|
|
|
/*
|
|
|
|
klondike.cpp implements a patience card game
|
|
|
|
|
|
|
|
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.
|
|
|
|
|
|
|
|
//
|
|
|
|
// 7 positions, alternating red and black
|
|
|
|
//
|
|
|
|
|
|
|
|
****************************************/
|
|
|
|
|
|
|
|
#include "klondike.h"
|
|
|
|
#include <tdelocale.h>
|
|
|
|
#include "deck.h"
|
|
|
|
#include <kdebug.h>
|
|
|
|
#include <assert.h>
|
|
|
|
#include "cardmaps.h"
|
|
|
|
|
|
|
|
class KlondikePile : public Pile
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
KlondikePile( int _index, Dealer* parent)
|
|
|
|
: Pile(_index, parent) {}
|
|
|
|
|
|
|
|
void clearSpread() { cardlist.clear(); }
|
|
|
|
|
|
|
|
void addSpread(Card *c) {
|
|
|
|
cardlist.append(c);
|
|
|
|
}
|
|
|
|
virtual TQSize cardOffset( bool _spread, bool, const Card *c) const {
|
|
|
|
kdDebug(11111) << "cardOffset " << _spread << " " << (c? c->name() : "(null)") << endl;
|
|
|
|
if (cardlist.contains(const_cast<Card * const>(c)))
|
|
|
|
return TQSize(+dspread(), 0);
|
|
|
|
return TQSize(0, 0);
|
|
|
|
}
|
|
|
|
private:
|
|
|
|
CardList cardlist;
|
|
|
|
};
|
|
|
|
|
|
|
|
Klondike::Klondike( bool easy, TDEMainWindow* parent, const char* _name )
|
|
|
|
: Dealer( parent, _name )
|
|
|
|
{
|
|
|
|
// The units of the follwoing constants are pixels
|
|
|
|
const int margin = 10; // between card piles and board edge
|
|
|
|
const int hspacing = cardMap::CARDX() / 6 + 1; // horizontal spacing between card piles
|
|
|
|
const int vspacing = cardMap::CARDY() / 4; // vertical spacing between card piles
|
|
|
|
|
|
|
|
deck = Deck::new_deck(this);
|
|
|
|
deck->move(margin, margin);
|
|
|
|
|
|
|
|
EasyRules = easy;
|
|
|
|
|
|
|
|
pile = new KlondikePile( 13, this);
|
|
|
|
|
|
|
|
pile->move(margin + cardMap::CARDX() + cardMap::CARDX() / 4, margin);
|
|
|
|
// Move the visual representation of the pile to the intended position
|
|
|
|
// on the game board.
|
|
|
|
|
|
|
|
pile->setAddFlags(Pile::disallow);
|
|
|
|
pile->setRemoveFlags(Pile::Default);
|
|
|
|
|
|
|
|
for( int i = 0; i < 7; i++ ) {
|
|
|
|
play[ i ] = new Pile( i + 5, this);
|
|
|
|
play[i]->move(margin + (cardMap::CARDX() + hspacing) * i, margin + cardMap::CARDY() + vspacing);
|
|
|
|
play[i]->setAddType(Pile::KlondikeStore);
|
|
|
|
play[i]->setRemoveFlags(Pile::several | Pile::autoTurnTop | Pile::wholeColumn);
|
|
|
|
}
|
|
|
|
|
|
|
|
for( int i = 0; i < 4; i++ ) {
|
|
|
|
target[ i ] = new Pile( i + 1, this );
|
|
|
|
target[i]->move(margin + (3 + i) * (cardMap::CARDX()+ hspacing), margin);
|
|
|
|
target[i]->setAddType(Pile::KlondikeTarget);
|
|
|
|
if (EasyRules) // change default
|
|
|
|
target[i]->setRemoveFlags(Pile::Default);
|
|
|
|
else
|
|
|
|
target[i]->setRemoveType(Pile::KlondikeTarget);
|
|
|
|
}
|
|
|
|
|
|
|
|
setActions(Dealer::Hint | Dealer::Demo);
|
|
|
|
|
|
|
|
redealt = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// This function returns true when it is certain that the card t is no longer
|
|
|
|
// needed on any of the play piles. This function is recursive but the
|
|
|
|
// recursion will not get deep.
