockers.first << ","
- << blockers.second << " " << state.at(blockers.first)
- << "," << state.at(blockers.second) << std::endl;
- */
- if ((state.at(blockers.first) == 2) and
- (state.at(blockers.second) == 2)) {
- // WOOT! Card uncovered.
- /*
- get_logger() << "showing: " << to_check << std::endl;
- */
- state.at(to_check) = 1;
- cardgo(to_check, cx, cy, level);
- c = dp.card(deck.at(to_check));
- c->set(cx + off_x, cy + off_y);
- door << *c;
- new_card_shown = to_check;
- }
- }
- } else {
- // this would be a "top" card. Should set status = 4 and
- // display something here?
- get_logger() << "top card cleared?" << std::endl;
- // display something at active_card position
- int cx, cy, level;
- cardgo(active_card, cx, cy, level);
- door << door::Goto(cx + off_x, cy + off_y);
- bonus();
- score += 100;
- state.at(active_card) = 3; // handle this in the "redraw"
- }
- // Find new "number" for active_card to be.
- if (new_card_shown != -1) {
- active_card = new_card_shown;
- } else {
- // active_card++;
- int new_active = find_next_closest(state, active_card);
- if (new_active != -1) {
- active_card = new_active;
- } else {
- get_logger() << "This looks like END OF GAME." << std::endl;
- // bonus for cards left
- press_a_key(door);
- if (hand < total_hands) {
- hand++;
- door << door::reset << door::cls;
- goto next_hand;
- }
- r = 'Q';
- in_game = false;
- }
- }
- // update the active_card marker!
- cardgo(active_card, cx, cy, level);
- c = dp.marker(1);
- c->set(cx + off_x + 2, cy + off_y + 2);
- door << *c;
- }
- }
- break;
- case XKEY_LEFT_ARROW:
- case '4': {
- int new_active = find_next(true, state, active_card);
- /*
- int new_active = active_card - 1;
- while (new_active >= 0) {
- if (state.at(new_active) == 1)
- break;
- --new_active;
- }*/
- if (new_active >= 0) {
- int cx, cy, level;
- cardgo(active_card, cx, cy, level);
- c = dp.marker(0);
- c->set(cx + off_x + 2, cy + off_y + 2);
- door << *c;
- active_card = new_active;
- cardgo(active_card, cx, cy, level);
- c = dp.marker(1);
- c->set(cx + off_x + 2, cy + off_y + 2);
- door << *c;
- }
- } break;
- case XKEY_RIGHT_ARROW:
- case '6': {
- int new_active = find_next(false, state, active_card);
- /*
- int new_active = active_card + 1;
- while (new_active < 28) {
- if (state.at(new_active) == 1)
- break;
- ++new_active;
- }
- */
- if (new_active >= 0) { //(new_active < 28) {
- int cx, cy, level;
- cardgo(active_card, cx, cy, level);
- c = dp.marker(0);
- c->set(cx + off_x + 2, cy + off_y + 2);
- door << *c;
- active_card = new_active;
- cardgo(active_card, cx, cy, level);
- c = dp.marker(1);
- c->set(cx + off_x + 2, cy + off_y + 2);
- door << *c;
- }
- }
- break;
- }
- } else
- in_game = false;
- }
- if (r == 'Q') {
- // continue with hand, or quit?
- }
- return r;
- }
- void PlayCards::redraw(bool dealing) {
- door::Panel *c;
- door << door::reset << door::cls;
- door << *spaceAceTriPeaks;
- {
- // step 1:
- // draw the deck "source"
- int cx, cy, level;
- cardgo(29, cx, cy, level);
- if (card_number == 51)
- level = 0; // out of cards!
- c = dp.back(level);
- c->set(cx + off_x, cy + off_y);
- // p3 is heigh below
- left_panel->set(cx + off_x, cy + off_y + height);
- // how do I update these? (hand >1)
- score_panel->update();
- left_panel->update();
- streak_panel->update();
- cmd_panel->update();
- door << *score_panel << *left_panel << *streak_panel << *cmd_panel;
- door << *c;
- if (dealing)
- std::this_thread::sleep_for(std::chrono::seconds(1));
- }
- for (int x = 0; x < (dealing ? 28 : 29); x++) {
- int cx, cy, level;
- cardgo(x, cx, cy, level);
- // This is hardly visible.
