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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/idiot.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/idiot.cpp')
-rw-r--r-- | kpat/idiot.cpp | 234 |
1 files changed, 234 insertions, 0 deletions
diff --git a/kpat/idiot.cpp b/kpat/idiot.cpp new file mode 100644 index 00000000..3ac49ef5 --- /dev/null +++ b/kpat/idiot.cpp @@ -0,0 +1,234 @@ +/* + idiot.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. + + 4 positions, remove lowest card(s) of suit +*/ + + +#include "idiot.h" +#include <klocale.h> +#include "deck.h" +#include "cardmaps.h" + + +Idiot::Idiot( KMainWindow* parent, const char* _name) + : Dealer( parent, _name ) +{ + // Create the deck to the left. + m_deck = Deck::new_deck( this ); + m_deck->move(10, 10); + + const int distx = cardMap::CARDX() + cardMap::CARDX() / 10 + 1; + + // Create 4 piles where the cards will be placed during the game. + for( int i = 0; i < 4; i++ ) { + m_play[i] = new Pile( i + 1, this); + + m_play[i]->setAddFlags( Pile::addSpread ); + m_play[i]->setRemoveFlags( Pile::disallow ); + m_play[i]->move(10 + cardMap::CARDX() * 18 / 10 + distx * i, 10); + } + + // Create the discard pile to the right + m_away = new Pile( 5, this ); + m_away->setTarget(true); + m_away->setRemoveFlags(Pile::disallow); + m_away->move(10 + cardMap::CARDX() * 5 / 2 + distx * 4, 10); + + setActions(Dealer::Hint | Dealer::Demo); +} + + +void Idiot::restart() +{ + m_deck->collectAndShuffle(); + deal(); +} + + +inline bool higher( const Card* c1, const Card* c2) +{ + // Sanity check. + if (!c1 || !c2 || c1 == c2) + return false; + + // Must be same suit. + if (c1->suit() != c2->suit()) + return false; + + // Aces form a special case. + if (c2->rank() == Card::Ace) + return true; + if (c1->rank() == Card::Ace) + return false; + + return (c1->rank() < c2->rank()); +} + + +bool Idiot::canMoveAway(Card *c) +{ + return ( higher( c, m_play[ 0 ]->top() ) || + higher( c, m_play[ 1 ]->top() ) || + higher( c, m_play[ 2 ]->top() ) || + higher( c, m_play[ 3 ]->top() ) ); +} + + +bool Idiot::cardClicked(Card *c) +{ + // If the deck is clicked, deal 4 more cards. + if (c->source() == m_deck) { + deal(); + return true; + } + + // Only the top card of a pile can be clicked. + if (c != c->source()->top()) + return false; + + bool didMove = true; + if ( canMoveAway(c) ) + // Add to 'm_away', face up, no spread + m_away->add(c, false, false); + else if ( m_play[ 0 ]->isEmpty() ) + // Add to pile 1, face up, spread. + m_play[0]->add(c, false, true); + else if ( m_play[ 1 ]->isEmpty() ) + // Add to pile 2, face up, spread. + m_play[1]->add(c, false, true); + else if ( m_play[ 2 ]->isEmpty() ) + // Add to pile 3, face up, spread. + m_play[2]->add( c, false, true); + else if ( m_play[ 3 ]->isEmpty() ) + // Add to pile 4, face up, spread. + m_play[3]->add(c, false, true); + else + didMove = false; + + return true; // may be a lie, but noone cares +} + + +// The game is won when: +// 1. all cards are dealt. +// 2. all piles contain exactly one ace. +// 3. the rest of the cards are thrown away (follows automatically from 1, 2. +// +bool Idiot::isGameWon() const +{ + // Criterium 1. + if (!m_deck->isEmpty()) + return false; + + // Criterium 2. + for (int i = 0; i < 4; i++) { + if (m_play[i]->cardsLeft() != 1 || m_play[i]->top()->rank() != Card::Ace) + return false; + } + + return true; +} + + +// This patience doesn't support double click. +// + +bool Idiot::cardDblClicked(Card *) +{ + return false; // nothing - nada +} + + +// Deal 4 cards face up - one on each pile. +// + +void Idiot::deal() +{ + if ( m_deck->isEmpty() ) + return; + + // Move the four top cards of the deck to the piles, faceup, spread out. + for ( int i = 0; i < 4; i++ ) + m_play[ i ]->add( m_deck->nextCard(), false, true ); +} + + +void Idiot::getHints() +{ + bool cardMoved = false; + for ( int i = 0; i < 4; i++ ) + if ( canMoveAway( m_play[i]->top() ) ) { + cardMoved = true; + newHint(new MoveHint(m_play[i]->top(), m_away)); + } + + if (cardMoved) + return; + + // now let's try to be a bit clever with the empty piles + for( int i = 0; i < 4; i++ ) { + if (m_play[i]->isEmpty()) { + // Find a card to move there + int biggestPile = -1; + int sizeBiggestPile = -1; + for( int j = 0; j < 4; j++ ) { + if ( i != j && m_play[j]->cardsLeft()>1 ) { + + // Ace on top of the pile? -> move it + if ( m_play[j]->top()->rank() == Card::Ace ) { + biggestPile = j; + break; + } + + // Otherwise choose the biggest pile + if ( m_play[j]->cardsLeft() > sizeBiggestPile ) { + sizeBiggestPile = m_play[j]->cardsLeft(); + biggestPile = j; + } + } + } + + if ( biggestPile != -1 ) { + newHint(new MoveHint(m_play[biggestPile]->top(), m_play[i])); + return; + } + } + } +} + + +Card *Idiot::demoNewCards() +{ + if ( m_deck->isEmpty() ) + return 0; + + deal(); + + return m_play[0]->top(); +} + + +static class LocalDealerInfo2 : public DealerInfo +{ +public: + LocalDealerInfo2() : DealerInfo(I18N_NOOP("&Aces Up"), 2) {} + virtual Dealer *createGame(KMainWindow *parent) { return new Idiot(parent); } +} ldi4; + + +#include "idiot.moc" |