📄 patiencecardgame.cpp
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/************************************************************************ Copyright (C) 2000-2005 Trolltech AS. All rights reserved.**** This file is part of the Qtopia Environment.** ** 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 2 of the License, or (at your** option) any later version.** ** A copy of the GNU GPL license version 2 is included in this package as ** LICENSE.GPL.**** 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.**** In addition, as a special exception Trolltech gives permission to link** the code of this program with Qtopia applications copyrighted, developed** and distributed by Trolltech under the terms of the Qtopia Personal Use** License Agreement. You must comply with the GNU General Public License** in all respects for all of the code used other than the applications** licensed under the Qtopia Personal Use License Agreement. If you modify** this file, you may extend this exception to your version of the file,** but you are not obligated to do so. If you do not wish to do so, delete** this exception statement from your version.** ** See http://www.trolltech.com/gpl/ for GPL licensing information.**** Contact info@trolltech.com if any conditions of this licensing are** not clear to you.************************************************************************/#include "patiencecardgame.h"#include "canvascardpile.h"PatienceCardGame::PatienceCardGame(QCanvas *c, QCanvasView *view, bool snap, bool casinoRules) : CanvasCardGame(c, view, snap, casinoRules){ int interCardSize = CardMetrics::width() + CardMetrics::interCardGap(); int newXOff = CardMetrics::xOffset() - 6; int i; numberOfTimesThroughDeck = 0; faceDownDealingPile = new PatienceFaceDownDeck(QPoint(newXOff, 10), "FaceUpDealingPile", canvas()); faceUpDealingPile = new PatienceFaceUpDeck(QPoint(newXOff + interCardSize, 10), "FaceDownDealingPile", canvas()); faceDownDealingPile->setDropTarget(false); faceUpDealingPile->setDropTarget(false); append(faceDownDealingPile); append(faceUpDealingPile); QString pile; for ( i = 0; i < 4; i++) { pile.sprintf("DiscardPile%i", i); discardPiles[i] = new PatienceDiscardPile(QPoint(newXOff + 10 + (i + 3) * interCardSize, 10), pile, canvas()); append(discardPiles[i]); } for ( i = 0; i < 7; i++) { pile.sprintf("WorkingPile%i", i); workingPiles[i] = new PatienceWorkingPile(QPoint(newXOff + 5 + i * interCardSize, CardMetrics::height() + 15), pile, canvas()); append(workingPiles[i]); } int radius = CardMetrics::width() * 80 / 100; // 80% of card width circleCross = new CanvasCircleOrCross(QPoint(newXOff + CardMetrics::width() / 10, 10 + (CardMetrics::height() - radius) / 2), radius, canvas());}PatienceCardGame::~PatienceCardGame(){ delete circleCross;}void PatienceCardGame::deal(void){ int t = 0; for (int i = 0; i < 7; i++) { undealtPile->at(t)->setFacing(true); for (int k = i; k < 7; k++, t++) { Card *card = undealtPile->at(t); workingPiles[k]->addCardToTop(card); card->setVisible(true); } } for ( ; t < 52; t++) { Card *card = undealtPile->at(t); faceDownDealingPile->addCardToTop(card); card->setVisible(true); }}void PatienceCardGame::readConfig( Config& cfg ){ cfg.setGroup("GameState"); // Do we have a config file to read in? if ( !cfg.hasKey("NumberOfTimesThroughDeck") ) { // if not, create a new game newGame(); return; } // We have a config file, lets read it in and use it // Create Cards, but don't shuffle or deal them yet createCards(); // How many times through the deck have we been numberOfTimesThroughDeck = cfg.readNumEntry("NumberOfTimesThroughDeck"); // restore state to the circle/cross under the dealing pile setCircleCrossState(); // Move the cards to their piles (deal them to their previous places) beginDealing(); readPiles(cfg); endDealing();}void PatienceCardGame::writeConfig( Config& cfg ){ cfg.setGroup("GameState"); if ( haveWeWon() ) { cfg.clearGroup(); return; } cfg.writeEntry("NumberOfTimesThroughDeck", numberOfTimesThroughDeck); writePiles(cfg);}#ifdef QTOPIA_PHONE static const int animDuration = 150;#elsestatic const int animDuration = 150;#endifvoid PatienceCardGame::flipOverCards(){ int height = 1; // Tidy pile in to neat stack as you would in real life! for (Card *c = faceUpDealingPile->first(); c != 0; c = faceUpDealingPile->next()) { c->setFacing(true); c->setHeight(height++); if ( c->pos() != faceUpDealingPile->pos() ) c->moveTo(faceUpDealingPile->pos(), animDuration/2); } // flip 1 or 3 cards depending on cardsDrawn() for ( int flipped = 0; flipped != cardsDrawn(); flipped++ ) { Card *item = faceDownDealingPile->cardOnTop(); if ( item ) { // Added Code faceDownDealingPile->removeCard(item); faceUpDealingPile->addCardToTop(item); QPoint p = faceUpDealingPile->pos(); QPoint p2(p.x() + flipped*8, p.y()); item->setPos(faceDownDealingPile->pos()); item->setHeight(QMAX(item->height(),height++)); item->flipTo(p2, animDuration*(flipped+1)); } }}void PatienceCardGame::turnOverDeck(){ if ( canTurnOverDeck() ) { beginDealing(); Card *card = faceUpDealingPile->cardOnTop(); while ( card ) { card->setFacing(false); faceUpDealingPile->removeCard( card ); faceDownDealingPile->addCardToTop( card ); card->moveTo(faceDownDealingPile->pos(), 0); card = faceUpDealingPile->cardOnTop(); } endDealing(); throughDeck(); }}bool PatienceCardGame::pileSelected(CardPile *pile){ if (pile == faceDownDealingPile) { if (faceDownDealingPile->cardOnTop()) flipOverCards(); else turnOverDeck(); return true; } return false;}bool PatienceCardGame::cardSelected(Card *card){ if (!card->isFacing()) { // From facedown stack if (card->cardPile() == faceDownDealingPile) flipOverCards(); return true; } return !card->canBeMoved();}// Cursor movement tables// Selects the pile to move a card from according to which arrow key is pressedstatic int leftSelectingTab[] = { 12, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 };static int rightSelectingTab[] = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 0 };static int upSelectingTab[] = { 12, 6, 8, 9, 10, 11, 0, 1, 7, 2, 3, 4, 5 };static int downSelectingTab[] = { 6, 7, 9, 10, 11, 12, 1, 8, 2, 3, 4, 5, 0 };// Selects the pile a card can be moved tostatic int leftSelectingPileTab[] = { 6, 6, 12, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11 };static int rightSelectingPileTab[] = { 6, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 2 };static int upSelectingPileTab[] = { 6, 6, 8, 9, 10, 11, 12, 6, 7, 2, 3, 4, 5 };static int downSelectingPileTab[] = { 6, 6, 9, 10, 11, 12, 7, 8, 2, 3, 4, 5, 6 };static int selectSelectingPileTab[] = { 6, 6, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 };static int *pileForCursorMovement[9] = { leftSelectingTab, rightSelectingTab, upSelectingTab, downSelectingTab, leftSelectingPileTab, rightSelectingPileTab, upSelectingPileTab, downSelectingPileTab, selectSelectingPileTab };int PatienceCardGame::pileForKey(int curPile, int key){ if ( curPile >= 0 && curPile < 13 && key >= 0 && key < 9 ) return pileForCursorMovement[key][curPile]; else return 0;}
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