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path: root/noncore/games/solitaire/patiencecardgame.cpp
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+/**********************************************************************
+** 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;
+
+ 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");
+
+ // 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 );
+
+ item->flipTo( 35, (int)item->y() );
+ }
+ 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 );
+
+ 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;
+ }
+}
+
+