- // door << door::Goto(cx + off_x - 1, cy + off_y + 1);
- if (dealing)
- std::this_thread::sleep_for(std::chrono::milliseconds(75));
- if (dealing) {
- c = dp.back(level);
- c->set(cx + off_x, cy + off_y);
- door << *c;
- } else {
- // redrawing -- draw the cards with their correct "state"
- int s = state.at(x);
- switch (s) {
- case 0:
- c = dp.back(level);
- c->set(cx + off_x, cy + off_y);
- door << *c;
- break;
- case 1:
- // cardgo(x, space, height, cx, cy, level);
- if (x == 28)
- c = dp.card(deck.at(card_number));
- else
- c = dp.card(deck.at(x));
- c->set(cx + off_x, cy + off_y);
- door << *c;
- break;
- case 2:
- // no card to draw. :)
- break;
- case 3:
- // peak cleared, draw bonus
- door << door::Goto(cx + off_x, cy + off_y);
- bonus();
- break;
- }
- }
- }
- if (dealing)
- for (int x = 18; x < 29; x++) {
- int cx, cy, level;
- state.at(x) = 1;
- cardgo(x, cx, cy, level);
- // door << door::Goto(cx + off_x - 1, cy + off_y + 1);
- std::this_thread::sleep_for(std::chrono::milliseconds(200));
- c = dp.card(deck.at(x));
- c->set(cx + off_x, cy + off_y);
- door << *c;
- }
- {
- int cx, cy, level;
- cardgo(active_card, cx, cy, level);
- c = dp.marker(1);
- c->set(cx + off_x + 2, cy + off_y + 2);
- door << *c;
- }
- }
- door::renderFunction PlayCards::statusValue(door::ANSIColor status,
- door::ANSIColor value) {
- door::renderFunction rf = [status,
- value](const std::string &txt) -> door::Render {
- door::Render r(txt);
- door::ColorOutput co;
- co.pos = 0;
- co.len = 0;
- co.c = status;
- size_t pos = txt.find(':');
- if (pos == std::string::npos) {
- // failed to find :, render digits/numbers in value color
- int tpos = 0;
- for (char const &c : txt) {
- if (std::isdigit(c)) {
- if (co.c != value) {
- r.outputs.push_back(co);
- co.reset();
- co.pos = tpos;
- co.c = value;
- }
- } else {
- if (co.c != status) {
- r.outputs.push_back(co);
- co.reset();
- co.pos = tpos;
- co.c = status;
- }
- }
- co.len++;
- tpos++;
- }
- if (co.len != 0)
- r.outputs.push_back(co);
- } else {
- pos++; // Have : in status color
- co.len = pos;
- r.outputs.push_back(co);
- co.reset();
- co.pos = pos;
- co.c = value;
- co.len = txt.length() - pos;
- r.outputs.push_back(co);
- }
- return r;
- };
- return rf;
- }
- std::unique_ptr<door::Panel> PlayCards::make_score_panel() {
- const int W = 25;
- std::unique_ptr<door::Panel> p = std::make_unique<door::Panel>(W);
- p->setStyle(door::BorderStyle::NONE);
- door::ANSIColor statusColor(door::COLOR::WHITE, door::COLOR::BLUE,
- door::ATTR::BOLD);
- door::ANSIColor valueColor(door::COLOR::YELLOW, door::COLOR::BLUE,
- door::ATTR::BOLD);
- door::renderFunction svRender = statusValue(statusColor, valueColor);
- // or use renderStatus as defined above.
- // We'll stick with these for now.