|
|
|
|
//
|
|
|
|
// To determine wether a card is no longer needed on any of the play piles we
|
|
|
|
// obviously must know what a card can be used for there. According to the
|
|
|
|
// rules a card can be used to store another card with 1 less unit of value
|
|
|
|
// and opposite color. This is the only thing that a card can be used for
|
|
|
|
// there. Therefore the cards with lowest value (1) are useless there (base
|
|
|
|
// case). The other cards each have 2 cards that can be stored on them, let us
|
|
|
|
// call those 2 cards *depending cards*.
|
|
|
|
//
|
|
|
|
// The object of the game is to put all cards on the target piles. Therefore
|
|
|
|
// cards that are no longer needed on any of the play piles should be put on
|
|
|
|
// the target piles if possible. Cards on the target piles can not be moved
|
|
|
|
// and they can not store any of its depending cards. Let us call this that
|
|
|
|
// the cards on the target piles are *out of play*.
|
|
|
|
//
|
|
|
|
// The simple and obvious rule is:
|
|
|
|
// A card is no longer needed when both of its depending cards are out of
|
|
|
|
// play.
|
|
|
|
//
|
|
|
|
// But using only the simplest rule to determine if a card is no longer
|
|
|
|
// needed on any of the play piles is not ambitios enough. Therefore, if a
|
|
|
|
// depending card is not out of play, we test if it could become out of play.
|
|
|
|
// The requirement for getting a card out of play is that it can be placed on
|
|
|
|
// a target pile and that it is no longer needed on any of the play piles
|
|
|
|
// (this is why this function is recursive). This more ambitious rule lets
|
|
|
|
// us extend the base case with the second lowest value (2).
|
|
|
|
bool Klondike::noLongerNeeded(Card::Rank r, Card::Suit s) {
|
|
|
|
|
|
|
|
if (r <= Card::Two) return true; // Base case.
|
|
|
|
|
|
|
|
// Find the 2 suits of opposite color. "- 1" is used here because the
|
|
|
|
// siuts are ranged 1 .. 4 but target_tops is indexed 0 .. 3. (Of course
|
|
|
|
// the subtraction of 1 does not affect performance because it is a
|
|
|
|
// constant expression that is calculated at compile time).
|
|
|
|
unsigned char a = Card::Clubs - 1, b = Card::Spades - 1;
|
|
|
|
if (s == Card::Clubs || s == Card::Spades)
|
|
|
|
a = Card::Diamonds - 1, b = Card::Hearts - 1;
|
|
|
|
|
|
|
|
const Card::Rank depending_rank = static_cast<Card::Rank>(r - 1);
|
|
|
|
return
|
|
|
|
(((target_tops[a] >= depending_rank)
|
|
|
|
||
|
|
|
|
((target_tops[a] >= depending_rank - 1)
|
|
|
|
&&
|
|
|
|
(noLongerNeeded
|
|
|
|
(depending_rank, static_cast<Card::Suit>(a + 1)))))
|
|
|
|
&&
|
|
|
|
((target_tops[b] >= depending_rank)
|
|
|
|
||
|
|
|
|
((target_tops[b] >= depending_rank - 1)
|
|
|
|
&&
|
|
|
|
(noLongerNeeded
|
|
|
|
(depending_rank, static_cast<Card::Suit>(b + 1))))));
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Klondike::tryToDrop(Card *t)
|
|
|
|
{
|
|
|
|
if (!t || !t->realFace() || t->takenDown())
|
|
|
|
return false;
|
|
|
|
|
|
|
|
// kdDebug(11111) << "tryToDrop " << t->name() << endl;
|
|
|
|
|
|
|
|
Pile *tgt = findTarget(t);
|
|
|
|
if (tgt) {
|
|
|
|
newHint
|
|
|
|
(new MoveHint(t, tgt, noLongerNeeded(t->rank(), t->suit())));
