mirror of
https://github.com/RetroShare/RetroShare.git
synced 2024-10-01 02:35:48 -04:00
082d5732b0
git-svn-id: http://svn.code.sf.net/p/retroshare/code/trunk@2346 b45a01b8-16f6-495d-af2f-9b41ad6348cc
694 lines
18 KiB
C++
694 lines
18 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 "FreeCellBoard.h"
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#include "CardPixmaps.h"
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#include "CardDeck.h"
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#include "CardAnimationLock.h"
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#include <iostream>
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#include <QtGui/QMessageBox>
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////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////
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FreeCellBoard::FreeCellBoard()
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:GameBoard(NULL,QString(tr("Freecell")).trimmed(),QString("Freecell")),
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m_pDeck(NULL),
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m_freeVector(),
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m_stackVector(),
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m_homeVector(),
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m_cheat(false)
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{
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this->setHelpFile(":/help/FreeCellHelp.html");
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}
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////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////
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FreeCellBoard::~FreeCellBoard()
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{
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}
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////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////
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void FreeCellBoard::undoMove()
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{
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GameBoard::undoMove();
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this->setNumStackMoveCards();
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}
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////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////
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void FreeCellBoard::redoMove()
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{
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GameBoard::redoMove();
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this->setNumStackMoveCards();
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}
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////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////
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bool FreeCellBoard::getHint(CardStack * & pSrc,
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unsigned int & srcIndex,
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CardStack * & pDst)
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{
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bool rc=false;
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unsigned int i;
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unsigned int j;
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// first see if we have any cards from the free cells to move
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// home
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for (i=0;i<this->m_freeVector.size() && !rc;i++)
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{
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if (!this->m_freeVector[i]->isEmpty())
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{
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const PlayingCardVector & cardVector=this->m_freeVector[i]->getCardVector();
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PlayingCardVector moveCards;
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srcIndex=cardVector.size()-1;
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moveCards.push_back(cardVector[srcIndex]);
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for (j=0;j<this->m_homeVector.size();j++)
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{
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if (this->m_homeVector[j]->canAddCards(moveCards))
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{
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pSrc=this->m_freeVector[i];
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pDst=this->m_homeVector[j];
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rc=true;
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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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// now see if there are any cards in the stacks to move home
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if (!rc)
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{
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for (i=0;i<this->m_stackVector.size() && !rc;i++)
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{
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if (!this->m_stackVector[i]->isEmpty())
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{
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const PlayingCardVector & cardVector=this->m_stackVector[i]->getCardVector();
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PlayingCardVector moveCards;
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srcIndex=cardVector.size()-1;
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moveCards.push_back(cardVector[srcIndex]);
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for (j=0;j<this->m_homeVector.size();j++)
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{
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if (this->m_homeVector[j]->canAddCards(moveCards))
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{
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pSrc=this->m_stackVector[i];
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pDst=this->m_homeVector[j];
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rc=true;
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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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}
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// now see if we can move cards from the free cells to the stacks
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if (!rc)
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{
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for (i=0;i<this->m_freeVector.size() && !rc;i++)
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{
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if (!this->m_freeVector[i]->isEmpty())
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{
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PlayingCardVector moveCards;
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if (this->m_freeVector[i]->getMovableCards(moveCards,srcIndex))
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{
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for (j=0;j<this->m_stackVector.size();j++)
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{
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if (this->m_stackVector[j]->canAddCards(moveCards))
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{
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pSrc=this->m_freeVector[i];
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pDst=this->m_stackVector[j];
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rc=true;
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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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}
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}
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// now look for stack to stack moves
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if (!rc)
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{
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for (i=0;i<this->m_stackVector.size() && !rc;i++)
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{
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if (!this->m_stackVector[i]->isEmpty())
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{
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PlayingCardVector moveCards;
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if (this->m_stackVector[i]->getMovableCards(moveCards,srcIndex))
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{
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// look through the stacks if we couldn't move the card home
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for (j=0;j<this->m_stackVector.size();j++)
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{
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// make sure not the same stackVector and that we are not moving
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// the last card in a stack to an empty stack. Moving the last
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// card in a stack to an empty stack doesn't do anything. And lastly
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// if the cards can be added we have a match.
