mirror of
https://github.com/RetroShare/RetroShare.git
synced 2024-12-27 08:29:26 -05:00
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++
/*
|
|
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 <http://www.gnu.org/licenses/>.
|
|
*/
|
|
|
|
#include "SpiderBoard.h"
|
|
#include <QtGui/QMessageBox>
|
|
#include <QtGui/QAction>
|
|
#include <QtGui/QActionGroup>
|
|
#include <QtGui/QResizeEvent>
|
|
#include <QtCore/QDateTime>
|
|
|
|
#include "CardPixmaps.h"
|
|
#include "CardDeck.h"
|
|
|
|
|
|
#include <iostream>
|
|
|
|
const QString SpiderBoard::GameTypeKeyStr("GameType");
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
SpiderBoard::SpiderBoard(QWidget * pWidget)
|
|
:GameBoard(pWidget,QString(tr("Spider Solitaire")).trimmed(),QString("Spider")),
|
|
m_pDeck(NULL),
|
|
m_homeVector(),
|
|
m_stackVector(),
|
|
m_cheat(false),
|
|
m_gameType(SpiderBoard::FourSuits)
|
|
{
|
|
this->setHelpFile(":/help/SpiderHelp.html");
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
SpiderBoard::~SpiderBoard()
|
|
{
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// ok this is an attempt to offer hint moves. It will prefer same suit moves, then
|
|
// consecutive index matches, and then card to empty stack moves. It will try to
|
|
// move all cards that are movable in a stack. So, there are possibilities for
|
|
// tweaks.
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
bool SpiderBoard::getHint(CardStack * & pSrcWidget,
|
|
unsigned int & srcStackIndex,
|
|
CardStack * & pDstWidget)
|
|
{
|
|
bool moveFound=false;
|
|
bool sameSuitFound=false;
|
|
bool nonSameSuitFound=false;
|
|
|
|
CardStack * pCanMoveToEmpty=NULL;
|
|
CardStack * pCanMoveTo=NULL;
|
|
CardStack * pCanMoveToSameSuit=NULL;
|
|
bool newMoveFound=false;
|
|
int j;
|
|
|
|
qsrand(QDateTime::currentDateTime().toTime_t());
|
|
bool fromZero=((0==qrand()%2 ^ 1==qrand()%3)?true:false); // this introduces some randomness by selecting whether we are going
|
|
// to go through the stacks forward or backwards.
|
|
|
|
|
|
for ((fromZero?(j=0):(j=this->m_stackVector.size()-1));
|
|
((fromZero)?(j<(int)this->m_stackVector.size()):(j>=0))&& !sameSuitFound ;((fromZero)?(j++):(j--)))
|
|
{
|
|
PlayingCardVector cardVector;
|
|
unsigned int currSrcStackIndex;
|
|
bool fromZeroInner=((0==qrand()%2 ^ 1==qrand()%3)?true:false); // this introduces some randomness by selecting whether we are going
|
|
// to go through the stacks forward or backwards.
|
|
int i;
|
|
|
|
newMoveFound=false;
|
|
|
|
if (this->m_stackVector[j]->getMovableCards(cardVector,currSrcStackIndex))
|
|
{
|
|
|
|
// first see if the cards can be sent home
|
|
// the priority will be the same as a move to
|
|
// cards of the same suit
|
|
if (SpiderHomeStack::canSendHome(cardVector))
|
|
{
|
|
// find an open home widget
|
|
for(unsigned int k=0;k<this->m_homeVector.size();k++)
|
|
{
|
|
if (this->m_homeVector[k]->isEmpty())
|
|
{
|
|
pDstWidget=this->m_homeVector[k];
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (NULL!=pDstWidget)
|
|
{
|
|
pSrcWidget=this->m_stackVector[j];
|
|
srcStackIndex=currSrcStackIndex;
|
|
moveFound=true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
for ((fromZeroInner?(i=0):(i=this->m_stackVector.size()-1));
|
|
((fromZeroInner)?(i<(int)this->m_stackVector.size()):(i>=0));
|
|
((fromZeroInner)?(i++):(i--)))
|
|
{
|
|
|
|
// ok we are only moving the cards if the hit is not on the same
|
|
// stack they are already located in
|
|
if (this->m_stackVector[i]!=this->m_stackVector[j])
|
|
{
|
|
// see if we have a perferred move to a stack that has the same suit
|
|
// we will break out if we find a perferred match
|
|
if (this->m_stackVector[i]->canAddCardsSameSuit(cardVector))
|
|
{
|
|
pCanMoveToSameSuit=this->m_stackVector[i];
|
|
newMoveFound=true;
|
|
break;
|
|
}
|
|
// otherwise see if we can move the cards to the stack at all
|
|
else if (this->m_stackVector[i]->canAddCards(cardVector))
|
|
{
|
|
if (this->m_stackVector[i]->isEmpty())
|
|
{
|
|
pCanMoveToEmpty=this->m_stackVector[i];
|
|
}
|
|
else
|
|
{
|
|
pCanMoveTo=this->m_stackVector[i];
|
|
}
|
|
newMoveFound=true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (newMoveFound)
|
|
{
|
|
// ok the best move is to a matching suit and consecutive
|
|
// next best is to a consecutive
|
|
// and lastly to an empty stack.
