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author | toma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2009-11-25 17:56:58 +0000 |
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committer | toma <toma@283d02a7-25f6-0310-bc7c-ecb5cbfe19da> | 2009-11-25 17:56:58 +0000 |
commit | c90c389a8a8d9d8661e9772ec4144c5cf2039f23 (patch) | |
tree | 6d8391395bce9eaea4ad78958617edb20c6a7573 /kpat/grandf.cpp | |
download | tdegames-c90c389a8a8d9d8661e9772ec4144c5cf2039f23.tar.gz tdegames-c90c389a8a8d9d8661e9772ec4144c5cf2039f23.zip |
Copy the KDE 3.5 branch to branches/trinity for new KDE 3.5 features.
BUG:215923
git-svn-id: svn://anonsvn.kde.org/home/kde/branches/trinity/kdegames@1054174 283d02a7-25f6-0310-bc7c-ecb5cbfe19da
Diffstat (limited to 'kpat/grandf.cpp')
-rw-r--r-- | kpat/grandf.cpp | 227 |
1 files changed, 227 insertions, 0 deletions
diff --git a/kpat/grandf.cpp b/kpat/grandf.cpp new file mode 100644 index 00000000..9756b840 --- /dev/null +++ b/kpat/grandf.cpp @@ -0,0 +1,227 @@ +/***********************-*-C++-*-******** + + grandf.cpp implements a patience card game + + Copyright (C) 1995 Paul Olav Tvete + (C) 2000 Stephan Kulow + * 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 "grandf.h" +#include <klocale.h> +#include "deck.h" +#include <kaction.h> +#include <assert.h> +#include "cardmaps.h" + +Grandf::Grandf( KMainWindow* parent, const char *name ) + : Dealer( parent, name ) +{ + deck = Deck::new_deck(this); + deck->hide(); + + const int distx = cardMap::CARDX() * 14 / 10; + + for (int i=0; i<4; i++) { + target[i] = new Pile(i+1, this); + target[i]->move(10+(i+1)*distx, 10); + target[i]->setType(Pile::KlondikeTarget); + } + + for (int i=0; i<7; i++) { + store[i] = new Pile(5+i, this); + store[i]->move(10+distx*i, 10 + cardMap::CARDY() * 15 / 10); + store[i]->setAddFlags(Pile::addSpread | Pile::several); + store[i]->setRemoveFlags(Pile::several | Pile::autoTurnTop); + store[i]->setCheckIndex(1); + } + + setActions(Dealer::Hint | Dealer::Demo | Dealer::Redeal); +} + +void Grandf::restart() { + deck->collectAndShuffle(); + deal(); + numberOfDeals = 1; +} + +void Grandf::redeal() { + unmarkAll(); + + if (numberOfDeals < 3) { + collect(); + deal(); + numberOfDeals++; + } + if (numberOfDeals == 3) { + aredeal->setEnabled(false); + } + takeState(); +} + +Card *Grandf::demoNewCards() +{ + if (numberOfDeals < 3) { + redeal(); + return store[3]->top(); + } else + return 0; +} + +void Grandf::deal() { + int start = 0; + int stop = 7-1; + int dir = 1; + + for (int round=0; round < 7; round++) + { + int i = start; + do + { + Card *next = deck->nextCard(); + if (next) + store[i]->add(next, i != start, true); + i += dir; + } while ( i != stop + dir); + int t = start; + start = stop; + stop = t+dir; + dir = -dir; + } + + int i = 0; + Card *next = deck->nextCard(); + while (next) + { + store[i+1]->add(next, false , true); + next = deck->nextCard(); + i = (i+1)%6; + } + + for (int round=0; round < 7; round++) + { + Card *c = store[round]->top(); + if (c) + c->turn(true); + } + aredeal->setEnabled(true); + canvas()->update(); +} + +/***************************** + + Does the collecting step of the game + + NOTE: this is not quite correct -- the piles should be turned + facedown (ie partially reversed) during collection. + +******************************/ +void Grandf::collect() { + unmarkAll(); + + for (int pos = 6; pos >= 0; pos--) { + CardList p = store[pos]->cards(); + for (CardList::ConstIterator it = p.begin(); it != p.end(); ++it) + deck->add(*it, true, false); + } +} + +bool Grandf::checkAdd( int checkIndex, const Pile *c1, const CardList& c2) const { + assert (checkIndex == 1); + if (c1->isEmpty()) + return c2.first()->rank() == Card::King; + else + return (c2.first()->rank() == c1->top()->rank() - 1) + && c2.first()->suit() == c1->top()->suit(); +} + +QString Grandf::getGameState() const +{ + return QString::number(numberOfDeals); +} + +void Grandf::setGameState( const QString &s) +{ + numberOfDeals = s.toInt(); + aredeal->setEnabled(numberOfDeals < 3); +} + +bool Grandf::isGameLost() const +{ + // If we can redeal, then nothing's lost yet. + if (numberOfDeals <3) + return false; + + // Work through the stores, look for killer criteria. + for(int i=0; i < 7; i++) { + + /* If this store is empty, then iterate through the other stores and + * check if there is a (visible) King card. If so, then we could move + * that to the free store (which means a turn is possible, so the + * game is not lost yet). + */ + if(store[i]->isEmpty()){ + for(int i2=1; i2 < 7; i2++) { + int j=(i+i2) % 7; + CardList p = store[j]->cards(); + for (CardList::ConstIterator it = p.begin(); it != p.end(); ++it){ + Card *c= *it; + if( it != p.begin() && c->realFace() && c->rank() == Card::King) + return false; + } + } + } + else{ + /* If this store has an Ace as it's top card, then we can start a + * new target pile! + */ + if(store[i]->top()->rank() == Card::Ace) + return false; + + /* Check whether the top card of this store could be added to + * any of the target piles. + */ + for(int j=0; j <4; j++) + if( !target[j]->isEmpty()) + if(store[i]->top()->suit() == target[j]->top()->suit()) + if( store[i]->top()->rank() == target[j]->top()->rank() +1) + return false; + + /* Check whether any (group of) cards from another store could + * be put onto this store's top card. + */ + for(int i2=1; i2 < 7; i2++) { + int j=(i+i2) % 7; + CardList p = store[j]->cards(); + for (CardList::ConstIterator it = p.begin(); it != p.end(); ++it){ + Card *c= *it; + if( c->realFace() && + c->rank() == (store[i]->top()->rank()-1) && + c->suit() == store[i]->top()->suit() ) + return false; + } + } + } + } + return true; // can't move. +} + +static class LocalDealerInfo1 : public DealerInfo +{ +public: + LocalDealerInfo1() : DealerInfo(I18N_NOOP("&Grandfather"), 1) {} + virtual Dealer *createGame(KMainWindow *parent) { return new Grandf(parent); } +} gfdi; + +#include "grandf.moc" |