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tdegames/kpat/spider.cpp

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15 KiB

/*---------------------------------------------------------------------------
spider.cpp implements a patience card game
Copyright (C) 2003 Josh Metzler
* 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 "spider.h"
#include "cardmaps.h"
#include <tdelocale.h>
#include "deck.h"
#include <kdebug.h>
void SpiderPile::moveCards(CardList &c, Pile *to)
{
Pile::moveCards(c, to);
// if this is a leg pile, don't do anything special
if ( to->checkIndex() == 0 )
return;
// if the top card of the list I just moved is an Ace,
// the run I just moved is the same suit as the pile,
// and the destination pile now has more than 12 cards,
// then it could have a full deck that needs removed.
if (c.last()->rank() == Card::Ace &&
c.first()->suit() == to->top()->suit() &&
to->cardsLeft() > 12) {
Spider *b = dynamic_cast<Spider*>(dealer());
if (b) {
b->checkPileDeck(to);
}
}
}
//-------------------------------------------------------------------------//
Spider::Spider(int suits, 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;
deck = Deck::new_deck(this, 2, suits);
// I deal the cards into 'redeal' piles, so hide the deck
deck->setVisible(false);
// Dealing the cards out into 5 piles so the user can see how many
// sets of 10 cards are left to be dealt out
for( int column = 0; column < 5; column++ ) {
redeals[column] = new Pile(column + 1, this);
redeals[column]->move(8 + dist_x / 3 * (23 + column), 8 + dist_y * 4.5);
redeals[column]->setZ(5-column);
redeals[column]->setCheckIndex(0);
redeals[column]->setAddFlags(Pile::disallow);
redeals[column]->setRemoveFlags(Pile::disallow);
connect(redeals[column], TQT_SIGNAL(clicked(Card*)), TQT_SLOT(deckClicked(Card*)));
}
// The 10 playing piles
for( int column = 0; column < 10; column++ ) {
stack[column] = new SpiderPile(column + 6, this);
stack[column]->move(8 + dist_x * column, 8);
stack[column]->setZ(20);
stack[column]->setCheckIndex(1);
stack[column]->setAddFlags(Pile::addSpread | Pile::several);
stack[column]->setRemoveFlags(Pile::several |
Pile::autoTurnTop | Pile::wholeColumn);
}
// The 8 'legs' so named by me because spiders have 8 legs - why
// else the name Spider?
for( int column = 0; column < 8; column++ ) {
legs[column] = new Pile(column + 16, this);
legs[column]->move(8 + dist_x / 3 * column, 8 + dist_y * 4.5);
legs[column]->setZ(column+1);
legs[column]->setCheckIndex(0);
legs[column]->setAddFlags(Pile::disallow);
legs[column]->setRemoveFlags(Pile::disallow);
legs[column]->setTarget(true);
}
// Moving an A-K run to a leg is not really an autoDrop - the
// user should have no choice. Also, it must be moved A first, ...
// up to K so the King will be on top.
setAutoDropEnabled(false);
setActions(Dealer::Hint | Dealer::Demo );
}
//-------------------------------------------------------------------------//
bool Spider::checkAdd(int /*checkIndex*/, const Pile *c1, const CardList& c2) const
{
// assuming the cardlist is a valid unit, since I allowed
// it to be removed - can drop any card on empty pile or
// on any suit card of one higher rank
if (c1->isEmpty() || c1->top()->rank() == c2.first()->rank()+1)
return true;
return false;
}
bool Spider::checkRemove(int /*checkIndex*/, const Pile *p, const Card *c) const
{
// if the pile from c up is decreasing by 1 and all the same suit, ok
// note that this is true if c is the top card
const Card *before;
int index = p->indexOf(c);
while (c != p->top()) {
before = c;
c = p->at(++index);
if (before->suit() != c->suit() || before->rank() != c->rank()+1)
return false;
}
return true;
}
void Spider::getHints()
{
kdDebug(11111) << "get hints" << endl;
// first, get runs from each stack
CardList cl[10];
Pile* empty = NULL;
for (int column = 0; column < 10; column++) {
if (stack[column]->isEmpty())
empty = stack[column];
else
cl[column] = getRun(stack[column]->top());
}
// if I can build a run from Ace->King in one suit then
// hint those moves
HintList hl;
for (int s = Card::Clubs; s <= Card::Spades; s++) {
bool bGrowing = true;
int vTopNew = 0;
int colNew = -1;
while (bGrowing && vTopNew < 13) {
bGrowing = false;
int col = colNew;
int vTop = vTopNew;
for (int column = 0; column < 10; column++) {
