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path: root/noncore/games/solitaire/patiencecardgame.h
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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.
+**
+**********************************************************************/
+#ifndef PATIENCE_CARD_GAME_H
+#define PATIENCE_CARD_GAME_H
+
+
+#include <qpopupmenu.h>
+#include <qmainwindow.h>
+#include <qintdict.h>
+#include <qcanvas.h>
+// #include "canvascardshapes.h"
+// #include "canvascard.h"
+#include "canvascardgame.h"
+
+
+class PatienceFaceDownDeck : public CardPile, public CanvasRoundRect
+{
+public:
+ PatienceFaceDownDeck(int x, int y, QCanvas *canvas)
+ : CardPile(x, y), CanvasRoundRect(x, y, canvas) { }
+ virtual bool isAllowedOnTop(Card *card) {
+ Q_UNUSED(card);
+ // Need to check it is from the faceUpDealingPile
+ return TRUE;
+ }
+ virtual bool isAllowedToBeMoved(Card *card) {
+ Q_UNUSED(card);
+ //if ( ( !card->isFacing() ) && ( card == cardOnTop() ) )
+ if ( card == cardOnTop() )
+ return TRUE;
+ return FALSE;
+ }
+};
+
+
+class PatienceFaceUpDeck : public CardPile, public CanvasRoundRect
+{
+public:
+ PatienceFaceUpDeck(int x, int y, QCanvas *canvas)
+ : CardPile(x, y), CanvasRoundRect(x, y, canvas) { }
+ virtual bool isAllowedOnTop(Card *card) {
+ Q_UNUSED(card);
+ // Need to check it is from the faceDownDealingPile
+ return TRUE;
+ }
+ virtual bool isAllowedToBeMoved(Card *card) {
+ Q_UNUSED(card);
+ //if ( ( card->isFacing() ) && ( card == cardOnTop() ) )
+ if ( card == cardOnTop() )
+ return TRUE;
+ return FALSE;
+ }
+};
+
+
+class PatienceDiscardPile : public CardPile, public CanvasRoundRect
+{
+public:
+ PatienceDiscardPile(int x, int y, QCanvas *canvas)
+ : CardPile(x, y), CanvasRoundRect(x, y, canvas) { }
+ virtual bool isAllowedOnTop(Card *card) {
+ if ( card->isFacing() && ( card->getCardPile()->cardInfront(card) == NULL ) &&
+ ( ( ( cardOnTop() == NULL ) && ( card->getValue() == ace ) ) ||
+ ( ( cardOnTop() != NULL ) &&
+ ( (int)card->getValue() == (int)cardOnTop()->getValue() + 1 ) &&
+ ( card->getSuit() == cardOnTop()->getSuit() ) ) ) )
+ return TRUE;
+ return FALSE;
+ }
+ virtual bool isAllowedToBeMoved(Card *card) {
+ if ( card->isFacing() && ( card == cardOnTop() ) )
+ return TRUE;
+ return FALSE;
+ }
+};
+
+
+class PatienceWorkingPile : public CardPile, public CanvasRoundRect
+{
+public:
+ PatienceWorkingPile(int x, int y, QCanvas *canvas)
+ : CardPile(x, y), CanvasRoundRect(x, y, canvas), top(x, y) { }
+ virtual bool isAllowedOnTop(Card *card) {
+ if ( card->isFacing() &&
+ ( ( ( cardOnTop() == NULL ) && (card->getValue() == king) ) ||
+ ( ( cardOnTop() != NULL ) &&
+ ( (int)card->getValue() + 1 == (int)cardOnTop()->getValue() ) &&
+ ( card->isRed() != cardOnTop()->isRed() ) ) ) )
+ return TRUE;
+ return FALSE;
+ }
+ virtual bool isAllowedToBeMoved(Card *card) {
+ if ( card->isFacing() )
+ return TRUE;
+ return FALSE;
+ }
+ virtual void cardAddedToTop(Card *card) {
+ Q_UNUSED(card);
+ top = getCardPos(NULL);
+ setNextX( top.x() );
+ setNextY( top.y() );
+ }
+ virtual void cardRemoved(Card *card) {
+ Q_UNUSED(card);
+
+ Card *newTopCard = cardOnTop();
+
+ if ( !newTopCard ) {
+ top = QPoint( pileX, pileY );
+ setNextX( pileX );
+ setNextY( pileY );
+ return;
+ } else {
+ top = getCardPos(NULL);
+ if ( newTopCard->isFacing() == FALSE ) {
+ // correct the position taking in to account the card is not
+ // yet flipped, but will become flipped
+ top = QPoint( top.x() - 1, top.y() - 3 );
+ newTopCard->flipTo( top.x(), top.y() );
+ top = QPoint( top.x(), top.y() + 13 );
+ }
+ setNextX( top.x() );
+ setNextY( top.y() );
+ }
+ }
+ virtual QPoint getCardPos(Card *c) {
+ int x = pileX, y = pileY;
+ Card *card = cardOnBottom();
+ while ((card != c) && (card != NULL)) {
+ if (card->isFacing()) {
+ y += 13;
+ } else {
+ x += 1;
+ y += 3;
+ }
+ card = cardInfront(card);
+ }
+ return QPoint( x, y );
+ }
+ virtual QPoint getHypertheticalNextCardPos(void) {
+ return top;
+ // return QPoint( getNextX(), getNextY() );
+ }
+private:
+ QPoint top;
+
+};
+
+
+class PatienceCardGame : public CanvasCardGame
+{
+public:
+ PatienceCardGame(QCanvas *c, bool snap, QWidget *parent = 0);
+ virtual ~PatienceCardGame();
+ virtual void deal(void);
+ virtual bool haveWeWon() {
+ return ( discardPiles[0]->kingOnTop() &&
+ discardPiles[1]->kingOnTop() &&
+ discardPiles[2]->kingOnTop() &&
+ discardPiles[3]->kingOnTop() );;
+ }
+ virtual void mousePress(QPoint p);
+ virtual void mouseRelease(QPoint p) { Q_UNUSED(p); }
+// virtual void mouseMove(QPoint p);
+ virtual bool mousePressCard(Card *card, QPoint p);
+ virtual void mouseReleaseCard(Card *card, QPoint p) { Q_UNUSED(card); Q_UNUSED(p); }
+// virtual void mouseMoveCard(Card *card, QPoint p) { Q_UNUSED(card); Q_UNUSED(p); }
+ bool canTurnOverDeck(void) { return (numberOfTimesThroughDeck != 3); }
+ void throughDeck(void) {
+ numberOfTimesThroughDeck++;
+ if (numberOfTimesThroughDeck == 3)
+ circleCross->setCross();
+ }
+ bool snapOn;
+ virtual void writeConfig( Config& cfg );
+ virtual void readConfig( Config& cfg );
+private:
+ CanvasCircleOrCross *circleCross;
+ CanvasRoundRect *rectangle;
+ PatienceWorkingPile *workingPiles[7];
+ PatienceDiscardPile *discardPiles[4];
+ PatienceFaceDownDeck *faceDownDealingPile;
+ PatienceFaceUpDeck *faceUpDealingPile;
+ int numberOfTimesThroughDeck;
+};
+
+
+#endif
+