/////////////////////////////////////////////////////////////////////////////
// Name:        game.h
// Purpose:     Forty Thieves patience game
// Author:      Chris Breeze
// Modified by:
// Created:     21/07/97
// RCS-ID:      $Id: game.h,v 1.1 2000/01/08 15:27:38 VZ Exp $
// Copyright:   (c) 1993-1998 Chris Breeze
// Licence:   	wxWindows licence
//---------------------------------------------------------------------------
// Last modified: 22nd July 1998 - ported to wxWindows 2.0
/////////////////////////////////////////////////////////////////////////////
#ifndef _GAME_H_
#define _GAME_H_
#include "card.h"
#include "pile.h"

const int MaxMoves = 800;


//---------------------------------------//
// A class which holds the pack of cards //
//---------------------------------------//
class Pack : public Pile {
public:
	Pack(int x, int y);
	~Pack();
	void Redraw(wxDC& dc);
	void ResetPile() { m_topCard = NumCards - 1; }
	void Shuffle();
	void AddCard(Card* card);		// Add card
	void AddCard(wxDC& dc, Card* card) { AddCard(card); Redraw(dc); }
};


//----------------------------------------------------------//
// A class which holds a base i.e. the initial 10 x 4 cards //
//----------------------------------------------------------//
class Base : public Pile {
public:
	Base(int x, int y);
	~Base();
	bool AcceptCard(Card* card);
};


//----------------------------------------------------//
// A class which holds a foundation i.e. Ace, 2, 3... //
//----------------------------------------------------//
class Foundation : public Pile {
public:
	Foundation(int x, int y);
	~Foundation();
	bool AcceptCard(Card* card);
};


//--------------------------------------//
// A class which holds the discard pile //
//--------------------------------------//
class Discard : public Pile {
public:
	Discard(int x, int y);
	~Discard();
	void Redraw(wxDC& dc);
	void GetTopCardPos(int& x, int& y);
	Card* RemoveTopCard(wxDC& dc, int m_xOffset, int m_yOffset);
};


class Game {
public:
	Game(int wins, int games, int score);
	virtual ~Game();

	void NewPlayer(int wins, int games, int score);
	void Deal();		// Shuffle and deal a new game
	bool CanYouGo(int x, int y);	// can card under (x,y) go somewhere?
	bool HaveYouWon();		// have you won the game?

	void Undo(wxDC& dc);		// Undo the last go
	void Redo(wxDC& dc);		// Redo the last go

	void Redraw(wxDC& dc);
	void DisplayScore(wxDC& dc);
	bool LButtonDown(wxDC& dc, int mx, int my);	//
	void LButtonUp(wxDC& dc, int mx, int my);
	void LButtonDblClk(wxDC& dc, int mx, int my);
	void MouseMove(wxDC& dc, int mx, int my);

	int GetNumWins() const	{ return m_numWins; }
	int GetNumGames() const	{ return m_numGames; }
	int GetScore() const	{ return m_currentScore + m_totalScore; }

	bool InPlay() const		{ return m_inPlay; }

private:
	bool DropCard(int x, int y, Pile* pile, Card* card);
			//  can the card at (x, y) be dropped on the pile?
	Pile* WhichPile(int x, int y);	// which pile is (x, y) over?
	void DoMove(wxDC& dc, Pile* src, Pile* dest);

	bool m_inPlay;		// flag indicating that the game has started

	// undo buffer
	struct {
		Pile* src;
		Pile* dest;
	} m_moves[MaxMoves];
	int m_moveIndex;	// current position in undo/redo buffer
	int m_redoIndex;	// max move index available for redo

	// the various piles of cards
	Pack*		m_pack;		
	Discard*	m_discard;
	Base*		m_bases[10];
	Foundation*	m_foundations[8];

	// variables to do with dragging cards
	Pile*		m_srcPile;
	Card*		m_liftedCard;
	int m_xPos, m_yPos;		// current coords of card being dragged
	int m_xOffset, m_yOffset;	// card/mouse offset when dragging a card

	wxBitmap* m_bmap;
	wxBitmap* m_bmapCard;

	// variables to do with scoring
	int m_numGames;		
	int m_numWins;
	int m_totalScore;
	int m_currentScore;
};

#endif // _GAME_H_
