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-rw-r--r--noncore/games/solitaire/patiencecardgame.cpp26
1 files changed, 15 insertions, 11 deletions
diff --git a/noncore/games/solitaire/patiencecardgame.cpp b/noncore/games/solitaire/patiencecardgame.cpp
index a1e4968..00448ad 100644
--- a/noncore/games/solitaire/patiencecardgame.cpp
+++ b/noncore/games/solitaire/patiencecardgame.cpp
@@ -1,51 +1,52 @@
/**********************************************************************
** 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() );
@@ -88,67 +89,69 @@ void PatienceCardGame::deal(void)
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");
- deckTurns = cfg.readNumEntry("DeckTurns", 2500);
+ // todo: make this eventually configurable
+ deckTurns = cfg.readNumEntry("DeckTurns", 2);
// 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");
// 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++)
{
@@ -182,107 +185,108 @@ void PatienceCardGame::writeConfig( Config& cfg )
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
+ 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);
+bool PatienceCardGame::canTurnOverDeck()
+{
+ return (numberOfTimesThroughDeck != deckTurns);
}
-void PatienceCardGame::throughDeck() {
- numberOfTimesThroughDeck++;
- if (numberOfTimesThroughDeck == deckTurns)
- circleCross->setCross();
- }
+void PatienceCardGame::throughDeck()
+{
+ numberOfTimesThroughDeck++;
+ if (numberOfTimesThroughDeck == deckTurns)
+ circleCross->setCross();
+}