|
|
if (NULL!=pCanMoveToSameSuit)
|
|
{
|
|
pDstWidget=pCanMoveToSameSuit;
|
|
pSrcWidget=this->m_stackVector[j];
|
|
srcStackIndex=currSrcStackIndex;
|
|
sameSuitFound=true;
|
|
}
|
|
else if (NULL!=pCanMoveTo && !nonSameSuitFound)
|
|
{
|
|
pDstWidget=pCanMoveTo;
|
|
pSrcWidget=this->m_stackVector[j];
|
|
srcStackIndex=currSrcStackIndex;
|
|
nonSameSuitFound=true;
|
|
}
|
|
else if (NULL!=pCanMoveToEmpty && !nonSameSuitFound)
|
|
{
|
|
pDstWidget=pCanMoveToEmpty;
|
|
pSrcWidget=this->m_stackVector[j];
|
|
srcStackIndex=currSrcStackIndex;
|
|
}
|
|
moveFound=true;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
return moveFound;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
void SpiderBoard::newGame()
|
|
{
|
|
// call the base class to do cleanup for us.
|
|
GameBoard::newGame();
|
|
|
|
CardDeck * pDeck=NULL;
|
|
|
|
unsigned int i;
|
|
unsigned int j;
|
|
|
|
switch(this->m_gameType)
|
|
{
|
|
case SpiderBoard::FourSuits:
|
|
pDeck=new CardDeck(2);
|
|
break;
|
|
|
|
case SpiderBoard::TwoSuits:
|
|
{
|
|
PlayingCardVector cardVector;
|
|
// use hearts and spades as the two suits
|
|
for (i=PlayingCard::Ace;i<PlayingCard::MaxCardIndex;i++)
|
|
{
|
|
cardVector.push_back(PlayingCard(PlayingCard::Hearts,(PlayingCard::CardIndex)i));
|
|
}
|
|
for (i=PlayingCard::Ace;i<PlayingCard::MaxCardIndex;i++)
|
|
{
|
|
cardVector.push_back(PlayingCard(PlayingCard::Spades,(PlayingCard::CardIndex)i));
|
|
}
|
|
pDeck=new CardDeck(cardVector,4);
|
|
}
|
|
break;
|
|
|
|
case SpiderBoard::OneSuit:
|
|
{
|
|
PlayingCardVector cardVector;
|
|
// use spades as the suit
|
|
for (i=PlayingCard::Ace;i<PlayingCard::MaxCardIndex;i++)
|
|
{
|
|
cardVector.push_back(PlayingCard(PlayingCard::Spades,(PlayingCard::CardIndex)i));
|
|
}
|
|
pDeck=new CardDeck(cardVector,8);
|
|
}
|
|
break;
|
|
};
|
|
|
|
// if this happens something is very wrong just return
|
|
if (NULL==pDeck)
|
|
{
|
|
return;
|
|
}
|
|
|
|
|
|
// Put all cards in the m_pDeck stack. We will deal
|
|
// from this stack.
|
|
while(!pDeck->isEmpty())
|
|
{
|
|
this->m_pDeck->addCard(pDeck->next());
|
|
}
|
|
|
|
delete pDeck;
|
|
|
|
|
|
DealItemVector dealItemVector;
|
|
|
|
|
|
// Create the dealItemVector to direct the DealAnimation object on
|
|
// how to deal the cards.
|
|
for (i=0;i<this->m_stackVector.size();i++)
|
|
{
|
|
unsigned int cardsInStack=((i<4)?6:5);
|
|
|
|
dealItemVector.push_back(DealItem(this->m_stackVector[i],m_pDeck));
|
|
|
|
for (j=0;j<cardsInStack;j++)
|
|
{
|
|
// add the items to tell how to deal the cards to the stack
|
|
// we want to flip the last card.
|
|
if (cardsInStack-1==j)
|
|
{
|
|
dealItemVector[i].addCard(true);
|
|
}
|
|
else
|
|
{
|
|
dealItemVector[i].addCard(false);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ok now start the deal. We don't need a move record for this item.
|
|
m_dealAni.dealCards(dealItemVector,false);
|
|
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// The actions and the groups are create on the stack and then added to the QMenu
|
|
// Since, the QMenu is the owner it will clean up the memory.