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Klondike::getHints() {
|
|
|
|
|
|
|
|
target_tops[0] = target_tops[1] = target_tops[2] = target_tops[3]
|
|
|
|
= Card::None;
|
|
|
|
|
|
|
|
for( int i = 0; i < 4; i++ )
|
|
|
|
{
|
|
|
|
Card *c = target[i]->top();
|
|
|
|
if (!c) continue;
|
|
|
|
target_tops[c->suit() - 1] = c->rank();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
Card* t[7];
|
|
|
|
for(int i=0; i<7;i++)
|
|
|
|
t[i] = play[i]->top();
|
|
|
|
|
|
|
|
for(int i=0; i<7; i++)
|
|
|
|
{
|
|
|
|
CardList list = play[i]->cards();
|
|
|
|
|
|
|
|
for (CardList::ConstIterator it = list.begin(); it != list.end(); ++it)
|
|
|
|
{
|
|
|
|
if (!(*it)->isFaceUp())
|
|
|
|
continue;
|
|
|
|
|
|
|
|
CardList empty;
|
|
|
|
empty.append(*it);
|
|
|
|
|
|
|
|
for (int j = 0; j < 7; j++)
|
|
|
|
{
|
|
|
|
if (i == j)
|
|
|
|
continue;
|
|
|
|
|
|
|
|
if (play[j]->legalAdd(empty)) {
|
|
|
|
if (((*it)->rank() != Card::King) || it != list.begin()) {
|
|
|
|
newHint(new MoveHint(*it, play[j]));
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break; // the first face up
|
|
|
|
}
|
|
|
|
|
|
|
|
tryToDrop(play[i]->top());
|
|
|
|
}
|
|
|
|
if (!pile->isEmpty())
|
|
|
|
{
|
|
|
|
Card *t = pile->top();
|
|
|
|
if (!tryToDrop(t))
|
|
|
|
{
|
|
|
|
for (int j = 0; j < 7; j++)
|
|
|
|
{
|
|
|
|
CardList empty;
|
|
|
|
empty.append(t);
|
|
|
|
if (play[j]->legalAdd(empty)) {
|
|
|
|
newHint(new MoveHint(t, play[j]));
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
Card *Klondike::demoNewCards() {
|
|
|
|
deal3();
|
|
|
|
if (!deck->isEmpty() && pile->isEmpty())
|
|
|
|
deal3(); // again
|
|
|
|
return pile->top();
|
|
|
|
}
|
|
|
|
|
|
|
|
void Klondike::restart() {
|
|
|
|
kdDebug(11111) << "restart\n";
|
|
|
|
deck->collectAndShuffle();
|
|
|
|
redealt = false;
|
|
|
|
deal();
|
|
|
|
}
|
|
|
|
|
|
|
|
void Klondike::deal3()
|
|
|
|
{
|
|
|
|
int draw;
|
|
|
|
|
|
|
|
if ( EasyRules ) {
|
|
|
|
draw = 1;
|
|
|
|
} else {
|
|
|
|
draw = 3;
|
|
|
|
}
|
|
|
|
|
|
|
|
pile->clearSpread();
|
|
|
|
|
|
|
|
if (deck->isEmpty())
|
|
|
|
{
|
|
|
|
redeal();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// move the cards back on the deck, so we can have three new
|
|
|
|
for (int i = 0; i < pile->cardsLeft(); ++i) {
|
|
|
|
pile->at(i)->move(pile->x(), pile->y());
|
|
|
|
}
|
|
|
|
|
|
|
|
for (int flipped = 0; flipped < draw ; ++flipped) {
|
|
|
|
|
|
|
|
Card *item = deck->nextCard();
|
|
|
|
if (!item) {
|
|
|
|
kdDebug(11111) << "deck empty!!!\n";
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
pile->add(item, true, true); // facedown, nospread
|
|
|
|
if (flipped < draw - 1)
|
|
|
|
pile->addSpread(item);
|
|
|
|
// move back to flip
|
|
|
|
item->move(deck->x(), deck->y());
|
|
|
|
|
|
|
|
item->flipTo( int(pile->x()) + pile->dspread() * (flipped), int(pile->y()), 8 * (flipped + 1) );
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
// Add cards from pile to deck, in reverse direction
|
|
|
|
void Klondike::redeal() {
|
|
|
|
|
|
|
|
CardList pilecards = pile->cards();
|
|
|
|
if (EasyRules)
|
|
|
|
// the remaining cards in deck should be on top
|
|
|
|
// of the new deck
|
