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-rw-r--r--noncore/games/solitaire/patiencecardgame.cpp66
1 files changed, 44 insertions, 22 deletions
diff --git a/noncore/games/solitaire/patiencecardgame.cpp b/noncore/games/solitaire/patiencecardgame.cpp
index 1b38072..96a599c 100644
--- a/noncore/games/solitaire/patiencecardgame.cpp
+++ b/noncore/games/solitaire/patiencecardgame.cpp
@@ -20,47 +20,54 @@
#include <qgfx_qws.h>
#include "patiencecardgame.h"
int highestZ = 0;
PatienceCardGame::PatienceCardGame(QCanvas *c, bool snap, QWidget *parent) : CanvasCardGame(*c, snap, parent)
{
numberOfTimesThroughDeck = 0;
highestZ = 0;
- if ( qt_screen->deviceWidth() < 200 ) {
+ if ( qt_screen->deviceWidth() < 200 )
+ {
circleCross = new CanvasCircleOrCross( 7, 16, canvas() );
rectangle = new CanvasRoundRect( 30, 10, canvas() );
- for (int i = 0; i < 4; i++) {
+ for (int i = 0; i < 4; i++)
+ {
discardPiles[i] = new PatienceDiscardPile( 78 + i * 23, 10, canvas() );
addCardPile(discardPiles[i]);
}
- for (int i = 0; i < 7; i++) {
+ for (int i = 0; i < 7; i++)
+ {
workingPiles[i] = new PatienceWorkingPile( 5 + i * 23, 50, canvas() );
addCardPile(workingPiles[i]);
}
faceDownDealingPile = new PatienceFaceDownDeck( 5, 10, canvas() );
faceUpDealingPile = new PatienceFaceUpDeck( 30, 10, canvas() );
- } else {
+ }
+ else
+ {
circleCross = new CanvasCircleOrCross( 7, 18, canvas() );
rectangle = new CanvasRoundRect( 35, 10, canvas() );
- for (int i = 0; i < 4; i++) {
+ for (int i = 0; i < 4; i++)
+ {
discardPiles[i] = new PatienceDiscardPile( 110 + i * 30, 10, canvas() );
addCardPile(discardPiles[i]);
}
- for (int i = 0; i < 7; i++) {
+ for (int i = 0; i < 7; i++)
+ {
workingPiles[i] = new PatienceWorkingPile( 10 + i * 30, 50, canvas() );
addCardPile(workingPiles[i]);
}
faceDownDealingPile = new PatienceFaceDownDeck( 5, 10, canvas() );
faceUpDealingPile = new PatienceFaceUpDeck( 35, 10, canvas() );
}
}
PatienceCardGame::~PatienceCardGame()
{
delete circleCross;
@@ -68,151 +75,164 @@ PatienceCardGame::~PatienceCardGame()
delete faceDownDealingPile;
delete faceUpDealingPile;
}
void PatienceCardGame::deal(void)
{
highestZ = 1;
int t = 0;
beginDealing();
- for (int i = 0; i < 7; i++) {
+ for (int i = 0; i < 7; i++)
+ {
cards[t]->setFace(TRUE);
- for (int k = i; k < 7; k++, t++) {
+ for (int k = i; k < 7; k++, t++)
+ {
Card *card = cards[t];
workingPiles[k]->addCardToTop(card);
card->setCardPile( workingPiles[k] );
QPoint p = workingPiles[k]->getCardPos( card );
card->setPos( p.x(), p.y(), highestZ );
card->showCard();
highestZ++;
}
}
- for ( ; t < 52; t++) {
+ for ( ; t < 52; t++)
+ {
Card *card = cards[t];
faceDownDealingPile->addCardToTop(card);
card->setCardPile( faceDownDealingPile );
QPoint p = faceDownDealingPile->getCardPos( card );
card->setPos( p.x(), p.y(), highestZ );
card->showCard();
highestZ++;
}
endDealing();
}
void PatienceCardGame::readConfig( Config& cfg )
{
cfg.setGroup("GameState");
// Do we have a config file to read in?
