1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
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 <tdeaction.h>
#include <assert.h>
#include "cardmaps.h"
Grandf::Grandf( TDEMainWindow* 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();
}
TQString Grandf::getGameState() const
{
return TQString::number(numberOfDeals);
}
void Grandf::setGameState( const TQString &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(TDEMainWindow *parent) { return new Grandf(parent); }
} gfdi;
#include "grandf.moc"
|