- {
- std::string userString = "Name: ";
- userString += door.username;
- door::Line username(userString, W);
- username.setRender(svRender);
- p->addLine(std::make_unique<door::Line>(username));
- }
- {
- door::updateFunction scoreUpdate = [this](void) -> std::string {
- std::string text = "Score: ";
- text.append(std::to_string(score));
- return text;
- };
- std::string scoreString = scoreUpdate();
- door::Line score(scoreString, W);
- score.setRender(svRender);
- score.setUpdater(scoreUpdate);
- p->addLine(std::make_unique<door::Line>(score));
- }
- {
- door::updateFunction timeUpdate = [this](void) -> std::string {
- std::stringstream ss;
- std::string text;
- ss << "Time used: " << setw(3) << door.time_used << " / " << setw(3)
- << door.time_left;
- text = ss.str();
- return text;
- };
- std::string timeString = timeUpdate();
- door::Line time(timeString, W);
- time.setRender(svRender);
- time.setUpdater(timeUpdate);
- p->addLine(std::make_unique<door::Line>(time));
- }
- {
- door::updateFunction handUpdate = [this](void) -> std::string {
- std::string text = "Playing Hand ";
- text.append(std::to_string(hand));
- text.append(" of ");
- text.append(std::to_string(total_hands));
- return text;
- };
- std::string handString = handUpdate();
- door::Line hands(handString, W);
- hands.setRender(svRender);
- hands.setUpdater(handUpdate);
- p->addLine(std::make_unique<door::Line>(hands));
- }
- return p;
- }
- std::unique_ptr<door::Panel> PlayCards::make_streak_panel(void) {
- const int W = 20;
- std::unique_ptr<door::Panel> p = std::make_unique<door::Panel>(W);
- p->setStyle(door::BorderStyle::NONE);
- door::ANSIColor statusColor(door::COLOR::WHITE, door::COLOR::BLUE,
- door::ATTR::BOLD);
- door::ANSIColor valueColor(door::COLOR::YELLOW, door::COLOR::BLUE,
- door::ATTR::BOLD);
- door::renderFunction svRender = statusValue(statusColor, valueColor);
- {
- std::string text = "Playing: ";
- auto in_time_t = std::chrono::system_clock::to_time_t(play_day);
- std::stringstream ss;
- ss << std::put_time(std::localtime(&in_time_t), "%B %d");
- text.append(ss.str());
- door::Line current(text, W);
- current.setRender(svRender);
- p->addLine(std::make_unique<door::Line>(current));
- }
- {
- door::updateFunction currentUpdate = [this](void) -> std::string {
- std::string text = "Current Streak: ";
- text.append(std::to_string(current_streak));
- return text;
- };
- std::string currentString = currentUpdate();
- door::Line current(currentString, W);
- current.setRender(svRender);
- current.setUpdater(currentUpdate);
- p->addLine(std::make_unique<door::Line>(current));
- }
- {
- door::updateFunction currentUpdate = [this](void) -> std::string {
- std::string text = "Longest Streak: ";
- text.append(std::to_string(best_streak));
- return text;
- };
- std::string currentString = currentUpdate();
- door::Line current(currentString, W);
- current.setRender(svRender);
- current.setUpdater(currentUpdate);
- p->addLine(std::make_unique<door::Line>(current));
- }
- return p;
- }
- std::unique_ptr<door::Panel> PlayCards::make_left_panel(void) {
- const int W = 13;
- std::unique_ptr<door::Panel> p = std::make_unique<door::Panel>(W);
- p->setStyle(door::BorderStyle::NONE);
- door::ANSIColor statusColor(door::COLOR::WHITE, door::COLOR::BLUE,
- door::ATTR::BOLD);
- door::ANSIColor valueColor(door::COLOR::YELLOW, door::COLOR::BLUE,
- door::ATTR::BOLD);
- door::renderFunction svRender = statusValue(statusColor, valueColor);
- {
- door::updateFunction cardsleftUpdate = [this](void) -> std::string {
- std::string text = "Cards left:";
- text.append(std::to_string(51 - card_number));
- return text;
- };
- std::string cardsleftString = "Cards left:--";
- door::Line cardsleft(cardsleftString, W);
- cardsleft.setRender(svRender);
- cardsleft.setUpdater(cardsleftUpdate);
- p->addLine(std::make_unique<door::Line>(cardsleft));
- }
- return p;
- }
- door::renderFunction PlayCards::commandLineRender(door::ANSIColor bracket,
- door::ANSIColor inner,
- door::ANSIColor outer) {
- door::renderFunction rf = [bracket, inner,
- outer](const std::string &txt) -> door::Render {
- door::Render r(txt);
- door::ColorOutput co;
- co.pos = 0;
- co.len = 0;
- co.c = outer;
- bool inOuter = true;
- int tpos = 0;
- for (char const &c : txt) {
- if (inOuter) {
- // we're in the outer text
- if (co.c != outer) {
- if (co.len != 0) {
- r.outputs.push_back(co);
- co.reset();
- co.pos = tpos;
- }
- co.c = outer;
- }
- // check for [
- if (c == '[') {
- if (co.len != 0) {
- r.outputs.push_back(co);
- co.reset();
- co.pos = tpos;
- }
- inOuter = false;
- co.c = bracket;
- }
- } else {
- // We're not in the outer.
