/*
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 "SpideretteBoard.h"
#include "CardPixmaps.h"
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
SpideretteBoard::SpideretteBoard()
{
this->setGameName(QString(tr("Spiderette Solitaire")).trimmed());
this->setGameId("Spiderette");
this->setHelpFile(":/help/SpideretteHelp.html");
}
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
SpideretteBoard::~SpideretteBoard()
{
}
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
void SpideretteBoard::newGame()
{
// call the base class
GameBoard::newGame();
CardDeck deck;
unsigned int i;
while(!deck.isEmpty())
{
this->m_pDeck->addCard(deck.next());
}
DealItemVector dealItemVector;
// Create the dealItemVector to direct the DealAnimation object on
// how to deal the cards.
for (i=0;im_stackVector.size();i++)
{
dealItemVector.push_back(DealItem(this->m_stackVector[i],m_pDeck));
unsigned int j;
for (j=0;jsetPos(currPos);
currPos.rx()+=GameBoard::LayoutSpacing*4 + cardSize.width()*4;
for (i=0;isetPos(currPos);
currPos.rx()+=cardSize.width()+GameBoard::LayoutSpacing;
}
currPos.setY(GameBoard::LayoutSpacing*2+cardSize.height());
currPos.setX(GameBoard::LayoutSpacing*2+cardSize.width());
for (i=0;isetPos(currPos);
currPos.rx()+=cardSize.width()+GameBoard::LayoutSpacing;
}
}
///////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////
void SpideretteBoard::createStacks()
{
setCardResizeAlg(8,ResizeByWidth);
unsigned int i;
// first create the home widgets where the cards need to be eventually stacked to
// win the game.
for(i=0;i<4;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)));
}
// now create the 7 rows for the stacks.
for (i=0;i<7;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)));
}
this->m_pDeck=new CardStack;
this->m_scene.addItem(this->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)));
}