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
489 lines
13 KiB
C++
489 lines
13 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 "YukonBoard.h"
|
|
#include "CardPixmaps.h"
|
|
#include <QtGui/QResizeEvent>
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
YukonBoard::YukonBoard()
|
|
:GameBoard(NULL,QString(tr("Yukon Solitaire")).trimmed(),QString("Yukon")),
|
|
m_pDeck(NULL),
|
|
m_homeVector(),
|
|
m_stackVector(),
|
|
m_cheat(false)
|
|
{
|
|
this->setHelpFile(":/help/YukonHelp.html");
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
YukonBoard::~YukonBoard()
|
|
{
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
bool YukonBoard::getHint(CardStack * & pSrc,
|
|
unsigned int & srcStackIndex,
|
|
CardStack * & pDst)
|
|
{
|
|
bool rc=false;
|
|
unsigned int i;
|
|
|
|
// ok we will look for a move based on trying to move the first faceup
|
|
// card in a stack. The basic strategy for this game is to get all cards turned
|
|
// over.
|
|
if (!rc)
|
|
{
|
|
for (i=0;i<this->m_stackVector.size() && !rc;i++)
|
|
{
|
|
unsigned int j;
|
|
|
|
for (j=0;j<this->m_stackVector.size() && !rc;j++)
|
|
{
|
|
// can't move a stack to itself
|
|
if (i!=j)
|
|
{
|
|
PlayingCardVector addCardVector(this->m_stackVector[j]->getCardVector());
|
|
unsigned int k=0;
|
|
while (!rc && addCardVector.size()>0)
|
|
{
|
|
// ok find the first card that is faceup.
|
|
if (!addCardVector[0].isFaceUp())
|
|
{
|
|
addCardVector.erase(addCardVector.begin());
|
|
}
|
|
// no need to do this if a king is already face up and the first card in the stack.
|
|
else if (!(PlayingCard::King==addCardVector[0].getIndex() && 0==k &&
|
|
this->m_stackVector[i]->isEmpty()) &&
|
|
this->m_stackVector[i]->canAddCards(addCardVector))
|
|
{
|
|
pDst=this->m_stackVector[i];
|
|
srcStackIndex=k;
|
|
pSrc=this->m_stackVector[j];
|
|
|
|
rc=true;
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
k++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// ok let's see if we have an empty stack
|
|
// and a face up king.
|
|
if (!rc)
|
|
{
|
|
CardStack * pEmptyStack=NULL;
|
|
CardStack * pFaceUpKingStack=NULL;
|
|
unsigned int faceUpKingIndex=0;
|
|
|
|
for (i=0;i<this->m_stackVector.size() && !rc;i++)
|
|
{
|
|
if (NULL==pEmptyStack && this->m_stackVector[i]->isEmpty())
|
|
{
|
|
pEmptyStack=this->m_stackVector[i];
|
|
}
|
|
|
|
if (NULL==pFaceUpKingStack)
|
|
{
|
|
const PlayingCardVector cardVector=this->m_stackVector[i]->getCardVector();
|
|
|
|
unsigned int j;
|
|
|
|
for(j=0;j<cardVector.size();j++)
|
|
{
|
|
// look for a king that is not already face up and first in it's stack.
|
|
if (PlayingCard::King==cardVector[j].getIndex() &&
|
|
cardVector[j].isFaceUp() && 0!=j)
|
|
{
|
|
pFaceUpKingStack=m_stackVector[i];
|
|
faceUpKingIndex=j;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (NULL!=pEmptyStack && NULL!=pFaceUpKingStack)
|
|
{
|
|
pSrc=pFaceUpKingStack;
|
|
srcStackIndex=faceUpKingIndex;
|
|
pDst=pEmptyStack;
|
|
|
|
rc=true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// try to move cards to home stacks.
