mirror of
https://github.com/RetroShare/RetroShare.git
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082d5732b0
git-svn-id: http://svn.code.sf.net/p/retroshare/code/trunk@2346 b45a01b8-16f6-495d-af2f-9b41ad6348cc
755 lines
24 KiB
C++
755 lines
24 KiB
C++
/*
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QSoloCards is a collection of Solitaire card games written using Qt
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Copyright (C) 2009 Steve Moore
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "SpiderBoard.h"
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#include <QtGui/QMessageBox>
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#include <QtGui/QAction>
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#include <QtGui/QActionGroup>
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#include <QtGui/QResizeEvent>
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#include <QtCore/QDateTime>
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#include "CardPixmaps.h"
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#include "CardDeck.h"
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#include <iostream>
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const QString SpiderBoard::GameTypeKeyStr("GameType");
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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SpiderBoard::SpiderBoard(QWidget * pWidget)
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:GameBoard(pWidget,QString(tr("Spider Solitaire")).trimmed(),QString("Spider")),
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m_pDeck(NULL),
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m_homeVector(),
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m_stackVector(),
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m_cheat(false),
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m_gameType(SpiderBoard::FourSuits)
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{
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this->setHelpFile(":/help/SpiderHelp.html");
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}
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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SpiderBoard::~SpiderBoard()
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{
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}
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////////////////////////////////////////////////////////////////////////////////
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// ok this is an attempt to offer hint moves. It will prefer same suit moves, then
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// consecutive index matches, and then card to empty stack moves. It will try to
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// move all cards that are movable in a stack. So, there are possibilities for
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// tweaks.
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////////////////////////////////////////////////////////////////////////////////
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bool SpiderBoard::getHint(CardStack * & pSrcWidget,
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unsigned int & srcStackIndex,
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CardStack * & pDstWidget)
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{
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bool moveFound=false;
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bool sameSuitFound=false;
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bool nonSameSuitFound=false;
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CardStack * pCanMoveToEmpty=NULL;
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CardStack * pCanMoveTo=NULL;
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CardStack * pCanMoveToSameSuit=NULL;
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bool newMoveFound=false;
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int j;
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qsrand(QDateTime::currentDateTime().toTime_t());
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bool fromZero=((0==qrand()%2 ^ 1==qrand()%3)?true:false); // this introduces some randomness by selecting whether we are going
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// to go through the stacks forward or backwards.
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for ((fromZero?(j=0):(j=this->m_stackVector.size()-1));
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((fromZero)?(j<(int)this->m_stackVector.size()):(j>=0))&& !sameSuitFound ;((fromZero)?(j++):(j--)))
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{
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PlayingCardVector cardVector;
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unsigned int currSrcStackIndex;
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bool fromZeroInner=((0==qrand()%2 ^ 1==qrand()%3)?true:false); // this introduces some randomness by selecting whether we are going
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// to go through the stacks forward or backwards.
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int i;
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newMoveFound=false;
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if (this->m_stackVector[j]->getMovableCards(cardVector,currSrcStackIndex))
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{
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// first see if the cards can be sent home
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// the priority will be the same as a move to
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// cards of the same suit
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if (SpiderHomeStack::canSendHome(cardVector))
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{
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// find an open home widget
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for(unsigned int k=0;k<this->m_homeVector.size();k++)
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{
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if (this->m_homeVector[k]->isEmpty())
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{
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pDstWidget=this->m_homeVector[k];
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break;
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}
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}
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if (NULL!=pDstWidget)
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{
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pSrcWidget=this->m_stackVector[j];
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srcStackIndex=currSrcStackIndex;
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moveFound=true;
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break;
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}
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}
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for ((fromZeroInner?(i=0):(i=this->m_stackVector.size()-1));
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((fromZeroInner)?(i<(int)this->m_stackVector.size()):(i>=0));
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((fromZeroInner)?(i++):(i--)))
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{
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// ok we are only moving the cards if the hit is not on the same
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// stack they are already located in
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if (this->m_stackVector[i]!=this->m_stackVector[j])
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{
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// see if we have a perferred move to a stack that has the same suit
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// we will break out if we find a perferred match
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if (this->m_stackVector[i]->canAddCardsSameSuit(cardVector))
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{
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pCanMoveToSameSuit=this->m_stackVector[i];
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newMoveFound=true;
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break;
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}
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// otherwise see if we can move the cards to the stack at all
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else if (this->m_stackVector[i]->canAddCards(cardVector))
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{
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if (this->m_stackVector[i]->isEmpty())
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{
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pCanMoveToEmpty=this->m_stackVector[i];
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}
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else
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{
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pCanMoveTo=this->m_stackVector[i];
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}
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newMoveFound=true;
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}
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}
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}
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if (newMoveFound)
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{
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// ok the best move is to a matching suit and consecutive
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// next best is to a consecutive
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// and lastly to an empty stack.
