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