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if (i!=j &&
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!(0==srcIndex && this->m_stackVector[j]->isEmpty()) &&
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this->m_stackVector[j]->canAddCards(moveCards))
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{
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pSrc=this->m_stackVector[i];
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pDst=this->m_stackVector[j];
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rc=true;
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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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}
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}
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// now look to move something to a free cell if all else has failed
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// for now just going to be a basic move an available card from the first
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// stack with cards in it to the free cell.
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if (!rc)
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{
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// first find an open free cell. If we don't have one no need to continue.
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pDst=NULL;
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for (i=0;i<this->m_freeVector.size();i++)
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{
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if (this->m_freeVector[i]->isEmpty())
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{
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pDst=this->m_freeVector[i];
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break;
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}
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}
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if (NULL!=pDst)
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{
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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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PlayingCardVector moveCards;
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if (this->m_stackVector[i]->getMovableCards(moveCards,srcIndex) &&
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pDst->canAddCards(moveCards))
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{
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pSrc=this->m_stackVector[i];
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rc=true;
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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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}
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return rc;
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}
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////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////
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void FreeCellBoard::newGame()
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{
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// call the base class to clean up
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GameBoard::newGame();
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CardDeck deck;
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unsigned int i;
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// add all the cards to the deck
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while(!deck.isEmpty())
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{
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this->m_pDeck->addCard(deck.next());
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}
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// setup the deal of cards
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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 j;
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unsigned int cardsInStack=((i<4)?7:6);
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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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dealItemVector[i].addCard(true);
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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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////////////////////////////////////////////////////////////////////////////////////////
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void FreeCellBoard::addGameMenuItems(QMenu & menu)
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{
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Q_UNUSED(menu);
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}
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////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////
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void FreeCellBoard::loadSettings(const QSettings & settings)
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{
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Q_UNUSED(settings);
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}
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////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////
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void FreeCellBoard::saveSettings(QSettings & settings)
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{
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Q_UNUSED(settings);
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}
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////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////
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void FreeCellBoard::setCheat(bool cheat)
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{
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unsigned int i;
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for (i=0;i<m_stackVector.size();i++)
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{
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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 FreeCellBoard::slotCardsMoved(const CardMoveRecord & moveRecord)
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{
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GameBoard::slotCardsMoved(moveRecord);
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this->setNumStackMoveCards();
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}
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////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////
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void FreeCellBoard::slotFreeCardsClicked(CardStack * pCardStack,
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const PlayingCardVector & cardVector,
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const CardMoveRecord & startMoveRecord)
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{
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Q_UNUSED(pCardStack);
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CardStack * pEmptyStack=NULL;
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CardStack * pMoveStack=NULL;
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unsigned int i;
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// ok look for where we would move the cards to. We will look first at the home stacks.
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// After the home stacks the next priority will be a non-empty stack and then lastly
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// an empty stack.
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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]->canAddCards(cardVector))
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{
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pMoveStack=this->m_homeVector[i];
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break;
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}
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}
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// if we did not find a match continue to look
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if (NULL==pMoveStack)
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{
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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]->canAddCards(cardVector))
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{
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if (this->m_stackVector[i]->isEmpty())
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{
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pEmptyStack=this->m_stackVector[i];
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}
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else
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{
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pMoveStack=this->m_stackVector[i];
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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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if (NULL!=pMoveStack || NULL!=pEmptyStack)
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{
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if (NULL==pMoveStack)
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{
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pMoveStack=pEmptyStack;
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}
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CardMoveRecord moveRecord(startMoveRecord);
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pMoveStack->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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void FreeCellBoard::slotStackCardsClicked(CardStack * pCardStack,
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const PlayingCardVector & cardVector,
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const CardMoveRecord & startMoveRecord)
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{
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CardStack * pEmptyStack=NULL;
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CardStack * pMoveStack=NULL;
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unsigned int i;
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// ok look for where we would move the cards to. We will look first at the home stacks.