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if (NULL!=pCanMoveToSameSuit)
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{
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pDstWidget=pCanMoveToSameSuit;
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pSrcWidget=this->m_stackVector[j];
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srcStackIndex=currSrcStackIndex;
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sameSuitFound=true;
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}
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else if (NULL!=pCanMoveTo && !nonSameSuitFound)
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{
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pDstWidget=pCanMoveTo;
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pSrcWidget=this->m_stackVector[j];
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srcStackIndex=currSrcStackIndex;
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nonSameSuitFound=true;
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}
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else if (NULL!=pCanMoveToEmpty && !nonSameSuitFound)
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{
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pDstWidget=pCanMoveToEmpty;
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pSrcWidget=this->m_stackVector[j];
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srcStackIndex=currSrcStackIndex;
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}
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moveFound=true;
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}
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}
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}
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return moveFound;
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}
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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void SpiderBoard::newGame()
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{
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// call the base class to do cleanup for us.
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GameBoard::newGame();
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CardDeck * pDeck=NULL;
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unsigned int i;
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unsigned int j;
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switch(this->m_gameType)
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{
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case SpiderBoard::FourSuits:
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pDeck=new CardDeck(2);
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break;
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case SpiderBoard::TwoSuits:
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{
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PlayingCardVector cardVector;
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// use hearts and spades as the two suits
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for (i=PlayingCard::Ace;i<PlayingCard::MaxCardIndex;i++)
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{
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cardVector.push_back(PlayingCard(PlayingCard::Hearts,(PlayingCard::CardIndex)i));
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}
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for (i=PlayingCard::Ace;i<PlayingCard::MaxCardIndex;i++)
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{
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cardVector.push_back(PlayingCard(PlayingCard::Spades,(PlayingCard::CardIndex)i));
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}
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pDeck=new CardDeck(cardVector,4);
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}
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break;
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case SpiderBoard::OneSuit:
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{
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PlayingCardVector cardVector;
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// use spades as the suit
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for (i=PlayingCard::Ace;i<PlayingCard::MaxCardIndex;i++)
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{
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cardVector.push_back(PlayingCard(PlayingCard::Spades,(PlayingCard::CardIndex)i));
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}
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pDeck=new CardDeck(cardVector,8);
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}
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break;
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};
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// if this happens something is very wrong just return
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if (NULL==pDeck)
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{
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return;
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}
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// Put all cards in the m_pDeck stack. We will deal
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// from this stack.
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while(!pDeck->isEmpty())
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{
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this->m_pDeck->addCard(pDeck->next());
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}
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delete pDeck;
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DealItemVector dealItemVector;
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// Create the dealItemVector to direct the DealAnimation object on
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// how to deal the cards.
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for (i=0;i<this->m_stackVector.size();i++)
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{
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unsigned int cardsInStack=((i<4)?6:5);
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dealItemVector.push_back(DealItem(this->m_stackVector[i],m_pDeck));
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for (j=0;j<cardsInStack;j++)
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{
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// add the items to tell how to deal the cards to the stack
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// we want to flip the last card.
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if (cardsInStack-1==j)
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{
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dealItemVector[i].addCard(true);
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}
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else
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{
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dealItemVector[i].addCard(false);
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}
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}
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}
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// ok now start the deal. We don't need a move record for this item.
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m_dealAni.dealCards(dealItemVector,false);
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}
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////////////////////////////////////////////////////////////////////////////////
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// The actions and the groups are create on the stack and then added to the QMenu
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// Since, the QMenu is the owner it will clean up the memory.
