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tdegames/kpat/card.h

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3.5 KiB

/*
Card.h -- movable and stackable cards
with check for legal moves
Copyright (C) 1995 Paul Olav Tvete
* Permission to use, copy, modify, and distribute this software and its
* documentation for any purpose and without fee is hereby granted,
* provided that the above copyright notice appear in all copies and that
* both that copyright notice and this permission notice appear in
* supporting documentation.
*
* This file is provided AS IS with no warranties of any kind. The author
* shall have no liability with respect to the infringement of copyrights,
* trade secrets or any patents by this file or any part thereof. In no
* event will the author be liable for any lost revenue or profits or
* other special, indirect and consequential damages.
****************************************************/
#ifndef PATIENCE_CARD
#define PATIENCE_CARD
#include <tqcanvas.h>
// The following classes are defined in other headers:
class cardPos;
class Deck;
class Dealer;
class Pile;
class Card;
// A list of cards. Used in many places.
typedef TQValueList<Card*> CardList;
// In kpat, a Card is an object that has at least two purposes:
// - It has card properties (Suit, Rank, etc)
// - It is a graphic entity on a TQCanvas that can be moved around.
//
class Card: public TQObject, public TQCanvasRectangle {
Q_OBJECT
public:
enum Suit { Clubs = 1, Diamonds, Hearts, Spades };
enum Rank { None = 0, Ace = 1, Two, Three, Four, Five, Six, Seven,
Eight, Nine, Ten, Jack, Queen, King };
Card( Rank r, Suit s, TQCanvas *parent=0);
virtual ~Card();
// Properties of the card.
Suit suit() const { return m_suit; }
Rank rank() const { return m_rank; }
const TQString name() const { return m_name; }
// Some basic tests.
bool isRed() const { return m_suit==Diamonds || m_suit==Hearts; }
bool isFaceUp() const { return m_faceup; }
TQPixmap pixmap() const;
void turn(bool faceup = true);
static const int RTTI;
Pile *source() const { return m_source; }
void setSource(Pile *p) { m_source = p; }
virtual int rtti() const { return RTTI; }
virtual void moveBy(double dx, double dy);
void moveTo(int x2, int y2, int z, int steps);
void flipTo(int x, int y, int steps);
virtual void setAnimated(bool anim);
void setZ(double z);
void getUp(int steps = 12);
int realX() const;
int realY() const;
int realZ() const;
bool realFace() const;
void setTakenDown(bool td);
bool takenDown() const;
signals:
void stoped(Card *c);
protected:
void draw( TQPainter &p ); // Redraw the card.
void advance(int stage);
private:
// The card values.
Suit m_suit;
Rank m_rank;
TQString m_name;
// Grapics properties.
bool m_faceup; // True if card lies with the face up.
Pile *m_source;
double scaleX;
double scaleY;
bool tookDown;
// Used for animation
int m_destX; // Destination point.
int m_destY;
int m_destZ;
int m_animSteps; // Let the animation take this many steps.
// Used if flipping during an animated move.
bool m_flipping;
int m_flipSteps;
// The maximum Z ever used.
static int Hz;
};
#endif