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// After the home stacks the next priority will be a non-empty stack then an empty stack.
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// And lastly a free cell.
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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]->canAddCards(cardVector))
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{
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pMoveStack=this->m_homeVector[i];
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break;
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}
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}
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// if we did not find a match continue to look
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if (NULL==pMoveStack)
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{
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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]!=pCardStack)
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{
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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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pEmptyStack=this->m_stackVector[i];
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}
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else
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{
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pMoveStack=this->m_stackVector[i];
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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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}
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// now look in the free cells
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if (NULL==pMoveStack)
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{
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for (i=0;i<this->m_freeVector.size();i++)
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{
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if (this->m_freeVector[i]->canAddCards(cardVector))
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{
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pMoveStack=this->m_freeVector[i];
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break;
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}
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}
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}
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if (NULL!=pMoveStack || NULL!=pEmptyStack)
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{
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if (NULL==pMoveStack)
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{
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pMoveStack=pEmptyStack;
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}
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CardMoveRecord moveRecord(startMoveRecord);
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pMoveStack->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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void FreeCellBoard::calcScore()
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{
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int score=0;
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for(unsigned int i=0;i<this->m_homeVector.size();i++)
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{
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score+=this->m_homeVector[i]->score();
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}
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emit scoreChanged(score,"");
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}
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////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////
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void FreeCellBoard::resizeEvent (QResizeEvent * event)
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{
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unsigned int i;
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GameBoard::resizeEvent(event);
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QSize cardSize(CardPixmaps::getInst().getCardSize());
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QPointF currPos(GameBoard::LayoutSpacing,GameBoard::LayoutSpacing);
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for (i=0;i<m_freeVector.size();i++)
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{
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m_freeVector[i]->setPos(currPos);
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currPos.rx()+=cardSize.width()+GameBoard::LayoutSpacing;
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}
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currPos.rx()+=(cardSize.width() + GameBoard::LayoutSpacing)/2;
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m_pDeck->setPos(currPos);
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currPos.setX(GameBoard::LayoutSpacing*7 + cardSize.width()*6);
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for (i=0;i<m_homeVector.size();i++)
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{
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m_homeVector[i]->setPos(currPos);
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currPos.rx()+=cardSize.width()+GameBoard::LayoutSpacing;
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}
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currPos.setY(GameBoard::LayoutSpacing*2+cardSize.height());
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currPos.setX(GameBoard::LayoutSpacing*2+cardSize.width());
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for (i=0;i<m_stackVector.size();i++)
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{
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m_stackVector[i]->setPos(currPos);
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currPos.rx()+=cardSize.width()+GameBoard::LayoutSpacing;
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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bool FreeCellBoard::runDemo(bool stopWhenNoMore)
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{
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bool rc=true;
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if (!GameBoard::runDemo(false))
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{
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// if we didn't find a move. Try to just move a card to a freecell.
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CardStack * pDst=NULL;
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bool foundMove=false;
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CardStack * pSrc=NULL;
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unsigned int srcIndex=0;
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PlayingCardVector moveCards;
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unsigned int i;
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for (i=0;i<this->m_freeVector.size();i++)
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{
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if (this->m_freeVector[i]->isEmpty())
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{
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pDst=this->m_freeVector[i];
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break;
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}
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}
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if (NULL!=pDst)
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{
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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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if (this->m_stackVector[i]->getMovableCards(moveCards,srcIndex) &&
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pDst->canAddCards(moveCards))
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{
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pSrc=this->m_stackVector[i];
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foundMove=true;
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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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// if we found a move create the move record. And call the stack to stack
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// animation to move it.
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if (foundMove)
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{
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CardMoveRecord moveRecord;
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pSrc->removeCardsStartingAt(srcIndex,moveCards,moveRecord,true);
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pDst->addCards(moveCards,moveRecord,true);
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m_sToSAniMove.moveCards(moveRecord,this->getDemoCardAniTime());
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}
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else
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{
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if (stopWhenNoMore)
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{
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stopDemo();
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rc=false;
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}
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else
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{
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rc=false;
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}
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}
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}
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return rc;
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}
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////////////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////////////
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void FreeCellBoard::createStacks()
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{
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this->setCardResizeAlg(10,ResizeByWidth);
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unsigned int i;
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// first create the home widgets where the cards need to be eventually stacked to
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// win the game.