if (cl[column].isEmpty() || col == column)
continue;
if (cl[column].last()->suit() == s &&
cl[column].last()->rank() <= vTop+1 &&
cl[column].first()->rank() > vTop)
{
bGrowing = true;
if (cl[column].first()->rank() > vTopNew) {
colNew = column;
vTopNew = cl[column].first()->rank();
}
}
}
if (bGrowing && vTop)
hl.append(new MoveHint(cl[col][vTop-
cl[colNew].last()->rank()+1], stack[colNew]));
}
if (vTopNew == 13)
hints += hl;
else
for (HintList::Iterator it = hl.begin(); it != hl.end(); ++it)
delete *it;
hl.clear();
}
// now check to see if a run from one column can go on the end
// of a run from another stack
for (int column = 0; column < 10; column++) {
if (cl[column].isEmpty())
continue;
// if there is an empty column and this stack is on
// another card, hint
if (empty && cl[column].count() < (uint)stack[column]->cardsLeft()) {
newHint(new MoveHint(cl[column].first(), empty));
continue;
}
// now see if I can move this stack to any other column
for (int c2 = 0; c2 < 10; c2++) {
if (c2 == column || cl[c2].isEmpty())
continue;
if (cl[c2].last()->rank() == cl[column].first()->rank()+1)
{
// I can hint this move - should I?
int index = stack[column]->indexOf(cl[column].first());
// if target pile is the same suit as this card,
// or if there are no cards under this one,
// or if it couldn't move to where it is now,
// or if the card under this one is face down, hint
if (cl[c2].last()->suit() == cl[column].first()->suit() ||
index == 0 || stack[column]->at(index-1)->rank() !=
cl[column].first()->rank()+1 ||
!(stack[column]->at(index-1)->realFace()))
newHint(new MoveHint(cl[column].first(), stack[c2]));
}
}
}
}
MoveHint *Spider::chooseHint()
{
kdDebug(11111) << "choose 1 of " << hints.count() << " hints" << endl;
if (hints.isEmpty())
return 0;
// first, choose a card that is moving to the same suit
for (HintList::ConstIterator it = hints.begin(); it != hints.end(); ++it)
{
if (!(*it)->pile()->isEmpty() &&
(*it)->pile()->top()->suit() == (*it)->card()->suit())
return *it;
}
// second, choose a card that is moving from the base
for (HintList::ConstIterator it = hints.begin(); it != hints.end(); ++it)
{
if ((*it)->card()->source() &&
(*it)->card()->source()->at(0) == (*it)->card())
return *it;
}
// otherwise, go with a random hint
return hints[randseq.getLong(hints.count())];
}
//-------------------------------------------------------------------------//
TQString Spider::getGameState() const
{
return TQString::number(m_leg*10 + m_redeal);
}
void Spider::setGameState(const TQString &stream)
{
int i = stream.toInt();
if (m_leg > i/10) {
for (m_leg--; m_leg > i/10; m_leg--)
legs[m_leg]->setVisible(false);
legs[m_leg]->setVisible(false);
} else
for (; m_leg < i/10; m_leg++)
legs[m_leg]->setVisible(true);
if (m_redeal > i%10) {
for (m_redeal--; m_redeal > i%10; m_redeal--)
redeals[m_redeal]->setVisible(true);
redeals[m_redeal]->setVisible(true);
} else
for (; m_redeal < i%10; m_redeal++)
redeals[m_redeal]->setVisible(false);
}
//-------------------------------------------------------------------------//
void Spider::restart()
{
deck->collectAndShuffle();
deal();
}
//-------------------------------------------------------------------------//
CardList Spider::getRun(Card *c) const
{
CardList result;
Pile *p = c->source();
if (!p || p->isEmpty())
return result;
result.append(c);
Card::Suit s = c->suit();
int v = c->rank();
int index = p->indexOf(c);
c = p->at(--index);
while (index >= 0 && c->realFace() &&
c->suit() == s && c->rank() == ++v)
{
result.prepend(c);
c = p->at(--index);
}
return result;
}
void Spider::checkPileDeck(Pile *check)
{
kdDebug(11111) << "check for run" << endl;
if (check->isEmpty())
return;
if (check->top()->rank() == Card::Ace) {
// just using the CardList to see if this goes to King
CardList run = getRun(check->top());
if (run.first()->rank() == Card::King) {
legs[m_leg]->setVisible(true);
// remove this full deck from this pile
CardList cl;
for (int i = 0; i < 13; i++ ) {
cl.append(check->cards().last());
check->moveCards(cl, legs[m_leg]);
cl.clear();
}
m_leg++;
}
}
}
void Spider::dealRow()
{
if (m_redeal > 4)
return;
for (int column = 0; column < 10; column++) {
stack[column]->add(redeals[m_redeal]->top(), false, true);
// I may put an Ace on a K->2 pile so it could need cleared.
