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/*
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napoleon.cpp implements a patience card game
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Copyright (C) 1995 Paul Olav Tvete
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* Permission to use, copy, modify, and distribute this software and its
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* documentation for any purpose and without fee is hereby granted,
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* provided that the above copyright notice appear in all copies and that
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* both that copyright notice and this permission notice appear in
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* supporting documentation.
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*
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* This file is provided AS IS with no warranties of any kind. The author
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* shall have no liability with respect to the infringement of copyrights,
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* trade secrets or any patents by this file or any part thereof. In no
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* event will the author be liable for any lost revenue or profits or
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* other special, indirect and consequential damages.
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*/
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#include "napoleon.h"
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#include <tdelocale.h>
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#include "deck.h"
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#include "cardmaps.h"
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Napoleon::Napoleon( TDEMainWindow* parent, const char* _name )
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: Dealer( parent, _name )
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{
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deck = Deck::new_deck( this );
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connect(deck, TQ_SIGNAL(clicked(Card *)), TQ_SLOT(deal1(Card*)));
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pile = new Pile( 1, this );
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pile->setAddFlags( Pile::disallow );
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for (int i = 0; i < 4; i++)
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{
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store[i] = new Pile( 2 + i, this );
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store[i]->setCheckIndex( 0 );
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target[i] = new Pile( 6 + i, this);
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target[i]->setRemoveFlags( Pile::disallow );
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target[i]->setCheckIndex(2);
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target[i]->setTarget(true);
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}
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const int dist_store = cardMap::CARDX() * 55 / 100;
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const int dist_target = dist_store / 2;
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const int centre_x = 10 + cardMap::CARDX() + dist_store;
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const int centre_y = 10 + cardMap::CARDY() + dist_store;
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deck->move( centre_x + cardMap::CARDX() * 47 / 10, centre_y + cardMap::CARDY() + dist_store);
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pile->move( centre_x + cardMap::CARDX() * 33 / 10, centre_y + cardMap::CARDY() + dist_store);
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centre = new Pile( 10, this );
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centre->setRemoveFlags( Pile::disallow );
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centre->setCheckIndex(1);
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centre->setTarget(true);
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store[0]->move( centre_x, centre_y - cardMap::CARDY() - dist_store );
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store[1]->move( centre_x + cardMap::CARDX() + dist_store, centre_y);
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store[2]->move( centre_x, centre_y + cardMap::CARDY() + dist_store );
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store[3]->move( centre_x - cardMap::CARDX() - dist_store, centre_y);
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target[0]->move( centre_x - cardMap::CARDX() - dist_target, centre_y - cardMap::CARDY() - dist_target );
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target[1]->move( centre_x + cardMap::CARDX() + dist_target, centre_y - cardMap::CARDY() - dist_target);
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target[2]->move( centre_x + cardMap::CARDX() + dist_target, centre_y + cardMap::CARDY() + dist_target);
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target[3]->move( centre_x - cardMap::CARDX() - dist_target, centre_y + cardMap::CARDY() + dist_target);
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centre->move(centre_x, centre_y);
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setActions(Dealer::Hint | Dealer::Demo);
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}
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void Napoleon::restart() {
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deck->collectAndShuffle();
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deal();
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}
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bool Napoleon::CanPutTarget( const Pile* c1, const CardList& cl) const {
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Card *c2 = cl.first();
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if (c1->isEmpty())
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return c2->rank() == Card::Seven;
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else
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return (c2->rank() == c1->top()->rank() + 1);
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}
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bool Napoleon::CanPutCentre( const Pile* c1, const CardList& cl) const {
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Card *c2 = cl.first();
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if (c1->isEmpty())
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return c2->rank() == Card::Six;
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if (c1->top()->rank() == Card::Ace)
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return (c2->rank() == Card::Six);
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else
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return (c2->rank() == c1->top()->rank() - 1);
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}
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bool Napoleon::checkAdd( int checkIndex, const Pile *c1, const CardList& c2) const
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{
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switch (checkIndex) {
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case 0:
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return c1->isEmpty();
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case 1:
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return CanPutCentre(c1, c2);
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case 2:
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return CanPutTarget(c1, c2);
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default:
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return false;
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}
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}
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void Napoleon::deal() {
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if (deck->isEmpty())
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return;
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for (int i=0; i<4; i++)
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store[i]->add(deck->nextCard(), false, false);
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}
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void Napoleon::deal1(Card *) {
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Card *c = deck->nextCard();
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if (!c)
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return;
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pile->add(c, true, false);
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c->move(deck->x(), deck->y());
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c->flipTo(int(pile->x()), int(pile->y()), 8);
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}
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Card *Napoleon::demoNewCards()
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{
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if (deck->isEmpty())
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return 0;
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deal1(0);
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return pile->top();
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}
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void Napoleon::getHints() {
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CardList cards;
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for (int i = 0; i < 4; i++)
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{
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if (!store[i]->isEmpty())
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cards.append(store[i]->top());
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}
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if (pile->top())
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cards.append(pile->top());
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for (CardList::Iterator it = cards.begin(); it != cards.end(); ++it) {
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CardList empty;
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empty.append(*it);
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if (CanPutCentre(centre, empty)) {
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newHint(new MoveHint(*it, centre));
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continue;
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}
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for (int i = 0; i < 4; i++) {
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if (CanPutTarget(target[i], empty)) {
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newHint(new MoveHint(*it, target[i]));
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break;
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}
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}
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}
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if (pile->isEmpty())
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return;
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for (int i = 0; i < 4; i++) {
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if (store[i]->isEmpty()) {
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newHint(new MoveHint(pile->top(), store[i]));
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return;
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}
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}
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}
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bool Napoleon::isGameLost() const
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{
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CardList cards;
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for (int i = 0; i < 4; i++)
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{
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if (store[i]->isEmpty())
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return false;
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else
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cards.append(store[i]->top());
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}
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if (pile->top())
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cards.append(pile->top());
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for (CardList::Iterator it = cards.begin(); it != cards.end(); ++it) {
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CardList empty;
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empty.append(*it);
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if(CanPutCentre(centre,empty)) return false;
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for(int i=0; i<4; i++)
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if(CanPutTarget(target[i],empty)) return false;
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}
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return (deck->isEmpty());
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}
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static class LocalDealerInfo4 : public DealerInfo
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{
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public:
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LocalDealerInfo4() : DealerInfo(I18N_NOOP("&Napoleon's Tomb"), 4) {}
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virtual Dealer *createGame(TDEMainWindow *parent) { return new Napoleon(parent); }
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} ldi3;
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#include "napoleon.moc"
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