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229 lines
5.4 KiB
229 lines
5.4 KiB
#ifndef _DEALER_H_
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#define _DEALER_H_
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#include "pile.h"
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#include "hint.h"
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#include <krandomsequence.h>
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class QDomDocument;
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class KMainWindow;
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class Dealer;
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class DealerInfo;
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class KAction;
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class KSelectAction;
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class KToggleAction;
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class KPixmap;
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class DealerInfoList {
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public:
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static DealerInfoList *self();
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void add(DealerInfo *);
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const QValueList<DealerInfo*> games() const { return list; }
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private:
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QValueList<DealerInfo*> list;
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static DealerInfoList *_self;
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};
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class DealerInfo {
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public:
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DealerInfo(const char *_name, int _index)
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: name(_name),
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gameindex(_index)
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{
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DealerInfoList::self()->add(this);
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}
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const char *name;
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uint gameindex;
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virtual Dealer *createGame(KMainWindow *parent) = 0;
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};
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class CardState;
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typedef QValueList<CardState> CardStateList;
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struct State
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{
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CardStateList cards;
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QString gameData;
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};
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/***************************************************************
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Dealer -- abstract base class of all varieties of patience
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***************************************************************/
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class Dealer: public QCanvasView
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{
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Q_OBJECT
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public:
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Dealer( KMainWindow* parent = 0, const char* name = 0 );
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virtual ~Dealer();
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static const Dealer *instance();
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void enlargeCanvas(QCanvasRectangle *c);
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void setGameNumber(long gmn);
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long gameNumber() const;
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virtual bool isGameWon() const;
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virtual bool isGameLost() const;
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void setViewSize(const QSize &size);
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void addPile(Pile *p);
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void removePile(Pile *p);
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virtual bool checkRemove( int checkIndex, const Pile *c1, const Card *c) const;
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virtual bool checkAdd ( int checkIndex, const Pile *c1, const CardList& c2) const;
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virtual bool checkPrefering( int checkIndex, const Pile *c1, const CardList& c2) const;
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virtual Card *demoNewCards();
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virtual void setupActions();
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bool demoActive() const;
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void drawPile(KPixmap &, Pile *p, bool selected);
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QColor midColor() const { return _midcolor; }
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void setBackgroundPixmap(const QPixmap &background, const QColor &midcolor);
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void saveGame(QDomDocument &doc);
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void openGame(QDomDocument &doc);
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void setGameId(int id) { _id = id; }
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int gameId() const { return _id; }
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void setTakeTargetForHints(bool e) { takeTargets = e; }
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bool takeTargetForHints() const { return takeTargets; }
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bool isMoving(Card *c) const;
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virtual QSize minimumCardSize() const;
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virtual void resizeEvent(QResizeEvent *);
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int freeCells() const;
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QString anchorName() const;
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void setAnchorName(const QString &name);
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void setAutoDropEnabled(bool a);
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bool autoDrop() const { return _autodrop; }
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int getMoves() const { return undoList.count(); }
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public slots:
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// restart is pure virtual, so we need something else
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virtual void startNew();
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void undo();
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virtual void takeState();
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virtual bool startAutoDrop();
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void hint();
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void slotTakeState(Card *c);
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signals:
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void undoPossible(bool poss);
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void gameWon(bool withhelp);
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void gameLost();
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void saveGame(); // emergency
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void gameInfo(const QString &info);
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void updateMoves();
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public slots:
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virtual void demo();
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void waitForDemo(Card *);
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void toggleDemo();
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virtual void stopDemo();
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void waitForAutoDrop(Card *);
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protected:
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enum { None = 0, Hint = 1, Demo = 2, Redeal = 4 } Actions;
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void setActions(int actions) { myActions = actions; }
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int actions() const { return myActions; }
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virtual void restart() = 0;
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virtual void contentsMousePressEvent(QMouseEvent* e);
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virtual void contentsMouseMoveEvent( QMouseEvent* );
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virtual void contentsMouseReleaseEvent( QMouseEvent* );
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virtual void contentsMouseDoubleClickEvent( QMouseEvent* );
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virtual void wheelEvent( QWheelEvent *e );
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void unmarkAll();
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void mark(Card *c);
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Pile *findTarget(Card *c);
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virtual bool cardClicked(Card *);
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virtual void pileClicked(Pile *);
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virtual bool cardDblClicked(Card *);
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void won();
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virtual void getHints();
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void newHint(MoveHint *mh);
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void clearHints();
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// it's not const because it changes the random seed
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virtual MoveHint *chooseHint();
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KMainWindow *parent() const;
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bool waiting() const { return _waiting != 0; }
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void setWaiting(bool w);
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protected:
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PileList piles;
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State *getState();
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void setState(State *);
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// reimplement this to add game-specific information in the state structure
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virtual QString getGameState() const { return QString::null; }
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// reimplement this to use the game-specific information from the state structure
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virtual void setGameState( const QString & ) {}
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virtual void newDemoMove(Card *m);
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bool moved;
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CardList movingCards;
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QCanvasItemList marked;
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QPoint moving_start;
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Dealer( Dealer& ); // don't allow copies or assignments
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void operator = ( Dealer& ); // don't allow copies or assignments
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QCanvas myCanvas;
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QSize minsize;
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QSize viewsize;
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QPtrList<State> undoList;
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long gamenumber;
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QValueList<MoveHint*> hints;
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Card *towait;
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QTimer *demotimer;
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int myActions;
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bool toldAboutLostGame;
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KToggleAction *ademo;
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KAction *ahint, *aredeal;
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KRandomSequence randseq;
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QColor _midcolor;
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Q_UINT32 _id;
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bool takeTargets;
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bool _won;
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int _waiting;
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bool stop_demo_next;
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QString ac;
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static Dealer *s_instance;
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bool _autodrop;
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bool _gameRecorded;
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private:
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void countLoss();
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void countGame();
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};
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#endif
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