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#ifndef _DEALER_H_
#define _DEALER_H_
#include "pile.h"
#include "hint.h"
#include <tqdom.h>
#include <krandomsequence.h>
class TQDomDocument;
class TDEMainWindow;
class Dealer;
class DealerInfo;
class TDEAction;
class TDESelectAction;
class TDEToggleAction;
class KPixmap;
class DealerInfoList {
public:
static DealerInfoList *self();
void add(DealerInfo *);
const TQValueList<DealerInfo*> games() const { return list; }
private:
TQValueList<DealerInfo*> list;
static DealerInfoList *_self;
};
class DealerInfo {
public:
DealerInfo(const char *_name, int _index)
: name(_name),
gameindex(_index)
{
DealerInfoList::self()->add(this);
}
const char *name;
uint gameindex;
virtual Dealer *createGame(TDEMainWindow *parent) = 0;
};
class CardState {
public:
Card *it;
Pile *source;
double x;
double y;
double z;
bool faceup;
bool tookdown;
int source_index;
CardState() {}
public:
// as every card is only once we can sort after the card.
// < is the same as <= in that context. == is different
bool operator<(const CardState &rhs) const { return it < rhs.it; }
bool operator<=(const CardState &rhs) const { return it <= rhs.it; }
bool operator>(const CardState &rhs) const { return it > rhs.it; }
bool operator>=(const CardState &rhs) const { return it > rhs.it; }
bool operator==(const CardState &rhs) const {
return (it == rhs.it && source == rhs.source && x == rhs.x &&
y == rhs.y && z == rhs.z && faceup == rhs.faceup
&& source_index == rhs.source_index && tookdown == rhs.tookdown);
}
void fillNode(TQDomElement &e) const {
e.setAttribute("value", it->rank());
e.setAttribute("suit", it->suit());
e.setAttribute("source", source->index());
e.setAttribute("x", x);
e.setAttribute("y", y);
e.setAttribute("z", z);
e.setAttribute("faceup", faceup);
e.setAttribute("tookdown", tookdown);
e.setAttribute("source_index", source_index);
}
};
typedef TQValueList<CardState> CardStateList;
struct State
{
CardStateList cards;
TQString gameData;
};
/***************************************************************
Dealer -- abstract base class of all varieties of patience
***************************************************************/
class Dealer: public TQCanvasView
{
TQ_OBJECT
public:
Dealer( TDEMainWindow* parent = 0, const char* name = 0 );
virtual ~Dealer();
static const Dealer *instance();
void enlargeCanvas(TQCanvasRectangle *c);
void setGameNumber(long gmn);
long gameNumber() const;
virtual bool isGameWon() const;
virtual bool isGameLost() const;
void setViewSize(const TQSize &size);
void addPile(Pile *p);
void removePile(Pile *p);
virtual bool checkRemove( int checkIndex, const Pile *c1, const Card *c) const;
virtual bool checkAdd ( int checkIndex, const Pile *c1, const CardList& c2) const;
virtual bool checkPrefering( int checkIndex, const Pile *c1, const CardList& c2) const;
virtual Card *demoNewCards();
virtual void setupActions();
bool demoActive() const;
void drawPile(KPixmap &, Pile *p, bool selected);
TQColor midColor() const { return _midcolor; }
void setBackgroundPixmap(const TQPixmap &background, const TQColor &midcolor);
void saveGame(TQDomDocument &doc);
void openGame(TQDomDocument &doc);
void setGameId(int id) { _id = id; }
int gameId() const { return _id; }
void setTakeTargetForHints(bool e) { takeTargets = e; }
bool takeTargetForHints() const { return takeTargets; }
bool isMoving(Card *c) const;
virtual TQSize minimumCardSize() const;
virtual void resizeEvent(TQResizeEvent *);
int freeCells() const;
TQString anchorName() const;
void setAnchorName(const TQString &name);
void setAutoDropEnabled(bool a);
bool autoDrop() const { return _autodrop; }
int getMoves() const { return undoList.count(); }
public slots:
// restart is pure virtual, so we need something else
virtual void startNew();
void undo();
virtual void takeState();
virtual bool startAutoDrop();
void hint();
void slotTakeState(Card *c);
signals:
void undoPossible(bool poss);
void gameWon(bool withhelp);
void gameLost();
void saveGame(); // emergency
void gameInfo(const TQString &info);
void updateMoves();
public slots:
virtual void demo();
void waitForDemo(Card *);
void toggleDemo();
virtual void stopDemo();
void waitForAutoDrop(Card *);
protected:
enum { None = 0, Hint = 1, Demo = 2, Redeal = 4 } Actions;
void setActions(int actions) { myActions = actions; }
int actions() const { return myActions; }
virtual void restart() = 0;
virtual void contentsMousePressEvent(TQMouseEvent* e);
virtual void contentsMouseMoveEvent( TQMouseEvent* );
virtual void contentsMouseReleaseEvent( TQMouseEvent* );
virtual void contentsMouseDoubleClickEvent( TQMouseEvent* );
virtual void wheelEvent( TQWheelEvent *e );
void unmarkAll();
void mark(Card *c);
Pile *findTarget(Card *c);
virtual bool cardClicked(Card *);
virtual void pileClicked(Pile *);
virtual bool cardDblClicked(Card *);
void won();
virtual void getHints();
void newHint(MoveHint *mh);
void clearHints();
// it's not const because it changes the random seed
virtual MoveHint *chooseHint();
TDEMainWindow *parent() const;
bool waiting() const { return _waiting != 0; }
void setWaiting(bool w);
protected:
PileList piles;
State *getState();
void setState(State *);
// reimplement this to add game-specific information in the state structure
virtual TQString getGameState() const { return TQString(); }
// reimplement this to use the game-specific information from the state structure
virtual void setGameState( const TQString & ) {}
virtual void newDemoMove(Card *m);
bool moved;
CardList movingCards;
TQCanvasItemList marked;
TQPoint moving_start;
Dealer( Dealer& ); // don't allow copies or assignments
void operator = ( Dealer& ); // don't allow copies or assignments
TQCanvas myCanvas;
TQSize minsize;
TQSize viewsize;
TQPtrList<State> undoList;
long gamenumber;
TQValueList<MoveHint*> hints;
Card *towait;
TQTimer *demotimer;
int myActions;
bool toldAboutLostGame;
TDEToggleAction *ademo;
TDEAction *ahint, *aredeal;
KRandomSequence randseq;
TQColor _midcolor;
TQ_UINT32 _id;
bool takeTargets;
bool _won;
int _waiting;
bool stop_demo_next;
TQString ac;
static Dealer *s_instance;
bool _autodrop;
bool _gameRecorded;
private:
void countLoss();
void countGame();
};
#endif
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