|
|
|
pilecards += deck->cards();
|
|
|
|
|
|
|
|
for (int count = pilecards.count() - 1; count >= 0; --count)
|
|
|
|
{
|
|
|
|
Card *card = pilecards[count];
|
|
|
|
card->setAnimated(false);
|
|
|
|
deck->add(card, true, false); // facedown, nospread
|
|
|
|
}
|
|
|
|
|
|
|
|
redealt = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Klondike::deal() {
|
|
|
|
for(int round=0; round < 7; round++)
|
|
|
|
for (int i = round; i < 7; i++ )
|
|
|
|
play[i]->add(deck->nextCard(), i != round, true);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Klondike::cardClicked(Card *c) {
|
|
|
|
kdDebug(11111) << "card clicked " << c->name() << endl;
|
|
|
|
|
|
|
|
if (Dealer::cardClicked(c))
|
|
|
|
return true;
|
|
|
|
|
|
|
|
if (c->source() == deck) {
|
|
|
|
pileClicked(deck);
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Klondike::pileClicked(Pile *c) {
|
|
|
|
kdDebug(11111) << "pile clicked " << endl;
|
|
|
|
Dealer::pileClicked(c);
|
|
|
|
|
|
|
|
if (c == deck) {
|
|
|
|
deal3();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
bool Klondike::startAutoDrop()
|
|
|
|
{
|
|
|
|
bool pileempty = pile->isEmpty();
|
|
|
|
if (!Dealer::startAutoDrop())
|
|
|
|
return false;
|
|
|
|
if (pile->isEmpty() && !pileempty)
|
|
|
|
deal3();
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool Klondike::isGameLost() const
|
|
|
|
{
|
|
|
|
kdDebug( 11111 ) << "Is the game lost?" << endl;
|
|
|
|
|
|
|
|
if (!deck->isEmpty()) {
|
|
|
|
kdDebug( 11111 ) << "We should only check this when the deck is exhausted." << endl;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Check whether top of the pile can be added to any of the target piles.
|
|
|
|
if ( !pile->isEmpty() ) {
|
|
|
|
for ( int i = 0; i < 4; ++i ) {
|
|
|
|
if ( target[ i ]->isEmpty() ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if ( pile->top()->suit() == target[ i ]->top()->suit() &&
|
|
|
|
pile->top()->rank() - 1 == target[ i ]->top()->rank() ) {
|
|
|
|
kdDebug( 11111 ) << "No, the source pile's top card could be added to target pile " << i << endl;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Create a card list - srcPileCards - that contains all accessible
|
|
|
|
// cards in the pile and the deck.
|
|
|
|
CardList srcPileCards;
|
|
|
|
if ( EasyRules ) {
|
|
|
|
srcPileCards = pile->cards();
|
|
|
|
} else {
|
|
|
|
/* In the draw3 mode, not every card in the source pile is
|
|
|
|
* accessible, but only every third one.
|
|
|
|
*/
|
|
|
|
for ( unsigned int i = 2; i < pile->cards().count(); i += 3 ) {
|
|
|
|
kdDebug( 11111 ) << "Found card "<< pile->cards()[i]->name()<< endl;
|
|
|
|
srcPileCards += pile->cards()[ i ];
|
|
|
|
}
|
|
|
|
if ( !pile->cards().isEmpty() && pile->cards().count() % 3 != 0 ) {
|
|
|
|
kdDebug( 11111 ) << "Found last card "<< pile->cards()[pile->cards().count() - 1]->name()<< endl;
|
|
|
|
srcPileCards += pile->cards()[ pile->cards().count() - 1 ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Check all seven stores
|
|
|
|
for ( int i = 0; i < 7; ++i ) {
|
|
|
|
|
|
|
|
// If this store is empty...
|
|
|
|
if ( play[ i ]->isEmpty() ) {
|
|
|
|
// ...check whether the pile contains a king we could move here.