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
void SpiderBoard::addGameMenuItems(QMenu & menu)
|
|
{
|
|
QActionGroup * pNumSuitsGroup=new QActionGroup(&menu);
|
|
|
|
QAction * pFourSuitsAction=new QAction(tr("Four Suits").trimmed(),pNumSuitsGroup);
|
|
pFourSuitsAction->setShortcut(QKeySequence(Qt::CTRL + Qt::Key_4));
|
|
pFourSuitsAction->setCheckable(true);
|
|
connect(pFourSuitsAction,SIGNAL(triggered()),
|
|
this,SLOT(slotSetFourSuits()));
|
|
|
|
QAction * pTwoSuitsAction=new QAction(tr("Two Suits").trimmed(),pNumSuitsGroup);
|
|
pTwoSuitsAction->setShortcut(QKeySequence(Qt::CTRL + Qt::Key_2));
|
|
pTwoSuitsAction->setCheckable(true);
|
|
connect(pTwoSuitsAction,SIGNAL(triggered()),
|
|
this,SLOT(slotSetTwoSuits()));
|
|
|
|
QAction * pOneSuitAction=new QAction(tr("One Suit").trimmed(),pNumSuitsGroup);
|
|
pOneSuitAction->setShortcut(QKeySequence(Qt::CTRL + Qt::Key_1));
|
|
pOneSuitAction->setCheckable(true);
|
|
connect(pOneSuitAction,SIGNAL(triggered()),
|
|
this,SLOT(slotSetOneSuit()));
|
|
|
|
// select the correct item in the list
|
|
switch (this->m_gameType)
|
|
{
|
|
case SpiderBoard::FourSuits:
|
|
pFourSuitsAction->setChecked(true);
|
|
break;
|
|
|
|
case SpiderBoard::TwoSuits:
|
|
pTwoSuitsAction->setChecked(true);
|
|
break;
|
|
|
|
case SpiderBoard::OneSuit:
|
|
pOneSuitAction->setChecked(true);
|
|
break;
|
|
};
|
|
|
|
menu.addAction(pFourSuitsAction);
|
|
menu.addAction(pTwoSuitsAction);
|
|
menu.addAction(pOneSuitAction);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
void SpiderBoard::loadSettings(const QSettings & settings)
|
|
{
|
|
int gameType=settings.value(this->GameTypeKeyStr,SpiderBoard::FourSuits).toInt();
|
|
|
|
switch (gameType)
|
|
{
|
|
case SpiderBoard::OneSuit:
|
|
this->m_gameType=SpiderBoard::OneSuit;
|
|
break;
|
|
|
|
case SpiderBoard::TwoSuits:
|
|
this->m_gameType=SpiderBoard::TwoSuits;
|
|
break;
|
|
|
|
case SpiderBoard::FourSuits:
|
|
default:
|
|
this->m_gameType=SpiderBoard::FourSuits;
|
|
break;
|
|
};
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
void SpiderBoard::saveSettings(QSettings & settings)
|
|
{
|
|
settings.setValue(this->GameTypeKeyStr,this->m_gameType);
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
void SpiderBoard::setCheat(bool cheat)
|
|
{
|
|
this->m_cheat=cheat;
|
|
|
|
for(unsigned int i=0;i<this->m_stackVector.size();i++)
|
|
{
|
|
this->m_stackVector[i]->setCheat(cheat);
|
|
}
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
void SpiderBoard::slotDealNextCards(CardStack * pCardStackWidget,
|
|
unsigned int index)
|
|
{
|
|
bool aStackIsEmpty=false;
|
|
unsigned int i;
|
|
|
|
Q_UNUSED(pCardStackWidget);
|
|
Q_UNUSED(index);
|
|
|
|
// if the deck has cards to deal make sure all the stacks have cards
|
|
// and deal them out
|
|
if (!this->m_pDeck->isEmpty())
|
|
{
|
|
// first make sure none of the 10 stacks is empty. All must have at least one card.
|
|
// to be able to deal the cards.
|
|
for(i=0;i<this->m_stackVector.size();i++)
|
|
{
|
|
if (this->m_stackVector[i]->isEmpty())
|
|
{
|
|
aStackIsEmpty=true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
if (aStackIsEmpty)
|
|
{
|
|
QMessageBox::critical(this,this->gameName(),
|
|
tr("All stacks must contain at least one card before the next set of cards can be dealt!").trimmed());
|
|
this->stopDemo();
|
|
return;
|
|
}
|
|
|
|
|
|
DealItemVector dealItemVector;
|
|
|
|
|
|
// Create the dealItemVector to direct the DealAnimation object on
|
|
// how to deal the cards.