- if (co.c != inner) {
- if (co.len != 0) {
- r.outputs.push_back(co);
- co.reset();
- co.pos = tpos;
- }
- co.c = inner;
- }
- if (c == ']') {
- if (co.len != 0) {
- r.outputs.push_back(co);
- co.reset();
- co.pos = tpos;
- }
- inOuter = true;
- co.c = bracket;
- }
- }
- co.len++;
- tpos++;
- }
- if (co.len != 0)
- r.outputs.push_back(co);
- return r;
- };
- return rf;
- }
- std::unique_ptr<door::Panel> PlayCards::make_command_panel(void) {
- const int W = 76;
- std::unique_ptr<door::Panel> p = make_unique<door::Panel>(W);
- p->setStyle(door::BorderStyle::NONE);
- std::string commands;
- if (door::unicode) {
- commands = "[4/\u25c4] Left [6/\u25ba] Right [Space] Play Card [Enter] "
- "Draw [Q]uit "
- "[R]edraw [H]elp";
- } else {
- commands =
- "[4/\x11] Left [6/\x10] Right [Space] Play Card [Enter] Draw [Q]uit "
- "[R]edraw [H]elp";
- }
- door::ANSIColor bracketColor(door::COLOR::YELLOW, door::COLOR::BLUE,
- door::ATTR::BOLD);
- door::ANSIColor innerColor(door::COLOR::CYAN, door::COLOR::BLUE,
- door::ATTR::BOLD);
- door::ANSIColor outerColor(door::COLOR::GREEN, door::COLOR::BLUE,
- door::ATTR::BOLD);
- door::renderFunction cmdRender =
- commandLineRender(bracketColor, innerColor, outerColor);
- door::Line cmd(commands, W);
- cmd.setRender(cmdRender);
- p->addLine(std::make_unique<door::Line>(cmd));
- return p;
- }
- std::unique_ptr<door::Panel> PlayCards::make_tripeaks(void) {
- std::string tripeaksText(" " SPACEACE
- " - Tri-Peaks Solitaire v" SPACEACE_VERSION " ");
- std::unique_ptr<door::Panel> spaceAceTriPeaks =
- std::make_unique<door::Panel>(tripeaksText.size());
- spaceAceTriPeaks->setStyle(door::BorderStyle::SINGLE);
- spaceAceTriPeaks->setColor(
- door::ANSIColor(door::COLOR::CYAN, door::COLOR::BLACK));
- spaceAceTriPeaks->addLine(
- std::make_unique<door::Line>(tripeaksText, tripeaksText.size()));
- return spaceAceTriPeaks;
- }
- #ifdef OLD_WAY
- int play_cards(door::Door &door, DBData &db, std::mt19937 &rng) {
- int mx = door.width;
- int my = door.height;
- // init these values:
- card_number = 28;
- active_card = 23;
- hand = 1;
- score = 0;
- play_day = std::chrono::system_clock::now();
- // cards color --
- // configured by the player.