if (stack[column]->top()->rank() == Card::Ace)
checkPileDeck(stack[column]);
}
redeals[m_redeal++]->setVisible(false);
}
//-------------------------------------------------------------------------//
void Spider::deal()
{
unmarkAll();
m_leg = 0;
m_redeal = 0;
int column = 0;
// deal face down cards (5 to first 4 piles, 4 to last 6)
for (int i = 0; i < 44; i++ ) {
stack[column]->add(deck->nextCard(), true, true);
column = (column + 1) % 10;
}
// deal face up cards, one to each pile
for (int i = 0; i < 10; i++ ) {
stack[column]->add(deck->nextCard(), false, true);
column = (column + 1) % 10;
}
// deal the remaining cards into 5 'redeal' piles
for (int column = 0; column < 5; column++ )
for (int i = 0; i < 10; i++ )
redeals[column]->add(deck->nextCard(), true, false);
// make the leg piles invisible
for (int i = 0; i < 8; i++ )
legs[i]->setVisible(false);
// make the redeal piles visible
for (int i = 0; i < 5; i++ )
redeals[i]->setVisible(true);
}
Card *Spider::demoNewCards()
{
if (m_leg > 4)
return 0;
deckClicked(0);
return stack[0]->top();
}
void Spider::deckClicked(Card*)
{
kdDebug(11111) << "deck clicked " << m_redeal << endl;
if (m_redeal > 4)
return;
unmarkAll();
dealRow();
takeState();
}
bool Spider::isGameLost() const
{
kdDebug(11111) << "isGameLost ?"<< endl;
// if there are still cards to deal out, you have not lost
if (m_redeal < 5)
return false;
// first, get runs from each stack - returning if empty
CardList cl[10];
for (int column = 0; column < 10; column++) {
if (stack[column]->isEmpty())
return false;
cl[column] = getRun(stack[column]->top());
}
// from this point on, I know that none of the columns is empty
// now check to see if a run from one column can go on the end
// of a run from another stack
for (int column = 0; column < 10; column++)
for (int c2 = 0; c2 < 10; c2++) {
if (c2 == column)
continue;
// if I can move this run to another pile, I'm not done
if (cl[c2].last()->rank() == cl[column].first()->rank()+1)
return false;
}
// if you can build a run from Ace->King in one suit then
// you can clear it and keep playing
for (int s = Card::Clubs; s <= Card::Spades; s++) {
bool bGrowing = true;
int vTop = 0;
while (bGrowing && vTop < 13) {
bGrowing = false;
int column = 0;
while (column < 10 && !bGrowing) {
if (cl[column].last()->suit() == s &&
cl[column].last()->rank() <= vTop+1 &&
cl[column].first()->rank() > vTop)
{
bGrowing = true;
vTop = cl[column].first()->rank();
}
column++;
}
}
// if you can build such a pile, you can continue
if (vTop == 13)
return false;
}
return true;
}
static class LocalDealerInfo15 : public DealerInfo
{
public:
LocalDealerInfo15() : DealerInfo(I18N_NOOP("S&pider (Easy)"), 14) {}
virtual Dealer *createGame(TDEMainWindow *parent) { return new Spider(1, parent); }
} ldi15;
static class LocalDealerInfo16 : public DealerInfo
{
public:
LocalDealerInfo16() : DealerInfo(I18N_NOOP("Spider (&Medium)"), 15) {}
virtual Dealer *createGame(TDEMainWindow *parent) { return new Spider(2, parent); }
} ldi16;
static class LocalDealerInfo17 : public DealerInfo
{
public:
LocalDealerInfo17() : DealerInfo(I18N_NOOP("Spider (&Hard)"), 16) {}
virtual Dealer *createGame(TDEMainWindow *parent) { return new Spider(4, parent); }
} ldi17;
//-------------------------------------------------------------------------//
#include "spider.moc"
//-------------------------------------------------------------------------//