|
|
for (i=0;i<this->m_stackVector.size();i++)
|
|
{
|
|
dealItemVector.push_back(DealItem(this->m_stackVector[i],m_pDeck));
|
|
|
|
dealItemVector[i].addCard(true);
|
|
}
|
|
// ok now start the deal.
|
|
m_dealAni.dealCards(dealItemVector);
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// ok we need to perform the move from the stackWidget to the sentHome widget
|
|
// and create the CardMoveRecord. Then just call slotCardsMoved and let the
|
|
// move be processed as if it was a drag and drop
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
void SpiderBoard::slotSendSuitHome(SpiderStack * pStack,
|
|
const PlayingCardVector & cardVector,
|
|
const CardMoveRecord & startMoveRecord)
|
|
{
|
|
if (NULL!=pStack)
|
|
{
|
|
// ok first find an empty sentHome widget to add the cards too.
|
|
SpiderHomeStack * pHome=NULL;
|
|
unsigned int i;
|
|
for (i=0;i<this->m_homeVector.size();i++)
|
|
{
|
|
if (this->m_homeVector[i]->isEmpty())
|
|
{
|
|
pHome=this->m_homeVector[i];
|
|
break;
|
|
}
|
|
}
|
|
|
|
// we should always find an empty home widget. But check just in case
|
|
if (pHome)
|
|
{
|
|
CardMoveRecord moveRecord(startMoveRecord);
|
|
// add the cards to the update record. But don't move the
|
|
// cards
|
|
pHome->addCards(cardVector,moveRecord,true);
|
|
|
|
// perform the move of the cards and animate it if animations
|
|
// are enabled
|
|
m_sToSAniMove.moveCards(moveRecord);
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
void SpiderBoard::slotMoveCardsToDiffStack(SpiderStack * pStack,
|
|
const PlayingCardVector & cardVector,
|
|
const CardMoveRecord & startMoveRecord)
|
|
{
|
|
if (NULL!=pStack)
|
|
{
|
|
SpiderStack * pCanMoveToEmpty=NULL;
|
|
SpiderStack * pCanMoveTo=NULL;
|
|
SpiderStack * pCanMoveToSameSuit=NULL;
|
|
bool cardsWillMove=false;
|
|
|
|
for (unsigned int i=0;i<this->m_stackVector.size();i++)
|
|
{
|
|
// ok we are only moving the cards if the hit is not on the same
|
|
// stack they are already located in
|
|
if (this->m_stackVector[i]!=pStack)
|
|
{
|
|
// see if we have a perferred move to a stack that has the same suit
|
|
// we will break out if we find a perferred match
|
|
if (this->m_stackVector[i]->canAddCardsSameSuit(cardVector))
|
|
{
|
|
pCanMoveToSameSuit=this->m_stackVector[i];
|
|
cardsWillMove=true;
|
|
break;
|
|
}
|
|
// otherwise see if we can move the cards to the stack at all
|
|
else if (this->m_stackVector[i]->canAddCards(cardVector))
|
|
{
|
|
if (this->m_stackVector[i]->isEmpty())
|
|
{
|
|
pCanMoveToEmpty=this->m_stackVector[i];
|
|
}
|
|
else
|
|
{
|
|
pCanMoveTo=this->m_stackVector[i];
|
|
}
|
|
cardsWillMove=true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// if we are going to move the cards
|
|
if (cardsWillMove)
|
|
{
|
|
SpiderStack * pNewStack=NULL;
|
|
|
|
// ok the best move is to a matching suit and consecutive
|
|
// next best is to a consecutive
|
|
// and lastly to an empty stack.
|
|
if (NULL!=pCanMoveToSameSuit)
|
|
{
|
|
pNewStack=pCanMoveToSameSuit;
|
|
}
|
|
else if (NULL!=pCanMoveTo)
|
|
{
|
|
pNewStack=pCanMoveTo;
|
|
}
|
|
else
|
|
{
|
|
pNewStack=pCanMoveToEmpty;
|
|
}
|
|
|
|
CardMoveRecord moveRecord(startMoveRecord);
|
|
pNewStack->addCards(cardVector,moveRecord,true);
|
|
|
|
// perform the move of the cards and animate it if animations
|
|
// are enabled
|
|
m_sToSAniMove.moveCards(moveRecord);
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
void SpiderBoard::slotSetFourSuits()
|
|
{
|
|
if (SpiderBoard::FourSuits!=this->m_gameType)
|
|
{
|
|
this->m_gameType=SpiderBoard::FourSuits;
|
|
this->newGame();
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
void SpiderBoard::slotSetTwoSuits()
|
|
{
|
|
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;
|
|
}
|
|
|