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tdegames/kpat/napoleon.cpp

205 lines
5.8 KiB

/*
napoleon.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.
*/
#include "napoleon.h"
#include <tdelocale.h>
#include "deck.h"
#include "cardmaps.h"
Napoleon::Napoleon( TDEMainWindow* parent, const char* _name )
: Dealer( parent, _name )
{
deck = Deck::new_deck( this );
connect(deck, TQT_SIGNAL(clicked(Card *)), TQT_SLOT(deal1(Card*)));
pile = new Pile( 1, this );
pile->setAddFlags( Pile::disallow );
for (int i = 0; i < 4; i++)
{
store[i] = new Pile( 2 + i, this );
store[i]->setCheckIndex( 0 );
target[i] = new Pile( 6 + i, this);
target[i]->setRemoveFlags( Pile::disallow );
target[i]->setCheckIndex(2);
target[i]->setTarget(true);
}
const int dist_store = cardMap::CARDX() * 55 / 100;
const int dist_target = dist_store / 2;
const int centre_x = 10 + cardMap::CARDX() + dist_store;
const int centre_y = 10 + cardMap::CARDY() + dist_store;
deck->move( centre_x + cardMap::CARDX() * 47 / 10, centre_y + cardMap::CARDY() + dist_store);
pile->move( centre_x + cardMap::CARDX() * 33 / 10, centre_y + cardMap::CARDY() + dist_store);
centre = new Pile( 10, this );
centre->setRemoveFlags( Pile::disallow );
centre->setCheckIndex(1);
centre->setTarget(true);
store[0]->move( centre_x, centre_y - cardMap::CARDY() - dist_store );
store[1]->move( centre_x + cardMap::CARDX() + dist_store, centre_y);
store[2]->move( centre_x, centre_y + cardMap::CARDY() + dist_store );
store[3]->move( centre_x - cardMap::CARDX() - dist_store, centre_y);
target[0]->move( centre_x - cardMap::CARDX() - dist_target, centre_y - cardMap::CARDY() - dist_target );
target[1]->move( centre_x + cardMap::CARDX() + dist_target, centre_y - cardMap::CARDY() - dist_target);
target[2]->move( centre_x + cardMap::CARDX() + dist_target, centre_y + cardMap::CARDY() + dist_target);
target[3]->move( centre_x - cardMap::CARDX() - dist_target, centre_y + cardMap::CARDY() + dist_target);
centre->move(centre_x, centre_y);
setActions(Dealer::Hint | Dealer::Demo);
}
void Napoleon::restart() {
deck->collectAndShuffle();
deal();
}
bool Napoleon::CanPutTarget( const Pile* c1, const CardList& cl) const {
Card *c2 = cl.first();
if (c1->isEmpty())
return c2->rank() == Card::Seven;
else
return (c2->rank() == c1->top()->rank() + 1);
}
bool Napoleon::CanPutCentre( const Pile* c1, const CardList& cl) const {
Card *c2 = cl.first();
if (c1->isEmpty())
return c2->rank() == Card::Six;
if (c1->top()->rank() == Card::Ace)
return (c2->rank() == Card::Six);
else
return (c2->rank() == c1->top()->rank() - 1);
}
bool Napoleon::checkAdd( int checkIndex, const Pile *c1, const CardList& c2) const
{
switch (checkIndex) {
case 0:
return c1->isEmpty();
case 1:
return CanPutCentre(c1, c2);
case 2:
return CanPutTarget(c1, c2);
default:
return false;
}
}
void Napoleon::deal() {
if (deck->isEmpty())
return;
for (int i=0; i<4; i++)
store[i]->add(deck->nextCard(), false, false);
}
void Napoleon::deal1(Card *) {
Card *c = deck->nextCard();
if (!c)
return;
pile->add(c, true, false);
c->move(deck->x(), deck->y());
c->flipTo(int(pile->x()), int(pile->y()), 8);
}
Card *Napoleon::demoNewCards()
{
if (deck->isEmpty())
return 0;
deal1(0);
return pile->top();
}
void Napoleon::getHints() {
CardList cards;
for (int i = 0; i < 4; i++)
{
if (!store[i]->isEmpty())
cards.append(store[i]->top());
}
if (pile->top())
cards.append(pile->top());
for (CardList::Iterator it = cards.begin(); it != cards.end(); ++it) {
CardList empty;
empty.append(*it);
if (CanPutCentre(centre, empty)) {
newHint(new MoveHint(*it, centre));
continue;
}
for (int i = 0; i < 4; i++) {
if (CanPutTarget(target[i], empty)) {
newHint(new MoveHint(*it, target[i]));
break;
}
}
}
if (pile->isEmpty())
return;
for (int i = 0; i < 4; i++) {
if (store[i]->isEmpty()) {
newHint(new MoveHint(pile->top(), store[i]));
return;
}
}
}
bool Napoleon::isGameLost() const
{
CardList cards;
for (int i = 0; i < 4; i++)
{
if (store[i]->isEmpty())
return false;
else
cards.append(store[i]->top());
}
if (pile->top())
cards.append(pile->top());
for (CardList::Iterator it = cards.begin(); it != cards.end(); ++it) {
CardList empty;
empty.append(*it);
if(CanPutCentre(centre,empty)) return false;
for(int i=0; i<4; i++)
if(CanPutTarget(target[i],empty)) return false;
}
return (deck->isEmpty());
}
static class LocalDealerInfo4 : public DealerInfo
{
public:
LocalDealerInfo4() : DealerInfo(I18N_NOOP("&Napoleon's Tomb"), 4) {}
virtual Dealer *createGame(TDEMainWindow *parent) { return new Napoleon(parent); }
} ldi3;
#include "napoleon.moc"