|
|
if (!rc)
|
|
{
|
|
for (i=0;i<this->m_homeVector.size() && !rc;i++)
|
|
{
|
|
unsigned int j;
|
|
|
|
for (j=0;j<this->m_stackVector.size() && !rc;j++)
|
|
{
|
|
const PlayingCardVector cardVector=this->m_stackVector[j]->getCardVector();
|
|
|
|
if (cardVector.size()>0)
|
|
{
|
|
PlayingCardVector addCardVector;
|
|
|
|
addCardVector.push_back(cardVector[cardVector.size()-1]);
|
|
|
|
if (this->m_homeVector[i]->canAddCards(addCardVector))
|
|
{
|
|
pDst=this->m_homeVector[i];
|
|
srcStackIndex=cardVector.size()-1;
|
|
pSrc=this->m_stackVector[j];
|
|
|
|
rc=true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// look at each stack and try to find the first available card that from another
|
|
// stack that can be moved to the stack.
|
|
if (!rc)
|
|
{
|
|
for (i=0;i<this->m_stackVector.size() && !rc;i++)
|
|
{
|
|
unsigned int j;
|
|
|
|
for (j=0;j<this->m_stackVector.size() && !rc;j++)
|
|
{
|
|
// can't move a stack to itself
|
|
if (i!=j)
|
|
{
|
|
PlayingCardVector addCardVector(this->m_stackVector[j]->getCardVector());
|
|
unsigned int k=0;
|
|
while (!rc && addCardVector.size()>0)
|
|
{
|
|
// ok find the first card that is faceup.
|
|
if (!addCardVector[0].isFaceUp())
|
|
{
|
|
addCardVector.erase(addCardVector.begin());
|
|
}
|
|
else if (this->m_stackVector[i]->canAddCards(addCardVector))
|
|
{
|
|
pDst=this->m_stackVector[i];
|
|
srcStackIndex=k;
|
|
pSrc=this->m_stackVector[j];
|
|
|
|
rc=true;
|
|
}
|
|
else
|
|
{
|
|
addCardVector.erase(addCardVector.begin());
|
|
}
|
|
k++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
return rc;
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
void YukonBoard::newGame()
|
|
{
|
|
// call the base class
|
|
GameBoard::newGame();
|
|
|
|
CardDeck deck;
|
|
unsigned int i;
|
|
|
|
|
|
while(!deck.isEmpty())
|
|
{
|
|
this->m_pDeck->addCard(deck.next());
|
|
}
|
|
|
|
|
|
DealItemVector dealItemVector;
|
|
|
|
|
|
// Create the dealItemVector to direct the DealAnimation object on
|
|
// how to deal the cards.
|
|
for (i=0;i<this->m_stackVector.size();i++)
|
|
{
|
|
dealItemVector.push_back(DealItem(this->m_stackVector[i],m_pDeck));
|
|
|
|
unsigned int j;
|
|
|
|
for (j=0;j<i+1;j++)
|
|
{
|
|
// add the items to tell how to deal the cards to the stack
|
|
// we want to flip the last card in each stack.
|
|
if (i==j)
|
|
{
|
|
dealItemVector[i].addCard(true);
|
|
}
|
|
else
|
|
{
|
|
dealItemVector[i].addCard(false);
|
|
}
|
|
}
|
|
|
|
// for yukon all but the first stack get 4 more face up cards
|
|
if (i>0)
|
|
{
|
|
for (j=0;j<4;j++)
|
|
{
|
|
dealItemVector[i].addCard(true);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ok now start the deal. We don't need a move record for this item.
|
|
m_dealAni.dealCards(dealItemVector,false);
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
void YukonBoard::addGameMenuItems(QMenu & menu)
|
|
{
|
|
Q_UNUSED(menu);
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
void YukonBoard::loadSettings(const QSettings & settings)
|
|
{
|
|
Q_UNUSED(settings);
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
void YukonBoard::saveSettings(QSettings & settings)
|
|
{
|
|
Q_UNUSED(settings);
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
void YukonBoard::setCheat(bool cheat)
|
|
{
|
|
this->m_cheat=cheat;
|
|
|
|
for(unsigned int i=0;i<this->m_stackVector.size();i++)
|
|
{
|
|
m_stackVector[i]->setCheat(cheat);
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
void YukonBoard::slotStackCardsClicked(CardStack * pCardStack,
|
|
const PlayingCardVector & cardVector,
|
|
const CardMoveRecord & startMoveRecord)
|
|
{
|
|
unsigned int i=0;
|
|
CardStack * pFoundStack=NULL;
|
|
|
|
if (NULL==pCardStack)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// first see if the card can be added to the sent home stack
|
|
if (cardVector.size()==1)
|
|
{
|
|
for(i=0;i<this->m_homeVector.size();i++)
|
|
{
|
|
if (pCardStack!=this->m_homeVector[i] &&
|
|
this->m_homeVector[i]->canAddCards(cardVector))
|
|
{
|
|
pFoundStack=this->m_homeVector[i];
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// if we did not find a match look at the stacks.
