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#include "gypsy.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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Gypsy::Gypsy( TDEMainWindow* parent, const char *name )
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: Dealer( parent, name )
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{
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const int dist_x = cardMap::CARDX() * 11 / 10 + 1;
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const int dist_y = cardMap::CARDY() * 11 / 10 + 1;
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deck = Deck::new_deck(this, 2);
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deck->move(10 + dist_x / 2 + 8*dist_x, 10 + 45 * cardMap::CARDY() / 10);
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connect(deck, TQT_SIGNAL(clicked(Card*)), TQT_SLOT(slotClicked(Card *)));
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for (int i=0; i<8; i++) {
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target[i] = new Pile(i+1, this);
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target[i]->move(10+dist_x*(8+(i/4)), 10 + (i%4)*dist_y);
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target[i]->setAddType(Pile::KlondikeTarget);
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}
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for (int i=0; i<8; i++) {
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store[i] = new Pile(9+i, this);
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store[i]->move(10+dist_x*i, 10);
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store[i]->setAddType(Pile::GypsyStore);
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store[i]->setRemoveType(Pile::FreecellStore);
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}
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setActions(Dealer::Hint | Dealer::Demo);
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}
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void Gypsy::restart() {
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deck->collectAndShuffle();
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deal();
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}
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void Gypsy::dealRow(bool faceup) {
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for (int round=0; round < 8; round++)
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store[round]->add(deck->nextCard(), !faceup, true);
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}
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void Gypsy::deal() {
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dealRow(false);
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dealRow(false);
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dealRow(true);
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takeState();
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}
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Card *Gypsy::demoNewCards()
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{
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if (deck->isEmpty())
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return 0;
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dealRow(true);
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return store[0]->top();
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}
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bool Gypsy::isGameLost() const {
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if(!deck->isEmpty())
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return false;
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for(int i=0; i < 8; i++){
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if(store[i]->isEmpty())
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return false;
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if(store[i]->top()->rank() == Card::Ace)
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return false;
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for(int j=0; j <8; j++){
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if(!target[j]->isEmpty() &&
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(store[i]->top()->suit()==target[j]->top()->suit()) &&
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(store[i]->top()->rank()==(target[j]->top()->rank()+1)))
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return false;
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}
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}
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for(int i=0; i < 8; i++) {
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Card *cnext=store[i]->top();
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int indexi=store[i]->indexOf(cnext);
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Card *cardi= 0;
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do{
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cardi=cnext;
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if (indexi>0)
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cnext=store[i]->at( --indexi );
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for(int k=0; k <8; k++) {
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if (i == k)
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continue;
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if((cardi->rank()+1 == store[k]->top()->rank()) &&
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cardi->isRed() != store[k]->top()->isRed()){
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// this test doesn't apply if indexi==0, but fails gracefully.
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if(cnext->rank() == store[k]->top()->rank() &&
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cnext->suit() == store[k]->top()->suit())
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break; //nothing gained; keep looking.
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return false;// TODO: look deeper, move may not be helpful.
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}
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}
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} while((indexi>=0) && (cardi->rank()+1 == cnext->rank()) &&
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(cardi->isRed() != cnext->isRed()));
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}
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return true;
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}
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static class LocalDealerInfo7 : public DealerInfo
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{
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public:
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LocalDealerInfo7() : DealerInfo(I18N_NOOP("Gy&psy"), 7) {}
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virtual Dealer *createGame(TDEMainWindow *parent) { return new Gypsy(parent); }
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} gyfdi;
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#include "gypsy.moc"
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