- door::ANSIColor deck_color;
- // std::string key("DeckColor");
- const char *key = "DeckColor";
- std::string currentDefault = db.getSetting(key, "ALL");
- door.log() << key << " shows as " << currentDefault << std::endl;
- deck_color = from_string(currentDefault);
- const int height = 3;
- Deck d(deck_color); // , height);
- door::Panel *c;
- // This displays the cards in the upper left corner.
- // We want them center, and down some.
- // const int space = 3;
- // int cards_dealt_width = 59; int cards_dealt_height = 9;
- int game_width;
- int game_height = 20; // 13; // 9;
- {
- int cx, cy, level;
- cardgo(27, cx, cy, level);
- game_width = cx + 5; // card width
- }
- int off_x = (mx - game_width) / 2;
- int off_y = (my - game_height) / 2;
- int true_off_y = off_y;
- // The idea is to see the cards with <<Something Unique to the card game>>,
- // Year, Month, Day, and game (like 1 of 3).
- // This will make the games the same/fair for everyone.
- next_hand:
- card_number = 28;
- active_card = 23;
- score = 0;
- off_y = true_off_y;
- door::Panel spaceAceTriPeaks = make_tripeaks();
- int tp_off_x = (mx - spaceAceTriPeaks.getWidth()) / 2;
- spaceAceTriPeaks.set(tp_off_x, off_y);
- off_y += 3;
- // figure out what date we're playing / what game we're playing
- time_t tt = std::chrono::system_clock::to_time_t(play_day);
- tm local_tm = *localtime(&tt);
- /*
- std::cout << utc_tm.tm_year + 1900 << '-';
- std::cout << utc_tm.tm_mon + 1 << '-';
- std::cout << utc_tm.tm_mday << ' ';
- std::cout << utc_tm.tm_hour << ':';
- std::cout << utc_tm.tm_min << ':';
- std::cout << utc_tm.tm_sec << '\n';
- */
- std::seed_seq s1{local_tm.tm_year + 1900, local_tm.tm_mon + 1,
- local_tm.tm_mday, hand};
- cards deck1 = card_shuffle(s1, 1);
- cards state = card_states();
- door::Panel score_panel = make_score_panel(door);
- door::Panel streak_panel = make_streak_panel();
- door::Panel left_panel = make_left_panel();
- door::Panel cmd_panel = make_command_panel();
- {
- int off_yp = off_y + 11;
- int cxp, cyp, levelp;
- int left_panel_x, right_panel_x;
- // find position of card, to position the panels
- cardgo(18, cxp, cyp, levelp);
- left_panel_x = cxp;
- cardgo(15, cxp, cyp, levelp);
- right_panel_x = cxp;
- score_panel.set(left_panel_x + off_x, off_yp);
- streak_panel.set(right_panel_x + off_x, off_yp);
- cmd_panel.set(left_panel_x + off_x, off_yp + 5);
- }
- bool dealing = true;
- int r = 0;
- while ((r >= 0) and (r != 'Q')) {
- // REDRAW everything
- door << door::reset << door::cls;
- door << spaceAceTriPeaks;
- {
- // step 1:
- // draw the deck "source"
- int cx, cy, level;
- cardgo(29, cx, cy, level);
- if (card_number == 51)
- level = 0; // out of cards!
- c = d.back(level);
- c->set(cx + off_x, cy + off_y);
- // p3 is heigh below
- left_panel.set(cx + off_x, cy + off_y + height);
- door << score_panel << left_panel << streak_panel << cmd_panel;
- door << *c;
- if (dealing)
- std::this_thread::sleep_for(std::chrono::seconds(1));
- }
- // I tried setting the cursor before the delay and before displaying the
- // card. It is very hard to see / just about useless. Not worth the effort.
- for (int x = 0; x < (dealing ? 28 : 29); x++) {
- int cx, cy, level;
- cardgo(x, cx, cy, level);
- // This is hardly visible.