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for(i=0;i<4;i++)
|
|
{
|
|
this->m_homeVector.push_back(new FreeCellHome);
|
|
this->m_scene.addItem(m_homeVector[i]);
|
|
}
|
|
|
|
// now create the free cells
|
|
for(i=0;i<4;i++)
|
|
{
|
|
this->m_freeVector.push_back(new FreeCellFree);
|
|
this->m_scene.addItem(m_freeVector[i]);
|
|
this->connect(this->m_freeVector[i],SIGNAL(cardsMovedByDragDrop(CardMoveRecord)),
|
|
this,SLOT(slotCardsMoved(CardMoveRecord)));
|
|
this->connect(this->m_freeVector[i],SIGNAL(movableCardsClicked(CardStack*,PlayingCardVector,CardMoveRecord)),
|
|
this,SLOT(slotFreeCardsClicked(CardStack*,PlayingCardVector,CardMoveRecord)));
|
|
}
|
|
|
|
// now create the 8 rows for the stacks.
|
|
for (i=0;i<8;i++)
|
|
{
|
|
this->m_stackVector.push_back(new FreeCellStack);
|
|
this->m_scene.addItem(m_stackVector[i]);
|
|
this->connect(this->m_stackVector[i],SIGNAL(cardsMovedByDragDrop(CardMoveRecord)),
|
|
this,SLOT(slotCardsMoved(CardMoveRecord)));
|
|
this->connect(this->m_stackVector[i],SIGNAL(movableCardsClicked(CardStack*,PlayingCardVector,CardMoveRecord)),
|
|
this,SLOT(slotStackCardsClicked(CardStack*,PlayingCardVector,CardMoveRecord)));
|
|
}
|
|
|
|
this->m_pDeck=new FreeCellDeck;
|
|
this->m_scene.addItem(this->m_pDeck);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////////////
|
|
bool FreeCellBoard::isGameWon()const
|
|
{
|
|
bool rc=true;
|
|
|
|
for (unsigned int i=0;i<this->m_homeVector.size();i++)
|
|
{
|
|
if (!this->m_homeVector[i]->isStackComplete())
|
|
{
|
|
rc=false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return rc;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////////////
|
|
bool FreeCellBoard::isGameWonNotComplete()const
|
|
{
|
|
bool rc=true;
|
|
|
|
for (unsigned int i=0;i<this->m_stackVector.size();i++)
|
|
{
|
|
if (!this->m_stackVector[i]->cardsAscendingTopToBottom())
|
|
{
|
|
rc=false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return rc;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////////////
|
|
void FreeCellBoard::setNumStackMoveCards()
|
|
{
|
|
// as a convience allow dragging of cards if there would be enough
|
|
// freecells to move the cards
|
|
unsigned int numDragCards=1;
|
|
unsigned int i;
|
|
|
|
for (i=0;i<m_stackVector.size();i++)
|
|
{
|
|
if (m_stackVector[i]->isEmpty())
|
|
{
|
|
numDragCards++;
|
|
}
|
|
}
|
|
|
|
// in the case that we might be dragging the cards to a free
|
|
// space, we don't want the free space to count. It would not
|
|
// be a free space to dump a card. So, it can't be counted.
|
|
if (numDragCards>1)
|
|
{
|
|
numDragCards--;
|
|
}
|
|
|
|
for (i=0;i<m_freeVector.size();i++)
|
|
{
|
|
if (m_freeVector[i]->isEmpty())
|
|
{
|
|
numDragCards++;
|
|
}
|
|
}
|
|
|
|
for (i=0;i<m_stackVector.size();i++)
|
|
{
|
|
m_stackVector[i]->setMaxMoveCards(numDragCards);
|
|
}
|
|
}
|