|
|
|
|
CardList::ConstIterator it = srcPileCards.begin();
|
|
|
|
CardList::ConstIterator end = srcPileCards.end();
|
|
|
|
for ( ; it != end; ++it ) {
|
|
|
|
if ( ( *it )->rank() == Card::King ) {
|
|
|
|
kdDebug( 11111 ) << "No, the pile contains a king which we could move onto store " << i << endl;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ...check whether any of the other stores contains a (visible)
|
|
|
|
// king we could move here.
|
|
|
|
for ( int j = 0; j < 7; ++j ) {
|
|
|
|
if ( j == i || play[ j ]->isEmpty() ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
const CardList cards = play[ j ]->cards();
|
|
|
|
CardList::ConstIterator it = ++cards.begin();
|
|
|
|
CardList::ConstIterator end = cards.end();
|
|
|
|
for ( ; it != end; ++it ) {
|
|
|
|
if ( ( *it )->realFace() && ( *it )->rank() == Card::King ) {
|
|
|
|
kdDebug( 11111 ) << "No, store " << j << " contains a visible king which we could move onto store " << i << endl;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else { // This store is not empty...
|
|
|
|
Card *topCard = play[ i ]->top();
|
|
|
|
|
|
|
|
// ...check whether the top card is an Ace (we can start a target)
|
|
|
|
if ( topCard->rank() == Card::Ace ) {
|
|
|
|
kdDebug( 11111 ) << "No, store " << i << " has an Ace, we could start a target pile." << endl;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// ...check whether the top card can be added to any target pile
|
|
|
|
for ( int targetIdx = 0; targetIdx < 4; ++targetIdx ) {
|
|
|
|
if ( target[ targetIdx ]->isEmpty() ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if ( target[ targetIdx ]->top()->suit() == topCard->suit() &&
|
|
|
|
target[ targetIdx ]->top()->rank() == topCard->rank() - 1 ) {
|
|
|
|
kdDebug( 11111 ) << "No, store " << i << "'s top card could be added to target pile " << targetIdx << endl;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ...check whether the source pile contains a card which can be
|
|
|
|
// put onto this store.
|
|
|
|
CardList::ConstIterator it = srcPileCards.begin();
|
|
|
|
CardList::ConstIterator end = srcPileCards.end();
|
|
|
|
for ( ; it != end; ++it ) {
|
|
|
|
if ( ( *it )->isRed() != topCard->isRed() &&
|
|
|
|
( *it )->rank() == topCard->rank() - 1 ) {
|
|
|
|
kdDebug( 11111 ) << "No, the pile contains a card which we could add to store " << i << endl;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// ...check whether any of the other stores contains a visible card
|
|
|
|
// which can be put onto this store, and which is on top of an
|
|
|
|
// uncovered card.
|
|
|
|
for ( int j = 0; j < 7; ++j ) {
|
|
|
|
if ( j == i ) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
const CardList cards = play[ j ]->cards();
|
|
|
|
CardList::ConstIterator it = cards.begin();
|
|
|
|
CardList::ConstIterator end = cards.end();
|
|
|
|
for ( ; it != end; ++it ) {
|
|
|
|
if ( ( *it )->realFace() &&
|
|
|
|
( *it )->isRed() != topCard->isRed() &&
|
|
|
|
( *it )->rank() == topCard->rank() - 1 ) {
|
|
|
|
kdDebug( 11111 ) << "No, store " << j << " contains a card which we could add to store " << i << endl;
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
kdDebug( 11111 ) << "Yep, all hope is lost." << endl;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
static class LocalDealerInfo0 : public DealerInfo
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
LocalDealerInfo0() : DealerInfo(I18N_NOOP("&Klondike"), 0) {}
|
|
|
|
virtual Dealer *createGame(TDEMainWindow *parent) { return new Klondike(true, parent); }
|
|
|
|
} ldi0;
|
|
|
|
|
|
|
|
static class LocalDealerInfo14 : public DealerInfo
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
LocalDealerInfo14() : DealerInfo(I18N_NOOP("Klondike (&draw 3)"), 13) {}
|
|
|
|
virtual Dealer *createGame(TDEMainWindow *parent) { return new Klondike(false, parent); }
|
|
|
|
} ldi14;
|
|
|
|
|
|
|
|
|
|
|
|
#include "klondike.moc"
|