- // door << door::Goto(cx + off_x - 1, cy + off_y + 1);
- if (dealing)
- std::this_thread::sleep_for(std::chrono::milliseconds(75));
- if (dealing) {
- c = d.back(level);
- c->set(cx + off_x, cy + off_y);
- door << *c;
- } else {
- // redrawing -- draw the cards with their correct "state"
- int s = state.at(x);
- switch (s) {
- case 0:
- c = d.back(level);
- c->set(cx + off_x, cy + off_y);
- door << *c;
- break;
- case 1:
- // cardgo(x, space, height, cx, cy, level);
- if (x == 28)
- c = d.card(deck1.at(card_number));
- else
- c = d.card(deck1.at(x));
- c->set(cx + off_x, cy + off_y);
- door << *c;
- break;
- case 2:
- // no card to draw. :)
- break;
- }
- }
- }
- if (dealing)
- for (int x = 18; x < 29; x++) {
- int cx, cy, level;
- state.at(x) = 1;
- cardgo(x, cx, cy, level);
- // door << door::Goto(cx + off_x - 1, cy + off_y + 1);
- std::this_thread::sleep_for(std::chrono::milliseconds(200));
- c = d.card(deck1.at(x));
- c->set(cx + off_x, cy + off_y);
- door << *c;
- }
- {
- int cx, cy, level;
- cardgo(active_card, cx, cy, level);
- c = d.marker(1);
- c->set(cx + off_x + 2, cy + off_y + 2);
- door << *c;
- }
- dealing = false;
- left_panel.update(door);
- door << door::reset;
- bool now_what = true;
- while (now_what) {
- // time might have updated, so update score panel too.
- score_panel.update(door);
- r = door.sleep_key(door.inactivity);
- if (r > 0) {
- // They didn't timeout/expire. They didn't press a function key.
- if (r < 0x1000)
- r = std::toupper(r);
- switch (r) {
- case '\x0d':
- if (card_number < 51) {
- card_number++;
- current_streak = 0;
- streak_panel.update(door);
- // Ok, deal next card from the pile.
- int cx, cy, level;
- if (card_number == 51) {
- cardgo(29, cx, cy, level);
- level = 0; // out of cards
- c = d.back(level);
- c->set(cx + off_x, cy + off_y);
- door << *c;
- }
- cardgo(28, cx, cy, level);
- c = d.card(deck1.at(card_number));
- c->set(cx + off_x, cy + off_y);
- door << *c;
- // update the cards left_panel
- left_panel.update(door);
- }
- break;
- case 'R':
- now_what = false;
- break;
- case 'Q':
- now_what = false;
- break;
- case ' ':
- case '5':
- // can we play this card?
- /*
- get_logger() << "can_play( " << active_card << ":"
- << deck1.at(active_card) << "/"
- << d.is_rank(deck1.at(active_card)) << " , "
- << card_number << "/" << d.is_rank(deck1.at(card_number))
- << ") = "
- << d.can_play(deck1.at(active_card),
- deck1.at(card_number))
- << std::endl;
- */
- if (d.can_play(deck1.at(active_card), deck1.at(card_number))) {
- // if (true) {
- // yes we can.
- ++current_streak;
- if (current_streak > best_streak)
- best_streak = current_streak;
- streak_panel.update(door);
- score += 10;
- if (current_streak > 2)
- score += 5;
- // play card!
- state.at(active_card) = 2;
- {
- // swap the active card with card_number (play card)
- int temp = deck1.at(active_card);
- deck1.at(active_card) = deck1.at(card_number);
- deck1.at(card_number) = temp;
- // active_card is -- invalidated here! find "new" card.
- int cx, cy, level;
- // erase/clear active_card
- std::vector<int> check = d.unblocks(active_card);
- bool left = false, right = false;
- for (const int c : check) {
- std::pair<int, int> blockers = d.blocks[c];
- if (blockers.first == active_card)
- right = true;
- if (blockers.second == active_card)
- left = true;
- }
- d.remove_card(door, active_card, off_x, off_y, left, right);
- /* // old way of doing this that leaves holes.
- cardgo(active_card, cx, cy, level);
- c = d.back(0);
- c->set(cx + off_x, cy + off_y);
- door << *c;
- */
- // redraw play card #28. (Which is the "old" active_card)
- cardgo(28, cx, cy, level);
- c = d.card(deck1.at(card_number));
- c->set(cx + off_x, cy + off_y);
- door << *c;
- // Did we unhide a card here?
