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tdegames/kpat/mod3.cpp

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8.7 KiB

/*---------------------------------------------------------------------------
mod3.cpp implements a patience card game
Copyright (C) 1997 Rodolfo Borges
* 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 "mod3.h"
#include "cardmaps.h"
#include <tdelocale.h>
#include "deck.h"
#include <kdebug.h>
//-------------------------------------------------------------------------//
Mod3::Mod3( TDEMainWindow* parent, const char* _name)
: Dealer( parent, _name )
{
const int dist_x = cardMap::CARDX() * 11 / 10 + 1;
const int dist_y = cardMap::CARDY() * 11 / 10 + 1;
const int margin = cardMap::CARDY() / 3;
// This patience uses 2 deck of cards.
deck = Deck::new_deck( this, 2);
deck->move(8 + dist_x * 8 + 20, 8 + dist_y * 3 + margin);
connect(deck, TQT_SIGNAL(clicked(Card*)), TQT_SLOT(deckClicked(Card*)));
aces = new Pile(50, this);
aces->move(16 + dist_x * 8, 8 + dist_y / 2);
aces->setTarget(true);
aces->setCheckIndex(2);
aces->setAddFlags(Pile::addSpread | Pile::several);
for ( int r = 0; r < 4; r++ ) {
for ( int c = 0; c < 8; c++ ) {
stack[r][c] = new Pile ( r * 10 + c + 1, this );
stack[r][c]->move( 8 + dist_x * c,
8 + dist_y * r + margin * ( r == 3 ));
// The first 3 rows are the playing field, the fourth is the store.
if ( r < 3 ) {
stack[r][c]->setCheckIndex( 0 );
stack[r][c]->setTarget(true);
} else {
stack[r][c]->setAddFlags( Pile::addSpread );
stack[r][c]->setCheckIndex( 1 );
}
}
}
setTakeTargetForHints(true);
setActions(Dealer::Hint | Dealer::Demo );
}
//-------------------------------------------------------------------------//
bool Mod3::checkAdd( int checkIndex, const Pile *c1, const CardList& cl) const
{
// kdDebug(11111) << "checkAdd " << checkIndex << " " << c1->top()->name() << " " << c1->index() << " " << c1->index() / 10 << endl;
if (checkIndex == 0) {
Card *c2 = cl.first();
if (c1->isEmpty())
return (c2->rank() == ( ( c1->index() / 10 ) + 2 ) );
kdDebug(11111) << "not empty\n";
if (c1->top()->suit() != c2->suit())
return false;
kdDebug(11111) << "same suit\n";
if (c2->rank() != (c1->top()->rank()+3))
return false;
kdDebug(11111) << "+3 " << c1->cardsLeft() << " " << c1->top()->rank() << " " << c1->index()+1 << endl;
if (c1->cardsLeft() == 1)
return (c1->top()->rank() == ((c1->index() / 10) + 2));
kdDebug(11111) << "+1\n";
return true;
} else if (checkIndex == 1) {
return c1->isEmpty();
} else if (checkIndex == 2) {
return cl.first()->rank() == Card::Ace;
} else return false;
}
bool Mod3::checkPrefering( int checkIndex, const Pile *c1, const CardList& c2) const
{
return (checkIndex == 0 && c1->isEmpty()
&& c2.first()->rank() == (c1->index()+1));
}
//-------------------------------------------------------------------------//
void Mod3::restart()
{
deck->collectAndShuffle();
deal();
}
//-------------------------------------------------------------------------//
void Mod3::dealRow(int row)
{
if (deck->isEmpty())
return;
for (int c = 0; c < 8; c++) {
Card *card;
card = deck->nextCard();
stack[row][c]->add (card, false, true);
}
}
void Mod3::deckClicked(Card*)
{
kdDebug(11111) << "deck clicked " << deck->cardsLeft() << endl;
if (deck->isEmpty())
return;
unmarkAll();
dealRow(3);
takeState();
}
//-------------------------------------------------------------------------//
void Mod3::deal()
{
unmarkAll();
CardList list = deck->cards();
/* for (CardList::Iterator it = list.begin(); it != list.end(); ++it)
if ((*it)->rank() == Card::Ace) {
aces->add(*it);
(*it)->hide();
}
*/
kdDebug(11111) << "init " << aces->cardsLeft() << " " << deck->cardsLeft() << endl;
for (int r = 0; r < 4; r++)
dealRow(r);
}
Card *Mod3::demoNewCards()
{
if (deck->isEmpty())
return 0;
deckClicked(0);
return stack[3][0]->top();
}
bool Mod3::startAutoDrop() {
return false;
}
bool Mod3::isGameLost() const
{
int n,row,col;
kdDebug(11111) << "isGameLost ?"<< endl;
bool nextTest=false;
// If there is an empty stack or an ace below, the game is not lost.
