/*
    QSoloCards is a collection of Solitaire card games written using Qt
    Copyright (C) 2009  Steve Moore
    This program is free software: you can redistribute it and/or modify
    it under the terms of the GNU General Public License as published by
    the Free Software Foundation, either version 3 of the License, or
    (at your option) any later version.
    This program is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    GNU General Public License for more details.
    You should have received a copy of the GNU General Public License
    along with this program.  If not, see .
*/
#include "Spider3DeckBoard.h"
#include "CardPixmaps.h"
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
Spider3DeckBoard::Spider3DeckBoard()
    :SpiderBoard()
{
    this->setGameName(QString(tr("Three Deck Spider Solitaire")).trimmed());
    this->setGameId("ThreeDeckSpider");
    this->setHelpFile(":/help/Spider3DeckHelp.html");
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
Spider3DeckBoard::~Spider3DeckBoard()
{
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
void Spider3DeckBoard::newGame()
{
    // call the base class to do cleanup for us.
    GameBoard::newGame();
    CardDeck deck(3);
    // Put all cards in the m_pDeck stack.  We will deal
    // from this stack.
    while(!deck.isEmpty())
    {
        this->m_pDeck->addCard(deck.next());
    }
    unsigned int i;
    unsigned int j;
    DealItemVector dealItemVector;
    // Create the dealItemVector to direct the DealAnimation object on
    // how to deal the cards.
    for (i=0;im_stackVector.size();i++)
    {
	unsigned int cardsInStack=((i<6)?5:4);
	
	dealItemVector.push_back(DealItem(this->m_stackVector[i],m_pDeck));
	
        for (j=0;jsetPos(currPos);
    currPos.rx()+=GameBoard::LayoutSpacing+cardSize.width();
    for (i=0;isetPos(currPos);
	currPos.setX(currPos.x()+cardSize.width()+GameBoard::LayoutSpacing);
    }
    currPos.setY(GameBoard::LayoutSpacing*2+cardSize.height());
    currPos.setX(GameBoard::LayoutSpacing*2+cardSize.width());
    for (i=0;isetPos(currPos);
	currPos.setX(currPos.x()+cardSize.width()+GameBoard::LayoutSpacing);
    }
}
/////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////
void Spider3DeckBoard::createStacks()
{
    setCardResizeAlg(13,ResizeByWidth);
    unsigned int i;
    // create all the widgets for the board
    for(i=0;i<12;i++)
    {
        this->m_homeVector.push_back(new SpiderHomeStack);
	this->m_scene.addItem(m_homeVector[i]);
        // get signals when cards are added to the stack.  So, we can add undo info and
        // see when the game is over.
        this->connect(this->m_homeVector[i],SIGNAL(cardsMovedByDragDrop(CardMoveRecord)),
                      this,SLOT(slotCardsMoved(CardMoveRecord)));
    }
    for(i=0;i<12;i++)
    {
        this->m_stackVector.push_back(new SpiderStack);
	this->m_scene.addItem(m_stackVector[i]);
        // get signals when cards are added to the stack.  So, we can add undo info and
        // see when the game is over.
        this->connect(this->m_stackVector[i],SIGNAL(cardsMovedByDragDrop(CardMoveRecord)),
                      this,SLOT(slotCardsMoved(CardMoveRecord)));
        this->connect(this->m_stackVector[i],SIGNAL(sendSuitHome(SpiderStack *,PlayingCardVector,CardMoveRecord)),
                      this,SLOT(slotSendSuitHome(SpiderStack*,PlayingCardVector,CardMoveRecord)));
        this->connect(this->m_stackVector[i],SIGNAL(moveCardsToDiffStack(SpiderStack *,PlayingCardVector,CardMoveRecord)),
                      this,SLOT(slotMoveCardsToDiffStack(SpiderStack*,PlayingCardVector,CardMoveRecord)));
    }
    m_pDeck=new CardStack;
    this->m_scene.addItem(m_pDeck);
    // get signals when the deck is clicked on so we can deal the next set of cards
    this->connect(this->m_pDeck,SIGNAL(cardClicked(CardStack*,uint)),
                  this,SLOT(slotDealNextCards(CardStack*,uint)));
}