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Deck.cpp
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Deck.cpp
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#include "Deck.h"
Deck::Deck(SDL_Rect rect)
{
location = rect;
}
Deck::Deck(SDL_Rect rect, std::function<void()> onEmpty, std::function<void(Card* card)> processCard)
{
location = rect;
this->funcOnEmpty = onEmpty;
this->funcProcessCard = processCard;
}
Card* Deck::DrawCard(bool facingPlayer)
{
if (deck.size() <= 0)
funcOnEmpty();
Card* tempCard = deck.top();
deck.pop();
tempCard->facingPlayer = facingPlayer;
return tempCard;
}
void Deck::PlayCard(Card* card, bool facingPlayer)
{
card->facingPlayer = facingPlayer;
deck.push(card);
if (funcProcessCard != NULL && card->GetValue() > 9)
funcProcessCard(card);
}
void Deck::PlayCardWithoutEffect(Card* card, bool facingPlayer)
{
card->facingPlayer = facingPlayer;
deck.push(card);
}
bool Deck::CanTakeCard(Card* card)
{
return deck.top()->HasLinkWith(card);
}
Card* Deck::PeekTopCard()
{
return deck.top();
}
// this is where we are rn
void Deck::RenderCall(SDL_Renderer* renderer)
{
if (deck.size() <= 0)
return;
deck.top()->SetLocation(location);
deck.top()->RenderCall(renderer);
}
// this will need redoing at somepoint, it doesnt give the correct cards rn
void Deck::FillDeck(SDL_Renderer* renderer, bool facingPlayer)
{
SDL_Color colors[4] = { Red, Green, Blue, Yellow };
for (int j = 0; j < 4; j++)
{
for (int i = 0; i <= 12; i++)
{
deck.push(new Card(
renderer,
{ 5 + (i * 105), 5 + (j * 155), 0, 0 },
colors[j],
i+1,
facingPlayer
));
}
}
ShuffleDeck();
}
int Deck::GetDeckSize()
{
return deck.size();
}
void Deck::SetFuncOnEmpty(std::function<void()> onEmpty)
{
this->funcOnEmpty = onEmpty;
}
void Deck::SetFuncProcessCard(std::function<void(Card* card)> processCard)
{
this->funcProcessCard = processCard;
}
void Deck::FillDeckFromDeck(Deck* sourceDeck, bool shuffle, bool facingPlayer)
{
for (int i = 0; i < sourceDeck->GetDeckSize(); i++)
{
deck.push(sourceDeck->DrawCard());
deck.top()->facingPlayer = facingPlayer;
}
if (shuffle)
ShuffleDeck();
}
void Deck::ShuffleDeck()
{
// copy stack into vector
// this can be done more efficiently but my understanding
// of container adapters is severely lacking
std::vector<Card*> buffer;
// deck size changes when we pop so this stores
// the original value
int deckSize = deck.size();
for (int i = 0; i < deckSize; i++)
{
buffer.push_back(deck.top());
deck.pop();
}
// shuffle vector
std::random_device randomDevice;
std::mt19937 gen(randomDevice());
std::shuffle(buffer.begin(), buffer.end(), gen);
// copy back into stack
for (Card* item : buffer)
deck.push(item);
}