- if ( !cfg.hasKey("numberOfTimesThroughDeck") ) {
+ if ( !cfg.hasKey("numberOfTimesThroughDeck") )
+ {
// if not, create a new game
newGame();
return;
}
// We have a config file, lets read it in and use it
// Create Cards, but don't shuffle or deal them yet
createDeck();
// How many times through the deck have we been
- numberOfTimesThroughDeck = cfg.readNumEntry("NumberOfTimesThroughDeck");
+ numberOfTimesThroughDeck = cfg.readNumEntry("numberOfTimesThroughDeck");
// restore state to the circle/cross under the dealing pile
if ( canTurnOverDeck() )
circleCross->setCircle();
else
circleCross->setCross();
// Move the cards to their piles (deal them to their previous places)
beginDealing();
highestZ = 1;
- for (int k = 0; k < 7; k++) {
+ for (int k = 0; k < 7; k++)
+ {
QString pile;
pile.sprintf( "WorkingPile%i", k );
readPile( cfg, workingPiles[k], pile, highestZ );
}
- for (int k = 0; k < 4; k++) {
+ for (int k = 0; k < 4; k++)
+ {
QString pile;
pile.sprintf( "DiscardPile%i", k );
readPile( cfg, discardPiles[k], pile, highestZ );
}
readPile( cfg, faceDownDealingPile, "FaceDownDealingPile", highestZ );
readPile( cfg, faceUpDealingPile, "FaceUpDealingPile", highestZ );
highestZ++;
endDealing();
}
void PatienceCardGame::writeConfig( Config& cfg )
{
cfg.setGroup("GameState");
cfg.writeEntry("numberOfTimesThroughDeck", numberOfTimesThroughDeck);
- for ( int i = 0; i < 7; i++ ) {
+ for ( int i = 0; i < 7; i++ )
+ {
QString pile;
pile.sprintf( "WorkingPile%i", i );
workingPiles[i]->writeConfig( cfg, pile );
}
- for ( int i = 0; i < 4; i++ ) {
+ for ( int i = 0; i < 4; i++ )
+ {
QString pile;
pile.sprintf( "DiscardPile%i", i );
discardPiles[i]->writeConfig( cfg, pile );
}
faceDownDealingPile->writeConfig( cfg, "FaceDownDealingPile" );
faceUpDealingPile->writeConfig( cfg, "FaceUpDealingPile" );
}
bool PatienceCardGame::mousePressCard( Card *card, QPoint p )
{
Q_UNUSED(p);
CanvasCard *item = (CanvasCard *)card;
- if (item->isFacing() != TRUE) {
+ if (item->isFacing() != TRUE)
+ {
// From facedown stack
- if ((item->x() == 5) && ((int)item->y() == 10)) {
+ if ((item->x() == 5) && ((int)item->y() == 10))
+ {
item->setZ(highestZ);
highestZ++;
// Added Code
faceDownDealingPile->removeCard(item);
faceUpDealingPile->addCardToTop(item);
item->setCardPile( faceUpDealingPile );
if ( qt_screen->deviceWidth() < 200 )
item->flipTo( 30, (int)item->y() );
else
item->flipTo( 35, (int)item->y() );
- } else return FALSE; // <- was missing, caused facedown card to react
+ }
+ else return FALSE; // <- was missing, caused facedown card to react
// to clicking, which is wrong
moving = NULL;
moved = FALSE;
// move two other cards if we flip three at a time
int flipped = 1;
QCanvasItemList l = canvas()->collisions( p );
- for (QCanvasItemList::Iterator it = l.begin(); (it != l.end()) && (flipped != cardsDrawn()); ++it) {
- if ( (*it)->rtti() == canvasCardId ) {
+ for (QCanvasItemList::Iterator it = l.begin(); (it != l.end()) && (flipped != cardsDrawn()); ++it)
+ {
+ if ( (*it)->rtti() == canvasCardId )
+ {
CanvasCard *item = (CanvasCard *)*it;
if (item->animated())
continue;
item->setZ(highestZ);
highestZ++;
flipped++;
// Added Code
faceDownDealingPile->removeCard(item);
faceUpDealingPile->addCardToTop(item);
item->setCardPile( faceUpDealingPile );
@@ -225,29 +245,31 @@ bool PatienceCardGame::mousePressCard( Card *card, QPoint p )
return TRUE;
}
return FALSE;
}
void PatienceCardGame::mousePress(QPoint p)
{
if ( canTurnOverDeck() &&
(p.x() > 5) && (p.x() < 28) &&
- (p.y() > 10) && (p.y() < 46) ) {
+ (p.y() > 10) && (p.y() < 46) )
+ {
beginDealing();
Card *card = faceUpDealingPile->cardOnTop();
- while ( card ) {
+ while ( card )
+ {
card->setPos( 5, 10, highestZ );
card->setFace( FALSE );
faceUpDealingPile->removeCard( card );
faceDownDealingPile->addCardToTop( card );
card->setCardPile( faceDownDealingPile );
card = faceUpDealingPile->cardOnTop();
highestZ++;
}
endDealing();
throughDeck();