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////////////////////////////////////////////////////////////////////////////////
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void SpiderBoard::addGameMenuItems(QMenu & menu)
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{
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QActionGroup * pNumSuitsGroup=new QActionGroup(&menu);
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QAction * pFourSuitsAction=new QAction(tr("Four Suits").trimmed(),pNumSuitsGroup);
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pFourSuitsAction->setShortcut(QKeySequence(Qt::CTRL + Qt::Key_4));
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pFourSuitsAction->setCheckable(true);
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connect(pFourSuitsAction,SIGNAL(triggered()),
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this,SLOT(slotSetFourSuits()));
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QAction * pTwoSuitsAction=new QAction(tr("Two Suits").trimmed(),pNumSuitsGroup);
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pTwoSuitsAction->setShortcut(QKeySequence(Qt::CTRL + Qt::Key_2));
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pTwoSuitsAction->setCheckable(true);
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connect(pTwoSuitsAction,SIGNAL(triggered()),
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this,SLOT(slotSetTwoSuits()));
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QAction * pOneSuitAction=new QAction(tr("One Suit").trimmed(),pNumSuitsGroup);
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pOneSuitAction->setShortcut(QKeySequence(Qt::CTRL + Qt::Key_1));
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pOneSuitAction->setCheckable(true);
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connect(pOneSuitAction,SIGNAL(triggered()),
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this,SLOT(slotSetOneSuit()));
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// select the correct item in the list
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switch (this->m_gameType)
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{
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case SpiderBoard::FourSuits:
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pFourSuitsAction->setChecked(true);
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break;
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case SpiderBoard::TwoSuits:
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pTwoSuitsAction->setChecked(true);
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break;
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case SpiderBoard::OneSuit:
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pOneSuitAction->setChecked(true);
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break;
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};
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menu.addAction(pFourSuitsAction);
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menu.addAction(pTwoSuitsAction);
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menu.addAction(pOneSuitAction);
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}
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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void SpiderBoard::loadSettings(const QSettings & settings)
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{
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int gameType=settings.value(this->GameTypeKeyStr,SpiderBoard::FourSuits).toInt();
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switch (gameType)
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{
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case SpiderBoard::OneSuit:
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this->m_gameType=SpiderBoard::OneSuit;
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break;
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case SpiderBoard::TwoSuits:
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this->m_gameType=SpiderBoard::TwoSuits;
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break;
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case SpiderBoard::FourSuits:
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default:
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this->m_gameType=SpiderBoard::FourSuits;
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break;
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};
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}
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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void SpiderBoard::saveSettings(QSettings & settings)
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{
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settings.setValue(this->GameTypeKeyStr,this->m_gameType);
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}
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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void SpiderBoard::setCheat(bool cheat)
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{
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this->m_cheat=cheat;
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for(unsigned int i=0;i<this->m_stackVector.size();i++)
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{
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this->m_stackVector[i]->setCheat(cheat);
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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void SpiderBoard::slotDealNextCards(CardStack * pCardStackWidget,
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unsigned int index)
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{
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bool aStackIsEmpty=false;
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unsigned int i;
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Q_UNUSED(pCardStackWidget);
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Q_UNUSED(index);
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// if the deck has cards to deal make sure all the stacks have cards
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// and deal them out
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if (!this->m_pDeck->isEmpty())
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{
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// first make sure none of the 10 stacks is empty. All must have at least one card.
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// to be able to deal the cards.
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for(i=0;i<this->m_stackVector.size();i++)
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{
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if (this->m_stackVector[i]->isEmpty())
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{
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aStackIsEmpty=true;
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break;
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}
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}
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if (aStackIsEmpty)
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{
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QMessageBox::critical(this,this->gameName(),
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tr("All stacks must contain at least one card before the next set of cards can be dealt!").trimmed());
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this->stopDemo();
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return;
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}
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DealItemVector dealItemVector;
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// Create the dealItemVector to direct the DealAnimation object on
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// how to deal the cards.
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for (i=0;i<this->m_stackVector.size();i++)
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{
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dealItemVector.push_back(DealItem(this->m_stackVector[i],m_pDeck));
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dealItemVector[i].addCard(true);
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}
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// ok now start the deal.
