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/*
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grandf.cpp implements a patience card game
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Copyright (C) 1995 Paul Olav Tvete
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(C) 2000 Stephan Kulow
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* Permission to use, copy, modify, and distribute this software and its
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* documentation for any purpose and without fee is hereby granted,
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* provided that the above copyright notice appear in all copies and that
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* both that copyright notice and this permission notice appear in
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* supporting documentation.
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*
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* This file is provided AS IS with no warranties of any kind. The author
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* shall have no liability with respect to the infringement of copyrights,
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* trade secrets or any patents by this file or any part thereof. In no
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* event will the author be liable for any lost revenue or profits or
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* other special, indirect and consequential damages.
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****************************************/
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#include "grandf.h"
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#include <tdelocale.h>
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#include "deck.h"
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#include <tdeaction.h>
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#include <assert.h>
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#include "cardmaps.h"
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Grandf::Grandf( TDEMainWindow* parent, const char *name )
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: Dealer( parent, name )
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{
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deck = Deck::new_deck(this);
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deck->hide();
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const int distx = cardMap::CARDX() * 14 / 10;
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for (int i=0; i<4; i++) {
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target[i] = new Pile(i+1, this);
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target[i]->move(10+(i+1)*distx, 10);
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target[i]->setType(Pile::KlondikeTarget);
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}
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for (int i=0; i<7; i++) {
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store[i] = new Pile(5+i, this);
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store[i]->move(10+distx*i, 10 + cardMap::CARDY() * 15 / 10);
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store[i]->setAddFlags(Pile::addSpread | Pile::several);
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store[i]->setRemoveFlags(Pile::several | Pile::autoTurnTop);
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store[i]->setCheckIndex(1);
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}
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setActions(Dealer::Hint | Dealer::Demo | Dealer::Redeal);
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}
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void Grandf::restart() {
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deck->collectAndShuffle();
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deal();
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numberOfDeals = 1;
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}
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void Grandf::redeal() {
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unmarkAll();
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if (numberOfDeals < 3) {
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collect();
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deal();
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numberOfDeals++;
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}
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if (numberOfDeals == 3) {
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aredeal->setEnabled(false);
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}
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takeState();
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}
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Card *Grandf::demoNewCards()
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{
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if (numberOfDeals < 3) {
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redeal();
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return store[3]->top();
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} else
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return 0;
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}
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void Grandf::deal() {
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int start = 0;
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int stop = 7-1;
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int dir = 1;
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for (int round=0; round < 7; round++)
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{
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int i = start;
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do
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{
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Card *next = deck->nextCard();
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if (next)
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store[i]->add(next, i != start, true);
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i += dir;
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} while ( i != stop + dir);
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int t = start;
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start = stop;
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stop = t+dir;
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dir = -dir;
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}
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int i = 0;
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Card *next = deck->nextCard();
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while (next)
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{
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store[i+1]->add(next, false , true);
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next = deck->nextCard();
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i = (i+1)%6;
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}
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for (int round=0; round < 7; round++)
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{
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Card *c = store[round]->top();
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if (c)
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c->turn(true);
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}
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aredeal->setEnabled(true);
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canvas()->update();
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}
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/*****************************
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Does the collecting step of the game
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NOTE: this is not quite correct -- the piles should be turned
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facedown (ie partially reversed) during collection.
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******************************/
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void Grandf::collect() {
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unmarkAll();
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for (int pos = 6; pos >= 0; pos--) {
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CardList p = store[pos]->cards();
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for (CardList::ConstIterator it = p.begin(); it != p.end(); ++it)
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deck->add(*it, true, false);
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}
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}
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bool Grandf::checkAdd( int checkIndex, const Pile *c1, const CardList& c2) const {
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assert (checkIndex == 1);
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if (c1->isEmpty())
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return c2.first()->rank() == Card::King;
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else
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return (c2.first()->rank() == c1->top()->rank() - 1)
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&& c2.first()->suit() == c1->top()->suit();
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}
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TQString Grandf::getGameState() const
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{
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return TQString::number(numberOfDeals);
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}
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void Grandf::setGameState( const TQString &s)
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{
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numberOfDeals = s.toInt();
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aredeal->setEnabled(numberOfDeals < 3);
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}
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bool Grandf::isGameLost() const
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{
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// If we can redeal, then nothing's lost yet.
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if (numberOfDeals <3)
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return false;
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// Work through the stores, look for killer criteria.
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for(int i=0; i < 7; i++) {
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/* If this store is empty, then iterate through the other stores and
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* check if there is a (visible) King card. If so, then we could move
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* that to the free store (which means a turn is possible, so the
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* game is not lost yet).
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*/
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if(store[i]->isEmpty()){
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for(int i2=1; i2 < 7; i2++) {
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int j=(i+i2) % 7;
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CardList p = store[j]->cards();
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for (CardList::ConstIterator it = p.begin(); it != p.end(); ++it){
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Card *c= *it;
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if( it != p.begin() && c->realFace() && c->rank() == Card::King)
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return false;
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}
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}
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}
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else{
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/* If this store has an Ace as it's top card, then we can start a
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* new target pile!
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*/
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if(store[i]->top()->rank() == Card::Ace)
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return false;
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/* Check whether the top card of this store could be added to
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* any of the target piles.
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*/
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for(int j=0; j <4; j++)
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if( !target[j]->isEmpty())
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if(store[i]->top()->suit() == target[j]->top()->suit())
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if( store[i]->top()->rank() == target[j]->top()->rank() +1)
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return false;
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/* Check whether any (group of) cards from another store could
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* be put onto this store's top card.
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*/
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for(int i2=1; i2 < 7; i2++) {
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int j=(i+i2) % 7;
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CardList p = store[j]->cards();
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for (CardList::ConstIterator it = p.begin(); it != p.end(); ++it){
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Card *c= *it;
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if( c->realFace() &&
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c->rank() == (store[i]->top()->rank()-1) &&
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c->suit() == store[i]->top()->suit() )
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return false;
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}
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}
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}
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}
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return true; // can't move.
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}
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static class LocalDealerInfo1 : public DealerInfo
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{
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public:
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LocalDealerInfo1() : DealerInfo(I18N_NOOP("&Grandfather"), 1) {}
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virtual Dealer *createGame(TDEMainWindow *parent) { return new Grandf(parent); }
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} gfdi;
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#include "grandf.moc"
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