- // std::vector<int> check = d.unblocks(active_card);
- /*
- get_logger() << "active_card = " << active_card
- << " unblocks: " << check.size() << std::endl;
- */
- int new_card_shown = -1;
- if (!check.empty()) {
- for (const int to_check : check) {
- std::pair<int, int> blockers = d.blocks[to_check];
- /*
- get_logger()
- << "Check: " << to_check << " " << blockers.first << ","
- << blockers.second << " " << state.at(blockers.first)
- << "," << state.at(blockers.second) << std::endl;
- */
- if ((state.at(blockers.first) == 2) and
- (state.at(blockers.second) == 2)) {
- // WOOT! Card uncovered.
- /*
- get_logger() << "showing: " << to_check << std::endl;
- */
- state.at(to_check) = 1;
- cardgo(to_check, cx, cy, level);
- c = d.card(deck1.at(to_check));
- c->set(cx + off_x, cy + off_y);
- door << *c;
- new_card_shown = to_check;
- }
- }
- } else {
- // this would be a "top" card. Should set status = 4 and
- // display something here?
- get_logger() << "top card cleared?" << std::endl;
- // display something at active_card position
- int cx, cy, level;
- cardgo(active_card, cx, cy, level);
- door << door::Goto(cx + off_x, cy + off_y) << door::reset
- << "BONUS";
- score += 100;
- state.at(active_card) = 3; // handle this in the "redraw"
- }
- // Find new "number" for active_card to be.
- if (new_card_shown != -1) {
- active_card = new_card_shown;
- } else {
- // active_card++;
- int new_active = find_next_closest(state, active_card);
- if (new_active != -1) {
- active_card = new_active;
- } else {
- get_logger() << "This looks like END OF GAME." << std::endl;
- // bonus for cards left
- press_a_key(door);
- if (hand < total_hands) {
- hand++;
- door << door::reset << door::cls;
- goto next_hand;
- }
- r = 'Q';
- now_what = false;
- }
- }
- // update the active_card marker!
- cardgo(active_card, cx, cy, level);
- c = d.marker(1);
- c->set(cx + off_x + 2, cy + off_y + 2);
- door << *c;
- }
- }
- break;
- case XKEY_LEFT_ARROW:
- case '4': {
- int new_active = find_next(true, state, active_card);
- /*
- int new_active = active_card - 1;
- while (new_active >= 0) {
- if (state.at(new_active) == 1)
- break;
- --new_active;
- }*/
- if (new_active >= 0) {
- int cx, cy, level;
- cardgo(active_card, cx, cy, level);
- c = d.marker(0);
- c->set(cx + off_x + 2, cy + off_y + 2);
- door << *c;
- active_card = new_active;
- cardgo(active_card, cx, cy, level);
- c = d.marker(1);
- c->set(cx + off_x + 2, cy + off_y + 2);
- door << *c;
- }
- } break;
- case XKEY_RIGHT_ARROW:
- case '6': {
- int new_active = find_next(false, state, active_card);
- /*
- int new_active = active_card + 1;
- while (new_active < 28) {
- if (state.at(new_active) == 1)
- break;
- ++new_active;
- }
- */
- if (new_active >= 0) { //(new_active < 28) {
- int cx, cy, level;
- cardgo(active_card, cx, cy, level);
- c = d.marker(0);
- c->set(cx + off_x + 2, cy + off_y + 2);
- door << *c;
- active_card = new_active;
- cardgo(active_card, cx, cy, level);
- c = d.marker(1);
- c->set(cx + off_x + 2, cy + off_y + 2);
- door << *c;
- }
- }
- break;
- }
- } else
- now_what = false;
- }
- }
- if (r == 'Q') {
- // continue with hand or quit?
- if (hand < total_hands) {
- press_a_key(door);
- hand++;
- door << door::reset << door::cls;
- goto next_hand;
- }
- }
- return r;
- }
- #endif
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