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m_dealAni.dealCards(dealItemVector);
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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// ok we need to perform the move from the stackWidget to the sentHome widget
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// and create the CardMoveRecord. Then just call slotCardsMoved and let the
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// move be processed as if it was a drag and drop
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////////////////////////////////////////////////////////////////////////////////
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void SpiderBoard::slotSendSuitHome(SpiderStack * pStack,
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const PlayingCardVector & cardVector,
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const CardMoveRecord & startMoveRecord)
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{
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if (NULL!=pStack)
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{
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// ok first find an empty sentHome widget to add the cards too.
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SpiderHomeStack * pHome=NULL;
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unsigned int i;
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for (i=0;i<this->m_homeVector.size();i++)
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{
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if (this->m_homeVector[i]->isEmpty())
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{
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pHome=this->m_homeVector[i];
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break;
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}
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}
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// we should always find an empty home widget. But check just in case
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if (pHome)
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{
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CardMoveRecord moveRecord(startMoveRecord);
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// add the cards to the update record. But don't move the
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// cards
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pHome->addCards(cardVector,moveRecord,true);
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// perform the move of the cards and animate it if animations
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// are enabled
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m_sToSAniMove.moveCards(moveRecord);
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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void SpiderBoard::slotMoveCardsToDiffStack(SpiderStack * pStack,
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const PlayingCardVector & cardVector,
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const CardMoveRecord & startMoveRecord)
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{
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if (NULL!=pStack)
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{
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SpiderStack * pCanMoveToEmpty=NULL;
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SpiderStack * pCanMoveTo=NULL;
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SpiderStack * pCanMoveToSameSuit=NULL;
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bool cardsWillMove=false;
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for (unsigned int i=0;i<this->m_stackVector.size();i++)
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{
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// ok we are only moving the cards if the hit is not on the same
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// stack they are already located in
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if (this->m_stackVector[i]!=pStack)
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{
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// see if we have a perferred move to a stack that has the same suit
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// we will break out if we find a perferred match
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if (this->m_stackVector[i]->canAddCardsSameSuit(cardVector))
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{
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pCanMoveToSameSuit=this->m_stackVector[i];
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cardsWillMove=true;
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break;
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}
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// otherwise see if we can move the cards to the stack at all
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else if (this->m_stackVector[i]->canAddCards(cardVector))
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{
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if (this->m_stackVector[i]->isEmpty())
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{
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pCanMoveToEmpty=this->m_stackVector[i];
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}
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else
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{
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pCanMoveTo=this->m_stackVector[i];
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}
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cardsWillMove=true;
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}
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}
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}
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// if we are going to move the cards
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if (cardsWillMove)
