/********************************************************************** ** Copyright (C) 2000 Trolltech AS. All rights reserved. ** ** This file is part of Qtopia Environment. ** ** This file may be distributed and/or modified under the terms of the ** GNU General Public License version 2 as published by the Free Software ** Foundation and appearing in the file LICENSE.GPL included in the ** packaging of this file. ** ** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE ** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. ** ** See http://www.trolltech.com/gpl/ for GPL licensing information. ** ** Contact info@trolltech.com if any conditions of this licensing are ** not clear to you. ** **********************************************************************/ #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 ) { circleCross = new CanvasCircleOrCross( 7, 16, canvas() ); rectangle = new CanvasRoundRect( 30, 10, canvas() ); 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++) { 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 { circleCross = new CanvasCircleOrCross( 7, 18, canvas() ); rectangle = new CanvasRoundRect( 35, 10, canvas() ); 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++) { 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; delete rectangle; delete faceDownDealingPile; delete faceUpDealingPile; } void PatienceCardGame::deal(void) { highestZ = 1; int t = 0; beginDealing(); for (int i = 0; i < 7; i++) { cards[t]->setFace(TRUE); 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++) { 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"); // todo: make this eventually configurable deckTurns = cfg.readNumEntry("DeckTurns", 2); // Do we have a config file to read in? 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"); // 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++) { QString pile; pile.sprintf( "WorkingPile%i", k ); readPile( cfg, workingPiles[k], pile, highestZ ); } 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++ ) { QString pile; pile.sprintf( "WorkingPile%i", i ); workingPiles[i]->writeConfig( cfg, pile ); } 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) { // From facedown stack 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 // 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 ) { CanvasCard *item = (CanvasCard *)*it; if (item->animated()) continue; item->setZ(highestZ); highestZ++; flipped++; // Added Code faceDownDealingPile->removeCard(item); faceUpDealingPile->addCardToTop(item); item->setCardPile( faceUpDealingPile ); if ( qt_screen->deviceWidth() < 200 ) item->flipTo( 30, (int)item->y(), 8 * flipped ); else item->flipTo( 35, (int)item->y(), 8 * flipped ); } } return TRUE; } return FALSE; } void PatienceCardGame::mousePress(QPoint p) { if ( canTurnOverDeck() && (p.x() > 5) && (p.x() < 28) && (p.y() > 10) && (p.y() < 46) ) { beginDealing(); Card *card = faceUpDealingPile->cardOnTop(); 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(); moved = TRUE; } } bool PatienceCardGame::canTurnOverDeck() { return (numberOfTimesThroughDeck != deckTurns); } void PatienceCardGame::throughDeck() { numberOfTimesThroughDeck++; if (numberOfTimesThroughDeck == deckTurns) circleCross->setCross(); }