#include #include #include #include "display.h" #include "game.h" char *card_suit(enum suit suit) { char *card_suit; card_suit = malloc(5 * sizeof(*card_suit)); switch(suit) { case DIAMONDS: strcpy(card_suit, DIAMONDS_SYMBOL); break; case SPADES: strcpy(card_suit, SPADES_SYMBOL); break; case HEARTS: strcpy(card_suit, HEARTS_SYMBOL); break; case CLUBS: strcpy(card_suit, CLUBS_SYMBOL); break; default: strcpy(card_suit, "?"); } return(card_suit); } char *card_value(enum value value) { char *card_value; card_value = malloc(2 * sizeof(*card_value)); switch(value) { case TWO: card_value = "2"; break; case THREE: card_value = "3"; break; case FOUR: card_value = "4"; break; case FIVE: card_value = "5"; break; case SIX: card_value = "6"; break; case SEVEN: card_value = "7"; break; case EIGHT: card_value = "8"; break; case NINE: card_value = "9"; break; case TEN: card_value = "10"; break; case JACK: card_value = "J"; break; case QUEEN: card_value = "Q"; break; case KING: card_value = "K"; break; case ACE: card_value = "A"; break; default: card_value = "?"; } return(card_value); } void draw_empty_stacks() { WINDOW **empty_stack; empty_stack = malloc(EMPTY_STACKS_NUMBER * sizeof(**empty_stack)); empty_stack[0] = newwin(FRAME_HEIGHT, FRAME_WIDTH, STOCK_STARTING_Y, STOCK_STARTING_X); empty_stack[1] = newwin(FRAME_HEIGHT, FRAME_WIDTH, WASTE_PILE_STARTING_Y, WASTE_PILE_STARTING_X); empty_stack[2] = newwin(FRAME_HEIGHT, FRAME_WIDTH, FOUNDATION_STARTING_Y, FOUNDATION_0_STARTING_X); empty_stack[3] = newwin(FRAME_HEIGHT, FRAME_WIDTH, FOUNDATION_STARTING_Y, FOUNDATION_1_STARTING_X); empty_stack[4] = newwin(FRAME_HEIGHT, FRAME_WIDTH, FOUNDATION_STARTING_Y, FOUNDATION_2_STARTING_X); empty_stack[5] = newwin(FRAME_HEIGHT, FRAME_WIDTH, FOUNDATION_STARTING_Y, FOUNDATION_3_STARTING_X); empty_stack[6] = newwin(FRAME_HEIGHT, FRAME_WIDTH, MANEUVRE_STARTING_Y, MANEUVRE_0_STARTING_X); empty_stack[7] = newwin(FRAME_HEIGHT, FRAME_WIDTH, MANEUVRE_STARTING_Y, MANEUVRE_1_STARTING_X); empty_stack[8] = newwin(FRAME_HEIGHT, FRAME_WIDTH, MANEUVRE_STARTING_Y, MANEUVRE_2_STARTING_X); empty_stack[9] = newwin(FRAME_HEIGHT, FRAME_WIDTH, MANEUVRE_STARTING_Y, MANEUVRE_3_STARTING_X); empty_stack[10] = newwin(FRAME_HEIGHT, FRAME_WIDTH, MANEUVRE_STARTING_Y, MANEUVRE_4_STARTING_X); empty_stack[11] = newwin(FRAME_HEIGHT, FRAME_WIDTH, MANEUVRE_STARTING_Y, MANEUVRE_5_STARTING_X); empty_stack[12] = newwin(FRAME_HEIGHT, FRAME_WIDTH, MANEUVRE_STARTING_Y, MANEUVRE_6_STARTING_X); for (int i = 0; i < EMPTY_STACKS_NUMBER; i++) { box(empty_stack[i], 0, 0); wrefresh(empty_stack[i]); delwin(empty_stack[i]); } free(empty_stack); return; } void draw_value(struct card *card) { mvwprintw(card->frame->shape, 0, 0, card_value(card->value)); mvwprintw(card->frame->shape, 4, 6 - (strlen(card_value(card->value)) - 1), card_value(card->value)); return; } void draw_suit(struct card *card) { if (card->suit % 2 == 0) { wattron(card->frame->shape, COLOR_PAIR(RED_ON_WHITE)); } else { wattron(card->frame->shape, COLOR_PAIR(BLACK_ON_WHITE)); } mvwprintw(card->frame->shape, 0, 1 + (strlen(card_value(card->value) + 1)), card_suit(card->suit)); mvwprintw(card->frame->shape, 4, 5 - (strlen(card_value(card->value) + 1)), card_suit(card->suit)); if (card->suit % 2 == 0) { wattroff(card->frame->shape, COLOR_PAIR(RED_ON_WHITE)); } else { wattroff(card->frame->shape, COLOR_PAIR(BLACK_ON_WHITE)); } return; } void draw_front(struct card *card) { wbkgd(card->frame->shape, COLOR_PAIR(BLACK_ON_WHITE)); draw_value(card); draw_suit(card); return; } void draw_back(struct card *card) { wbkgd(card->frame->shape, COLOR_PAIR(WHITE_ON_BLUE)); return; } void draw_card(struct card *card) { mvwin(card->frame->shape, card->frame->start_y, card->frame->start_x); if (card->face == EXPOSED) { draw_front(card); } else { draw_back(card); } wrefresh(card->frame->shape); return; } void draw_stack(struct stack *stack) { if (!empty(stack)) { struct stack *iterator = stack->next; while (iterator != NULL) { draw_card(iterator->card); iterator = iterator->next; } draw_card(stack->card); } return; } void draw_game(struct deck *deck) { draw_stack(deck->stock); draw_stack(deck->waste_pile); draw_stack(deck->foundation_0); draw_stack(deck->foundation_1); draw_stack(deck->foundation_2); draw_stack(deck->foundation_3); draw_stack(deck->maneuvre_0); draw_stack(deck->maneuvre_1); draw_stack(deck->maneuvre_2); draw_stack(deck->maneuvre_3); draw_stack(deck->maneuvre_4); draw_stack(deck->maneuvre_5); draw_stack(deck->maneuvre_6); return; }