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{
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SpiderStack * pNewStack=NULL;
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// ok the best move is to a matching suit and consecutive
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// next best is to a consecutive
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// and lastly to an empty stack.
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if (NULL!=pCanMoveToSameSuit)
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{
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pNewStack=pCanMoveToSameSuit;
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}
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else if (NULL!=pCanMoveTo)
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{
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pNewStack=pCanMoveTo;
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}
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else
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{
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pNewStack=pCanMoveToEmpty;
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}
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CardMoveRecord moveRecord(startMoveRecord);
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pNewStack->addCards(cardVector,moveRecord,true);
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// perform the move of the cards and animate it if animations
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// are enabled
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m_sToSAniMove.moveCards(moveRecord);
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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void SpiderBoard::slotSetFourSuits()
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{
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if (SpiderBoard::FourSuits!=this->m_gameType)
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{
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this->m_gameType=SpiderBoard::FourSuits;
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this->newGame();
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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void SpiderBoard::slotSetTwoSuits()
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{
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if (SpiderBoard::TwoSuits!=this->m_gameType)
|
|
{
|
|
this->m_gameType=SpiderBoard::TwoSuits;
|
|
this->newGame();
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
void SpiderBoard::slotSetOneSuit()
|
|
{
|
|
if (SpiderBoard::OneSuit!=this->m_gameType)
|
|
{
|
|
this->m_gameType=SpiderBoard::OneSuit;
|
|
this->newGame();
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
void SpiderBoard::calcScore()
|
|
{
|
|
int score=0;
|
|
unsigned int i;
|
|
|
|
for(i=0;i<this->m_homeVector.size();i++)
|
|
{
|
|
score+=this->m_homeVector[i]->score();
|
|
}
|
|
|
|
for(i=0;i<this->m_stackVector.size();i++)
|
|
{
|
|
score+=this->m_stackVector[i]->score();
|
|
}
|
|
|
|
int deals=0;
|
|
|
|
// The number of deals left is the number of cards in the deck widget divided by the number of stack widgets
|
|
if (!this->m_pDeck->isEmpty() && this->m_stackVector.size()>0)
|
|
{
|
|
const PlayingCardVector & cardVector=this->m_pDeck->getCardVector();
|
|
|
|
deals=cardVector.size()/this->m_stackVector.size();
|
|
|
|
if (cardVector.size()%this->m_stackVector.size())
|
|
{
|
|
deals++;
|
|
}
|
|
}
|
|
|
|
QString dealsLeft(tr("Deals remaining: %1").arg(QString::number(deals)).trimmed());
|
|
|
|
emit scoreChanged(score,dealsLeft);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
void SpiderBoard::resizeEvent (QResizeEvent * event)
|
|
{
|
|
unsigned int i;
|
|
|
|
GameBoard::resizeEvent(event);
|
|
|
|
|
|
QSize cardSize(CardPixmaps::getInst().getCardSize());
|
|
|
|
QPointF currPos(GameBoard::LayoutSpacing,GameBoard::LayoutSpacing);
|
|
|
|
m_pDeck->setPos(currPos);
|
|
|
|
currPos.setX(GameBoard::LayoutSpacing*3 + cardSize.width()*2);
|
|
|
|
for (i=0;i<m_homeVector.size();i++)
|
|
{
|
|
m_homeVector[i]->setPos(currPos);
|
|
currPos.setX(currPos.x()+cardSize.width()+GameBoard::LayoutSpacing);
|
|
}
|
|
|
|
currPos.setY(GameBoard::LayoutSpacing*2+cardSize.height());
|
|
currPos.setX(GameBoard::LayoutSpacing);
|
|
for (i=0;i<m_stackVector.size();i++)
|
|
{
|
|
m_stackVector[i]->setPos(currPos);
|
|
currPos.setX(currPos.x()+cardSize.width()+GameBoard::LayoutSpacing);
|
|
}
|
|
|
|
std::cout<<__FUNCTION__<<std::endl;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
bool SpiderBoard::runDemo(bool stopWhenNoMore)
|
|
{
|
|
bool rc=true;
|
|
|
|
if (!GameBoard::runDemo(false))
|
|
{
|
|
if (!m_pDeck->isEmpty())
|
|
{
|
|
slotDealNextCards();
|
|
}
|
|
else if (stopWhenNoMore)
|
|
{
|
|
stopDemo();
|
|
rc=false;
|
|
}
|
|
else
|
|
{
|
|
rc=false;
|
|
}
|
|
}
|
|
|
|
return rc;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
void SpiderBoard::createStacks()
|
|
{
|
|
setCardResizeAlg(10,ResizeByWidth);
|
|
|
|
unsigned int i;
|
|
// create all the widgets for the board
|
|
for(i=0;i<8;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<10;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)));
|
|
|
|
std::cout<<__FUNCTION__<<__FILE__<<std::endl;
|
|
|
|
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
bool SpiderBoard::isGameWon()const
|
|
{
|
|
bool allSuitsSentHome=true;
|
|
|
|
for(unsigned int i=0;i<this->m_homeVector.size();i++)
|
|
{
|
|
if (this->m_homeVector[i]->isEmpty())
|
|
{
|
|
allSuitsSentHome=false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return allSuitsSentHome;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
bool SpiderBoard::isGameWonNotComplete()const
|
|
{
|
|
bool rc=m_pDeck->isEmpty();
|
|
|
|
if (rc)
|
|
{
|
|
for (unsigned int i=0;i<this->m_stackVector.size();i++)
|
|
{
|
|
if (!(this->m_stackVector[i]->cardsAscendingTopToBottom() &&
|
|
this->m_stackVector[i]->allCardsFaceUp()))
|
|
{
|
|
rc=false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return rc;
|
|
}
|
|
|