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#include "simon.h"
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#include <klocale.h>
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#include <kdebug.h>
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#include "deck.h"
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#include <assert.h>
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#include "cardmaps.h"
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Simon::Simon( 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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deck->move(10, 10);
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deck->hide();
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const int dist_x = cardMap::CARDX() * 11 / 10 + 1;
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for (int i=0; i<4; i++) {
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target[i] = new Pile(i+1, this);
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target[i]->move(10+(i+3)*dist_x, 10);
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target[i]->setRemoveFlags(Pile::disallow);
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target[i]->setAddFlags(Pile::several);
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target[i]->setCheckIndex(0);
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target[i]->setTarget(true);
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}
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for (int i=0; i<10; i++) {
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store[i] = new Pile(5+i, this);
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store[i]->move(15+dist_x*i, 10 + cardMap::CARDY() * 73 / 50);
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store[i]->setAddFlags(Pile::addSpread | Pile::several);
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store[i]->setRemoveFlags(Pile::several);
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store[i]->setCheckIndex(1);
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}
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setActions(Dealer::Hint | Dealer::Demo);
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}
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void Simon::restart() {
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deck->collectAndShuffle();
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deal();
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}
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void Simon::deal() {
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int piles = 3;
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for (int round = 0; round < 8; round++)
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{
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for (int j = 0; j < piles; j++)
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{
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store[j]->add(deck->nextCard(), false, true);
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}
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piles++;
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}
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assert(deck->isEmpty());
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}
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bool Simon::checkPrefering( int checkIndex, const Pile *c1, const CardList& c2) const
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{
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if (checkIndex == 1) {
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if (c1->isEmpty())
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return false;
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return (c1->top()->suit() == c2.first()->suit());
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} else return false; // it's just important to keep this unique
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}
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bool Simon::checkAdd( int checkIndex, const Pile *c1, const CardList& c2) const
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{
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if (checkIndex == 1) {
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if (c1->isEmpty())
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return true;
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return (c1->top()->rank() == c2.first()->rank() + 1);
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} else {
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if (!c1->isEmpty())
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return false;
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return (c2.first()->rank() == Card::King && c2.last()->rank() == Card::Ace);
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}
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}
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bool Simon::checkRemove(int checkIndex, const Pile *p, const Card *c) const
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{
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if (checkIndex != 1)
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return false;
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// ok if just one card
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if (c == p->top())
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return true;
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// Now we're trying to move two or more cards.
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// First, let's check if the column is in valid
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// (that is, in sequence, alternated colors).
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int index = p->indexOf(c) + 1;
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const Card *before = c;
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while (true)
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{
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c = p->at(index++);
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if (!((c->rank() == (before->rank()-1))
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&& (c->suit() == before->suit())))
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{
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return false;
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}
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if (c == p->top())
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return true;
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before = c;
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}
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return true;
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}
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bool Simon::isGameLost() const
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{
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kdDebug(11111) <<"isGameLost" << endl;
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for (int i=0; i<10; i++) {
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if(store[i]->isEmpty())
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return false;
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kdDebug(11111) <<"store["<<i<<"]" << endl;
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Card *c;
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Card *top=store[i]->top();
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int indexi=store[i]->indexOf(top);
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while(--indexi >=0){
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kdDebug(11111) <<top->name() << endl;
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c=store[i]->at(indexi);
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if(c->suit() == top->suit() &&
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(top->rank()+1) == c->rank())
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top=c;
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else
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break;
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}
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kdDebug(11111) <<"selected: " << top->name() << endl;
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for(int j=1; j <10; j++){
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int k=(i+j) % 10;
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if(store[k]->isEmpty())
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return false;
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kdDebug(11111) <<"vs "<<store[k]->top()->name() << endl;
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if((top->rank() +1) == store[k]->top()->rank())
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return false;
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}
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}
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return true;
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}
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static class LocalDealerInfo9 : public DealerInfo
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{
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public:
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LocalDealerInfo9() : DealerInfo(I18N_NOOP("&Simple Simon"), 9) {}
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virtual Dealer *createGame(TDEMainWindow *parent) { return new Simon(parent); }
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} gfi9;
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#include "simon.moc"
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