|
|
if (NULL==pFoundStack)
|
|
{
|
|
for(i=0;i<this->m_stackVector.size();i++)
|
|
{
|
|
if (pCardStack!=this->m_stackVector[i] &&
|
|
this->m_stackVector[i]->canAddCards(cardVector))
|
|
{
|
|
pFoundStack=this->m_stackVector[i];
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (pFoundStack)
|
|
{
|
|
CardMoveRecord moveRecord(startMoveRecord);
|
|
pFoundStack->addCards(cardVector,moveRecord,true);
|
|
|
|
// perform the move of the cards and animate it if animations
|
|
// are enabled
|
|
m_sToSAniMove.moveCards(moveRecord);
|
|
}
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
void YukonBoard::calcScore()
|
|
{
|
|
int score=0;
|
|
|
|
for(unsigned int i=0;i<this->m_homeVector.size();i++)
|
|
{
|
|
score+=this->m_homeVector[i]->score();
|
|
}
|
|
|
|
emit scoreChanged(score,"");
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
void YukonBoard::resizeEvent (QResizeEvent * event)
|
|
{
|
|
int i;
|
|
|
|
this->setCardResizeAlg(8,ResizeByWidth);
|
|
|
|
GameBoard::resizeEvent(event);
|
|
|
|
QSize cardSize(CardPixmaps::getInst().getCardSize());
|
|
|
|
// ok let's see if it fits when we size things by width
|
|
// basically we just need to check if we have room to draw
|
|
// 4 cards vertically. If we don't have enough room we
|
|
// will try to draw by height.
|
|
if (cardSize.height()*4+GameBoard::LayoutSpacing*5>event->size().height())
|
|
{
|
|
this->setCardResizeAlg(4,ResizeByHeight);
|
|
|
|
GameBoard::resizeEvent(event);
|
|
|
|
cardSize=CardPixmaps::getInst().getCardSize();
|
|
}
|
|
|
|
|
|
|
|
QPointF currPos(GameBoard::LayoutSpacing,GameBoard::LayoutSpacing);
|
|
|
|
|
|
for (i=0;i<static_cast<int>(m_homeVector.size());i++)
|
|
{
|
|
m_homeVector[i]->setPos(currPos);
|
|
currPos.ry()+=GameBoard::LayoutSpacing+cardSize.height();
|
|
}
|
|
|
|
currPos.setX(event->size().width()-GameBoard::LayoutSpacing-cardSize.width());
|
|
currPos.setY(GameBoard::LayoutSpacing);
|
|
for (i=m_stackVector.size()-1;i>=0;i--)
|
|
{
|
|
m_stackVector[i]->setPos(currPos);
|
|
currPos.rx()-=cardSize.width()+GameBoard::LayoutSpacing;
|
|
}
|
|
|
|
|
|
currPos.setX(GameBoard::LayoutSpacing*4+cardSize.width()*4);
|
|
currPos.setY(event->size().height()-GameBoard::LayoutSpacing-cardSize.height());
|
|
|
|
m_pDeck->setPos(currPos);
|
|
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
void YukonBoard::createStacks()
|
|
{
|
|
unsigned int i;
|
|
|
|
// first create the home widgets where the cards need to be eventually stacked to
|
|
// win the game.
|
|
for(i=0;i<4;i++)
|
|
{
|
|
this->m_homeVector.push_back(new FreeCellHome);
|
|
this->m_scene.addItem(m_homeVector[i]);
|
|
}
|
|
|
|
// now create the 7 rows for the stacks.
|
|
for (i=0;i<7;i++)
|
|
{
|
|
this->m_stackVector.push_back(new KlondikeStack);
|
|
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 YukonBoard::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 YukonBoard::isGameWonNotComplete()const
|
|
{
|
|
bool rc=true;
|
|
|
|
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;
|
|
}
|