for (col=0; col < 8; col++){
if (stack[3][col]->isEmpty()
|| stack[3][col]->at(0)->rank() == Card::Ace)
return false;
}
// Ok, so no empty stack below.
// If there is neither an empty stack on the board (an ace counts
// as this) nor a card placed in the correct row, all is lost.
// Otherwise we have to do more tests.
for (n = 0; n < 24; n++) {
row = n / 8;
col = n % 8;
// If there is a stack on the board that is either empty or
// contains an ace, the game is not finished.
if (stack[row][col]->isEmpty()
|| stack[row][col]->at(0)->rank() == Card::Ace) {
nextTest = true;
break;
}
// If there is a card that is correctly placed, the game is
// not lost.
if (stack[row][col]->at(0)->rank() == Card::Two + row) {
nextTest = true;
break;
}
}
if (!nextTest)
return true;
// If there are more cards in the deck, the game is not lost.
if (!deck->isEmpty())
return false;
int n2, row2, col2, col3;
Card *ctop;
Card *card;
// For all stacks on the board, check if:
//
for (n = 0; n < 24; n++){
row = n / 8;
col = n % 8;
// Empty stack: Can we move a card there?
if (stack[row][col]->isEmpty()) {
// Can we move a card from below?
for (col3=0; col3 < 8; col3++) {
if (stack[3][col3]->top()->rank() == (Card::Two+row))
return false;
}
// Can we move a card from another row?
for (n2 = 0; n2 < 16; n2++) {
row2 = (row + 1 + (n2 / 8)) % 3;
col2 = n2 % 8;
if (stack[row2][col2]->isEmpty())
continue;
if (stack[row2][col2]->top()->rank() == (Card::Two + row))
return false;
}
}
else {
// Non-empty stack.
ctop = stack[row][col]->top();
kdDebug(11111) << "considering ["<<row<<"]["<<col<<"] " << ctop->name() << flush;
// Card not in its final position? Then we can't build on it.
if (stack[row][col]->at(0)->rank() != Card::Two + row)
continue;
// Can we move a card from below here?
for (col3 = 0; col3 < 8; col3++) {
card = stack[3][col3]->top();
if (card->suit() == ctop->suit()
&& card->rank() == ctop->rank() + 3)
return false;
}
kdDebug(11111) <<" Can't stack from bottom row" << flush;
// Can we move a card from another stack here?
for (int n_2 = 1; n_2 < 24; n_2++) {
n2 = (n + n_2) % 24;
row2 = n2 / 8;
col2 = n2 % 8;
if (stack[row2][col2]->isEmpty())
continue;
card = stack[row2][col2]->top();
// Only consider cards that are not on top of other cards.
if (stack[row2][col2]->indexOf(card) != 0)
continue;
if (card->suit() == ctop->suit()
&& card->rank() == ctop->rank() + 3)
return false;
}
}
}
return true;
}
static class LocalDealerInfo5 : public DealerInfo
{
public:
LocalDealerInfo5() : DealerInfo(I18N_NOOP("M&od3"), 5) {}
virtual Dealer *createGame(TDEMainWindow *parent) { return new Mod3(parent); }
} ldi5;
//-------------------------------------------------------------------------//
#include"mod3.moc"
//-------------------------------------------------------------------------//